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More Starting Scenarios


Brex

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Many of us have experienced the custom start scenarios and challenges that have been implemented in the game so far, from fending off waves of zombies at the mall to dealing with never-ending hordes in the middle of the woods. Well, with the announcement by devs that there would eventually be new player "stories" that set up custom characters, starting locations, etc., I thought it'd be interesting to take that one step further. So what I'm suggesting are some additional starting scenarios to the game, outside of merely spawning in a random location around Knox County. I think it would make gameplay much more interesting and add character to...well, your character. 

 

Here are five ideas of mine, complete with flashy custom titles:

 

Lockdown

You start in a cell in Knox Penitentiary with absolutely nothing to your name. Your cell door is unlocked. There are dozens of zombies around you, along with (eventually) prisoner and guard NPCs that are desperately trying to fight off the waves of the undead. You have to escape the prison unscathed with only your wits and maybe a set of keys dropped by an ill-fated guard. 

 

Stranded

You start on the side of the highway outside Muldraugh and March Ridge with a random assortment of minor injuries. You've just crashed your car after hitting a zombie in the middle of the road. The car is totaled, and the sound of the crash has attracted a horde. You only have precious seconds to grab whatever random assortment of items you have in the trunk and hightail it outta there. 

 

5150

This is only available if you choose the Police Officer occupation. You spawn in a police car with a fully-loaded pistol at your side and a shotgun in the trunk. You're outside a random house in Knox County responding to a report of unknown trouble. Upon investigating the house, you find that everyone inside is dead...or worse. Before you can call for backup, the radio goes dead. You're on your own, officer. 

 

Turbulence

You spawn in the middle of the woods with mild to severe injuries next to a burning helicopter wreck. You're the only survivor of a helicopter crash after being shot down by an Army chopper. Apparently the pilot didn't get the message about the no-fly zone over Knox County. Now you're bleeding bad, the fire from the helicopter is spreading, and (of course) the zombies are coming to check out all the noise. There are a few supplies scattered around the crash site, but time isn't exactly on your side...

 

Zechariah 14:12

You're the town pastor. Your congregation is dead and you've barricaded yourself in your house of worship. The End of Days is upon the world, but you have not been Raptured yet. Instead you have been chosen by God to be the Shepherd of Death, to lead and send your rotting flock to the afterlife via a bullet to the head or an ax to the face. Blessed are the peacemakers, after all. 

 

Anyone else have any ideas? 

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CONTAINMENT:

You are an independent contractor for a Private Security Company. Your contract with the government has given you this assignment. Your job is to avoid detection and place transponder beacons at randomly placed sections of the map for tracking and deployment runs. You start with a military backpack, MREs, fully automatic military grade weaponry, etc.

 

You start each round next to a "goodie crate" dropped by a PSC military surplus helicopter. The crate has supplies and a mission map. Each round has X many successful transponder placements to finish it. At the end of every round you get a walkie-talkie call giving you the location for a new "goodie crate" dropped by chopper at a random place close to your position.

 

Transponders change in function each round. The function of the transponder has different effect on gameplay. Ideas for transponder functions include (but are not limited to):

 

  • alt1-ATTRACTOR BEACONS: The military is trying to see if it can lure zombies with signals, concentrated chemical blood essence, etc. Placing and activating the beacon instantly attracts zombies to it, giving you scant time to escape. Essentially activates the alarm meta-event.
  • alt2-CHOPPER BEACON: The military needs to save fuel for limited overhead flights for its choppers as sight-to-sight radio-relay  becomes more unrealistic. Place these beacons to coordinate the flyovers. Will call military helicopters, essentially creating the chopper-attracting-zombies meta event.
  • SURVEILLANCE BEACONS: These beacons allow synchronization with overhead camera satellites. Doesn't attract zombies or make noise, BUT these must be placed on a flat roof of a former survivor building. Good luck with that.
  • npc1-RESCUE BEACONS: You find survivors whom have called for help and are holed up in a house. Clear the rescue box of zombies, and place a beacon for chopper rescue pickup. |Obviously requires NPC implementation|
  • npc2-DEPLOYMENT BEACON: You need to clear an area for a drop-off for a special operations team. When successful friendly NPC soldiers appear to secure and claim the building. |Obviously requires NPC implementation|
  • STERILIZATION BEACON: The outbreak is out of hand. The only way to stop the spread is to burn away the contamination. Placing the beacon initiates a countdown. You have X seconds to get out of the area before the beacon releases a living firewall of self-igniting accelerated incendiary deployed from a horizontal spray.
  • RECOVERY BEACON: Sensitive materials were left behind in buildings throughout the area. Loot the building and retrieve the materials. Place the recovered materials in the beacon, and then deploy and activate the beacon for pickup.

 

Edited by virindi_Screenwriter
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2 hours ago, Brex said:

Stranded

You start on the side of the highway outside Muldraugh and March Ridge with a random assortment of minor injuries. You've just crashed your car after hitting a zombie in the middle of the road. The car is totaled, and the sound of the crash has attracted a horde. You only have precious seconds to grab whatever random assortment of items you have in the trunk and hightail it outta there. 

 

Turbulence

You spawn in the middle of the woods with mild to severe injuries next to a burning helicopter wreck. You're the only survivor of a helicopter crash after being shot down by an Army chopper. Apparently the pilot didn't get the message about the no-fly zone over Knox County. Now you're bleeding bad, the fire from the helicopter is spreading, and (of course) the zombies are coming to check out all the noise. There are a few supplies scattered around the crash site, but time isn't exactly on your side...

Both remind me of the intros to the The Last Stand flash games, stranded is like the beginning of The Last Stand Union City and Turbulence is like one of the older games (think pt 2) 

I like the idea it would be cool to have such starting scenarios

Edited by zoeyflower
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Redeemer of One

You have lost everyone and everything you have ever loved.  This can't be random chance; it can't!  We must have brought this on ourselves, somehow.  It has to be a payment for all our wrongs, all our faults, all the pain and the suffering and the madness and... and the...  yes.  That's true...

 

Of course.  There still must be more to pay.

 

All the foundations of our society must be wiped away.  You have a map of West Point.  It shows all the "commercial" buildings in town.  All the monuments to humanity's failures.  They must be burned; ALL of them!  Fire will cleanse the decadence from these structures and make this place wholesome again.  You flick open your lighter and strike the flint.

 

Yes, fire will make it all better.

 

[start with a map of West Point, a lighter, and a crowbar.  The goal is to burn down all non-residential buildings in West Point]

[Characters automatically take the "Restless Sleeper" trait.  Additionally, the character is in a chronic state of third level stress, second level pain, second level tired, and fourth level sadness.  Nothing removes these effects; they can only get worse.  Once fire has at least touched the floors/walls of all non-residential buildings in West Point, the "Restless Sleeper" trait and all the chronic status effects disappear, getting replaced automatically with "Adrenaline Junkie."]

 

Edited by JM_Forest_64
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The Last of Us (NPC Implementation)

 

You are the only one left. There is nobody else, only the undead. How long can you survive until the loneliness sets in?

 

[I know this sounds silly given the game state now. Funnily enough, with NPC implementation in PZ, we will soon forget the years of being on our own. The game will bring in new players who have never gone truly solo and we will be used to dealing with NPCs and their needs as well as our own, as well as the dangers other NPCs might have for us. No helicopter event, no gunshot meta, no human meta of any kind. We are truly the last one left.]

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Hospitalized

You wake up in a hospital with nothing but bloody bandages for clothing a bunch of stitches and a broken limb, very thirsty and very hungry, and the door is locked from the other side with a bunch of zombies banging on it so the only way out might be out the window. And your room just happened to be on the second floor so getting a sheet rope together may be the first thing you have to do.

 

There should be nothing but some clothing/sheets and nails in the room. Unlike Walking Dead or 28 Days Later the hospital should be absolutely swarming with zombies to force the player to run in a random direction away from it instead of even thinking about trying to find anything there.

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STANDOFF 

 

you spawn in a safe-house with NPC's. there is a large argument going on and guns out. Possibly wounded/dead people That could be infected. To make things worse there is a horde of zombies on the way. 

 

Can you calm down the situation in time to fight off the horde?

Can you sneak out the backdoor before everyone kills each other?

 

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You're working your first shift at your new job as a prison guard at the Rosewood Penitentiary.  As a newbie, you're pulling graveyard hours.  Throughout the night, there have been rumors and grapevine news about violence around the Fort Knox area.  You're worried about your spouse and preschooler.

 

It's been a long night, and you're not used to these hours.  You've accidentally fallen asleep at the camera desk; a telephone ring wakes you up.  How long were you out?

 

It's your spouse!  She/he is calling to tell you that they're trapped at the Mall.  She/he was eating breakfast at Pile-o-Crepe with the kid before dropping them off at the nearby preschool.  Suddenly, all hell broke loose.  People were biting each other.  Ripping each other apart.  They fled across the parking lot to the safety of the mall, but attacks started happening there, too.  Your family managed to barricade themselves in an empty office.  They found some food and water in the fridge, but they're trapped.  They need your help to get out.  She/he found a HAM radio in the room, and will broadcast on it to try and get help.  Before you can say anything, the line goes dead...

Capture.JPG.f389d66c4c44648ec3c1be45f180a431.JPG

[ This scenario is only available with the Security Officer occupation.   You start in one of the Rosewood Penitentiary's camera rooms with a phone, a fully loaded 9mm with one spare clip, a bag of chips, an empty coffee mug, and a walkie-talkie.  

 

The walkie-talkie is tuned to the channel that your spouse is using.  It immediately starts broadcasting messages from your spouse, who apologizes that she/he doesn't know how to work the HAM radio well enough to receive messages, and can only hope someone can hear these broadcasts.  New broadcasts from your spouse will occasionally play from the walkie-talkie, letting you know they are still alive.

 

Currently, the immense zombie-prisoner hoard should be slightly reduced in order to give the player a fighting chance of escape.  If vehicles are in use, then the player also spawns with keys to a car.  If NPCs are implemented, then the prison could be a full-blown battlefield.

 

The goal of the scenario is to get to the mall offices and "save" your spouse.  Currently, without NPC's, the room your spouse was "holding out" in will be empty, with a note scribbled on the floor that says "Louisville."  With NPC's, well, that could take the story in a whole new direction.]

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  • 2 weeks later...

Antibiotics (When NPC are added in the game)
Based on the flash game Dead Frontier: Outbreak 2

Your family, along with a group of friendly farmers, has managed to secure and fortified that big farm with a well. The crops are growing nicely and you have plenty of weapons and bullets. It's seems as though you can survive happily ever after... All too soon you realized things wasn't that simple. A deadly plague has spread across the farm and without antibiotics, everyone will be wiped out within days. You are the only one who's still healthy enough to travel so the fate of this safe heaven now lies in your hand...


This scenarios is like an RPG. You start at the farm NW of Muldraugh. The farm has some supply and weapons for you to take but every firendly NPCs there except you have sick moodle that can only be cured by antibiotics. Your mission is to travel between cities, bring back as much antibiotics as possible and cure the disease. Most of the drug store only has little to none antibiotics left but there will be quests that reward you with large amount of antibiotics. The loot you found other than antiboitics could also help you with these quest.

Here are some quests ideas:
1. Somewhere in Muldraugh you'll find a crash car surrounded by zombies. After clearing them you can rescue an injured NPC. He will tell you he's from a survivor group live in GIGA mart. If you treat his injuries, find a new car to carry him and drive him all the way back to GIGA mart the group will reward you with antibiotics. Good choice if you're profession is a doctor or a driver.
2. The prisoners has taken over the prison and turn it into raider camp, with large amount of medical supply stored in it. There will be hostile NPC armed with variety of weapons roaming the prison and the town near it. You can choose to stealth kill them, get in gun-blazing or place a noice-maker at specific spot, attracting a massive zombie horde to the prison and snatch the med during chaos. Good choice if you're combat related profession or an engineer who can make noice-makers and bombs.
3. You meet a group of neutral NPC who set up a base in the town SW of Muldraugh (I don't know its name). They want to contact the military with the communication system their electrician built. The problem is the said electrician died and no one else know how to use the generator. They also need a radio to finish the system and they need to defend thier base and couldn't leave. First you need to install the generator for them, then you need to get them them a working radio either by finding one or making one. Once it's done the'll reward you with antibiotics. Good choice if you're an electrician.

There could also be some random NPC who will trade you small amount of antibiotics with all kinds of stuff like food or weapons.

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Rambo: First Blood, Zombie Edition, Part II

Starting Gear:

- Axe:  Check

- Spiked Bat: Check

- Hunting Knife: Check

- Laser/Red-dot 9mm: Check

- 9mm clips: Check

- Sawed-off:   Check

- Ammo Strap: Check

- Pants/No-Shirt: Check

- Water Bottle: Check

- Bag o' Chips: Check

- Annotated Map with Murdoch's house marked with an X: Check

 

Why do you need all this stuff, you might ask?  Just take a step outside, you'll see...

 

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On 20.06.2017 at 8:46 PM, VASH581 said:

Antibiotics (When NPC are added in the game)
Based on the flash game Dead Frontier: Outbreak 2

Your family, along with a group of friendly farmers, has managed to secure and fortified that big farm with a well. The crops are growing nicely and you have plenty of weapons and bullets. It's seems as though you can survive happily ever after... All too soon you realized things wasn't that simple. A deadly plague has spread across the farm and without antibiotics, everyone will be wiped out within days. You are the only one who's still healthy enough to travel so the fate of this safe heaven now lies in your hand...


This scenarios is like an RPG. You start at the farm NW of Muldraugh. The farm has some supply and weapons for you to take but every firendly NPCs there except you have sick moodle that can only be cured by antibiotics. Your mission is to travel between cities, bring back as much antibiotics as possible and cure the disease. Most of the drug store only has little to none antibiotics left but there will be quests that reward you with large amount of antibiotics. The loot you found other than antiboitics could also help you with these quest.

Here are some quests ideas:
1. Somewhere in Muldraugh you'll find a crash car surrounded by zombies. After clearing them you can rescue an injured NPC. He will tell you he's from a survivor group live in GIGA mart. If you treat his injuries, find a new car to carry him and drive him all the way back to GIGA mart the group will reward you with antibiotics. Good choice if you're profession is a doctor or a driver.
2. The prisoners has taken over the prison and turn it into raider camp, with large amount of medical supply stored in it. There will be hostile NPC armed with variety of weapons roaming the prison and the town near it. You can choose to stealth kill them, get in gun-blazing or place a noice-maker at specific spot, attracting a massive zombie horde to the prison and snatch the med during chaos. Good choice if you're combat related profession or an engineer who can make noice-makers and bombs.
3. You meet a group of neutral NPC who set up a base in the town SW of Muldraugh (I don't know its name). They want to contact the military with the communication system their electrician built. The problem is the said electrician died and no one else know how to use the generator. They also need a radio to finish the system and they need to defend thier base and couldn't leave. First you need to install the generator for them, then you need to get them them a working radio either by finding one or making one. Once it's done the'll reward you with antibiotics. Good choice if you're an electrician.

There could also be some random NPC who will trade you small amount of antibiotics with all kinds of stuff like food or weapons.

Awesome idea.You reminded me,why this game needs NPCs. Eeeh..

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Kidnapped!

After working late one night you were on your way home but suddenly you receive a swift blow to the back of your head knocking you unconscious. You wake up a few days later stuck in an empty cabin in the middle of god knows where. you're hungry, dehydrated and suffering from minor injuries, and to top it all off people have started eating each other. With minimal supplies and no knowledge of where you are can you make it back to civilization just to find out that the dead have started to walk the earth? Or would you rather stay and wonder if your captor is coming back?

[With NPCs implemented there could be a chance of a hostile npc trying to hunt you down aswell]

 

I've covered wars ya know. [Reference to the original Dead Rising game obviously]

You and your buddy caught wind of something big happening in Kentucky. As a journalist you and your friend fly into Knox county with his helicopter to try and figure out what this Knox event is all about. Unfortunately your friends helicopter was being pursed by a military chopper and had to drop you off quickly at the Mall near West Point. You told him to come back for you in three days but you don't know if you or him will survive that long. But for now you are stuck in a mall filled with zombies and survivors fighting for their lives. Can you find out whats going on? or will you end up like everyone else?

[Start with nothing but a camera and a decent population of NPCs in the mall {when they're implemented of course}] 

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