Heres some information either not big enough to have its own journal, or some general ideas I may or may not include
zombie life (or unlife) spans:
zombies controlled by the anti-virus are impossible to kill, sure you can bring them down with enough wacking or shooting till all or most of their anti-bodies come spewing out but once you leave, other zombies come along and just re-inject the corpse to re-animate it. This also allows the zombies to remain impervious to aging due to the fact that the anti-bodies diss-allow deteriorationg of muscle mass or organic tissue. Zombie's anti-bodies also multiply at a decent speed, allowing them to rise from their death after laying there for awhile.
alittle zombie blood don't hurt:
meleeing zombies is safe enough to do it frequently, this is because if zombie blood (anti-bodies) get on you, in your mouth, or on an open wound, the concentrated form its in is still the same anti-body designed for your blood to absorb. So don't worry about getting anti-bodies on you, its the injection compound you need to worry about.
the dead walk!:
this idea was scrapped, due to the fact that a majority of dead bodies are stuffed, or made to be preserved.
cats, mans best friend... and blood hounds:
the feline system is generally more sensitive then some dogs, not risking having a dog with bad sense, some npcs (players can too) carry cats or blood hounds with them. if the cat/bloodhound starts to sneeze uncontrollably, thats a sign to get out of the area. This is because of one of two reasons
1: the airborne spores are concentrated enough to get through your nasal cavities and onto your brain
2: zombies are in the area causing an increase in spore concentration
dogs, mans most ideal fetcher:
dogs are much more obiediant than cats, and seeing as only cerberus' attack dogs, they are often sent out to find people, supplies, or retreive lost items. Dogs are used because most npcs, and some players don't have the proper weapons to take on a zombie horde. not to say that one player can anyways
think fast!!:
alot of buildings have alternate ways of escaping, incase of an S.O.L. situation. In the downtown area, zombies are numerous, as well as supplies. and if you find yourself cornered in a run down house, a few bashes into a wall will bust you out of there. or if your by a window you and bust it open and hop out. if you are wearing protective gear, your character is smart enough to simply ram the window.
miniscule zombies:
the idea of having zombie forms of lesser animals such as birds or mice was found insane to me, because if a crow came along and drank zombie blood, the bird would simply die because the spores would simply start eating the whole bird thinking the bird was a disease.
fatalities:
death isn't the end for you! if your character is killed by another player, fear not! for soon you will become a zombie and be able to find the cure in any local hospitol. good luck getting out though.
becoming infected:
getting bit does not make you a zombie on impact, depending on your immune system and physical contdition can deter, or increase the anti-body flow. this will either give you more or less time to find a cure.
in infection cases, its good have a poor physical condition because your poor blood flow will keep the infection calmed and the infection rate will raise slowly
however, the reason this is, is because having a poor physical condition will decrease; accuracy, melee damage dealt, total health, speed, sprint time.
on the other hand, having a good physical conditon can help keep zombies off you, however, in the event you are bitten you will quickly be turned
the tables have turned:
if a zombie latches onto you long enough to make your infection rate hit 100% , you can actually start biting your attacker to make your anti-body rate hit full, seeing once you become a zombie, your anti-body rate only starts at 10%
dangerous animals:
in more forested enviroments, you may come across a bear or large snake, or other hazarderous animals of harmfull nature. if you are human, you can actually walk up to these creatures and they will remain calm, if you are a zombie, they will either avoid you or try to kill you (or make you incompacitated). This is because these animals have an instinct telling them "if they don't wreak of death, their not stupid enough to attack me". the same thing applies at zoos seeing as the animals escaped due to the gates being ruptured
no daddy no!:
when you begin, you start with a generated picture of your family. these two (mother and father) are generated by a system that takes your last name and uses the letters as a code the create facial features and clothing. This allows two players with the same last name to have the same mother and father npc. The parent NPCs actually are created and spawned in a random city, and its up to you to find them before some player zombie finds them first.
ofcourse this isn't to say every npc is someone's parents. most NPCs range from disgruntled teen-agers, to thirty year old panicy people, to even eldery citizens, surviving only because of the selfless twenty five year old npc.
this creates a personality for even the most un-important NPC.
this is some information I may or may not have already gone over:
disgruntled zombie:
after becoming one of the horde of flesh-eaters, your zombie needs to thrive, this is done by feeding your anti-bodies muscle, organ, and skin tissue. aka you want to eat the unecassary bits of survivers to get yourself going and because of this need to feed, your anti-body meter drops faster when around survivors (both humans and npcs) because your anti-bodies can almost taste that vitalising tissue, this causes them to go into a frenzy and work themselve's to death trying to get you to eat that organic tissue.
revival penalizations:
being brought back to the land of the living is tough work. for the first ingame hour you lack the blood necassary to move quickly, so your stuck limping, or being carried about until your body creates enough blood to move regularly. for the second hour, you've become able to talk and walk like a normal person but your heart doesn't have the energy to pump fast enough. sure your stress increases less but you lack the ability to shoot a gun, or swing an item with enough force to damage, plus your sprint time is still zero. By the end of the third hour, your perfectly normal, and all those penaltly tweaks during the third hour have cleaned up, your now human.
conventional diseases:
not being perfect, your character can become sick by either depriving him of sleep, wearing minimum amounts of clothing for extended periods of time, or even staying out in bad weather. sure none of these are fatal, but these diseases drive anti-bodies crazy, and zombies will persue you twice as hard, trying to inject you.
zombie motivation:
incase you didn't catch this in the story, the zombies bite people because they think they are helping the human race. The anti-bodies in the brain think "if we are in the human body, we can cure their alements". but guess what? thats all the knowledge they have. zombies never get sick, and the anti-bodies think that by injecting themselves in human's they can cure them forever. but the little things don't know that they're causing us pain or that they're are actually killing us. These anti-bodies fight us, because they are trying to save us. not to say they're doing a good job.
weapon durability:
all primary weapons have the durability to be not broken a good weak or so, this gives you more than enough time to help you find a different weapon with different stats or even repair your current one at a safe house.
tastes like chicken!:
during character creation you choose one type of food you like best and one type of drink you like best. finding and eating these will decrease stress to zero, cause your health to increase, and make your character happy, giving him/her a bonus to combat based stats for an ingame half hour, however, depending on how rare the item is, determines how high the bonus is. so loving water and bread will only give you a minor bonus, but loving aged wine, and fresh cheese will give you a decent bonus.
so if you wanted your ideal consumable items could be; wine and cheese, or choclate and beer, even cake and water
View User's Journal
|
[u:3ce0fdb89a]Luke 6 : 42[/align:3ce0fdb89a][/u:3ce0fdb89a]
" Either how canst thou say to thy brother, Brother, let me pull out the mote that is in thine eye, when thou thyself beholdest not the beam that is in thine own eye? Thou hypocrite, cast out first the beam out of thine own eye, and then shalt thou see clearly to pull out the mote that is in thy brother's eye"[/size:3ce0fdb89a]
" Either how canst thou say to thy brother, Brother, let me pull out the mote that is in thine eye, when thou thyself beholdest not the beam that is in thine own eye? Thou hypocrite, cast out first the beam out of thine own eye, and then shalt thou see clearly to pull out the mote that is in thy brother's eye"[/size:3ce0fdb89a]