Well, I hardly think that simple survivors would have the resources to make a supply yard. But, for the sake of playability, do it.
Well, I hardly think that simple survivors would have the resources to make a supply yard. But, for the sake of playability, do it.
Well I think maybe I can have 2 different upgrades: Barracks upgrade and one other, where one makes the building spawn a set of squads, while the other can spawn a different set.
ok sounds like a plan. and actually survivors would ahve that skill. all a supply yard would be is a stockpileof supplies with someone who was a store clerk kind of position to manage it all.
For the Greater Good!!
Hmm.... maybe there should be 2 types of buildings, survivor stronghold and Military Outpost.
The survivor stronghold would give you cheap spammable (but dangerous if the zombies get ahold of them!) survivor squads, plus a few units of hardcapped police officers and swat (Maybe each new 'barracks' you create adds more to the hardcap?)
Then for military outpost, which is much more expensive, it gives you national guard, military police, jeeps and trucks ect.
The ideas are getting better and better
I'm not sure, if you look at WWZ, it says that class 2 (what we're dealing with) almost never involves military, maybe a small group, but that's only for keeping the crowds calm, and handing out supplies, etc. The police do all the combat.
We dont have to constrain the mod to WWZ or the aombie survival guide. they're very good books but they not the end all and be all of zombie.
Ok,I have an idea for this mod..You can ignore it but..
How about making a normal barracks for a building like they said but make the national guard choice a doctorine..IE National guard as infantry calvery as armor or replace airborne with A mix of the two?And along the lines of defences,Try replacing tanktraps with roadblocks and for barbwire replace the model with caddle barbwire (Were would they get military grade barbwire without a military base?)
Last edited by tutt6; 8th Dec 08 at 4:18 PM.
Yeah thats a problem...doctrines.
Please give me ideas for doctrines cuz i got no clue!
Maybe for zombies I can do like different styles of zombies, I.E. WWZ style zombies, Night of the Living Dead zombies, and one other one?
World war Z
Description:These zombies are slow,Strong,And effective in swarms,There special abilitys allow them to camo in cover or on the ground.Ment for players that wish to sneak up on the enemy and attack when its to late.
Night of the living dead,
Description:These zombies are slow dumb and overall afraid of fire and light.There only plus size is they are the cheapest in the game.Ment for players that wish to overrun human postions.
New age zombie,
Description:These zombies are fast agile they can take a beating and take on survivors and have a specail ability to take on jeeps and tanks alike.Ment for a Brute force player.
Description:These units are inexperienced until higher ranks they can build capture and reinforce postions and roadblocks they have special unit reinforcements And access to salveging abilitys.Ment for a player that likes stealth and hit and run attacks.
Description:These men are skilled in hunting animals and zombies alike they are a strong defence and offense doctorine Ment for a player that likes brute force.
Description:At long last the US national guard comes to aid those in need.They have acess to jeeps trucks and a few tanks if the situation is near hopeless,Ment for a player that values tactics.
Last edited by tutt6; 8th Dec 08 at 5:37 PM.
I like the zombie doctrines, but I'm not so sure about the human doctrines. They're basically units that you normally get.
Ill attempt to rethink them..You actually like my zombie doctorines though?
Yeah, they're better than what I would have thought of.
Well...that was my biggest concern...
I'm thinking changing the skins obviously, and giving them an invisible gun with a range of about .1 meters so they have to be ultra close, making it look like melee combat because the gun will be invisible.
Cold Hard Steel:
Human doctrine. Utilizes heavy defensive fortifications and assault troops made for the slow eradication of the entire zombie threat. This doctrine focuses on using specialized troops to combat the zombies.
Special Units: Armored Car, Veteran Hunters, Exterminators
Special Abilities: Armored Base, Endless Battle, Headcount
Armored Car: (two ideas)
Moving Fortress. Bus that can carry troops at a medium speed. Has light gunnery positions, but garrisoned troops can fire from the windows. Able to reinforce squads and equipped with 2 light/heavy machine guns.
Heavy Support. A private security services armored car. Cannot reinforce, but features a medium cannon and a heavy machine gun. Can take more punishment than a bus, but cannot transport troops
Above average units armed with carbines and shotguns made for defensive warfare. Can set field defenses efficiently, and can set better defenses than basic troops. Receives a bonus for fighting in cover. Can be upgraded with a light machine gun.
Assault troops armed with shotguns, carbines, and assault rifles. Can use grenades and are upgradeable with either a flamethrower or light machine gun. Receive a combat bonus when facing troops in cover, or out in the open.
Armored Base: allows the player to upgrade a base to an armored base, which is easier to defend.
Endless Battle: Passive ability. Makes soldiers less susceptible to becoming pinned or suppressed.
Headcount: allows a squad to exponentially increase damage dealt for a small period of time, starting from below normal, to twice or higher than their normal attack.
Human doctrine. Uses generalized troops for quick, sweeping assaults, and fast, light defenses. Made for a player who likes to speedily destroy the main horde of zombies.
Special Units: Breakers, Jeep
Special Ability: Charge, Raid
Breakers: Assault unit armed with rifles, grenades, shotguns, and SMG's. Can be upgraded with light machine guns or assault rifles. Can set up only light defenses, and has a bonus when attacking units in the open or in buildings.
Jeep: Assault vehicle. Fast and hard hitting, but vulnerable. Armed with 1/2 heavy machine guns and light armor.
Charge!: Makes all units in an area have the same effect as being 'fired up' and will run towards zombies (if there are any around) and attack them with a slight damage bonus.
Raid!: Has all units in an area have the same effect as being 'fired up' and makes them advance deep into enemy territory, and when taken enough losses, retreat back to their initial position. When Raid! is activated all units in the area receive a damage bonus.
I''m thinking on another one right now
What about these for human doctrines?
the only basic unit is the builder. a couple of ex construction workers armed with a plethora of personal firearms. as soon as u start u pick ur doctrine and get to work. just my 2 cents i guess.
-Hunters i.e. Woodsman
used for gurriella warfare, and fast attacks no vehicles.
-Light Armored vehicles
used for regular infantry tactics
-units armed with shotguns and flamethrowers
-trained soldiers armed with high power sniper rifles
-and i cant think of a damn thing for the third unit.
improvised vehicles, the brute force doctrine.
oh and i agree fullheartedly with the above zombie doctrines. that way we can solve the debate on what type of zombie we want to have in the mod.
Really, I'm against a SWAT or Marine presence. Snipers are an excellent idea, and light vehicles.
Quick suggestion for the mod, though you may have implemented it already:
Make some of the Zombie weapons criticals into the high intensity ones (like from artillery and other explosives). It's cool to watch Zombies kill someone up close, but it's even cooler to watch them rip someone limb from limb.
"You must be swift as the coursing river, with all the force of a great typhoon, with all the strength of a raging fire, mysterious as the dark side of the moon."
Cool, great ideas.
Maybe similar to what the Battle of the Bulge mod did, where you only get basic units at the start, and depending on your doctrine choice it affects what units you get?
Also expanding on the forward barracks being the only available place to build units.... maybe the first barracks you get is the basic, all doctrines can build it and it builds survivors, police officers, and maybe a single hardcapped National Guard squad.
You cant build the second barracks until you pick a doctrine, and once you do... you build either a Police Department... Military Outpost.. or Hunters cabin?
Im just chucking ideas into the air.
The 3 zombie doctrines Tutt said in my opinion are great, and I quite liked his Human doctrines as well.
I like the ideas guys. Yeah, so maybe we start off with builders and basic survivors (similar to engineers and volks), and then depending on the doctrine, different units are available.
My thoughts though are that machine guns aren't good because they just waste ammo. I mean, its hard to get headshots with a .30 cal, and because zombies can only be killed by headshots, it would be a waste of time and ammo.
Well actually MGs would be great for taking them apart litteraly if they get there legs ripped off they'll be like this.. Then the survivors run up shoot them and run back.
Dont know about a 30 Cal, but maybe an MG42 slows zombie squads? Against 1 squad it might slow them right up to a crawl, where other survivors can just take them apart.
Of course the MG should do a bit of damage, but its main job should be holding up the horde.
I dunno, you still gotta have MGs though
Course i mean what fun would a zombie mod be without MG's?and flame throwers..and..and..CHAIN FUCKING SAWS!XD
no love for my entry ;(
But anyways, don't put in chainsaws, they're as effective against zombies as panzershreks. They waste gas, are really loud, and make more gunk and muck that will just add to the mess than actually inflect casualties.
nah MGs would just waste ammo and attract more zombies. even with no legs or zombies are still to dangerous.
@dauntless, i just said marine since they're badass and would be fun against zombies. also cause they would have the most disipline on fighting them. ie single shots to the head kinda crap. and SWAT would make sense cause they do urban all the time, and they would be around since most SWAT officers are local police with extra training.
@nifteye, thats actually a really good idea.
But think about this...where would a group of survivors get a heavy machine gun?
Also, I would love to implement chain-saws, but there is no model or animation for it.
One of the zombie doctrines can be based on the "zombies" from the film 28 days later.
They're fast! So that would of course sacrifice their maximum health, however they could also do more damage. They would cost more then the average zed due to the fact they would be more effective if in small numbers when well microed. Using flanking maneuvers and speed to catch the enemy off-guard.
As on the movie, flame weapons would only make them stronger for a short time. (FTF?)
Well, the 28 days zombies are the Fast-Smart Zombies to make it simple.
Actually i have a cheesy Call in idea XD..
Ghost division (Kekeke) Remnants of a vetern army unit come to aid survivors they are armed with high power M4-A1's and AK-101's (I think the AK-101 is the newest AK)
There abilitys:Run!,To the death and ability to call in fire support (I mean comn there probley is a artillary unit still alive in all that shit)Use Rangers for this >.> There voice is awsome there abilitys are awsome there just whoopass in a uniform :P
Well, fair enough on the MGs, I just think it would look cool watching a line of MG42s stray into a crowd of zombies....
Anyway.. ghost division? Well if a real situation like this probably occured I would imagine the Army doing fall back plans, rear guard action, and setting up highly defended bases before making forays into infested territory.
@Dales, someone already said an idea for 3 doctrines for the zombies, which would vary the units.
1: World War Z Zombies: Slow and stupid, yet can take a beating and arent afraid of anything.
2: Modern Zombies (Modern as in quite a few films are using these instead lateley): Fast and vicious, but quite weak.
3: Night of the Living Dead Zombies: Well, because Iv never seen the films, apparently these zombies would be cheap, slow and be afraid of things such as fire.
Im just repeating what someone said before.
@Dauntless: Lol, I think ALL of the ideas are great, I was just happening to be looking at the other guys.
Well, I probably wont get to play this mod, because in about 3 weeks time I have Basic Training with the Army :O
Ghost division as in a unit that goes in infested areas and cleans it out for the parent unit to help cleanse the area.
You mean a highly trained special forces unit that would simply search and destroy, and then pull back to let the main force finish the job.
It could be like the German Paratroopers (not even gonna try and spell it) that spawn from neutral buildings.
Ah, those are the clean-up (for lack of a better name) team
Imagine hazmat, with crazy ass guns.
Ok thanks, but until the Object Editor becomes user friendly (cough never), I can't implement custom models
NO NO NO NO NO NO NO NO GO GET A GUIDE NO NO i dont want basic models >.<
uh the ghost thing strays a little to far into the army stuff imo. i think this mod would be alot more fun if the biggest military presence was some national guards and maybe like 2 hardcapped squads of marines. at the most. it should mainly be cops, SWAT and the hunters and such. if u give the humans too much army its gonna just be a slaughter. the other units, u actually have to be tactical with.
My point exactly. I mean, unless you are right next to an army base, it would take quite a bit of time for them to come, whatever is left. Plus, by the time they get to you, theyre probably low on ammo, and tired out, so they should be limited in this game.
If anyone has skills with skinning, I would greatly appreciate the help
Pretty basic stuff, but I just lack skill...:P
Completly agree with the above ^
I have no modding skills whatsoever, could you beg some skinners to do something?
I guess I will have to peddle the streets of RelicNews forums for alms of skins.
I have skinning experience, though on an outdated program. If you could recommend anything, I can get right on it.
go Dauntless! sorry that just means this mod gets to go somewhere further.
lol may I recommend Photoshop?
GIMP is free, but I havent used it much.
hehe GIMP. sorry tht was immature... ok now for your regualrly scehduled post.
I've been pushing around an idea all day and I'd like to know its plausibility.
you know how I was saying earlier that survivors should "replace" manpower? well I have two questions, would it be a. possible to code it so that survivors cant take a strategic point from a Zombie becasue the idea is that the aombies turn all the people inside and thats how they're upping their manpower. and b. is it in anyway possible to softcap the amount of "survivor" rescoure you can have. the idea being that once you save the people in the "building" and arm them, that that building should stio adding manpower to your pool, becasue, well its kind of ya know gone.
just my thoughts lately.
wait forget b. im mixing manpower up with pop cap
Those are good ideas, but I don't know if they are possible.
I played a game as zombies yesterday and I was a little disapointed.
The zombies didnt walk slow enough (i set their speed to .1 and they still run), and the survivors didn't build any buildings!
If you play as survivors can you build buildings and do the zombie AL build also?
You have to remember, the AL never build forward barracks.
You alter infantry unit speed differently. The speed variable means nothing, you have to alter their state or some such. I forget how, but search the how-to section of the armoury and I'm sure there's a guide somewhere. I would have found one for you, but the search function isn't working for me at the moment.The zombies didnt walk slow enough (i set their speed to .1 and they still run),
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