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block1

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  1.  

    I'll be taking a leave of absence from here on out, I just feel like the server is beginning to shrivel up and it just ain't as popular as it once was! Some reasons are due to a certain contest with certain promises of rewards that were never handed out and others are just with the somewhat large amount of complaints piling in nowadays.

     

    For now I'll be taking a break from this server (and space station 13 in general) and heading out north towards more populated and active pastures in the future. It's been very fun while it lasted but every journey comes to it's end eventually!

     

    Shout-out to Spacemanspark, Regens, andrewmeythaler, Fj45 and some others that I've probably forgot to list! I forget names easily!

     

    So anyways, wish you all the best of luck and maybe we'll see each other again! Also happy holidays, even though it's early.. meh.

     

  2.  

    Now that sounds like a fun gamemode.

     

    but there are a couple of problems... what happens when someone is infected and he gets murdered/killed?

    and IF the zombie bites you, you get infect right away... meaning that they're OP in a way that it is enough to hit and run or just go berserk and bite as much as you can before the captains melts your face.

     

    I suggest making it a random role/chance to infect a crew member on a bite. and the more you bite the higher the chance to infect.

     

    and another minor problem.... what about unique races like the vox or the IPCs? the vox and immune to any kind of disease and the IPCs don't have blood

     

    "This can be done simply by harm hitting another player a few times and that'll start the whole infection process."

     

    Due to the zombies abnormal strength I guess vox and IPCs would simply need to be killed by the zombies unless zombification is coded in for vox which is 99% unlikely.

     

  3.  

    (repost, original post made by me was made a long time ago and is buried within suggestions. Posting here for more visibility.)

     

    Even though "zombies" are generally overused in just about everything nowadays, the idea of having a special event like this on board sounds quite fun! I hope you'll consider this suggestion!

     

    CONCEPT

     

    Name of Event: Code Z (subject to change)

     

    One Sentence Description: Multiple crewmembers unknowingly have a virus inside them that will turn them into zombies within 12 minutes of the round beginning.

     

    Map Changes: No

     

    Code Changes: Changes that involve coding a "zombie", meaning a system similar to how a spider lays eggs except it would involve biting the deceased victim and either the player can go back to his body to be an undead creature or a NPC will take over and look for the closest human to maul. I've seen a zombie sprite on the server (usually spawns with skeletons in the maintenance shafts) so it'll pretty much just be coding this in.

     

    Suggested Number of Players: 30+

     

    INFECTION PROCESS

     

    Full Description of Event:

     

    At the start of the round a few players (2-4) will randomly be selected to be hosts of this virus (unknowingly) and soon will begin getting little hints such as...

     

    The process of the round starting and you being randomly selected to be infected, you won't knowingly understand that you're infected but these hints are for immersive purposes to detail how your character is feeling and changing.

     

    Beginning (first 2-3 minutes)

    "You have a craving towards meat..." "You begin drooling..." "You feel restless..."

     

    Midway (6-8 minutes in)

    "You have a sudden urge to bite the people around you..." "The skin on your hands begins peeling away..." "You feel like you're losing your mind..."

     

    Ending (9-12 minutes in)

     

    "You begin shaking uncontrollably... ((prompt the character shaking, such as when you drink a lot of robust coffee))" "Your skin is turning black and peeling off..." "You have an undeniable urge to feast upon human flesh..."

     

    and then finally the person will be completely undead and something similar to this will appear

     

    INFECTION PROCESS COMPLETE

     

    "YOU'RE UNDEAD

     

    You're no longer living and have an unshakeable impulse to kill and reanimate the living into one of you.."

     

    So now the player is undead and at this point the players sprite should change into the zombie sprite I mentioned earlier, I'm sure the developers have access to it so sorry for being unable to show what it looks like. But trust me, its pretty spooky and screams "ZOMBIE!".

     

    This is where the event pretty much is in full effect. CentComm will immediately make an announcement prohibiting an escape shuttle from coming (to prevent anyone thats infected from getting on board, as I mentioned hosts of the virus aren't aware they are infected until they start turning, by then its too late.) and it will be the Captains decision on whether or not he wants to call the ERT or not. Since the whole "zombie" virus is very complicated I figure the best way to balance this event out is the only other way to become infected is to be bitten/attacked by a zombie, so no airborne zombie pandemics or Grey Tides running around sneezing on people. This way the recently attacked player becomes a zombie happens by either...

     

    1) Bitten but escapes death, they will go through the similar process of turning. It'll be their decision on whether or not to report these symptoms to medical personnel.

     

    2) Bitten and killed, at this point the player will come back to life within 25-30 seconds and be an undead.

     

    UNDEAD KEY FEATURES

     

    The undead are well.. dead! So with that being said they will have some advantages..

     

    [*] Abnormal Strength, an undead doesn't feel pain nor does it care about injuries to itself, as long as it gets to bite into some flesh, it doesn't care. What I mean by this is that the undead can easily bash tables open with a few hits and not worry about well.. the pain of slamming a metal table to scrap. The same goes with windows, grilles and the other usual stuff. I did think about airlocks however I think that'd be a bit too much.

     

    [*] Aim for the Brain, I couldn't really make up a title for this so I just went with that. Anyways, if you've read or watched anything involving zombies than you should know that a zombie doesn't fully die unless you bash its skull in. Meaning a zombie doesn't really mind losing an arm or two, it won't die from bleeding or from breaking a bone. It can only be killed by destroying the brain, which in simple terms meaning go full-on robust on his head. Of course though thats not the ONLY way to kill a zombie, you could also burn it.. or just throw him into space.. pressure could also kill it eventually, the normal stuff. The only difference is that robusting a zombie does nothing unless its directly to the face.

     

    [*] Spreadin' the Infection, pretty much the core thing of any zombie, its ability to infect others! This can be done simply by harm hitting another player a few times and that'll start the whole infection process. However, if this event is highly considered and the developers are willing to do some hard-coding then possibly have a way to bite a player instead, just to add on to the immersion of well.. being bitten by a zombie. The same goes for deceased individuals, a zombie can just do something similar to how a changeling sucks up a persons brain juices, just give the zombie a few seconds with something popping up like "[Zombie] begins biting into [Dead guy].." for a few seconds and allow 25-30 seconds for the reanimation to come into effect.

     

    [*] Feasting on the Living this feature will require some moderate coding, so this is optional for the developers Lets say a zombies left leg is shattered, that'll affect his movement speed obviously and well... no doctor is going to fix that up for him so heres the solution! A option to feast upon a nearby corpse or incapacitated crewmember that will heal the zombies wounds over the course of say 10-25 seconds. This'll allow the undead to have some way to get back into the fight after someone robusting everywhere but the head.

     

    HOW WIN? WHAT DO?

     

    So now you're probably asking yourself, "how does the crew survive and win?" Well, it's quite simple. Since the escape shuttle isn't arriving you'll either have to get together with anyone that hasn't turned yet and begin cleansing the station of the undead or well.. everyone becomes infected and the undead win.

     

    Of course though thats the blunt and straight to the point objective. The roleplay potential is gigantic considering this can introduce quarantining people, making "safe zones" that will pretty much be checkpoints manned by security and I'm sure plenty of other things.

     

    Once the undead are fully exterminated than that will be the end of the round, similar to how in some cases eliminating a blob promptly ends the round.

     

    This event overall is a station-wide event that includes all players, but medical will have one of the largest roles in this event.

     

    IDENTIFYING THE INFECTED

     

    If you've ever played a game called "Dead Rising" you'd see that a certain medication within the game can temporarily halt the infection within an infected, the virologist will need to develop this medication and give it to the infected with the assistance of the medical staff as well. (Distributing the medication and identifying the infected.)

     

    Identifying the Infected is quite simple but could be more complicated with additional coding so this'll give you an idea of how identifying an infected will work.

     

    1) Easier Option : Infected Individuals will show up on medical huds and upon inspection will alert the doctor that an infected has a virus inside them.

     

    2) Better Option : Infected Individuals will not show up on medical huds BUT upon inspection will alert the doctor that an infected has a virus inside them and than show them as infected over medical HUDs

     

    so now here comes the very important part, "How do we cure this infection and how do we develop this medication you speak of?"

     

    THE MEDICATION, THE CURE, THE VIROLOGIST!

     

    It'll work the same way as any virus, you'll need a blood sample OR you could put an infected inside of one of the isolation rooms within virology and begin immediate research and produce a vial of this medication that can halt the infection process by about 8-10 minutes. Curing or producing a medication will go in the same route that curing any virus within the game goes, you'll need to play around with all of the machines and what not inside of virology.

     

    Producing a cure however will require more than having an infected lab rat, it'll involving the same process of having a lab rat except this time the lab rat is fully infected, meaning you'll need to capture and restrain a fully undead monster and develop a cure from that undeads body, which can easily claim a life or two but it's in the name science and for the greater good, right? Yeah sure you could easily pick up a gun or two and start blasting away at the infected but the way to win this event will involve win-types, which can be seen in some events.

     

    PATIENT ZERO (optional?)

     

    The individuals infected at the round start will be considered hiveminds of sorts, being able to telepathically communicate with other infected to give orders. (Attack here, defend this, etc..)

     

    WIN TYPES

     

    Note that "infected" refers to those in the process of becoming an undead, once you're undead you cannot be saved. I mean, you're already dead anyways.

     

    Major Crew Victory | Develop a cure and cleanse the station of all infected.

     

    Minor Crew Victory | Cleanse the station of all infected. (Meaning instead of cures or meds, you just put a bullet to the head.)

     

    Major Undead Victory | Infect everyone onboard (They must become fully infected (undead), meaning it won't count if they are cured.)

     

    Minor Undead Victory | Infect half the crew onboard (They must become fully infected (undead), meaning it won't count if they are cured.)

     

    IMPORTANT KEYWORDS

     

    Infected | Someone who has been infected but has not become undead.

     

    Undead / Zombie | Someone who has gone through the infection process and has not been cured. Meaning they are zombies now.

     

    Cure | A medicine that can be injected via syringe that will fully eliminate the virus within the infected. This is ineffective against undeads.

     

    Medication | A medicine that can be either injected or consumed that will temporarily halt the infection process within an infected individual for 8-10 minutes, this is useful for curing them.

     

    LORE AND CENTCOMM

     

    This virus is of unknown origin and the infected have unknowingly caught it from something, somewhere, somehow. NanoTrasen has no records of this virus but at round start once the first undeads are up and running will immediately prohibit anyone from leaving, so they're pretty much quarantining the place until either this infection is cured or everyone thats infected is dead. CentComm will dispatch a ERT if requested depending on the infections status.

     

    SPRITES

     

    Like I said earlier that a zombie sprite does exist however having custom sprites that can exist on a player, meaning these changes will not change the players sprite but simply add on to the players current sprite, such as giving the player a eerie greenish/decaying sprite when undead or possibly things like a bone sticking out of one of the players arms. Pretty much just making each undead sprite look different from each other so it doesn't look bland.

     

    The cure is just a liquid within a vial, bottle or beaker.

     

    And the medication can be the same as a cure (vial, bottle or beaker) AND can be made into a pill to be consumed.

     

    You need to remember that this virus is totally unknown to NanoTrasen as a whole so they cannot send any neatly labeled cartridges of medication so this makes it much easier on the developers so they won't need a custom sprite for the medications. However if this event does take off I'm sure a spriter will come along and make improvements to the medications sprite. (Such as a custom pill bottle/pill.)

     

    DEBRIEF

     

    So thats my idea! If you have absolutely any questions or if you feel something is missing then please say something! I want your opinions, your constructive criticism, your praise and insults, EVERYTHING. I put a lot of thought into this and would love to see this added in the future. I'm all ears to you guys! Admin or not, developer or not, I want to hear what you have to say!

     

    Changes & Edits

    Most edits are fixing typos and added one additional sub-category titled "Undead Key Features"

     

  4.  

    Thoughts? Encounters? Love for Ratbag the Cowardice Captain?

     

    I'm loving all the randomly generated captains and the fact at if you were to die to an average grunt they'll be promoted to captain.

     

    I just encountered a captain that was hunting me and his name was [forgot] drooling. He had drool.. COMING OUT OF HIS MOUTH. Like shit, I'm not fazed with cutting uruk heads off but.. but.. DROOL!? That shit is barbaric.

     

  5.  

    I personally enjoy BECTI (bennys capture the island) it pretty much turns the game into a real-time strategy hybrid. Bectis been around since operation flashpoint (arma cold war assault aka the first one) so it has its own grand history and legacy.

     

    playing it with mods such as..

     

    - AGM (Authentic Gameplay Modification) - A3s version of A2s A.C.E.

    - All in Arma (AiA) - Content from the previous games.

    - Blastcore A3 - PRETTY EXPLOSIONS!

    - CBA (Community Base Addons)

    - Fire Fight Improvement System - Improves the AI greatly. (Taking cover, leading, suppressing, flanking, etc..)

    - Jarhead's Sound Redeployment Systems - Audio overhaul, muh immersion.

    - ShackTac Stamina Bar - Simple transparent bar on the bottom of screen that notifies you when you've been sprinting too much.

    - TPWs enhanced realism/immersion mod - More AI improvements and some gameplay enhancements

    - VTS Duck Hunt - My personal favorite, allows AI to spot enemies at a much greater range and allows firefights to happen at around 1000m, makes it much more realistic. It also takes terrain and flora into account so the AI isn't cheating.

     

    With this set of mods you'll greatly enhance the ai and gameplay.

     

    Mixing this together with BECTI which can be easily downloaded off of the steam workshop can make BECTI turn into something really, really awesome.

     

    Hell I tend to play BECTI in single player just due to the fact that it stays just as good as if you were playing with other players due to how smart it makes the AI.

     

    So yeah, if you were to mix these together and start up a BECTI server I'd definitely participate.

     

  6.  

    Pretty self explanatory, station is constantly being littered with filth every round. A minor charge should be added to Space Law that carries a 1-2 minute charge if you are caught littering and refuse to pick up the shit you drop.

     

    It could go as No. 117, Crime name would be Littering, Description could be either refusing to pick up garbage you dropped on the floor or caught in the act littering. And carries a charge of 1-2 minutes.

     

  7.  

    Name: Christopher Kadoa

    Height: 5'9

    eye color: In-game wise is black but realistically it'd be a darkish blue.

    hair color and style: Crewcut

    facial hair: Chinstrap

    expression: None

    pose: Standing with a military-like posture. In formation I guess.

    uniform: Default Civilian uniform or Blueshield / Security uniform. You choose.

    preferred location: Middle

     

    In-game picture: 55344735d4.png

     

  8.  

    The hell are you talking about? There are probably still more vanilla servers than the majority of mods. There certainly was when I played a while ago. It was like vanilla and three mods that had any population at all thanks to the standalone. If you can't find a bounty of vanilla servers to play on, its a fault with your ability to search, not a lack of them.

    "Yeah and vanilla servers begin to fade away like they did on the mod."

     

    Once the game is more developed and nearing launch you'll notice how more and more of private servers begin popping up with custom rules and starter packs.

     

    I don't know if you played the original mod or not but that was the greatest example of how vanilla servers died out and private hives rose up, it's a terrible sight. donating gets you starter packs (a gun and some supplies upon spawning), pre-built bases, spawning the vip in areas nearby cities (more loot and more kills.) and spawn immunity (15-30 second immunity to damage when spawned) oh and admins banning people for entering restricted areas (bases owned by admins or vips.)

     

    Thats the current direction of most of these private servers, and once these private servers become popular it'll leave vanilla servers much smaller and lonelier. The developers are still 50/50 on whether to restrict these types of things popping up but hopefully they do. Sweeping the servers under the rug and ignoring it won't fix the problem. Players shouldn't be allowed to gain advantages over other players and be given a cake-walk version of the game whether they want it or not.

     

    Private servers that don't allow pvp and offer starter packs shouldn't be allowed to exist on the standalone version. Daylight 24/7 is reasonable at the best. It drives newer and more confused players away and it dampens the community to spending real cash for advantages over other players which is pretty much on the same par as cheating.

     

    It ain't an issue of playing on them or not, it's an issue of these servers even being allowed to exist.

     

  9.  

    Honestly you're all kinda sounding whiny and pathetic about it. I don't see what the issue is that some people want to run servers that are what they want to play on or allow for people to donate. It's your choice to play on them. Just don't fucking play on the server if you don't have fun, boom, problem solved. God only knows there are more than enough vanilla ones.

     

    Yeah and vanilla servers begin to fade away like they did on the mod. The more of these servers that limit players will begin showing up while vanilla servers begin to die out, just like the mod. Not playing on the server doesn't solve the problem.

     

  10.  

    . So now DayZ Standalone PVP NO ZOMBIES 24/7 DAYLIGHT won't happen.

    That is already happening, servers restart whenever it gets dark, and other servers are like "300% LOOT ALWAYS DAYLIGHT NO PVP"

    They'll outright ban you from the server if you kill an admin or a friend of an admin, its hilariously pathetic

     

    I tend to just blacklist those types of servers. You've got no idea how much seeing those types of servers makes my blood boil. It ruins the game entirely, the devs have a simple fucking concept for the game.. "Survive a zombie apocalypse and other players." thats it.

     

    When all these servers start twisting things around meaning they start enforcing stuff like "No pvp allowed" and increasing the amount of loot on the map which I don't think is possible but it may be is what'll ruin this game. The vanilla version of this game is fine and it should stay that way.

     

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