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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49055 times)

10ebbor10

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For more than twenty years this planet was divided by a bloody war. For years the population suffered as fire and steel rained from the skies. It was only two months ago that the Continental Alliance managed, with great effort and heroic sacrifices, managed to break through the Planetary Federation defenses. After that it was only a matter of wiping out the last pockets of resistance. That was what we thought anyway. With it's back against the wall, the Federation unleashed it's most deadly weapon.

It wasn't long before a mysterious new disease spread through the rejoycing population. The first day, 50 people were hospitalized. The Next, 250. Within 3 weeks, there were more 40.000 people reported sick, all with the same symptoms: Fevers, desorientation, failing immunological systems, loss of cognitive functions, increased aggresion, irresponsiveness to pain or other stimuli, and then an irreversible cataconic state.

And then the killing started.

One by one, the patients got back up and attacked the personnel, while the infection rampaged through the streets. The Military tried to reinforce the Quarantine, and found itself having to shoot it's own citizens. With more than 60.000 infected, the situation was getting unbearable. The entire lower continent was evacuated, and defenses were set up near the mountains to hold back the tide of monsters.

Nevertheless, it wasn't enough. And Due to the fact that this planet lies in a contested area, there's not much help to be expected from that side.That's where you come in. The alliance has hired itself an army of mercenaries to hold back the zombies while the planet is evacuated.
You will be granted acces to a small base, and several vehicles to bring you to the front.

Spoiler: Signup-sheet (click to show/hide)

Spoiler: Campaign map (click to show/hide)

Spoiler: Possible bases (click to show/hide)

Rules
Spoiler (click to show/hide)

Info
Spoiler (click to show/hide)
« Last Edit: June 27, 2012, 09:22:41 am by 10ebbor10 »
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #1 on: April 09, 2012, 02:50:44 pm »

This is looking interesting I've got a couple questions though, concerning creating the unit types. Is there any way to calculate the price from the stats of the units we create? Is there some other way to balance them? Or do we just have to estimate it? I've got similar concerns for bases, and the special structures.

Edit: Oh, and just so you know, your info section just says 'array' when I click the spoiler tag.
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #2 on: April 09, 2012, 02:52:10 pm »

-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 10.000
-Base Smuggler's Nest
   -Resources stored:100/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]
« Last Edit: April 10, 2012, 03:36:13 pm by adwarf »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #3 on: April 09, 2012, 03:09:59 pm »

This is looking interesting I've got a couple questions though, concerning creating the unit types. Is there any way to calculate the price from the stats of the units we create? Is there some other way to balance them? Or do we just have to estimate it? I've got similar concerns for bases, and the special structures.

Edit: Oh, and just so you know, your info section just says 'array' when I click the spoiler tag.
Uhm no. Let me just say that a basic infantery unit should cost 2500, will consist out of 2 squads(10 units each) and who deal between 0-5 damage. They also have light armour and a decent range. Uhm,yes. Unit abilities come to mind.
Yes in fact you do.

A basic zombie has 1 hp, deals between 0-1 damage, no armor and a speed of 2. Note that they get stronger in groups.

It's not supposed to say that, it is supposed to be empty. It will be filled up with lore and zombie info as you go along.
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #4 on: April 09, 2012, 03:26:27 pm »

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 10.000
-Base: Cargo Airport
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:



Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:



Spoiler:  APC (click to show/hide)
« Last Edit: April 11, 2012, 01:44:08 pm by Ghazkull »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #5 on: April 09, 2012, 03:27:50 pm »

Um, for the base, You're supposed to pick one from the list. Or ask for a custom base.(I ran out of ideas for distinct bases) For the units, you can either come up with stats yourself, and I balance them or just give me a description of what you want.
« Last Edit: April 09, 2012, 03:30:54 pm by 10ebbor10 »
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #6 on: April 09, 2012, 03:32:59 pm »

This looks like fun. I'll fill the boxes out over time.

-Name: The Green Men
-Leader Name: Nieren
-Funds: 10,000
-Base: Civilian Airport
   -Resources stored:100/100
   -Fuel stored:50/50
-Hero unit:
Spoiler: Nieren (click to show/hide)

-Merc company units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler: Prefab Fort (click to show/hide)

Governement support units:


More changes to come.
« Last Edit: April 14, 2012, 01:28:31 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #7 on: April 09, 2012, 03:44:10 pm »

@ Everyone, but mostly adwarf.

The two units you get in the beginning of the are actually blueprints. You can train more of them over time, given the right facilities and resources( Also you screwed up the spoilers). You get one of them for free in the beginning of the game.

Also take note that damage values(and health and armor and such) are for the entire squad combined, but that one Mercenary unit can consist out of multiple squads which consists out of soldiers. For adwarf, you would get only 1 squad for every unit you train, while common infantery gets 2.

Also some basic stats as aid.

Simple infantery (2 squads)
Price: 2500
Units per squad: 10
Health: 10
Armor: 1
Speed: 2
Range: 4
Damage: 0-5
Abilities:

Zed
Health: 1*amount of Zed
Armor: 0 (+1 for every 10 zed)
Speed: 2
Range: 1
Damage:0-1 for one Zed. This increases quite fast.
Abilities:
Infection

Edit:
I seemed to have messed up some terminology. Therefore, an added dictionary and I will also fix the OP shortly.

One mercenary Unit: You pay and build things per unit. One unit may consist of multiple squads.
One mercenary squad: Health armor and damage are all squad based. One squad is the smallest thing that can move independently across the map. Splitting is possible but not encouraged.( I don't want to do hundreds of rolls)
One soldier: Each squads is made up of multiple soldiers / vehicles. This has little  effect on gameplay ,unless when considering infection and special abilities.And splash damage()

« Last Edit: April 09, 2012, 03:55:47 pm by 10ebbor10 »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #8 on: April 10, 2012, 11:31:03 am »

-Name Mercenary Company: The Black Raven
-Name PC: Alfred Nimar
-Funds: 10.000
-Base Smuggler's Nest
   -Resources stored:100/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]
Please note that there have been some changes in the OP and rules.

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 10.000
-Base: Cargo Airport (A base can only be taken once)
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:




Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:



Spoiler:  APC (click to show/hide)

This looks like fun. I'll fill the boxes out over time.

-Name: The Green Men
-Leader Name: Nieren
-Funds: 10.000
-Base: Cargo Airport Every airport can only be taken once
   -Resources stored:300/300
   -Fuel stored:150/150
-Hero unit:
Spoiler: Nieren (click to show/hide)

-Merc compangy units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler (click to show/hide)

Governement support units:


Anyway, here's a balancing system for mercs.

Amount of squads:(+80% price per extra squad)
Soldiers per squad: Free, you can change this as you like
Health: 100 per hp point
Armor: 300 per point
Speed: 200 per point
Range: 100 per point
Damage: Min dam: 200 per point/ Max damage 100 per point
Abilities: Depends on ability.
-
Description:


Also some things I forgot, I also need a personnel color for each person. Purple and blue are taken.(Zeds and humans respectively)
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #9 on: April 10, 2012, 12:04:37 pm »

grey otherwise black

Edit: my guys have been updated...hope now it's better...
« Last Edit: April 10, 2012, 12:33:25 pm by Ghazkull »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #10 on: April 10, 2012, 12:39:40 pm »

grey otherwise black

Edit: my guys have been updated...hope now it's better...
Hum, yeah. I also see a problem coming with the fatc that the first units are free.( Points at expensive units.) Maybe I should give everyone 20.000 to start and subtract the costs of the units?

Also note that you can build other buildings then the 2 blueprints you can chose at the start.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #11 on: April 10, 2012, 01:14:44 pm »

The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 10.000
-Base: Military airport
   -Resources stored: 100
    Fuel stored: 50


”Papa Bear” Vladimir Baikov

The Spetsnaz Guards


Spoiler: Ironclaw (click to show/hide)

Spoiler:  Red Fang (click to show/hide)


Special structures
 
Spoiler:  Barracks (click to show/hide)

Governement support units:
Spoiler:  Mi-55 Locusts (click to show/hide)

Im am not entirely sure what stats my soldiers should have yet, because I don´t know whats "good". If you want to give them, go ahead, otherwise I will do it soon.

How long is a miniturn? (I am considering a ability, or more like a drawback for my support units, that for some time after they deployed, they only fire at half capacity since they will need some time to deploy the machine guns.) 
« Last Edit: April 14, 2012, 02:52:54 am by Evil Marahadja »
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #12 on: April 10, 2012, 02:18:11 pm »

Fixed my units, and left the price to you due to their abilities
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #13 on: April 10, 2012, 02:36:31 pm »

What is the normal buildings we can...build btw?
And what units?
And how does the Hero unit work?

[/questions]
« Last Edit: April 10, 2012, 02:38:04 pm by Evil Marahadja »
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #14 on: April 10, 2012, 03:32:26 pm »

I'll take green and get to fixing my units. On a side note, I think I'll slow down the trucks a bit. No need to outrun APCs...

EDIT: mostly fixed, and I left the prices mostly blank. I do think, however, that trucks, even large ones, can probably go a little faster than APCs, due to the lack of armor and weapons weighing them down.
« Last Edit: April 10, 2012, 04:05:19 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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