Post by Edward"Butcher"McMillan on Mar 11, 2011 2:12:59 GMT
Sorry Dan, just now noticed your post wanting me for a teammate, but if I survive my move I'll be your teammate...when are we gonna overthrow Nathan? What?! I wasn't here when the voting took place.
1. Building stuff & time; I was going to make it so SOMEONE had to build the items (spend the day on it) and sacrifice their two movement points. The leader can pick what is built, but doesn't mean he needs to sacrifice his movement points. So Nathan, you can ask for volunteers or automatically pick someone to be used for the building. Even if they have posted already, it will be made void.
Sorry I never cleared that up before, I was writing so many rules, I was getting a little muddled up with making sure I had covered everything.
2. You can build more than one thing in a day, as long as you have the survivors to spend on building projects. This would of course mean sacrificing more member movement points and the chance of finding anymore weapons or resources.
3. Overthrowing a leader; best cover this now. If you guys wanted to overthrow Nathan, there must be more than 50% of the votes cast in one night. ONE NIGHT. So when voting, it must be done like this and posted HERE; yes, you will be made to vote in public.
Mutiny Voting for a new leader: (example = Mac Bargett!) Reasons: (example = He would make a better leader, etc...)
[b][u]Mutiny[/u][/b] [u]Voting for a new leader:[/u] [u]Reasons:[/u]
Because there is currently SIX survivors, for a mutiny to be successful, it would require FOUR successful voters to be more than 50%. The banished leader will be made to live outside of the encampment and could possibly survive until the end, but it will be incredibly hard without any major defenses.
Oh btw: there is a horde attack EVERY NIGHT, I did specify this in the sign-up, so it's important you get defenses or weaponry built as soon as possible. Will only get harder! ~Danny
Modded Deaths: 87 (Including Epic Battles) / Modded P.O.Ws/MIAs: 6 *YouTube Channel* Click if you dare...
I'd suggest having in the rules that if a mutiny fails, the attempted couper (Mutineer? I don't know, whoever is doing the mutiny?) should be forced into exile instead.
Last Edit: Mar 11, 2011 15:34:20 GMT by Mac Bargett
I'd suggest having in the rules that if a mutiny fails, the attempted couper (Mutineer? I don't know, whoever is doing the mutiny?) should be forced into exile instead.
Did I forget to mention that too? Yes, the failed mutiny conspirator will be forced into exile. I'll add these to the rules if necessary, but everyone is reading this thread so far, so hopefully is everyone is understanding the game's concept.
Remember - it's the first game of it's type, so there's going to be a few flaws here and there. The next game and so forth; will be far better understood and everyone will be better equipped with experience. ~Danny
Modded Deaths: 87 (Including Epic Battles) / Modded P.O.Ws/MIAs: 6 *YouTube Channel* Click if you dare...
Oh also, ANYTHING built will take until NIGHTFALL to be completed. That ranges from simple items being constructed, like the bow and arrows, to larger constructions like the fortified fallback bunker. So no matter the size, it will only be ready by nightfall and just in time for the horde's attack.
So weaponry pieces being built, will only be inherited by everyone for proper use out of camp, the following day. Everyone following? Jaa?
Harder games of "Outbreak" in the future, may have longer construction times on certain buildings though. All you have to worry about for now, is that everything can be built within the day and ready for nightfall to use against the horde attack. ~Danny
Modded Deaths: 87 (Including Epic Battles) / Modded P.O.Ws/MIAs: 6 *YouTube Channel* Click if you dare...
There's the map, I think it's easier to keep it handy while discussing strategy, etc.
Guys, you need to talk more here, specifically with your team mates.
Mac, i have an idea here. If I ran out at the chainsaw wielding zombie and got him to chase me, you could be hiding behind a pile of logs, which you could then try and tip over and squash him. It might be a bit risky, but I can see that chainsaw being amazingly useful in defense. Discuss!
Dan's right, you guys certainly need to discuss more and for those going lonewolf, that's fine if you want to do that, but your survival chance won't be as big, unless you selfishly get the upperhand by finding strong weapons and so forth.
Also, read my moderation posts carefully, I leave hints. Because this is the first game, I'll help to explain things a lot more in detail and describe areas of concern more in depth. Here's a hint you may have looked over: "Without a weapon, neither Dan or Mac could pride the zombie from the chainsaw without taking a big risk." now it's up to you guys to work out a solution IF you wanted the chainsaw...
Another hint: Who currently has a weapon?
This is a freelance turn-based RPG. This means you can interact with areas A LOT more than you can with automated turn-based RPGs; I may have a second map with pre-planned items and events written down for each area when explored, but if you investigate something in particular, then a unique outcome could come from it (based upon your intentions, description, teamwork and etc).
So what Dan is suggesting is totally unique and possible within this turn-based RPG, if Dan and Mac wanted to try and push lumber onto the zombie. That's entirely possible.
Like I said, look out for the hints in my mod-post/s and talk tactics more! Anything is possible. ~Danny
Modded Deaths: 87 (Including Epic Battles) / Modded P.O.Ws/MIAs: 6 *YouTube Channel* Click if you dare...
Also, if the maps to scale, the logs are bigger then some buildings.
The map isn't entirely to scale. Some logs may be a lot bigger than some buildings (in length), but the log clusters are primarily just large mounds of various sized logs.
~Danny
Modded Deaths: 87 (Including Epic Battles) / Modded P.O.Ws/MIAs: 6 *YouTube Channel* Click if you dare...