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Mortuis Universitalis: Promeneur


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PANDEMIC

The year is 2020. The world has been engulfed in plague; a disease that kills a human, rises them from the dead, and causes them to infect and feed upon more humans. These have been named "zombies", after the Caribbean folklore.

 

You weren't there when the world went to Hell. You were in a hospital bed, sustained only by the tubes that fed you for several months. But now, you have miraculously awakened, and found a wartorn wasteland. In the search for your lost family, you have to do favors for people. But once you get into politics, it's hard to get out of it.

 

Backstory

'Kay, so this is a CONCEPT GAME thread, like in the "GTA Series Chat" section of these forums.

 

The game is... not Rockstar style and in no way related to GTA. Heh. It's actually an original concept, a Bethesda-style RPG (albeit with Red Dead Redemption's great controls and everything). It's set in apocalyptic Louisiana, around Lake Pontchartrain. New Orleans to the south and Hammond to the north, humanity has been forced out into the wilderness, but they are rebuilding.

 

The World and Setting

The game is set in the near future of 2020, in a VERY short alternate history where America still resembles the Bush years. The location is Lake Pontchartrain: New Orleans is the main city, but other cities (in particular, Hammond) exist.

 

Pandemic is heavily inspired by Max Brook's Zombie Survival Guide and World War Z. The zombies are basically Brooks zombies, and one aspect of World War Z represented here is the Redeker Plan (named differently, of course) and the idea that humanity is still doing well. Rather than being that (stupid) chaos that most zombie stories have, most countries are still functioning, cut down to a certain bit of land.

 

In America's case, they retreated to "West-the-Mississippi, East-the-Rockies" as general boundaries. The West and East Coast are swarming with mega-hordes, the Southern states with mini-hordes.

 

However, this caused political chaos in the USA. Areas were designated as Pacified (controlled by humans), Contested (battlegrounds), or Forsaken (controlled by zombies). When the US withdrew to the Great Plains, it caused an uproar, and the Union dissolved. Out of one country three more recognized countries emerged: Texas, Deseret, and Appalachia.

 

Texas didn't revolt just for the sake of being dicks, but out of general concerns. America didn't handle the zombies well, but Mexico completely failed, and now there were hordes of zombies swarming through Southern Texas. The Texan people (who were doing really well for themselves) raged at the Federal for not assisting them, and the Texas state legislature voted to secede.

 

The United States had not totally withdrawn west of the Mississippi; they kept control of the Appalachians, a mountain range with not enough population to have been overrun with zombies, and a perfect "port in the storm" for American forces in Eastern America. The Appalachian states grew distrustful and estranged of the country ruling them from across the zombie-filled Midwest, and officially seceded. There was nothing America could do about it.

 

Deseret was a somewhat unique case. When the plague struck the Jello Belt, the Church of Jesus Christ of Latter-Day Saints handled it remarkably well; Mormon organization and preparedness gave them one of the highest survivability rates in the nation. So, while everybody else was dying, they survived to inherit apocalyptic Utah. A theocracy was declared. For diplomatic reasons, Texas signed a non-aggression pact with Deseret and a mutual alliance with them against the Americans, so as to deter an American invasion.

 

America could have completely owned all of their rebel countries, if not for the fact that they were being torn apart by civil wars and economic stress. The Great Plains had little of the raw resources necessary to run the country, much less support the vast number of refugees. Plus, the American government (having given the President Emergency Powers) was continuing to recognize the states that were Forsaken or Contested, calling them Refugee States. The Host States and the Refugee States set up a big problem:

 

Refugee States: "We have a right to representation in Congress!"

Host States: "No! You have no land or resources to contribute."

 

Refugee States: "We have a right to rule our people."

Host States: "They are living on OUR land!"

 

Refugee States: "Fine then! Give us some of your land!"

Host States: "Like hell!"

 

Host States: "Let's carve up the Forsaken Territories for ourselves."

Refugee States: "f*ck you! That's our land!"

 

This caused quite a lot of fighting WITHIN American borders. Between their civil war and the economy, they were brought down slightly BELOW the level of Texas.

 

The Geopolitics

Well, that's the USA as a whole.

 

In the Southeast, Deseret had no power to project. Appalachia was somewhat lazy, and had little interest other than carving out paths to the Great Lakes and to the Atlantic. This left Texas and America.

 

America viewed themselves as rightful rulers of the pre-pandemic borders. Texas really only wanted independence, but they also wanted security. Some buffer states would do that. And heck, it didn't belong to America/Mexico \anymore than it did them; that land was simply uncolonized wastes.

 

While Texas and Deseret were maneuvering around the Southwest, and Texas and Mexico around the Mexican desert, Texas and America were maneuvering around the Southeast. In particular, the land immediately beyond the Mississippi. Texan claims ran all the way up to the Mississippi, including large chunks of Louisiana and all of Oklahoma and Arkansas. The reality was that they controlled most of Northern Texas and all of Oklahoma, but that's what they CLAIMS were.

 

Texas and America were both already distracted, and were unwilling to risk a general war for the sake of a stupid zombie-filled swamp and a city that gets destroyed after every hurricane. So, they sent small expeditionary forces (huge compared to the local power) to establish bases and rattle sabers at each other until one side gets scared.

 

That would be simple enough, if not for the Secesh. Ya see, not all States were Refugee or Host, some were Secesh that got pissed off at the US for abandoning them int he first place and declared independence. With the exception of Texas, all of them were relatively unimportant and barely in control of even tiny slivers of land. There were also Secesh movements not tied to preexisting governments, but groups of survivors declaring their own countries.

 

The Southeast had two major Secesh movements that made themselves known in Louisiana. The Dixie Confederation was a Southern nationalist movement who saw this as the perfect opportunity for the South to rise again, and were trying to solidify control over any and all survivor towns while cleansing the land of both zombies and rival factions alike.

 

The other faction was Nova Zion, one of numerous Southern theocracies to rise in the wake of the apocalypse. Baptist with a heavy dose of Catholic, they swore to bring God's kingdom to the people of the Gulf Coast.

 

So, here's the situation around Lake Pontchartrain. The Texan 16th Frontier Regiment, the American 20th Liberation Expedition, the local wing of the Dixie Confederation, and the local wing of Nova Zion all have the same goal: to rule Lake Pontchartrain. Killing the zombies there is secondary.

 

Gameplay Features

Pandemic is a Bethesda-style RPG, with first-person and third-person modes; shooting mechanics involve looking down sights (like a regular FPS), and melee fighting is done Assassin's Creed style. Although the first-person mode is recommended for combat, third-person contains many animations and is recommended for travel.

 

Pandemic is not about fighting zombies. It is about finding scarce supplies to stay alive (until you become wealthy, of course) and the human factions left squabbling over this land.

 

Four Needs

One of the aspects of the game is the four meters that the player has to keep an eye on: Hunger, Dehydration, Fatigue, and Demoralization. If any one fills all the way up the player will die of hunger/dehydration/fatigue/suicide, and at different levels they cause stat maluses.

 

DEHYDRATION: This is a serious problem in Lake Pontchartrain. You have three days before dying of dehydration, and some consumables (soda and alcohol, anyone? how about salt?) increase it. Dehydration is managed by drinking water. Hey, there's water everywhere!

 

Problem is, that water is full of parasites and viruses. If you drink it, you risk gaining a disease that will be expensive. So, you have to boil your water, or just carry clean water on hand.

 

HUNGER: A human being can live for well over a month without food, but Pandemic has it be a week instead (your Fat level contributes, though). Although running up slower than Dehydration, it is in a way more worrisome, since it requires more planning to feed yourself than to find water; water can be found anywhere in the bayou, but food can only be found in an abandoned house, a merchant's bags, or the skin of a deer.

 

FATIGUE: A human being can live for pretty long without sleep, also. Pandemic has it as 15 days. Fatigue is decreased by sleep. The good news is that you can sleep ANYWHERE you want; having a bed merely improves the amount of Fatigue lost. Also, sleeping in a relatively safe place is recommended so that you don't wake up surrounded by zombies.

 

DEMORALIZATION: Depression has killed as many as the zombies themselves. You must take some time to relax, or you will eventually find yourself at the tip of your own gun barrel. Demoralization slowly increases, with the increase rate being significantly higher when you fight humans and especially high around zombies. Demoralization increase can be slowed by having company. It is actively decreased through little acts like eating good food, playing minigames (such as the gambling games in the saloons), and so on.

 

Demoralization takes 30 days to happen, so it really isn't a problem. The player is likely to manage it by themselves.

 

Inventory System

In Fallout, the concern was weight. In Pandemic, it's bulk.

 

Your character is greatly limited as to what he can carry. Instead of sticking things in your Infinite Hyperspace Cube of Holding, you have to stick things in your pocket or carry them in your hands.

 

But that would suck, right? So that's why your pack it in bags. You can pack things away in backpacks/satchels that are worn as clothing, suitcases that are carried in one hand. Guns can be equipped in holsters, which allows for quick access. If you have an animal (a horse, a large dog) you can make them carry it in a bag, and if you have a car, that's a LOT of storage space.

 

With the new inventory system, there is both a radial menu and a general inventory. The Pip-Boy from Fallout is replaced with the Journal. Opening your Journal allows you to go to the Inventory menu, which is divided into the storage receptacles you are carrying (Body, Backpack, Satchel, Satchel, Suitcase). Using this, you can quickly trade off items. Items can also be assigned to the radial dial, which means that selecting them in the radial menu will automatically make your character pull them out of storage to use them, and put them back in storage.

 

Under this system, you will not be carrying a million items at any given time. Journeys will require actual planning, and you won't clear out every single item in every house you find.

 

Health System

Instead of a conventional health system, Pandemic uses a system of injuries.

 

Whenever your character gets struck (like getting shot), the game registers an Injury. Injuries are, in a way, like crippled limbs in Fallout or diseases in Skyrim. They have negative effects until being "cured".

 

Instead of a health bar OR regenerating health, you die either when you suffer too many Injuries in a row (e.g., getting shot in the chest, the gut, and the leg within 5 seconds of each other) or suffering a specific Lethal Injury (headshots and upper-torso, USUALLY). Non-lethal Injuries have to be treated.

 

If a non-lethal Injury, such as a gunshot wound, is left untreated it will kill you after a short while due to bleeding out. Also, antiseptics are a generally good idea: without antiseptics being applied, you can catch a disease (like with drinking dirty water). Treating a wound prevents death, applying antiseptics prevents infection, and applying Acresy cures it.

 

Acresy is a futuristic plot device/medicine that stands for Advance Cellular REpair SYrum. It puts your white blood cells into overdrive and allows you to heal at a much faster rate than a human body will normally allow; with Acresy, a wound that would take realistically long to heal takes about three days.

 

So... in Pandemic, every wound means something. You do NOT want to get shot or hacked with a sword. First aid serves as the generic Medicine that frequently appears in video games, staving off death miraculously. But until you pop some Acresy and wait a while, you have to deal with the consequences of your wound.

 

Also featuring along with Injuries are Diseases. Diseases can be gained through untreated Injuries, unsanitary practices like drinking filthy water/eating uncooked food, hanging out with diseased people, and total randomness! (The latter happens rarely.) Diseases come in different varieties. Some run their course, others don't. Some are lethal, some aren't. But they all have special medicines to cure them.

 

Zombiism

In Pandemic, just as getting hurt sucks, getting bitten sucks a lot. If you are infected by a zombie, it brings up two meters: Virus Strength and Virus Progress. If Virus Strength hits 0, you lose the infection. Yay! If Virus Progress hits 100, you turn into a zombie (death). Virus Progress would finish in one day, but since your character is super special, it takes a full three days to knock him out.

 

The two drugs relevant are Pasax and Ulsax. Pasax is a special anti-zombie drug that delays Virus Progress by a day. Ulsax decreases Virus Strength by 25%. That might sound good, but consider how rare Pasax and Ulsax are. Many merchants simply don't stock it, and those who do charge a LOT of money. It's a rare medication.

 

So, if you want the good stuff, you have to buy it. Being infected hurts you in your bank account. But knockoffs can be made. Pasax and Ulsax is made out of some exotic plant from the deepest depths of the Amazon, and in order to help people who simply can't get to doctors who have it, a group of Brazilian scientists bioengineered versions of the plants to grow in most any environment. The scientists, part of a worldwide Cure for Reanimation Society (CRS), gave a bunch of seeds to Texas, who then went into Louisiana and scattered them around. There's three plants and one chemical required for either drug, and these can be found scattered around Lake Pontchartrain. However, nothing in life is free. These homemade recipes aren't as good as the industrial-grade, and Brazil Juice (Ulsax) only removes 15% Virus Strength, while Amazon Rocks (Pasax) only delays by 12 hours. Nonetheless, these can be crucial in saving your life.

 

Stats

Stats are kind of unique in Pandemic; you have something like two main categories, Physical Stats and Skills. Physical States include Endurance, Lung Capacity, Upper Muscle, Lower Muscle, and Fat. These increase when used, decrease when not used (muscle will go down if you never work out, but increase if you do; fat will increase if you eat, but decrease if you walk a lot). One stat tied in to this is Energy; Energy is a regenerating bar that is used whenever you do something physical, and Endurance determines your maximum level of Energy.

 

On the other hand, Skill stats are conventional RPG stats representing your character's abilities. Instead of leveling up, you gain Experience towards a single Skill level, and level up that Skill. (Like Skyrim.) Rather than having a level cap, you can potentially max out everything... but that would take a LONG time. Skill books feature, like in Fallout, but are represented realistically. Did anybody think it was retarded that you couldn't both read AND sell a book, and that you could read the same type of book 10 times? In Pandemic, a unique book only gives you stat bonuses the first time around. Afterwards, you have to find a different type of book.

 

Fallout had a nice little "SPECIAL" system.

Strength = Already represented through Physical stats.

Perception = Not represented at all.

Endurance = Already represented through Physical stats.

Charisma = ?

Intelligence = ?

Agility = Represented as the "Parkour" skill.

Luck = Not represented as a stat.

 

Instead of a rip-off of SPECIAL, when designing your character you have to disperse points between:

Strength = Determines immediate Physical Stats upon starting the game. Crucial early on, but useless later in the game.

Intelligence = Major boost to learning "scholarly" Skills (like Chemistry, Computers, and Electronics).

Charisma = Major boost to learning social Skills (Speech, Barter) and also communicating in general.

 

So, it's the basic stats, the ones that Stick RPG uses. This determines your characters' overall personality.

 

Lastly, there are Character Traits. There are no perks in Pandemic, so these kind of fill the void. At the beginning of the game you choose 5 out of 20 Traits, and theses "personalize" your character. However, that's the good perks; you also have to choose five negative perks!

 

Skills and Character Creation

Skills

Animal Husbandry

- Animal Husbandry determines how well you work with, er, animals. Pandemic allows you to own pets (mostly dogs), and this effectively determines if they'll mind and if you can tame them; why buy a dog from a merchant when you can tame a wolf?

 

Business

- Barter would be more accurately described as "Haggling", but Haggling is an ugly name. Bartering in Pandemic is a full on minigame, and your Barter skill unlocks more powerful abilities in the Barter minigame and shifts it in your favor. Barter allows you to be a shrewd dealer, saving and making more cash.

 

Chemistry

- Chemistry allows you to manufacture chems, increasing the quality as the level increases and unlocking more complex formulas.

 

Cooking

- Cooking allows you to cook food, increasing the quality as the level increases and unlocking more complex recipes.

 

Driving

- Increases your skill at driving a motor vehicle; in game terms, it makes the vehicle respond better to controls.

 

Electronics

- Maintenance, albeit for electronics. Also effects radio abilities.

 

Explosives

- Explosives allows you to manufacture explosives, increasing the quality as the level increases. It also decreases the chance of epically failing and blowing the explosive at the wrong time.

 

Gunmanship

- Decreases reload times, increases the speed at which you clear gun jams, and decreases gun sway.

 

Herbalism

- Herbalism allows you to do stuff with herbs, like using them in cooking, making natural medicines, and using them in chems.

 

Horsemanship

- Increases your skill at riding a horse; in game terms, it makes the horse respond better to controls. Also decreases the chance of a horse spooking or bucking you.

 

Infiltration

- Each lock has a minimum level of Infiltration that is required to attempt the lock-picking minigames. Locks consist of both the "bobby-pin and screwdriver" style that takes a key, and the "put your ear up against it and turn" style that takes a combination.

 

Maintenance

- Just as the player takes Injuries, equipment takes Breaks, and Mechanics allows you repair Breaks (and repair it better at higher levels).

 

Medicine

- Increases the effectiveness of first aid and unlocks better first aid methods.

 

Melee

- Overall improves the likeliness of a melee move succeeding, and unlocks better moves.

 

Piloting

- Increases your skill at flying an air vehicle; in game terms, it makes the vehicle respond better to controls. Note that to fly an air vehicle, you have to get prior training for it's class (Balloon, Plane, Helicopter, etcetera).

 

Parkour

- The ability to maneuver, climb, and do acrobatics. As it increases it improves controls and effectivity, and unlocks better moves. You can go from basic agility to acrobatics an on to full-on parkour.

 

Sailing

- Increases your skill at sealing a sea vessel; in game terms, it makes the vehicle respond better to controls.

 

Speech

- Increases the ease of negotiating. Negotiating is pretty much the same thing as Bartering: a minigame.

 

Stealth

- Decreases the likelihood of "blowing your cover" by making noise or revealing yourself, and gives you more abilities.

 

Tailoring

- Unlocks different clothing options and improves clothing blueprints at higher levels.

 

Character Traits

Positive Perks

1. Romantic

- Everywhere you go, ladies/men follow you. You have special dialogue options and +10 Speech when talking to a member of the opposite sex.

 

2. Perceptive

- You have the ability to tell when people are lying, avoiding information, and so on.

 

3. Tinkerer

- Ever since you were little, you've loved taking things apart and putting them back together. You have +10 Mechanics and +5 Electronics immediately, gain Mechanics at twice the rate, and Electronics at 150% the rate.

 

4. Geek

- All the bullies in grade school gave you swirlies, and now they pay you hundreds of dollars to fix their computers. Or, they did before becoming zombies. You have +10 Computers and +5 Electronics immediately, gain Computers at twice the rate, and Electronics at 150% the rate.

 

5. Doctor

- You weren't a doctor by trade, but you could have been. You carry a first aid kit everywhere you go, and are the first to help a wounded person you meet. You have +10 Medicine and +5 Chemistry immediately, gain Medicine at twice the rate, and Chemistry at 150% the rate.

 

6. Fast Metabolism

- You are just blessed. You burn fat like it's nothing, and gain muscle just as fat. You can lay around all day long eating potato chips, and still be the pinnacle of fitness. Fat growth is decreased by 50%, and Muscle increase is increased by 50%.

 

7. Tolerance

- You are the one guy who just can't get addicted: your body refuses to become a slave. Addiction likelihood is decreased by 50%.

 

8. Blood Knight

- Some people shrink from fighting, but you revel in it. There is nothing like the sensation of smashing in a zombie's face, or picking off a raider from 100 yards. Fighting doesn't increase Demoralization, but DECREASES it.

 

9. Diplomat

- You learned at an early age that it's better to talk than fight, and this has become your favored way of dealing with people. Faction reputation increases at 150% the rate, while decreasing at 50%.

 

10. Comprehension

- You are a swift learner, understanding everything the teacher says. Teachers, skill books, and other skill increases are 150% as effective.

 

11. Homemaker

- You are like the 1950s ideal wife: you love to cook, clean, and knit sweaters in your spare time. Cooking and Tailoring are both increased by 10, and increase at twice the rate.

 

12. Iron Skin

- You are built of steel. Pain means nothing to you, and shrug off bullet wounds like you shrug off mosquito bites. Injuries are 25% less effective and do not cause pain/Demoralization.

 

13. Immune System

- Germs are terrified of you; your white blood cells kick into overdrive everytime you get sick, slaughtering ever invader in their path. You get sick 50% less of the time, and handle it 25% better.

 

14. Combat Trained

- The only way to win is to fight, and so you taught yourself to fight very, very well. +10 Gunmanship and +10 Melee, with both increasing twice as fast.

 

15. Savvy Dealer

- You are skilled with manipulation and dealing. +10 Speech and +10 Business, with both increasing twice as fast.

 

16. Born Lucky

- You are just naturally lucky. Chances of good things happening to you are noticeably higher.

 

17. Animal Person

- You're not that much of a people person, but animals love you. +10 Animal Husbandry and +10 Horsemanship, with both increasing twice as fast.

 

18. Optimist

- You just can't be brought down; you are always looking forward, singing a happy tune, and laughing. Demoralization is 50% slower.

 

19. Endless Energy

- Nothing keeps you down; even your ADHD meds just barely keep you from bouncing off the walls. +20 permanent Endurance is added, and Energy decreases by 25% less.

 

20. Careful

- The world is a dangerous place, so you are always watching out. Watching what you so, watching what you do. You will not set off traps, and are given a sixth-sense that randomly warns you of incoming danger.

 

Negative Traits

1. Lonely

- You're always lonely, because you can't find a partner. Your mouth gets clammy every time you talk to a member of the opposite gender. -20 Speech when talking to a member of the opposite sex, and you say the most inconvenient things.

 

2. Dimwit

- You have a bad habit of being fooled. Detecting if somebody is lying is considerably harder, and people will take advantage of you.

 

3. Technically Challenged

- You don't understand the directions. You gain Maintenance and Electronics at 50% the rate.

 

4. Luddite

- You never owned a computer. Or a TV. Or a telephone. You gain Computers and Electronics at 50% the rate.

 

5. Tourettes Syndrome

- You can't help it if you randomly blurt out jibberish. Maybe this is beneficial, maybe it's bad, maybe it's just entertaining.

 

6. Made of Paper

- Some men are made of iron. You're made of paper. Injuries are 25% more effective and crank up the pain/Demoralization by 25%.

 

7. Socially Incompetent

- You don't know how to act in public, and that suits you fine. f*ck everybody. You gain Speech and Barter at 50% the rate.

 

8. Addicted

- Your dad liked hitting the bottle a little too much... and now you carry on in his footsteps. Addictions are 50% more likely.

 

9. Jingo

- You are proud and independent, and your random rantings towards the factions cause everybody to trust you 50% slower and hate you 150% faster.

 

10. Slow Learner

- You just have a hard time understanding, even though your teacher told you that you were VERY special. Teachers, skill books, and so on work at 50% effectivity.

 

11. Glandular Problems

- It's your metabolism. And your glands. No, honestly. The doctor said you gain strength at 50% the rate and Fat at 150%.

 

12. Sickly

- Your body hates you. You get sick 50% more often, and handle it 25% worse.

 

13. Uncoordinated

- You are always stumbling, falling, and tripping over your own shoelaces. There is a strong likelihood of you stumbling/knocking over something, and Parkour advances at 50% the rate.

 

14. Pacifist at Heart

 

15. Bad at Business

 

16. Animal Hater

 

17. Pessimist

 

18. Lethargic

 

19. Child Hater

 

20. Racist

 

Weapons

Handguns

9mm Pistol (Pistol Rounds): The "standard" pistol, available at the start of the game. These are the most common guns, used by civilians.

Glock (Pistol Rounds): A rarer but still common pistol often found on police.

Beretta (Pistol Rounds): A rare pistol issued to police and military. Heavy stopping power.

Machine Pistol (Pistol Rounds): A rare pistol issued to police and military. Fully automatic.

Compact Revolver (Revolver Rounds): A revolver that is so small that it can be hidden within clothes. A Compact Revolver can be used for unexpected kills. Fairly common.

Colt Revolver (Revolver Rounds): One of the most common revolvers.

Anaconda Revolver (Revolver Rounds): Another common revolver.

Magnum Revolver (Revolver Rounds): A high-powered and rarer revolver.

Sniper Revolver (Sniper Rounds): A custom and rare revolver used for sniping. Comes equipped with a scope.

Sawed-off Shotgun (Shotgun Slugs): Sawed-off Shotguns can be made from any regular Shotgun. Sacrifices much range.

 

Longarms

Hunting Rifle (Rifle Rounds): A standard, generic hunting rifle, as found in just about every house. These are great zombie-killers.

Winchester (Rifle Rounds): Another common rifle.

Remington (Rifle Rounds): Another common rifle.

Garand (Rifle Rounds): One of the best rifles in the game, the M1 Garand is the Kalashnikov of bolt-actions.

High-Powered Rifle (Rifle Rounds): A military and police issue, rare, rifle. High-powered, as the name implies.

Hunting Shotgun (Shotgun Slugs): A standard shotgun, extremely common.

Combat Shotgun (Shotgun Slugs): Rare, but superior in all aspects to the Hunting Shotgun.

Sniper Rifle (Sniper Rounds): Equipped with a scope, this is extremely accurate.

Thompson (SMG Rounds): A very reliable and common SMG for fighting humans.

MP40 (SMG Rounds): Rare, but these WW2 relics are an improvement over Thompsons.

MP5 (SMG Rounds): A rare modern SMG.

Kalashnikov (Assault Rounds): Superior guns. They almost never break, add +20 Gunmanship when being used, and are just all-around awesome. The most common assault rifles, too.

M16 (Assault Rounds): Better than Kalashnikovs in combat aspects, but more prone to breaking and without the Gunmanship boost. Standard military issue.

Galil (Assault Rounds): Rare but decent Assault Rifle.

 

Heavy Weaponry

Bazooka (RPG Shell): Old WW2 RPG, reliable.

RPG (RPG Shell): Modern and all-around superior RPG.

Small Cannon (Cannon Shell): A small artillery piece cobbled together by survivors.

Cannon (Cannon Shell): A heavy artillery piece cobbled together by survivors.

Artillery (Artillery Shell): A military-issue cannon. Devastating.

Mortar (Mortar Shell): Cannon useful in firing around obstacles.

Light Machine Gun (Machine Gun Rounds)

Heavy Machine Gun (Machine Gun Rounds)

 

Explosives

Fragmentation Grenade

Concussion Grenade

Satchel Charge

Triggered Explosive

Dynamite

Fragmentation Mine

Homemade Mine

Fireworks Bomb

Anarchist's Bomb

 

Intended Melee Weapons

Hunting Knife

Switchblade

Combat Knife

Dagger

Machete

Cutlass

Katana

Scimitar

Foil

Trench Spike

 

Tools that can be Melee Weapons

Shovel

Hammer

Sledgehammer

Titanium Shovel

Baseball Bat

 

Archery

Shortbox (Arrow)

Longbow (Arrow)

Compound Bow (Arrow)

Crossbow (Crossbow Bolt)

Heavy Crossbow (Crossbow Bolt)

Edited by A White CJ
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I don't know, I was going to post this in GTA: V, but once I started a thread about a pirate game, and it got locked for being off-topic. Somebody suggested I could post this thread here.

 

BTW, I'm also an amateur author, but I doubt I'll post much here due to the fact that I won't be able to get anything I post here published, if I so desire later in life.

I don't know, I was going to post this in GTA: V, but once I started a thread about a pirate game, and it got locked for being off-topic. Somebody suggested I could post this thread here.

 

BTW, I'm also an amateur author, but I doubt I'll post much here due to the fact that I won't be able to get anything I post here published, if I so desire later in life.

Lol, you don't write just to get published. We write because we love it.

 

 

With an attitude like that, publishing will not be available to you lol, well, not as much as it is to the guys here. Read a little, you'll see we don't do this for Publishing rights.

 

suicidal.gif

 

  • 2 weeks later...

I write because I enjoy it. I don't put things other than fan fiction on the Internet, though, because if their good I wouldn't want to waste them. I once read that publishers, due to the nature of the Internet, will refuse to even talk to you if your work was posted there, so I stopped putting stuff up on the Internet.

  • 2 weeks later...

I don't know what BUYG means. I'll have to google it.

 

UPDATE: No. This is a video game concept, like what you see in the GTA: V section. You know, where people make up future games, like GTA: Huron, or my GTA: Stuartia. Except this would be a stand-alone.

Ouch.

 

A GTA zombie game will never happen. Maybe a DLC, but not more. As I read trough the concept, I think it would be an amazing non-GTA game. icon14.gificon13.gif

 

I forgot to add, I made a zombie GTA myself (Well, IV DLC) and your story seems more like a new zombie game like L4D or Dead Rising. There is no GTA in the story. There should be criminals and sh*t.

Edited by mati1501

It isn't a GTA game. It's a separate series. The only reason it says "GTA" on the picture at the top is because the guy who made it messed up. The series is called "Mortuis Universitas", the game "Promeneur". Translating from Latin and French, this means: "Dead World: Midwest".

It isn't a GTA game. It's a separate series. The only reason it says "GTA" on the picture at the top is because the guy who made it messed up. The series is called "Mortuis Universitas", the game "Promeneur". Translating from Latin and French, this means: "Dead World: Midwest".

I dont know if it really belongs here, but still thanks for sharing it with us. I would buy this game.

I've watched it now. Okay; unfortunately, it started out like a gory comedy making fun of undead tropes, and then failed to deliver. The plot was strong enough to carry it, but I would have gotten bored without Tallahassee.

I like to consider myself a connoisseur for zombie films and I thought Zombieland was garbage. I prefer films like 28 Days Later or some corny classic zombie movies like Dawn Of The Dead from 1978.

Wow, this is a great idea, some dev (rockstar could of course, but anyone else who could would I'd be ok with to) needs to make a game similar to this, I'd buy it in a hart beat. I also like the title, drew me in.

 

I look foreword to any updates.

To Overcomplicate Username:

Eh.... on one hand, having a second opinion is often good, but I tend to prefer to work alone.

 

To Mr. C to the J:

I have a lot more stuff to add, I just haven't bothered yet. I deleted my whole mission section (for the second time); my focus was the world, not the plot, so I can't get one I like. I've written up one that covers the whole course of the game, though, so I can start working on missions and know where it's headed.

  • 10 months later...
Thank you. I lost interest, and there the corpse of the concept lay....

 

I'm working on an RD3 idea right now. Till that dies, LOL.

Good luck. It will be interesting to see when its finished. If you want to see that Concept i have started but abandoned feel free to ask and i can PM it to you.

  • 1 month later...

Hey, I'm restarting work. The new one has a name that isn't totally retarded (Pandemic; I know it's cliche, but it's better than Dead _____), is in the style of a Bethesda RPG (RDR controls, though) and is set in Louisiana (Greater New Orleans).

Hey, I'm restarting work. The new one has a name that isn't totally retarded (Pandemic; I know it's cliche, but it's better than Dead _____), is in the style of a Bethesda RPG (RDR controls, though) and is set in Louisiana (Greater New Orleans).

Cool. I started work on a Bethesda style RPG based in a zombie apocalypse. It will be cool to see how yours turns out.

The game uses a lot of special systems I haven't seen in a game.... instead of Fallout's 3-headshots-and-the-Raider-is-still-frikcing-alive combat, this game uses realistic combat for BOTH the NPCs and the player. The player character, rather than having a Health Bar, takes Injuries which have maluses. It's not that much different from crippling, but this time it happens anytime you get shot or badly wounded in melee. The player then has to apply first aid (it could be a minigame, but more likely will just be using a "First Aid Kit" and some Antiseptic) to prevent bleeding out (death), and use Acresy (a special medicine), which will heal the wound over the course of three days until it disappears.

 

Some Injuries (most headshots, a decent number of torso shots) are insta-kill for the player, and taking too many Injuries at one time will also kill the player.

 

The story, I'm not sure about. I'm thinking about completely ripping off The Walking Dead and having the protagonist awake from a coma, and then searching for family. But I know that the protagonist's goals will eventually cross paths with the regional politics, and that sets off the meat of the plot. There are four major factions: the United States, Texas Republic, Dixie Confederation, and Nova Zion, all of them seeking domination of the area.

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