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ar_pz

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Hello people !

 

Inspiration :

I played a lot alone and multiplayer. We think together about some new things.

Cooperation game
Sim city
TMMT
Walking Dead
Mad Max

 

All my suggestions by topics are more or less related / relative.

 

Français :

 

1) 2 spécialités : 1 fixe par rapport au métier + 1 à choisir

2) Caractéristiques à choisir + et - de valeur 1

3) Différents métiers
Ex :
- Serrurier -> ouverture des portes
- Instituteur -> lis apprennent plus vite & apprends aux autres
- Mécanicien -> réparateur
- Ingénieur -> créateur
- Médecin -> soigne
- CRS -> résistant
- Ferrailleur -> ramasse plus vite
- Brocanteur -> Stocke plus d'objet
- Hobo -> Est plus discret / Camo
- Militaire -> Meilleur avec des armes / Est plus robuste
- Artificier / Démineur -> Facilité avec des explosifs

4) Différents âges
Ex :
- Bébé rampant
- Enfant qui sort des poubelles
- Adulte
- Vieux fragile

 

5) Mort vivant sortant des tombes dans les cimetierres

6) Zombie after death (Multiplayer)

 

English :

1) 2 specialties: 1 fixed relative to the profession + 1 to choose

2) Characteristics choose + or - 1 value

3) Various professions
eg
- Locksmith -> doors open
- Teacher -> read & learn faster teach others
- Mechanic -> repairman
- Engineer -> creator
- Doctor -> heal
- Riot Policeman -> resistant
- Scrap dealer -> picks up faster
- Broker -> Object stores over
- Hobo -> Is more discreet / Camo
- Military -> Best with weapons / stronger
- Artificer / EOD -> Facility with explosives

4) Different ages
eg
- Baby crawling
- Children coming out of the trash
- Adult
- Fragile Old

5) Undead coming out of the tombs in graveyards

6) Zombie after death (Multiplayer)

 

Let's go !

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@Strang :

It could be an option to activate or not.

 

@ValueOfGravity :

I do not implying that Hobo are shits. At the opposite, I said that they are people who can be discreet and smart.

For example, they have invented a sign language that could be use in the game.

 

@Aenye Deithven :

For the character creation, you choose a profession who implicate a spéciality (Fireman is better to use axes...).

In the caracteristics there is no one with +1 or -1.

An another one has two specialities.

 

I said that it could be very nice to add professions with their own spe / special tasks and after to have choice in a common caracteritics basket.

First, to have 2 forces.

In an other way, to create people who can help themself in survival or other players in multiplayer.

Eg : A doctor who could heal partners.

King of coop like Team Fortress 2.

 

Is that clear ?

 

Let's go !

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I'm not saying that all hobos/ homeless people aren't smart, but they are hobos for a reason. Many could have severe substance abuse problems and diseases, making them prime targets for zombies. Also the things that make hobos smell bad, are bad for their health

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I'm not saying that all hobos/ homeless people aren't smart, but they are hobos for a reason. Many could have severe substance abuse problems and diseases, making them prime targets for zombies. Also the things that make hobos smell bad, are bad for their health

 

Your bias is shining through your words. Most homeless understand rough living far better than you or I, and a lot get there through no fault or choice of their own. I recommend you go talk to one for an hour and learn a bit more about them, and how they got where they are, than just dismissing them out of hand. They have a very very hard life, and a homeless person's lifespan is 40. Or, almost half a non-homeless persons. Often, they'll smell bad because they've simply not been able to find somewhere safe to wash.

 

Suggestions are only suggestions ! Don't be agressive please.

 

http://en.wikipedia.org/wiki/Suggestion

 

Just report something you think is out of line, and we'll come deal with it :-)

 

Additionally, the word 'hobo' has generally negative connotations. Better, if you're after plain state-description is 'homeless'.

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Not sure about these. Zombie children would mean that players would spend cute and cozy time bashing infants with spades. Despite the fact that this game give much more rational reasons to do that than a game of Postal does, it still would mean some fun for lawyers and other buzzmakers should the game become any bit popular. We want buzz without vodka? No.

 

As for professions, not sure it's wise to implement professions that aren't at least a bit widespread just because they have some direct ingame function. While it's easy to believe in a fireman and a builder in a team - cuz both types are numerous and spread throguhout regions, it is not so easy to believe into a locksmith with actually good lockpicking skills showing up every now and then. Will contribute some to the list (some qualities presume existance of what does not yet exist, they also presume that everything can be built by everyone, but characters of certain backgrounds can upgrade it to working better):

 

-- Subway worker - night vision indoors, no or less fear in secluded or underground places, upgrades to portal barricades.

-- Electrician - can manually roll power transformers for voltages, resulting in craft of battery charging devices that work from any voltage without having to look for it, being able to work with car batteries with no craft skill requirement, resulting in portable power source without the noise. Other characters can learn electrics skill through trial and bzz error, but will keep using slightly more power. with common systems or risking to blow stuff up with hand made voltage transformers - so making a char to build and die won't work well.

 -- Janitor - knowledge of a couple of chemical recipes like turning bleach etc into either acid or combustible substances. Slightly increased stamina.

 -- Car mechanic. Everyone can learn most of what he can do, but he usually does it a bit better. Gets more better loot from any mech related containers, possibly can remake injectors into hand made carburators, resulting in ability to consume alternative fuels but damaging really fast if someone else is driving the car or operating the generator.

 -- Cook. Naw, not better cooking. That's a TV cook, the real life one nowdays is all too often about food chemistry, resulting, besides initial cooking boost, in ability to use chemicals to preserve food longer.

 -- Pro welder - allows to construct or use a portable welding tool, allowing to extract scrap metal from cars, garbage cans etc and use it to reinforce existing construction elements by 1.5 durability and adding spikes. For sake of game balance - no unique crafting. For people not knowing much about welding - there are many types of welding devices that require skill in chemistry to operate properly, and while near any person can use a shop sold inverter welder to work metal, it needs power and is otherwise inconvenient, while some age old carbide chemical welder is quite good and portable even now, but not everyone knows how to make this simple portable device.

 

 

Now next would be semi jobs semi hobbies, because many city jobs are useless during survival, though are numerous, and would only work if combined with skills from a hobby, obtained throguh money, offered by the job.

So the job itself would be of minor effect

Like a lawyer - has quite some money which can be used to get minor stuff fast before the power goes off without breaking stuff, higher persuasive abilities talking to NPCs.

Ex convict - journal note with an adress~coords of a stash with some sure loot, minor boost to unarmed combat and bravery due both prison time and the fact that average convict is from simplier people and --minorly-- more accustomed to surviving direct violence.

IT engineer - minor chance to discover alarm without triggering it (not his main speciality anyway), more wires looted with less zap chance, can install remote activation into certain objects.

 

Examples of hobbies:

Hunting - higher initial gun and stealth skills, less panic in the wilderness and the ability to randomly detect and follow an animal trail and shoot it (no need to draw an animal - a path to a random point nearby, skill/luck check, maybe next waypoint, repeat 0-7 times, skill/luck check to make a shot)

Fishing - crafting recipes for fishing baits using dough, plant oil or corn, spent while fishing gets a higher catch chance. Possibly the skill to craft and use the bottom multihook fishing rod from common fishing rod components, which allows to use fishing rods like traps with minimal player presense.

Parkour - may look like an idiot but still has less chances to get scratched while using broken glass window and jumping out of windows counts one floor less in terms of injury. Also does the above mentioned jumping faster. A bit of extra fitness.

Dancing - can raise mood of oneself and others at the cost of noise and time with a chance of a fail which would paralyze the entertaining ability for a random time - like you know, does not fit the mood of the moment, must wait.

Hiking - more wild stuff gathered (atm berries, maybe later shrooms), adding fuel to the fire adds double the time it would normally add, can cook canned food and semi finished food with bonus morale and saturation values if doing that in the green.

Mountain biking - well, should bicycles ever be implemented, this hobby would give stamina, tiny bit of speed and greatly reduce the wear and tear of the bike.

Rave dancing - can dance all night and then pretend to be a zombie for an hour before collapsing to sleep.

 

These were just a few ideas to add for the fun of it.

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