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#1 Outbreak: Tactics Empty Outbreak: Tactics
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mr_wiggles

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Side project i thought up the other night. You move from town to town fortifying and gathering resources to reach your goal of Alaska. Why? Because zombies being dead do not generate body heat and will freeze in place.

This is a 3rd person game where you control the actions of people you find scouting buildings. Scouting has its own risks such as zombie attacks, But it is required in order to get food, ammo, and other misc items.

This whole game will be one giant algorithm that generates random towns and game events. You will have the option to fortify your stronghold or move it entirely to a new building.

You spend time, mostly in hour increments to search buildings like schools, police stations, houses and stores. You also use man power, for example you can send 1 person to search a building and use 3 hours, or send 3 people and spend 1 hour. More people also reduce the chance of deaths by zombies. Equipping the scouts with different fire arms also has its own affects.

I was thinking about adding a weight mode in for harder difficulty if desired. This will make very hard decision on equipment value when deciding what will be left behind and what goes with.

So what do you guys think?
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#2 Outbreak: Tactics Empty Re: Outbreak: Tactics
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supercow

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sounds like something id love to play Cool
does it mean the player move to other town each day? or when got enough of certain supplies? or move building to building until reach Arrow goal ?
what use of fortifying stronghold if just gonna move? are there gonna be atk every 10 hour/day or something like that?
would be thrill if the zombie catch up to them/getting stronger if take too long to stay in the city.
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#3 Outbreak: Tactics Empty Re: Outbreak: Tactics
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mr_wiggles

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well i was thinking, you move cities when you have enough resources to do so and want to move on. I was thinking about implementing a time period, possibly with different difficulties, that pushes you to the next town so there is that tension of trying to get everything done.

For moving to different buildings i was thinking something like limitations. Like a house can support 15 people and a apartment can support 40. And for fortifications i was thinking about random attacks that require you to defend. These could be day based or hour, say you have 15 people out searching and 3 at base, those three must hold the fort, depending on the zombie force they could over run it.

Everything is open for discussion, i really want to make this game, and im looking for people willing to lend a hand.

Also i was thinking about innovations as well, things like hydro phonics to grow food, and possibility a vehicle that needs gas and make travel times to a new city days instead of weeks. That would also improve your odds of making it in one piece. You can only take so much stuff with you and must chose what to leave, including people. Whats left can be hauled by people left behind or the choice to send some one back, but at its own risk. Again these are just ideas.
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#4 Outbreak: Tactics Empty Re: Outbreak: Tactics
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supercow

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ohhh....so its like we have a base then we expand the base to increase population/get supplies, then move on to other city/base
but how much limit of ppl fit in the base? since ppl that would be bring is varied.

sounds interesting, ill help if i can (although the game looks like it just need building/road and lots of code)
,might not focus much though since i just started my own game Razz
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#5 Outbreak: Tactics Empty Re: Outbreak: Tactics
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BluE

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I love the idea of this game so far. The first post kinda sounds like the game The Last Stand 2 (http://armorgames.com/play/1443/the-last-stand-2).
I like the idea of gathering people and fortifying and things. But since zombie apocolypses are not good places for groups of more than 4 (left 4 dead, dead island), will the chances of losing people in scouting and things like that increase with the population?
And with the random attacks, maybe to prevent waiting on your computer for something to happen (because they are random) while you're fortifyed, you can send scouts out to check for a zombie attack? And the better or more scouts you send out, the faster you get a warning and therefor, the more time you have to prepare?

Maybe you need to hold off a certain number of zombie attacks on your fortification before you can advance to the next city/town?
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mr_wiggles

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All the random encounters will be slightly controlled depending on certain variables like population. It is sorta based on last stand 2 and this other game i cant remember, but the change is game play. I was going to have people with skill levels so you chose who you send like bob is good at scouting and bill is good at killing. Also to go and customize the items you send with, like guns and flash lights.

For people dieing and finding new people all depends on where you are in the game. The farther along the more zombies there are because the virus has had time to spread. Also the cities starting population will have a factor in this as well.

Like i said this game will be a LARGE algorithm and a huge test of skills in coding. Im looking for someone that might be interested in sprites and assistant coder. There will be a number of factors that will need fine tuning so we will need a group of beta testers willing to endure playing the game multiple times in order to make it just right.
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NuKa_BuBble

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I think it's a super idea. You can add an iterractive environment and weapon durability. Like: Dead island.
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BluE

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Hehe I'll beta test for you. I've got an actual computer now so it'll work better this time.
What about the battle system? Is it realtime or an interface (because of all the people you have)?

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NuKa_BuBble

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I think realtime it's more fun. I can beta test too. In games, I spend all my time to find glitches. That may help you.
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mr_wiggles

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nah i was gonna make it turn based, you spend hours in a day and then "sleep" and start a new one.
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