Rictalspace
Manager of Fist Industries
- Joined
- Apr 26, 2016
- Messages
- 694
- Nebulae
- 2,122
I said I was thinking about it....
Disclaimer
This is not an announcement, nor is it a confirmation of anything. This is a discussion based on my own thoughts and is not confirmed to be the next server etc.
The Premise
The world has fallen to a zombie apocalypse. A virus of unknown origin, that causes extreme fever and death brings the victims back to a state of frenzied animal-like behaviour, has wiped out 95% of humanity.
The survivors of this apocalypse now struggle to survive against hordes of the undead, dwindling supplies, and each other. Those brave enough group up together for protection, whilst others go it alone.
The undead show no remorse, no hesitancy, no respite. They tear through living flesh like paper until they move on. Little is known about their behaviours, but the only way to keep them down is to destroy the brain.
The Server
Slots
The idea of this is to keep it limited, i.e. not a 128 slot server. One server should only reach around 40-50 slots maximum. When you add NPC’s to the mix, going over 50 will only slow everything down and ruin the experience.
In-Game Features
Hunger/Thirst
Therefore, hunger and thirst should kill - meaning you’re required to put in risk to survive.
PK rules should be strict, there would be a disclaimer that you shouldn’t expect to survive long - so make the most of the life you have.
NPC’s
Zombies will be incredibly difficult to kill, with headshots being the only way to kill them. Making even a single zombie a danger. But to not have them be overpowered, they should be limited to start with. Sometimes running is better than fighting.
To also increase the risk, shots/loud noises should attract more zombies.
The attack speed of zombies should be tested, to allow people to use melee weapons effectively without the worry of being instantly hit. Perhaps a low chance to be hit by a zombie?
Player Zombies
Given to select players - some zombies should be roleplayed with to give 1 to 1 engagements much more fun and exploration. Scuffles and what not rather than just running to and from an NPC.
If successful, perhaps the chance to play as a zombie becomes second nature where dying isn’t necessarily the end.
Damage
As with TWD, a single scratch/bite can infect a person. This will tie in with the ‘do not expect to live long’.
To give some ability to survive, a zombie hit should have a % chance to actually hit, with a small % chance of being infected. Being infected obviously is the end of the road.
Maps
Maps should be on a continuous monthly or bi-weekly cycle. Being holed up in the same area doesn’t make sense for this kind of setting. Perhaps in the future where towns start to be created it may be prudent to stay on one map. But ideally you would want to keep the map size small to direct server resources at NPC activity.
Weapons
Fairly common to find melee weapons to defend yourself with, with guns being uncommon and ammo being rare.
Vehicles
One of the main things in TWD is cars and fuel. Whether this is integrated or not would have to be for discussion.
Mindsets
This is an important section, as I would hope the mindsets here are different to HL2RP. What do I mean by mindsets? The structure of thoughts you have whilst playing the game, how you act and how you react to things.
This would be a bit more hardcore in terms of living spans. You shouldn’t expect to see people living months at a time. Therefore, for:
Story Continuation
Ideally the story would start off with scavenging is the name of the game to survive.
A few months on would see people banding together to create groups/towns with the plant growing options taken from HL2RP.
Bandit groups would form as player vs. player activity ramps up with the zombies being a side note - even used as weapons as seen in the series.
Coding Requirements
Staff Requirements

Disclaimer
This is not an announcement, nor is it a confirmation of anything. This is a discussion based on my own thoughts and is not confirmed to be the next server etc.
The Premise
The world has fallen to a zombie apocalypse. A virus of unknown origin, that causes extreme fever and death brings the victims back to a state of frenzied animal-like behaviour, has wiped out 95% of humanity.
The survivors of this apocalypse now struggle to survive against hordes of the undead, dwindling supplies, and each other. Those brave enough group up together for protection, whilst others go it alone.
The undead show no remorse, no hesitancy, no respite. They tear through living flesh like paper until they move on. Little is known about their behaviours, but the only way to keep them down is to destroy the brain.
The Server
Slots
The idea of this is to keep it limited, i.e. not a 128 slot server. One server should only reach around 40-50 slots maximum. When you add NPC’s to the mix, going over 50 will only slow everything down and ruin the experience.
In-Game Features
Hunger/Thirst
Therefore, hunger and thirst should kill - meaning you’re required to put in risk to survive.
PK rules should be strict, there would be a disclaimer that you shouldn’t expect to survive long - so make the most of the life you have.
NPC’s
Zombies will be incredibly difficult to kill, with headshots being the only way to kill them. Making even a single zombie a danger. But to not have them be overpowered, they should be limited to start with. Sometimes running is better than fighting.
To also increase the risk, shots/loud noises should attract more zombies.
The attack speed of zombies should be tested, to allow people to use melee weapons effectively without the worry of being instantly hit. Perhaps a low chance to be hit by a zombie?
Player Zombies
Given to select players - some zombies should be roleplayed with to give 1 to 1 engagements much more fun and exploration. Scuffles and what not rather than just running to and from an NPC.
If successful, perhaps the chance to play as a zombie becomes second nature where dying isn’t necessarily the end.
Damage
As with TWD, a single scratch/bite can infect a person. This will tie in with the ‘do not expect to live long’.
To give some ability to survive, a zombie hit should have a % chance to actually hit, with a small % chance of being infected. Being infected obviously is the end of the road.
Maps
Maps should be on a continuous monthly or bi-weekly cycle. Being holed up in the same area doesn’t make sense for this kind of setting. Perhaps in the future where towns start to be created it may be prudent to stay on one map. But ideally you would want to keep the map size small to direct server resources at NPC activity.
Weapons
Fairly common to find melee weapons to defend yourself with, with guns being uncommon and ammo being rare.
Vehicles
One of the main things in TWD is cars and fuel. Whether this is integrated or not would have to be for discussion.
Mindsets
This is an important section, as I would hope the mindsets here are different to HL2RP. What do I mean by mindsets? The structure of thoughts you have whilst playing the game, how you act and how you react to things.
This would be a bit more hardcore in terms of living spans. You shouldn’t expect to see people living months at a time. Therefore, for:
- Players
- Fear, but necessity of risk to survive. You should expect to be killed and shouldn’t be hiding away just to keep your character alive.
- Should be pushing for RP over life expectancy or weapons to look good.
- Staff
- Leniency in terms of authorisation requests/item scavenging. Always try to say yes unless a request doesn’t make sense/is too much.
Story Continuation
Ideally the story would start off with scavenging is the name of the game to survive.
A few months on would see people banding together to create groups/towns with the plant growing options taken from HL2RP.
Bandit groups would form as player vs. player activity ramps up with the zombies being a side note - even used as weapons as seen in the series.
Coding Requirements
- Chance system on being hit/infected
- Infection system
- Zombie/NPC spawn system
- Loot system, more integrated than the current HL2RP one
- Base gamemode of survivors etc
- Starting gear, perhaps giving everyone one custom item of their choosing when spawning
- Prop damage, allowing zombies to enter through doors/props when attacking
Staff Requirements
- The idea would be to try and limit the staff required, so that inactivity of staff doesn’t kill the server.
- A limited staff team to keep the rules, and perhaps an event/zombie spawning team
- A server director who’s passionate about the setting that isn’t me.
Attachments
Reactions:
List