Very much a concept at the moment as I've only coded a couple of roles. However I'll be working on this for a while, hopefully have it done soon. Feedback very much appreciated, especially from COD players who know the game itself better. Warning: A lot of Zombies references coming up... The basic game which I'll upload for testing ASAP will be based on simply the four characters (Dempsey, Nikolai, Takeo and Richtofen) against a horde of zombies. Dempsey and Nikolai will pair off and Takeo and Richtofen will pair off as well, to make communication a bit harder (Dempsey and Nikolai know each other, and so do Takeo and Richtofen, but the pairs do not know the other pair, if that makes sense). This makes them a little less powerful, since I'm planning a lot of killing ability - given that they're all soldiers this is pretty fair. Each role will have 1 kill per 2 nights, and Dempsey MAY convert to a revealing Daykiller after a few nights, in order to link the team, depending on what I decide in the end. Nikolai and Takeo will get BG skill for Dempsey and Richtofen respectively, which helps avoid kills in the first couple of rounds. Heroes will be faster than Zombies. Also helps prevent 'friendly fire' between the two pairs. __________ The zombies will be the majority of players. A couple MAY be paired off and unkillable by their team, however I'll have to work this out too. Zombies will get kill or distract. Special Zombies: Some zombies in the game are special (Napalm and Shrieker from the Shangri-La map, and Space monkeys from Ascension) and will be included. Napalm Zombie: Kills distractor, poisons upon death. Shrieker: Fast kill, and 'Blind' (distract) I'll probably end up giving the shrieker a bodyguard, who they will have to contact themselves (1-way teamreveal) before they get killed by either a hero or misfiring zombies. ___________ After the basic game is completed and tested (if enough interest is shown) I intend to develop it by adding Perk-a-colas, like in the game. 1 can be use as a 'convert' and each provide a different boost: something like Juggernog = bodyguard, Double Tap = daykill, Speed Cola = several lesser abilities, Quick Revive = Reincarnation (as regular character with no perk) Perks will be available probably in N3 to prevent stupidly high power at the start of the game. Leading on from this, Space Monkeys will be able to use a 'Steal Perk' command to downgrade players to regular soldier. ___________ Hopefully you like the idea of this theme, suggestions are very much welcomed while it is in development (which will be a while...) :L I know I made a separate thread but that was about just the general idea and wanting suggestions; this thread is purely for the updates as they come and suggestions on the theme in its current state. Anyway, here it is. The general idea is for a massive crossfire between Zombies and the Heroes trying to eliminate them quickly. The heroes pair off but the pairs don't know each other. Meanwhile, no zombies are aware of their teammates. This balances the numerical advantage they have as unlike the Heroes they will end up killing each other a lot of the time. The two current special zombies, Shrieker and Napalm, have two unique abilities, explained later. Coding: Spoiler http://pastebin.com/raw.php?i=7ZpfGMQQ[/HIDE] So, the roles. Dempsey and Nikolai pair off. Both have the same killing priority, but kill on alternate turns. Nikolai can protect Dempsey, or another player if Dempsey dies. In the same way, Takeo and Richtofen pair off, with a slightly lower priority, and Takeo as the BG. The Ray Gun is the only extra Hero in this game, and at first is unkillable. A hero can use /equip on anyone, if it is the ray gun they have a 50% chance to convert it to the Equipped Ray Gun. (Everyone has their own unique equipped gun, you will see why later). Equipped, the ray gun gets a standby kill, but only 90% chance to ignore kills. It also dies when the player who equipped it dies (hence the separate roles for each character). The zombies have 3 distinct roles. Regular zombies are zombie1, zombie2, and zombie3, all translated as simply 'Zombie'. The numbered roles share kills but are not aware of each others identities or actions, so are still able to kill each other by mistake. The Shrieker zombie can both kill (first kill) and distract with /blind. He also knows the identity of regular zombies under the role 'zombie1' and can pm and link these zombies to help avoid kills. They are still vulnerable to the others but can co-ordinate more easily. Finally, the Napalm zombie kills at night and poisons its killer (2 turns to kill). He doesn't know his team either. The roles I have now will be increased later but I'd like to balance this first attempt at the theme first, the 'core' elements of the theme. Strategy and intended gameplans: The game with 5 players is unique. It has Dempsey and Takeo against 3 separate killers. Essentially it is all about who dies n1. Dempsey should claim as he and Takeo are not connected, and be BG'd. Then, the zombies kill each other and/or Takeo. If Takeo dies, Dempsey gets voted off. I'm thinking of messing with the voting after some testing (taking down Zombie vote count or raising Heroes). This game is very basic and ultimately comes down to a couple of moves (and generally, whether Takeo survives or not). Games with 6-10 players strengthens the mafia (Dempsey + Nikolai pair), adds the first Ray Gun at 7 players, and a Shrieker at 10 players. This is more like I intend the game, co-operation between a small heroes party and a larger 'blind majority' of Zombies who attack more randomly. Pretty standard this game, Ray Gun claims and Zombies try to take out heroes before dying. Finally the 11-15 player game has the four heroes plus a Ray gun. This would be OP but the heroes do not know each other. Annoyingly the Ray Gun can be currently used to voice and link the hero pairs as it can't die... I need a way around this if possible. Other than that it's pretty standard, the Zombies try and defeat the heroes before the organised majority beat them. Napalm Zombie also appears here, and can poison the player that kills it. So there it is, the test coding for the theme. Hope you like the idea, suggestions are very much appreciated! Thanks -Suicune
So it's based of Call of Duty zombies? It looks a little like it was Survivors because of few humans against thousand of zombies. Anyway they seems a little few roles, does it means that it is non-peak onlY? or simply you have to add extra roles?
Kino der Toten cough cough If this is a peak theme, it's gonna need a lot more mafia-ish properties, but it can also have the guys from BO2 (think Russman, Marlton, Misty, etc.) Marlton could function as an inspector, Misty as a generally annoying role (maybe a PL and something else), Russman could be a mayor due to everyone in the group pretty much looking up to him. 1 charge /mystery [self convert command] to get a random gun. Include some of the wonder weapons too. Good luck if this goes through, though.
Yeah I see what you mean. Probably a lot of testing will be needed to balance it. If I end up needing more good characters I'll probably use the characters from another map (Five or CotD) or Black Ops II... will have to decide since I prefer the older games. Thanks for the ideas guys, keep 'em coming!
I don't think you get that many points on originality. Survivors/RE were both a theme about zombies and survivors so I don't see the "originality" of the theme besides the fact that you gave it another name.
How is it not original? Firstly I've never heard of the first two... secondly it's based on a game (CoD), if you had read my post you would know that. I thought it best not to advertise it as a 'Nazi Zombies' theme. Anyway, my first draft is complete and I'll put it up for review shortly. I intend to use it for testing as an off-peak theme (15 players max, or something like that) then expand it if it seems well balanced and/or I fix any kinks.
So what? Neither Survivors or RE is on the server anymore. And only the Zombie setting is similar, the themes still can be played very differently.
Well if similar flavours would be enough to not accept a theme, then we should delete DC Universe or Marvel from the server. Personally if he can come up with a nice gameplay i don't see why he cannot try to go with this theme.
IMO I like the idea where Weapons aren't roles themeselves but somehow items: if you look at the Weapons theme there's a Warrior role (villager) and I just find it odd because it really messes with the flavor: no where in the game does it depict any of the ingame weapons being personified in any way (including speaking). Here's an idea for nonpeak: zombies have a shared kill, slowest of all, target of AnyButSelf, restrict on the kill action, and broadcast to none. That way, they won't be able to say, "hey, don't kill me!" I'm gonna write up a sample theme with what I portray for nonpeak times, since the idea I'm going to go through with is going to be hard to explain especially when I'm strapped for time as it is.
Broadcast is off on every role to prevent that. Interesting idea though, I have 3 kills now, not including special zombies. Might lose the zombie3 role...
You could say the same about all the anime based themes you have on the server to be honest. In fact I've played hardly any of the games with themes based around them. Never played Zelda, FF, SSBB, Assassin's Creed, and loads more. So to be honest, just making a solid theme would attract most players really.
I actually considered some options for a zombie-esque game. The problem of such things is how to keep up with all of the different elements in a game/show/comic/other while trying to stay true and still make it suitable for mafia. If you get a working setup, cool.