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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126519 times)

Creamcorn

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I believe 'A' is the button to commit suicide. I always make sure to carry an extra cartridge as "plan B."

As term for bunnies, mutated bunny is what happens to fresh zombies (civilian zombies) as they collect more kills. Police bunny is pretty obvious, Police station. Pink bunnies will begin to show up close to the second day, so just survive long enough. Bunny hole is exactly what Mc Dwarf stated, an area with oodles zombie fun!

I also nominate the term J for the hospital actor.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

kilakan

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I always thought bunnies was a reference to playboy.....
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Nom nom nom

Creamcorn

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I always thought bunnies was a reference to playboy.....

Blame Rougejacked.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Grendus

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while playing this I found out a few things things.
companions are similar to the survival crisis Z survivors where they only there pretty much a pet you need to feed. Going in this from playing the mind screw of SCZ and the plot it gave really makes me unease for this one. really feels like a turn base version of that.

Don't knock companions entirely. They aren't nearly as competent as you, mostly because you can't afford to feed them until the supply drops and by that point you'll have to pick up fresh survivors instead of experienced ones. However, they make good supply mules, and when trained they make good backup fighters. We need a way to order them to switch weapons, then you can choose when to use them as mules and when to use them as portable shotguns.
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

kilakan

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You can tell them to use guns or melee, or not fight at all.
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Nom nom nom

Medicine Man

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  • Pile the bodies, set them aflame.
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I. Hate. Neophytes.

Swarms of them.. Neophytes everywhere.
*Twitch*
Once you have a shotgun, plenty of ammo and some health kits to spare you can easily take on a town filled with them.
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Creamcorn

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while playing this I found out a few things things.
companions are similar to the survival crisis Z survivors where they only there pretty much a pet you need to feed. Going in this from playing the mind screw of SCZ and the plot it gave really makes me unease for this one. really feels like a turn base version of that.

Don't knock companions entirely. They aren't nearly as competent as you, mostly because you can't afford to feed them until the supply drops and by that point you'll have to pick up fresh survivors instead of experienced ones. However, they make good supply mules, and when trained they make good backup fighters. We need a way to order them to switch weapons, then you can choose when to use them as mules and when to use them as portable shotguns.

I only wish companions knew how to kite zombies. It would make for a much more easier time with handling ammo supplies. In the long run (I'm talking a significant time here!) I'd like to see a few things from Rougejack's KISS (Keep It Simple Stupid) AI.

-NPC's ability to kite minimal zombie threats
-Better check system on companion's sleep meter
-A damn phone that doesn't take space and just needs batteries (I like difficulty, but honestly, do they have eighties phones or something!?)
-Higher tier zombies that run away when low on health to ambush you for an easier kill
-NPCS leaving areas when it becomes too dangerous or has too little resources (maybe they do but I haven't noticed)
-Better Char guards that also carry a zombification pill (makes them a high tier zombie)
-Pink Bunnies that last for more than a few days (could just be the RNG)
-NPCS gathering resources and returning to an active fort
-NPCS depositing said resources in safe area
-NPCS using the funk killer and when you use one close to an NPC it also affects them
-Funk killer message that tells when it's expired and maybe last a longer time too
-A reputation associated with your PC that affects NPC encounters

-Maybe different NPC types that have extra abilities.
*Survivalist-Consumable items have higher effects, and survives much longer without food and sleep
**Pack rat-Has the ability to stack twice the normal amount of items (some excluded) and has an extra item slot
***Zombie Killer-Higher HP, stamina, strength and better with weapons, begins with some great weapons

-Behavior associated with NPC survival and gradual building of NPC forts
*Nomad- Travels around city to escape zombie hoard, also carries many necessities, always has hauler skiller to one or higher; they make for great traders and often leave districts in less than three days.
**Cooperative- Likes to settle forts and tries to maintain safety in district with significant numbers; the forts will also have a very significant amount of supplies gathered up with actually civilian guards.
***Loner- Tends to stay alone and considers others a threat to survival will either hold up in a well supplied fort for as long as possible or does moderate traveling. Loners are fairly uncommon and will often be more skilled than other NPCS and only recruit able with with lvl2 leadership skill.

Also some bugs, stacked combat knives given to allies become baseball bats and maybe I'm missing something but Z-trackers only show zombies relative to your FOV. Huh, you know, I think I may send this list to Rougejack himself.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Thexor

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I agree with several of those points, Creamcorn.

Kiting sounds like it'd be a serious drain on the CPU if every NPC did it... but it should be fine if only your companions bother to kite. O(1) instead of O(n) and all that.

Forcing NPCs into a couple of classes seems... well, forced, not to mention that giving major bonuses to NPCs is cheap. The current system allows for a lot of adaptability, with the slight issue that NPCs appear to pick skills randomly, so they all end up generic. Perhaps, instead of giving NPCs special powers like you've shown, an NPC could get a 'class', and they'd tend to pick relevant skills when leveling. So, instead of a Nomad who magically needs less food/sleep, a Nomad would be a normal NPC with a higher chance of leveling Light Eater or Awake.

Given that CHAR guards can already two-shot you trivially from 3 tiles away, I shudder to imagine how strong upgraded ones would become! Maybe it would be better to just 'mix them up' - their armories already contain hunting rifles, so why not let guards use them? It'd negate their "long-range disadvantage" while making them slightly easier to kill up close. And from my experience, CHAR guards end up becoming zombies quick enough even without a pill - running from 4 Zombie Princes at once is tough!
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Creamcorn

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I agree with several of those points, Creamcorn.

Kiting sounds like it'd be a serious drain on the CPU if every NPC did it... but it should be fine if only your companions bother to kite. O(1) instead of O(n) and all that.

I barely know anything about coding, but that's a good point you bring up. Having companions be the only ones to do this of course would also make them better suited to serve only the player and get rid of companion griefing.

Forcing NPCs into a couple of classes seems... well, forced, not to mention that giving major bonuses to NPCs is cheap. The current system allows for a lot of adaptability, with the slight issue that NPCs appear to pick skills randomly, so they all end up generic. Perhaps, instead of giving NPCs special powers like you've shown, an NPC could get a 'class', and they'd tend to pick relevant skills when leveling. So, instead of a Nomad who magically needs less food/sleep, a Nomad would be a normal NPC with a higher chance of leveling Light Eater or Awake.

Damn you for greatly improving on my idea! Though, I only suggested the special classes because NPCS seemed so generic to begin with (random skills, ect). Also, when I was writing this, I was thinking of NPC survival but now; if they survive there's no more fun to be had!

NPC behavior (nomad, co-op and loner) is an idea I'd like to stick to though.

Given that CHAR guards can already two-shot you trivially from 3 tiles away, I shudder to imagine how strong upgraded ones would become! Maybe it would be better to just 'mix them up' - their armories already contain hunting rifles, so why not let guards use them? It'd negate their "long-range disadvantage" while making them slightly easier to kill up close. And from my experience, CHAR guards end up becoming zombies quick enough even without a pill - running from 4 Zombie Princes at once is tough!

Perhaps Char guards should have some sorta layer thing going on? Long range Rifles in the foyer, and shotgun guys in the hallways/rooms. Also, I only see their zeds in the bunnyhole. Than again, I may just be too good at clearing Char offices. 8)
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Evilgrim

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I. Hate. Neophytes.

Swarms of them.. Neophytes everywhere.
*Twitch*
Once you have a shotgun, plenty of ammo and some health kits to spare you can easily take on a town filled with them.

It was still the first day, I went to the Hospital with my only shotgun, and well. You know what you do at the hospital.

SUDDENLY, NEOPHYTES EVERYWHERE, I'd used all my Shotun shells on J, and there were about 5 of them, I tried to run past them, knowing I have no chance in hell.
There's a Neophyte blocking the Stairs.
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Thexor

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Given that CHAR guards can already two-shot you trivially from 3 tiles away, I shudder to imagine how strong upgraded ones would become! Maybe it would be better to just 'mix them up' - their armories already contain hunting rifles, so why not let guards use them? It'd negate their "long-range disadvantage" while making them slightly easier to kill up close. And from my experience, CHAR guards end up becoming zombies quick enough even without a pill - running from 4 Zombie Princes at once is tough!

Perhaps Char guards should have some sorta layer thing going on? Long range Rifles in the foyer, and shotgun guys in the hallways/rooms. Also, I only see their zeds in the bunnyhole. Than again, I may just be too good at clearing Char offices. 8)

Hehe, I've only tackled one CHAR office, and it was late enough in the game (the police station was several districts from my starting spot, the char office several another several from that...) that the entire population was zombified. First time I stepped in, I promptly high-tailed it to a nearby Guard group with two Princes on my tail.  :o

I haven't encountered many (living) CHAR guards, period, but the ones I have encountered are pretty polarized fights - either I drop them on the first shotgun blast, or I wound them, they knock off almost all my HP, and then I finish them off. I'd much rather fight zombies - at least non-ranged enemies are easy to kill, given enough space, stamina, etc.  ;)
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tekknej

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-NPCS leaving areas when it becomes too dangerous or has too little resources (maybe they do but I haven't noticed)
they do. in a body bag.
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tehstefan

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Whoo I finally made it to day 22! I'm a serious survivor now.

Also, its hard not to feel like a total badass with the Axe, Shotgun lots of ammo, and army armor. I tend to rush in and save peeps, just because I can.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Cheese

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Where's the achievement list?
This was indeed easier in 3.1, just ended up running around looking for food. Army supplies drop and then a combination of zombies manage to kill me.. I even managed to get a shotgun  :'(
« Last Edit: September 03, 2010, 06:27:21 am by Cheese »
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justinlee999

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Where's the achievement list?
This was indeed easier in 3.1, just ended up running around looking for food. Army supplies drop and then a combination of zombies manage to kill me.. I even managed to get a shotgun  :'(
Well a shotgun is pretty easy to get.
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