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Zombie Attack!

PostPosted: Thu Oct 29, 2009 10:19 am
by limbodog
Hi,

New at this, so please forgive me if I'm going about this all wrong.

I've noticed with some maps you can play around with troop regeneration mechanics a bit. I was wondering if that is capable of being applied differently per player.

My idea is this:

Two sides: Zombies vs Humans (regardless of number of players)

The map(s) would essentially be a cityscape with a few critical buildings that are population centers and/or shelters.

If you're a zombie player, each region you hold generates one or two new units per turn. (essentially finding and converting civillians into zombies house by house) Your numbers increase very quickly overall, but not in a centralized manner. You do not get to place new troops, it is done for you.

If you're a human player, you do not generate new troops based on number of territories occupied, but instead based on critical buildings controlled. The shelters, the hospitals, the police stations etc... They naturally attract other survivors who volunteer/are conscripted to fight. You get to place those people in any controlled territory - being slightly less brainless than the zombies.

The strategy would, I think, be interesting. Obviously the humans would have a vested interest in keeping the zombie territories to a minimum, but to do that, they'd need to make dashes for those important zones to help boost their own numbers. And they'd probably have to sacrifice reinforcement paths along the way to keep their troops centralized in the critical buildings.

Zombies, on the other hand, would be attracted to population centers (for obvious reasons) but would have a general interest in controlling as much ground as possible.

The critical buildings that generate the most troops for humans do so because they're in densely populated areas, which means they're surrounded by territories that generate more zombies when overrun (ie: harder to hold)

It'd be a city scape, so there'd be bridges and barricaded areas that act as a few bottlenecks.

I think I could draw the map just fine, but I've no clue how to go about making the mechanics above work.


Anyone?

Re: Zombie Attack!

PostPosted: Thu Oct 29, 2009 8:34 pm
by RjBeals
I think you need conditional bonuses for this to work (ie. If I own territory X, then territory Z gets an auto bonus of +1). This isn't possible. Auto Deploy's are possible though, so If I own territory X, then territory X gets a +1 bonus. You could work with this for a game style.

Also maybe you could use bombardments... If you own the guns n' ammo shop, you can bombard attacking zombies up to 3 spaces away.?

Also - don't forget the decaying bonuses (like in Dustbowl). If you own a territ, the start of your turn that territ looses 1 army. It might work for zombies...

Yeti may have some ideas for a good zombie map, which we are in desperate need of.

Re: Zombie Attack!

PostPosted: Sun Nov 01, 2009 11:20 am
by limbodog
I had thought of something like that. Zombie starting territories that are the trigger for all those other sectors giving extra troops.

So you're saying you can't set it up so one player generates troops by # of territories and the other does not? Ok, I can work around that.

Bombardment sounds like a decent idea. Like snipers from a rooftop. And the control multiple territories for bonuses works well for humans too. ie: if you have the hospital *and* the grocery store you get a bonus.

The only downside is that a human player could, say, take over a zombie starting area and start producing extra units as if they were a zombie. I suppose at that point the game is over tho'. I could set up the map so that the zombie starting areas were the last ones you reached.

Re: Zombie Attack!

PostPosted: Tue Nov 17, 2009 10:25 pm
by lgoasklucyl
If this isn't picked up soon I very well may end up posting a draft of a similar idea. As opposed to humans v. zombies, it would be more of a 'surviving a zombie apocalypse' map.

I already have a good number of ideas for areas, positive and negative bonuses, including 'weapons'/items, etc...

I'll give you some time, though ;)

Re: Zombie Attack!

PostPosted: Mon Dec 07, 2009 5:34 pm
by dolomite13
You are looking at a map that is essentially two halves that are completely segregated. This has been done with some success in Arme Race (viewtopic.php?t=36080). You would need to set up a Humans side and a Zombies side. Neither would be allowed to conquer the other you would need to use bombardments to eliminate the other side from the game. The added complexity is that you would have two separate bonus structures that would need to be balanced against one another. Humans getting a bonus based on number of humans you have left and possibly bonuses for strategic locations. The benefit of playing humans is that you could load up all your forces on one location and bombard the nearby zombies. The zombie side would not get a standard bonus but would increase by X troops on every zombie every turn only getting that large group in games with unlimited reinforcements or via card sets. This would be quite difficult to balance. You have an added problem that you cannot segregate sides that easily. You could start each player with 1 territory, 4 assigned to zombies and 4 assigned to humans however you cannot say that players 1-4 are human and 5-8 are zombie for team games. You could end up with 3 on one team all as zombies etc... You could allow a random drop across the board which would be better but wouldn't end up with a true humans vs zombies as in team games you could conquer both humans and zombie sides eliminating your opponents. I do love the concept and think it could be worked into something quite cool if you give it some thought. I have been kicking around this very type of mechanic for a possible Monsters! sequel map (if Monsters! ever makes it thru the foundry).

=D=