Dr paradox
2011-08-16, 12:30 AM
So, I was just reading about the World of Warcraft Currupted bloodplague incident of 2005, and the later zombie plague event, and it gave me an idea for an MMO setup. basically, it's a zombie apocalypse, simulated in a particular fashion.
basically, you start off as a human. the setting isn't particularly important, but it should be fairly sizable, and land based. anyway, basically, your goal is to survive, at all costs. the place you start out in isn't really secure, so you have to act quickly in order to stay alive. this is where the sizeable world comes in... you can go most anywhere, but there are roving packs of zombies everywhere. certain locations have better fortifications and npc survivors, in addition to vendors, but they also have a higher concentration of zombies. other places, out in the sticks and the like, aren't safe, but the amount of zombie activity is lower. adding a further wrinkle, you need food and water to survive for extended periods.
keeping all this in mind, dying is more or less inevitable. if the zombies don't get you, then natural pitfalls or starvation will. HOWEVER, after you die, you then rise as part of the pack of "Smart" zombies. you get a boost to speed, strength, hearing, et cetera, but you can't use weapons. your goal is to take out Player and NPC survivors, and it falls to you and other zombie players to hunt down any safe havens where human players might be hiding. after you satisfy some condition, such as killing enough humans, you get the option of respawning, be this described as your immune system fighting zombieism off, a miracle cure, or just handwaved, you can click the "Respawn" button and wake up in a random, but generally no immediately perilous, location, with the gear and such you had before you died.
Now, two additional factors: there are no levels. rather, there's a more amorphous "Skill" system, where over time while alive, you can earn skill points to gain slight boosts to particular skills or broader ability scores, like the classic Strength, Constitution, Dexterity, Intelligence, Etc. in addition, the skill points are rather difficult to get, and once you get a certain amount, you've hit the cap. it isn't enough to be good at everything, so the game tends to award specialization and teamwork. you could be a strong, well armored, healthy guy, focusing on getting up close and personal, the classic tank, or you could be more intelligent, tending towards making devices, weapons, and hotwiring cars in a modern setting. alternatively, you could be smart and focusing in another field, such as first aid, or be good at spotting things, running fast, and moving silently, acting as a scout. it should have a lot of flexibility.
Finally, the world would definitely have to be open, and fairly amorphous. ladders should be climbable, crates should be moveable for barricades, cars should be able to blow up, and most importantly, in the well fortified locations of npc activity, they need to be raidable, but as soon as they are, another one pops up. It needs to be a shifting, real feeling battlefield for survival.
that sort of thing is what made me thing the blood plague in WoW was such a cool idea: the fact that in a plague environment, people tended to act the same way.
feedback? thoughts? offers of funding? :smallbiggrin:
(EDIT: Final question, what sorts of settings could this work best in? Modern? Western? Fantasy? some sort of Space Colony? and how big a location would it need to work? I don't really have enough experience with game dynamics to make an educated guess...)))
basically, you start off as a human. the setting isn't particularly important, but it should be fairly sizable, and land based. anyway, basically, your goal is to survive, at all costs. the place you start out in isn't really secure, so you have to act quickly in order to stay alive. this is where the sizeable world comes in... you can go most anywhere, but there are roving packs of zombies everywhere. certain locations have better fortifications and npc survivors, in addition to vendors, but they also have a higher concentration of zombies. other places, out in the sticks and the like, aren't safe, but the amount of zombie activity is lower. adding a further wrinkle, you need food and water to survive for extended periods.
keeping all this in mind, dying is more or less inevitable. if the zombies don't get you, then natural pitfalls or starvation will. HOWEVER, after you die, you then rise as part of the pack of "Smart" zombies. you get a boost to speed, strength, hearing, et cetera, but you can't use weapons. your goal is to take out Player and NPC survivors, and it falls to you and other zombie players to hunt down any safe havens where human players might be hiding. after you satisfy some condition, such as killing enough humans, you get the option of respawning, be this described as your immune system fighting zombieism off, a miracle cure, or just handwaved, you can click the "Respawn" button and wake up in a random, but generally no immediately perilous, location, with the gear and such you had before you died.
Now, two additional factors: there are no levels. rather, there's a more amorphous "Skill" system, where over time while alive, you can earn skill points to gain slight boosts to particular skills or broader ability scores, like the classic Strength, Constitution, Dexterity, Intelligence, Etc. in addition, the skill points are rather difficult to get, and once you get a certain amount, you've hit the cap. it isn't enough to be good at everything, so the game tends to award specialization and teamwork. you could be a strong, well armored, healthy guy, focusing on getting up close and personal, the classic tank, or you could be more intelligent, tending towards making devices, weapons, and hotwiring cars in a modern setting. alternatively, you could be smart and focusing in another field, such as first aid, or be good at spotting things, running fast, and moving silently, acting as a scout. it should have a lot of flexibility.
Finally, the world would definitely have to be open, and fairly amorphous. ladders should be climbable, crates should be moveable for barricades, cars should be able to blow up, and most importantly, in the well fortified locations of npc activity, they need to be raidable, but as soon as they are, another one pops up. It needs to be a shifting, real feeling battlefield for survival.
that sort of thing is what made me thing the blood plague in WoW was such a cool idea: the fact that in a plague environment, people tended to act the same way.
feedback? thoughts? offers of funding? :smallbiggrin:
(EDIT: Final question, what sorts of settings could this work best in? Modern? Western? Fantasy? some sort of Space Colony? and how big a location would it need to work? I don't really have enough experience with game dynamics to make an educated guess...)))