Gameplay Mechanics:Zombie Apocalypse places you in the middle of a hellhole of the undead. You determine how to react, and your actions determine if you live or die. Upon entering ZA: Evolution, you will be a survivor in this world. It's your job to utilize anything at your disposal to survive. You may do whatever you wish, whenever you wish, provided that it is a plausible act.
For example. You may say, "I search the barrel for a machine gun." The chances of you finding a machine gun in a barrel are relatively low, and the updaters who take charge of your life will know this. We, the updaters, determine your fate. You will not always get what you'd like. You will not always get your desired outcome. Remember, our job is to kill you off. Your job is to stop us.
You may not say, "I find a machine gun", "I see a jeep coming", or anything of the like. You don't get to determine what you see, get, or end up accomplishing. You get to tell us what you do. We get to determine the reactions caused by your actions, and you, in turn, get to pose more actions. In real life, you cannot control fate, why should this be any different?
To reiterate. You may use anything and everything around you. Anything in the environment is up for grabs. Just remember: What you do may not only have ramifications for yourself. Others are on the map as well. You may do whatever you like, so long as we deem it plausible.
Use your wits. Don't try some completely implausible idea when a simple one looms nearby. It's a hellish world out there. I'd hate to see anything happen to you. Play it safe, or be a hero. It's your choice how you make it through, if you even make it through at all. We will not go easy on you. We will strive to kill you all.
Each update will contain several items. Among these will include:
Map updates: This is your main source for most of your information. It shows everyone's location at any given time, and shows any and all terrain features, including buildings, roads, and, of course, zombies. The map included furniture, windows, doors, and more. Due to the complicated nature, though, only minimal changes will occur. I won't go to the trouble to make the bed, for example.
Weather updates: Your basic weather forecaster. It will tell you when it rains, when it snows, when it shines, and when it darkens. Certain details will appear here from time to time that may prove important.
Objectives: You will be given certain objectives to complete. Among the objectives are essential objectives and optional objectives. It is your personal goal to complete at least one essential objective. Over time, essential objectives may become unavailable for certain reasons. If all of the essential objectives ever become unavailable, then you will most certainly die. Your goal in evolution is to finish these objectives in order to be alive at the 'end', where all players have either died or reached an essential objective. A new round will begin in a new setting once this occurs.
Player updates: The old system of status has been compressed. Each player has immediate access to each of their individual statuses, actions, and items without having to scroll back and forth. I'll go over some of the stats.
Hunger: Hunger is a vital stat. If hunger ever reaches 0, your health will begin to decrease. Obviously, your effectiveness in combat and tasks is increased when you aren't starving, so try and keep this up.
Thirst: Similar to hunger, but decreases at an increased rate. Heavy labor also reduces the stat, so make sure you keep hydrated. Nothing ruins more holdouts than lack of a water supply. If Thirst ever reaches 0, your health will decrease.
Fatigue: A new stat, and a needed one. You aren't the hulk, and fatigue will reflect this. 10/10 fatigue indicates that you are fresh and ready to go. Carrying heavy items and participating in labor-intensive activities will decrease this number. As the number goes down, you begin to grow tired. Combat efficiency drops, as does cognitive ability. Health will not decrease, but at 0/10, you will pass out. Fatigue increases on it's own as you walk or rest.
Health: An important stat to look out for. This number decreases as you starve, dehydrate, or get attacked. If this number ever reaches 0, you are dead. Infection reduces this number until you turn into a zombie. Obviously, if this stat is reduced, your combat effectiveness decreases.
Updates will occur once every four day, if a player does not post an action then I, the host, will decide one for you. Initially, of course, updates will be spaced closer together. Ingame time will pass in five minute increments.
Rules:I like Zombie Apocalypse to be a rather informal place, but be forewarned. If any type of flaming, spamming, or anything of the like is found being repeatedly posted by you, you will be kicked from the game and not allowed to rejoin for an amount of time. We will not tolerate this. Discussion is encouraged, and probably necessary, but the moment it degrades past a certain point, action will be taken.
Background information:Here's a crash course in the new zombie threat.
Class I: Class 1 zombies aren't your average zombie. They're sneaky things, hiding in shadows and leaping from behind obstacles. They tend to lock onto a target, and hunt in packs of up to three. Samuel's messed around with their coordination, and they hold themselves better than their counterparts. They are purely vicious, and will not give up until either it or it's target are dead. They are just smart enough to set up ambushes, and will do so. (Samuel is evil. >:C)
Class II: Your regular 'Swarm' zombie. Nimble on it's feet, but lacking the proper coordination to do much with the newfound agility. They travel in large groups, but are generally simple to deal with individually. Moving in a rather predictable path, shooting them down isn't unheard of. Unfortunately, in large groups, class II become difficult to handle even with automatic fire. They'll run into each other, though, and aren't much smarter than the Class 0.
Class III: And here's your heavy threat. Good ol' Sammy's been messing around with the pituitary gland and he's increased levels of growth hormones in these beasts. While not invincible, they do tend to take more punishment than their peers. They're still vulnerable to a headshot, but if one were to try hand-to-hand combat with class III, they'd likely end up beaten to a pulp. Very brutish, class III tend to get the job done by beating their arms around until something's dead.
Class IV: Smart zombies. Yup. Class IV zombies are about on par with monkeys as far as intelligence goes. They can't quite grasp the concept of weaponry, thank goodness, but they do often use the other infected to their advantage. They rile up the class II, often leading them towards survivors, and they bring Class I to prime ambush areas. While not exactly combat-oriented, class IV will still put up a fight. While physically identical to class II, class IV will often be seen grasping their heads, or lost in thought, sometimes ignoring survivors completely.
EXODUS: The EXODUS soldiers were formed after the infection grew to the point where countries fell. They are an international task force developed to counter the infection and invasion forces formed by hostile countries. Armed with combat HAZMAT suits and the latest in anti-infection weaponry, they've helped take back key areas. EXODUS units are often sent to areas with confirmed reports of survivors to extract them into safe areas.
Sign Up Sheets:Code:
[b]Desired Player Colour (to be seen on map):
Desired Player Name (to be seen on map):[/b]
All actions posted
must be in a first person form, I don't want detail, just the action you choose and the way in which you choose to act it out.