Urban Dead Wiki Board
February 29, 2024, 09:15:44 am
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Looking to move this to a different server - without annoying ads.
 
   Home   Help Search Links Staff List Calendar Login Register  
Pages: [1] 2 3 ... 10
 1 
 on: June 14, 2012, 01:43:09 pm 
Started by nopantszombie - Last post by PSimon23
I decided to give a hand and sent a post into social bookmarks. I hope the popularity will rise in.

 2 
 on: January 30, 2012, 01:23:48 pm 
Started by Xoid - Last post by Samael Darkfire
Um... Me thinks this forum is dead.

 3 
 on: January 27, 2012, 07:07:53 am 
Started by Koukol - Last post by Samael Darkfire
Quote
I'd suggest something additional (that would either slightly negate the point of brain rot or the point of NT-network-revives, but work as a better revive system) : the ability to accept revives or not. That is : "The syringe yadda molecular work yadda veins, struggling with urgh yadda zombie thing. Does it succeed? [Yes.] [Unfortunately not.]", click.
Dude! You do realize if Kevan does that, then Survivors are going to demand the ability to accept getting up as a zombie or not after death. It'd completely ruin the game.

 4 
 on: January 27, 2012, 07:02:00 am 
Started by Crusnik4000 - Last post by Samael Darkfire
Quote
Zeds require 5 AP to ruin a building, Survivors can repair it with 1 AP
Zeds required at least 5 AP to destroy a Generator, Survivors can repair it with 1 AP
Zombos also get XP for doing these. Survivors get nothing. (And don't give me that crap about a safe place to sleep. NOPLACE IS SAFE! Nothing's stopping the zombos from breaking down the barricades.)

Quote
Survivors have better communications (radios), better equipment (scan a Zed with NT tech to track them), better weapons.
* In-Game communication currently suck ballz. (Why waste AP to talk when send PM is free?) Zombos have the same access to Out-Game communication as Survivors.
* Let's not forget the endless AP we spend to find that equipment.

Quote
A well equipped survivor can easily kill two full health zeds in a turn.
This is my 3rd day playing & none of my Survivors have managed to get in a single kill & they're all extremely well equipped (guns, bullets, all that good stuff).

In other words, I support this suggestion. We survivors need more Zombo Hunter skillz ta even da odds!

 5 
 on: January 27, 2012, 06:51:28 am 
Started by The Impailer - Last post by Samael Darkfire
A better suggestion would be to make certain stuff not use AP.
* Reloading weapons (Lots of AP already wasted in finding bullets & missing. Losing AP to Reload = Overkill)
* Using radio/speaking (It takes no effort to talk. I can run several miles while talking, I can shoot zombos while talking, I can repair generators while talking. Heck, I can even take a crap while talking.)

 6 
 on: January 27, 2012, 06:44:42 am 
Started by Samael Darkfire - Last post by Samael Darkfire
Lab Experience should be zombie useable.

Zombie die. Zombie wait 30 min to 5 hours. Zombie stand fully healed.

Survivor die. Survivor wait 30 min to 5 hours. Survivor stand up Zombie. Zombie travel around looking revive point. Zombie wait several days. And finally, Survivor stand up with 50% health.

BULLSHIZZ!

Better way:
Survivor die. Survivor wait 30 min to 5 hours. Survivor stand up Zombie. Zombie use Syringe on heart. Zombie now happy Survivor with 50% health.

Requirements
* Survivor must be carrying at least one Syringe upon death.
* Lab Experience must be learned.

 7 
 on: January 27, 2012, 06:27:54 am 
Started by Techercizer - Last post by Samael Darkfire
And, no one wants to lose HP for not eating.

But there are beer & wine. How bout you consume those for your daily nutrients?

 8 
 on: January 26, 2012, 08:23:52 pm 
Started by nopantszombie - Last post by Samael Darkfire
Yes. When you donate, you get to choose a character. None of that character's actions will count against the 160 limit.

 9 
 on: January 26, 2012, 08:20:18 pm 
Started by Mr NoName001 - Last post by Samael Darkfire
Sniper Rifle

Damage    40 points (32 against a flak jacket.)
Base accuracy    5%
Capacity    1 Sniper Bullet
Locations    Armories (1%)
Encumbrance    12%

    Starting Skill: 5% Accuracy
    Basic Firearms Training: 30% Accuracy
    Sniper Training: 55% Accuracy
    Advanced Shotgun Training: 65% Accuracy
    Expert Sniper Training: 85% Accuracy

 10 
 on: January 26, 2012, 08:10:37 pm 
Started by Masshu - Last post by Samael Darkfire
Don't get Free Roaming. Spending 2 AP just to go outside & kill some zombo's is bull****. Just carry either a crowbar or a fire ax. If some dumbsizz blocks your entry with an extremely heavily barricaded, then bash it down. Wink Problem solved!

Pages: [1] 2 3 ... 10
Bookmark this site! | Upgrade This Forum
SMF For Free - Create your own Forum


Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy