PR & Zombies!

General discussion of the Project Reality: BF2 modification.
rushn
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Re: PR & Zombies!

Post by rushn »

lukeyu2005 wrote:Like this guy said start small and gradually get better and better weapons. But then of course why would soldiers have **** weapons to start with?

So just make it you are a civilian as opposed to a solider.
Start with basic weapons like a m9 then pick up like a shotgun or a sks something easy to get something you can buy from a gunshop then you've got to make your way to a FOB to get some real military weapons.

Sounds like Left 4 Dead?
Yes it does but PR has way more guns and a bigger map so it should have more potential.

Also about the Bot Zombie kit. Isn't there already such a kit?
The unarmed kit. Don't give the zombies ridiculous damage. After all they were once people. Just make bots rush at you trying to punch you. Think of it as knives with out the one hit kill. Bots and their knives are deadly enough. Now imagine that with less damage and a big horde of bots with fists. Zombie mod done!
Also is there anyway to change the time of day?
Muttrah will be a awesome zombie map at night.

It can't be that hard seeing how they did make Operation Barracuida a night map last year.
if zombies had low dmg the game would be super easy even with a knife

also friendly fire should be turned off at least for zombies because once people start bunny hopping around a bunch of zombies there will be tks
Bob of Mage
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Re: PR & Zombies!

Post by Bob of Mage »

Tickets would have to be reworked so that the zombies can keep dying.


A good idea would be that when you get to the flag points there would be a random piece of gear that would spawn. It could a kit of some sort (anything from HAT to pilot) or in rare cases a vehicle (a jeep wouldn't be overpowered if zombies can hurt it, also there might not be room for all the humans). This could also add more than one way to play a map, and it would make replays more fun (nothing better pilot kits one round, RPG-7s and MG3s the next).
Stoickk
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Re: PR & Zombies!

Post by Stoickk »

Run the tickets for the zombie side similar to the way that Insurgency mode works now. Have a series of checkpoints (think AAS flags with a shorter capture timer) throughout the map. The survivors (BluFor) have to make it through the checkpoints in order to escape the zombie infestation. Each time the survivors take a checkpoint, the zombies lose a set number of tickets. This way, the zombies can run in and die as much as they want, just like suicide attacks with insurgency, with no effect on tickets.

I would suggest just having one checkpoint in play at a time, as there is no logical sense in having the zombies trying to retake a checkpoint that the survivors have moved on from. To balance the fact that the zombies can not retake lost checkpoints, and their tickets are tied to these checkpoints, the survivors should have limited tickets.

If you wanted to get really nasty, you could introduce a feature where any time a survivor is killed completely (dead, not wounded and revivable) that player is automatically teamswitched to the zombie side. I'm not sure if that would be possible with the BF2 engine, but would make for some interesting gameplay.
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RikiRude
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Re: PR & Zombies!

Post by RikiRude »

please keep us posted Valleyforge3946!!
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Bamtoman
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Re: PR & Zombies!

Post by Bamtoman »

Running over zombies with forklifts. Do want :P
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Bringerof_D
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Re: PR & Zombies!

Post by Bringerof_D »

illidur wrote:you mean that this isn't in the suggestion area? well probably because the OP isn't suggesting it to the mod team.
no what i mean is I cant believe no one has flamed him for even bringing up the word zombie. I half expected coming in here to find a bunch of idiots going "This is project REALITY noob"
Last edited by Bringerof_D on 2011-04-05 02:44, edited 1 time in total.
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rushn
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Re: PR & Zombies!

Post by rushn »

but i thought zombies are real they have them in COD so it must be true?
Arc_Shielder
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Re: PR & Zombies!

Post by Arc_Shielder »

Bringerof_D wrote:no what i mean is I cant believe no one has flamed him for even bringing up the word zombie. I half expected coming in here to find a bunch of idiots going "This is project REALITY noob"
I'm not surprised. Every military game I have ever played there's always a fraction that wants a zombie version out of it. Hell, this trend comes all the way back from Soldat (or so I think).
Saobh
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Re: PR & Zombies!

Post by Saobh »

Well just a thought from the last time we spoke about this :
'[R-MOD wrote:Saobh;1176187']Well to a certain point this is doable in "PR:zombie mode"

- In the same way SL can give build orders, you could do same thing with crates/barrels/sand bags etc
Tho a construction price would be needed, so you'll need a system to gain points to be used. (with time ? zombie kills ? if possible building crates "recovered")

- Safehouses would simply be enterable buildings, abandoned outposts & rooftops. Which can then

- zombie have spawn points like insurgency (as in numerous, well spread out & which can be destroyed) to keep the zombie menace very present to simulate their huge numbers.

- players joining in spawn randomly (if possible) from a selection of 4-5 wreck points (to keep zombies from camping them) to simulate the ad hoc way survivors wander for shelter (they'll need to either join the others by foot or have them come pick them up if luck enough to have a vehicle)

- You could simulate day and night cycles (zombie population wise) by having their spawn time be longer or shorter by say 5-10 seconds by 20-30 minute cycles for example.

- ammo crates (thus limited in capacity) would be spread out around the map. So even if you build a solid base in area you' still use up all the resources around you and end up having to either move to a new location with plenty of resources around or send collection missions

Maps would be set for very long sessions 5-6 hours with something like 18 survivors vs 46 zombies.

Other ideas:

Survivors:
- On some maps the survivor faction is such or such armed forces. On others they are "civilians" akin to the insurgent kits (with grenade traps, molotvs etc)

- Survivors have no mini-maps

- No medipack & life goes down gradually to simulate hunger/thirst. Only the small patches (god i forgot their names :o /) can give health back making ammo runs all the more crucial in long games.

- can have basic vehicles but either randomly spawned on the map or can be bought ?


Zombies :
- zombies are slow
- principally head shot (still get damage on the rest of the body but just a lot less so .50 cals can still shred them)
- on spawn they can randomly spawn with special kits (or be selectable): tougher / faster / wields a small hand gun / can jump higher (?) / explosive poop :p / UAV zombie / spawn nest builder etc
- You could have the special kits be more or less accessible by cycles or by cost (ex.: costs you 3 of your kill counter to be able to player a jumper)
- if you want to simulate real strange zombies (and not have them limited to the standard human shape size) -> zombie "vehicles" who can be as small as a dog or big as a Giant tank (and yes throw your favorite rocks ^^ ) the UAV zombie would probably need this tweak to work btw


Ah we can dream now can't we ^^
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rushn
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Re: PR & Zombies!

Post by rushn »

[R-MOD]Saobh wrote:Well just a thought from the last time we spoke about this :
UAV zombies !!!!!!! :shock: :shock: :shock: :shock: :shock:

i am all for that
ComradeHX
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Re: PR & Zombies!

Post by ComradeHX »

Arcturus_Shielder wrote:I'm not surprised. Every military game I have ever played there's always a fraction that wants a zombie version out of it. Hell, this trend comes all the way back from Soldat (or so I think).
Probably even before that: CS.

Because Soldat actually made it easy to do zombie modes...except that the horde had a bunch of chainsaws...
rushn
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Re: PR & Zombies!

Post by rushn »

ComradeHX wrote:Probably even before that: CS.

Because Soldat actually made it easy to do zombie modes...except that the horde had a bunch of chainsaws...
soldat was 2d though wasnt it?
ComradeHX
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Re: PR & Zombies!

Post by ComradeHX »

rushn wrote:soldat was 2d though wasnt it?
Yes, the most addicting 2d game I ever played.
Saobh
Retired PR Developer
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Re: PR & Zombies!

Post by Saobh »

rushn wrote:UAV zombies !!!!!!! :shock: :shock: :shock: :shock: :shock:

i am all for that
hehe, well the idea of that was to have a zombie "smeller" who could give general information of the livings groupings.

I like the idea of having a couple of "special" zombies to keep the living on their toes as if zombies can only do the same things it gets a bit repetitive in your way of dealing with them.

So having some small tweaks, one zombie being able to actually run (with little to no fatigue ^^) or an other being able to jump a wall make for a good variety of surprises.
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Dubbs_Malone
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Re: PR & Zombies!

Post by Dubbs_Malone »

Zombies should have unlimited sprint, but at 3/4 speed of human player sprint. That would make it interesting. You'd have to play tactically and would not be able to survive forever in open ground.
Last edited by Dubbs_Malone on 2011-04-11 14:19, edited 1 time in total.
Arc_Shielder
Retired PR Developer
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Re: PR & Zombies!

Post by Arc_Shielder »

If a PR version is ever made, it'll be the first videogame where zombies peek, flank and teabag.

That sounds cool and off at the same time.
ghoststorm11
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Re: PR & Zombies!

Post by ghoststorm11 »

Imagine building a strong hold with mortars and maching gun emplacements to fight off the zombie spawn. I think it should also inculde vehicles, even tanks. The zombies could kill tanks by scratching at them repeatedly (not realistic but who cares in zombie mode?) Maybe just one tank or APC per round or have them on a timed usages. Oh the possibilites. Also, how about ~64 human players vs a lot of zombies (+300 at a time if possible?) At any rate, I like the idea of having free roaming around Muttrah while trying to fight the Zombie horde.

PLEASE DO THIS!!!
Psyko
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Re: PR & Zombies!

Post by Psyko »

dude, this could be made so well if the work was put in. forget the other releases. Project infected ftw.
rushn
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Re: PR & Zombies!

Post by rushn »

ghoststorm11 wrote:Imagine building a strong hold with mortars and maching gun emplacements to fight off the zombie spawn. I think it should also inculde vehicles, even tanks. The zombies could kill tanks by scratching at them repeatedly (not realistic but who cares in zombie mode?) Maybe just one tank or APC per round or have them on a timed usages. Oh the possibilites. Also, how about ~64 human players vs a lot of zombies (+300 at a time if possible?) At any rate, I like the idea of having free roaming around Muttrah while trying to fight the Zombie horde.

PLEASE DO THIS!!!
are you nuts? you wouldn't even have to shoot from APC just run everyone over =GG

might as well use choppers and CAS :mrgreen:

but

I would love to see jumpers and tank zombies !

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ghoststorm11
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Re: PR & Zombies!

Post by ghoststorm11 »

Or just put like a low fuel capacity on it. It would be like an uber power up for those sticky situations. The team gets it for like 10 min, then no more for the rest of the round. Just a suggestion.
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