Author Topic: GREAT MOMENTS AT LEFT FOR DEAD  (Read 4273 times)

Offline Comrade Commissar

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Re: Oct 30 Zombie Game Discussion
« Reply #15 on: September 28, 2010, 05:35:05 PM »
Quote from: "nynone"

You could do a game like these guys did. http://www.youtube.com/watch?v=_eHwcyUx8-8. A bunch of space marines go on to a ship and find the crew mutated caniables with a few monstrous creatures.


Seeing as how "xenomorphs" are almost "zombie like" sacrificing you to produce one of their kind... Perhaps a game based of of the Aliens V.S. Predator Game could be done as well at some point. This would involve 3 sides, xenomorphs(alien/zombie class), Space Marines, and Predators/Hunter Aliens. This is semi complex, however it could be pulled off... The Aliens could utilize zombie wave attacks, but also be stealthy at times and use a "fake" knife/claw attack... The predators could have a same attack along with the ability to use a gun, limited ammo or limited gun classes of lower fire to simulate the predators weapons. a small amount of forces for the predator side would work too. The space marines would be limited to just weapons.

the general alien class could be limited to grey/blue jeans/civilian clothes... while the predators could wear urban/black and a paintball mask. The marines would obviously be all military camos, maybe try to stick to green patterns.

Further more the predators could also play a role like the other MTT games "pmcs" with a private agenda, unknown to the marines, but sometimes helping them, perhaps when they get to half of their force size or when the marines are being waved attacked and beaten down...

Videos
http://www.youtube.com/watch?v=IC8RM1udgiY
http://www.youtube.com/watch?v=xJeHpNen2E8
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Offline Drew W.

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Re: Zombie Strategy for Victory
« Reply #16 on: October 23, 2010, 08:18:09 AM »
Hello everyone.  I wasn't sure whether to post this in the reply, or as a new topic.  But in the end, keeping down the forum spam won out.  First, about me.

Howdy, my name's Drew W.  I'm signed up as a Zombie team member for the upcoming Oct. 30th Left For Dead game.  I just got back last night from the Oct. 22nd Zombie Survival 101 session, which is MTT's first ever Zombie Training game.  And wow... it was a blast.

I learned a lot from that session, and I strongly encourage as many members of every team show up to the next one (SOFs and Zombies had their turn, PMCs and Civilians, this is your last chance to learn some VERY valuable survival skills on game day).  

Some of what I learned is below:  The following guides are my thoughts on strategy and tactics, as they apply to the Zombie team.  I hope that every member of the Zombie Team showing up on Oct. 30th reads these through.  They're not bible scripture, they're just things that I learned last night, that I hope to pass on.

Last thing before the meat & potatoes:  If I posted anything that you think contradicts a standing rule that MTT laid out for their game, then please disregard.  It's their game, and their word is law.  If I got something wrong here (rule wise), then I apologize.  MTT, likewise please post corrections.  But I DID try to make it accurate, and I think I succeeded.  So, without any further yammering...

Article 1:  Zombie Strategy for Victory

TEAM QUALITIES:
Human Qualities:
ALL human teams (Special Forces, PMCs, and Civilians) have ammo limits and medic armband limits.  Once they run out of these, it's only a matter of time until they're swarmed.

Zombie Qualities.
ALL zombies have UNLIMITED lives.  Our respawn is based on countdowns.  Depending on the class of zombie you are (1, 2, 3, and 4 is the Tank), you will count from 15 - 30 seconds, and then you're back in.  No medics, no limits, no regen area, no respite.  This is the game's way of simulating an entire CITY of zombies flooding small pockets of humans with massive numbers.

SUMMARY:
A)  Burn through their ammo.

B)  Force them to go melee.
   1)  Primary ammo spent, transitioned to sidearm.
   2)  Sidearm ammo spent, transitioned to melee.
   3)  Melee combat favors the zombie.  Arm grabs count against humans, not against    zombies.

C)  Burn through their medic armbands.

D)  Box them into a room with many entrances.  Horde Rush each entrance until they're swarmed.

DETAILS:
A)  Burn through their ammo.  Every human team (Special Forces, PMCs, and Civilians) has ammo limits.  The more frequently the zombies flood the human teams, the faster we force them to burn through their limited ammo.

B)  Force them to go to melee range.  The sooner they burn through their primary ammo, the sooner they transition to sidearms.  The sooner they transition to sidearms, the sooner they transition to melee.  Once they're in melee range (plastic knives, axes, maces, etc), 2 things happen.
   1)  It's a LOT of fun to swarm a team of Humans who are holding us at bay with knives and battle axes.  It's like Lord of the Rings for Airsoft.  Just listen to Mike Simpson giggling like a schoolboy as he goes Conan on you.  It's fun for everyone.
   2)  In melee combat, the advantage goes to the Zombies.  Several Reasons:  
   *Airsoft shots disable zombies for 15 - 30 seconds (depends on class).  Melee hits only "Stun" them for a few seconds, so we can rush them more often.
   *Melee hits to a zombie only count on the chest and back.  But zombies can 2-hand grab a human's arms, and it counts as a "bite."  Humans must hit a smaller target to have the same effect as us.
   *Psychology: BBs hurt a LOT more than a dinky little plastic knife slap to the chest.  Less pain means less incentive to hold back.  So zombies will subconsciously attack with more aggression when facing melee weapons.

C)  Burn through their medic armbands.  Every human team has a limited amount of medic revives (simulated by red armbands around the area they were "bitten" in).  The more armbands they spend "patching up" their fellow humans, the sooner they will run out of second chances.  Once they're out, one more 2-hand grab... and that human is forevermore a zombie brother.  This is how we will increase our numbers, and deplete theirs.

*Final Note for the Zombie Team:
On game day, we will be the ONLY team without weapons of any kind (other than our 2-hand touch system).  Civilians, PMCs, SOFs especially (full auto weapons) will be able to fling plastic at us, and we can't fling it back.  This gives them a natural advantage in psychology.

Everyone who's ever played an airsoft game knows what Suppression Fire is.  It's the volume of BBs, or bullets in real life, that keep your head down and enables the enemy to move more freely.  What makes that fire actually "Suppress" someone is that person's fear.  Fear of the consequences of what happens when they get it.  Granted, no one's going to die from a BB punching through their chest.  But the sting of the BB creates a natural, and understandable, reflex of caution when someone's firing at us.  In a normal game, that's understandable.

For Zombies however, that "Suppression" effect cannot exist.  Zombies have no fear of consequences.  They have no fear, period.  Not just unafraid, but biologically UNABLE to feel fear.  It's as impossible for them as a Monkey contemplating quantum physics.

And in this game, we won't have any suppression fire to fling back at the humans.  It's a one-way street for BBs.  So our only way to defeat the human's monopoly on suppression fire, and for us to accurately portray Zombies properly, is to minimize our fear of the consequences of being it.

So before game day, I want EVERY Zombie to get their headspace right by doing 2 things:

1)  Remember that we have UNLIMITED respawns.  We count our proper number of seconds, out of sight, and then we come rushing back in for more.  The humans... do not.  They are finite, mortal, their "lives" (in the context of this game) can be whittled down and taken away.  So when we rush them, we lost nothing, and they lose something.  If we rush them faster, we still lose nothing... but they bleed faster.  Speed and frequency of hits are going to win this game for us, not cover and concealment.  Leave those tactics for the humans.  We fight like Zombies.

2)  There will always be a subconscious hesitancy to get stung by a BB.  I'm not ashamed to admit I have it... those little buggers hurt!  And at 350 with .25s at CQB ranges, with one team firing Full Auto, they're going to hurt Zombies a LOT.  So we need to give ourselves a little psychological padding... with real padding.
Wear thick pants and thick long sleeves shirts on game day.  Wear a chest protector or empty chest rig underneath your sweat shirt.  I admit, if Mike Simpson hadn't loaned me his plate carrier to put under my giant hoodie for the training sessions on Oct. 22nd, I would have enjoyed the game a LOT less.  He advised me to put it on under my thick clothes, and I advice you to do the same.  Empty plate carriers and chest rigs, empty camelbacks, backpacks for costumes (you're a dead college student, hehe), thick and baggy clothes, as well as FULL face masks should be your uniform for the event.
Again, the reason isn't to protect ourselves.  It's to take away their advantage of Suppression Fire.  The psychological fear of the pain, and the natural stimulus to avoid that pain by hesitating, is what gives suppression fire it's power.  Not feeling BB stings quite as severely will sap it of it's power.  This means we'll move faster, we'll round corners faster, we'll rush through doorways faster, regardless of the fact that we WILL be shot in the attempt.  And the faster and more frequently we rush them, the faster we bleed them of ammo, medic rags, and courage.  Zombies have no fear, so why should we?

That said, BRING WATER!!!  You should feel just stuffy enough to be slightly uncomfortable while in motion, but fairly comfortable when at rest.  If you're too hot to handle it while sitting in the rest area, and forgot to suck back water like it's oxygen, then I guarantee you're going to be a heat casualty and pass out on VIP's floor.  We don't need the game ruined because EMTs had to wheel your unconscious body out of the building on a gurney, while your parents are barking orders to the family lawyer through phone, demanding retribution.  Please, do VIP, the sport, yourself, and the other players a favor... pad yourself up, but not to the point you're going to pass out.  Also, bring your own Water and Drink it like God Himself Commanded you to!

Thank you for reading, I hope this helps Zombie Team get in the right headspace for eating those humans alive on Oct. 30th.  Down with the Living!  ;)
« Last Edit: October 23, 2010, 04:50:30 PM by Drew W. »
~ Drew "StudMuffin" W.

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Offline Drew W.

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Zombie Tactics by Class
« Reply #17 on: October 23, 2010, 08:26:45 AM »
Article 2:  Zombie Tactics by Class:

Class 1 - Walkers
            Slow walk.
   Can’t climb stairs
   Stealthy (Until humans detected).
   Human detection device.
   One shot to the chest or back.
   30 second respawn.

Walker Attributes:
When people hear the word "Zombie," this is what they think about.  Your run of the mill slouch-and-moaner.  They've been dead for a decent amount of time, so their motor skills have atrophied.  They move from a slow shuffle to a moderate walk.  In the case of the towers, where humans are hiding up the stairs, Walkers can not climb up after them.  They're also fragile: one hit to the chest and they're dead.  These zombies are totally silent until they see a human.  Then they moan.  This moan is echoed by the next nearest zombie, and so on.  They’re saying "Dinner's over here!  Follow my voice."  These zombies have a 30 second respawn timer when shot in the chest or back.  When stabbed with a melee weapon, they’re stunned for 10 seconds.

How to Play a Walker:   
You are slow.  Period.  Move from a slow shuffle to a moderate walk.  Your body is decomposed, so you're not going to compete in the 100-   yard dash.  
   BUT, you’re also deathly silent.  Unlike the Runners, who have to roar and moan constantly, you can sneak up on the enemy team until the last possible second.  Use it.  
You're also the early warning system for every other zombie in the place.  One problem we encountered on the Oct. 22nd training game was that zombies had NO way to tell the whole team where the humans were.  They have radios, we don’t… but we do have the Walkers.  When a walker sees a human, they moan.  The nearby zombies also moan, and follow the sound of the first zombie.  The more moans at once, in the same place, the more humans there are to eat.  EVERY zombie should listen for these moans, gauge the direction, pass the moan along, and then follow it to the source.  As long as each Walker remembers this VITAL duty, we will ALWAYS outnumber the humans.  
When a Walker is hit once in the chest or back, they're dead.  And by all means, make it dramatic.  Rival the acting chops of Marlon Brando :)
BUT, you don't have to stay there...  If you fall and stay there, you're stuck for those 30 seconds in full view of the humans.  Once you're back up, they can shoot you again for another 30 seconds, and camp your corpse.  It's a waste of a minute.  Alternative:  Once    you're "killed," do your death scene, but then crawl up into a half-crouch and "drag” your body away from the humans.  Simulate an injured animal, stumbling away to safety.  As long as you're not standing "stock-straight” upright,” they are less likely to see you as a threat, and let you limp away (remember their ammo limit).  Now once you're out of sight, count to 30 while you find another direction to attack from.  By the time you hit “30-missisipi,” you’re ready to rush them from a different angle.  The key difference is you're using your “death” to slump away, rather than wasting time laying there.  You've just cut your respawn time in half, while still obeying the rules.
The only exception to this is when a team of humans are moving past your corpse.  If you try to get up and “grab them” when one is passing within arms reach, he will tap your chest with his melee weapon (plastic knife, etc).  This Tap is a temporary stun, at which point he’ll continue moving past you.  His buddies behind him might tap you as well, so you get a chain of tap-tap-tap as they move past you.  This means you slump back down long enough for them to all pass you by, and exit the room.  That’s what it’s used for.
BUT, don’t let them do this if they’re camping a room, and you’re stuck inside of it.  Nobody wants to be tapped into boredom because they can’t get away.  So, if a human is holed up in a room and doesn’t plan to leave, and they tap you with a melee weapon, simulate the stun effect… while slumping towards the doorway.  They can tap you all the way to the door if they want, your body language and direction make it clear they you’re out of the fight and out of their hair.  Then just shake off the stun effect, and come back at them again.  

Class 2 - Runners
   Fast power walk.
   Can climb stairs.
   Always loud (no humans required).
   Can serve as the distraction.
   One shot to the chest or back.
   15 second respawn.

Runner Attributes:
   Unlike Walkers, Runners are fast.  Not as fast as a human.  But fast enough to be a threat to distance-weapons.  This is because Runners are recent kills, and their bodies are still in decent condition: this includes motor skills.  They move at a rapid power-walk.  Travelling those long hallways is less of a problem for a Runner.  One other benefit of a Runner’s motor skills: they can climb the stairs that lead up to each tower.  Walkers cannot.
   He’s also loud, all the time.  While a Walker will stay silent-as-death until a human is in arm’s reach, the Runner will be roaming the long hallways broadcasting their presence to every human in earshot.  You might as well wear a bell on your neck boys and girls; sneaky-types need not apply for the Runner class.
   Whether this is a strength or weakness, depends on how you use it.
One shot to the chest or back, and a Runner is dead for 15 seconds.  A melee tap to the chest or the back, and he’s stunned for 10 seconds:  just long enough for the human to get out of reach.
   
How to Play a Runner:
             Power-walk, animal-style!  Runners move at a rapid power-walk, and can close the distance fairly quickly.  Their backs are hunched forward, like a bipedal animal on the prowl.  The Walker looks drowsy, but the Runner looks predatory!
You also sound different.  You’re the growling roar to the Walker’s moan.  (Doesn’t have to be exactly that, but every zombie should be able to tell the difference between the two classes, just by the sound).  This ensures that zombies can home in on the Walker’s moan towards human prey, without getting sidetracked by mistaking a Runner’s noise for a Walker’s.
   The Walker is allowed to be quiet until they spot a human.  That’s their job.  You don’t have that luxury.  You should be making noise all the time; the more the better.  
But this might not be a weakness, if you play your role right.  Runners can coordinate which halls to roam, and make as much noise as possible.  This could actually funnel humans towards quieter paths, and into ambushes by a roomful of silent Walkers.
   Runners can also be a useful distraction.  A dual Runner / Walker team can rack up quite a meal with the following tactic:
   A runner spots a team of humans at the end of a long hallway.  He screams and goes on a berserker charge towards them.  The lead human drops him with a chest shot.  He’s so focused on dropping the Runner… that the Walker hiding behind the doorway next to him reaches out and grabs him before he can swing his weapon around.  The loud Runner distracts from in front, while the stealthy Walker ambushes from the side.
   But like all zombies, you will be shot sooner or later.
   When you are, slump away from human eyes.  Count to 15.  Then hit them again from another direction.  Speed is the key.

Class 3 - Soldiers
   Former U.S. Soldier, now a zombie.
   Slow walk.
   Stealthy (Until humans detected).
   Human detection device.
   Still wearing body armor, so...
   3 shots to the chest OR 1 shotgun blast to the chest.
   30 second respawn.

Soldier Attributes:
   There won’t be too many details here, for only one reason.  Soldier Zombies act the exact same way as Walkers, except they’re wearing body armor.  Soldier Zombies are members of the other teams (U.S. Special Forces and PMCs) that were killed and not healed by medics.  They were “Left 4 Dead” and are now well protected zombies.  They move at the same speed as Walkers, due to their being weighed down by Kevlar plates.  They’re just as stealthy as Walkers.  They also perform the same early-warning duty as Walkers: when you see a human up close, moan to your brothers.  But unlike Walkers and Runners, it takes more to kill a Soldier Zombie.  Either three shots to the chest / back, or a single blast with a shotgun.  There’s a long, story-based reason for this, but the short version is that rifles need 3 shots to blast past the body armor.  But a shotgun round (usually the tri-shot springers that UTG makes, but maybe single-bb shotguns too: ask an MTT staff member for the final word) does enough damage up close in real life that it’s comparable to three rifle shots.  These guys are still slouching and moaning, but they’ve got a little more time to close that distance and eat you, thanks to the Army Supply Office.

How to Play a Soldier:
   Everything you read about the Walker in regards to movement speed, stealth, early-warning duty, and role-playing, applies to this class as well.  
He’s moving at a slow shuffle, he’s silent until he sees a human, he guides his undead buddies towards prey via moaning, and he generally acts like a Walker.  
BUT, he MUST remember that he’s got better protection than his Walker brothers.  It’s unfortunate but true that in the heat of a game, when an airsoft rifle is pointed at your chest, people tend to fall back on their reflexes and learned behaviors.  Airsofters are conditioned to feel a single hit to the chest, then call “Hit!”  It’s how we play.  I know that I’ve been in game modes with 3-shot rules before, but walked off the field after a single hit.  That’s because I was so used to “Shot-‘Hit!’-Regen,” that I forgot I still had 2 more chances to stay in the fight.  
Before the game on Oct. 30th, potential Soldiers have to condition themselves a little differently.  Train yourself to feel three shots to the chest with a rifle, then drop.  If it’s 1 shot, ignore it, 2 shots, ignore it, 3 shots… yer out!
This is important to tactics, because the Soldier can close short distances for longer than Walkers.  This might make a viable tactic for room entries:  the Soldier takes point with a string of Walkers right behind him.  He becomes a 3-use riot shield.  He can stumble through a doorway with humans in front, and have enough time to clear it before he calls that 3rd hit.  By acting as a B.B. sponge, he manages to clear the doorway, and buy enough time for his Walkers to swarm up behind him, and into the room where the humans are surrounded and devoured.  If plain Walkers tried that, they’d fall one after another like dominos.  If a Soldier leads the way… they just may stand a chance.
The only exception to this rule is with shotguns.  A shotgun at close range (and maybe any range, check with an MTT staff member) counts the same as three rifle / pistol hits.  So a human team that’s holed up in a room with a Soldier and Walker horde right outside, should have their shot gunner covering that door.  
When a Soldier finally goes down, he should slump and crawl away just like his brothers.  His respawn count is 30 seconds when shot with a ranged weapon, only 5 seconds when stunned with a melee weapon.

Class 4 - Tank
   Staff member playing Tank.
   Only 1 Tank at a time, per mission.
   Big... REALLY Big!
   Impervious to small arms fire.
   Slow Shuffle.
   Confined to hallways with no low-hanging doorways.
   Only option:  stun it with frag grenades or M203 nerf ball.
   frag grenade stuns tank for 10 seconds.
   M203 shot stuns tank for 30 seconds.
   
Tank Attributes:
             Now THIS is where it gets fun!  Anyone that missed the Oct. 22th or Oct. 29th Zombie Survival Trainings definitely missed out on a sneak-peak of something truly awesome!  I won’t give away the construction details, but suffice it to say… the Tank is a prop that’s worn and operated by a lucky SOB of a staff member.  This thing is HUGE!  Easily 1 ½ Michael Jordan’s tall, and 2 Jesse Ventura’s wide.  The prop’s hands (controlled by the staff-member) are bigger than my face.  If you looked straight ahead at this thing, you’d be staring at his crotch.  Okay, sorry for the rant, now back on-topic:
   Details are in the story, but the gist is that the Tank is a simulated experiment of Zombie modification by the private company that operates the PMCs.  Sort of a weaponized zombie that’s been shot full of steroids.  He’s designed to bulldoze through squads of soldiers and rip apart a Main Battle Tank like it’s made of rice paper.  Story version, there’s only four of them in existence.  Gameplay version, there will only be one Tank active in any one mission (Same prop, 4 different missions).
   First attribute, this thing is huge.  Mike Simpson couldn’t even fit it through any of the doors because the threshold was too low.  He said that he’s thinking of chopping it down in size to allow it to cross a specific threshold in one of the hallways.  
But that’s essentially the drawback to its size.  It can’t follow humans through low-hanging doorways.  This means that it’s confined to roaming certain hallways, and can’t chase a human team into a room.  But nothing’s stopping it from camping that doorway…
   Second attribute, it’s impervious to small-arms fire.  This means that you can shoot AEGs, Shotguns, and pistols at the guy wearing it all day long… he won’t be calling any of those hits.  The Tank soaked up those weapons in the video game, so why should they do any damage here?
   Third attribute, and weakness: he’s slower than a Walker.  The staff-member role-playing the Tank will be walking at a slow, slow shuffle.  As long as other zombies aren’t slowing the humans down, they should be able to outrun this thing easily.
   The only way to damage the Tank is to stun it with either a Frag Grenade (non-functional) OR an M203 loaded with a soft nerf ball.  I think a Frag Grenade stuns it for 10 seconds, while the M203 stuns it for 30 seconds.  It won’t kill it, but it’ll buy enough time for the humans to get away.  Details for how to employ non-functioning Frag Grenades will be detailed in another guide for the Special Forces and the PMCs (If they have Frag Grenades).

How To Utilize the Tank:
   Since a staff-member will be playing the Tank, this guide is for the other classes.  Our tactics will revolve around how we coordinate with the Tank.
   His girth means that he can only roam certain hallways.  So Runners should roam other hallways in order to funnel humans away from them… and into the Tank’s path.
   The Tank is impervious to small-arms fire.  Other zombies are not.  This means that the best tactic is to use him as moving cover.  When a pack of humans have a hallway locked down, and we need to push in close, the Tank will lead the way.  Anyone who played MTT’s Black Hawk Down game as the Somali Militia, remember when we used the Technical as moving cover on the last push to the American held Gas Station?  Same thing here.
   When the humans see a Tank rumbling towards them, their first defense will be to run for the nearest room with a low-hanging doorway.  The Tank can’t follow them in.  BUT, the tank can and will camp right in front of that door, using its body to block them in.  Essentially, he’s sealed off that exit.  Zombies can, and should, pour through that doorway underneath his arms.  The opposite exits (there will always be at least one or two other exits) must be swarmed by the remainder of the zombie team.  Walkers, Runners, and Soldier Zombies should camp those exits and stage Horde Rushes through them.  With the Tank blocking their backdoor, and Hordes of zombies flooding through their front, we wear them out by attrition.
   But hurry up to surround them, and rush them as soon as you have a good number of zombies at each door.  Because every fireteam of U.S. Soldiers, and maybe PMCs and civilians have a grenadier / boom-guy with them.  His job will be to either throw a frag at the Tank’s feet or launch an M203 Nerf into his chest.  Either hit stuns the Tank, which means he’ll stagger back and away from the doorway.  He’ll be dazed and confused for 10 – 30 seconds, just long enough for the humans to rush out past him and escape the hallway.  If that happens, regular zombies have to slow them down long enough for the Tank to regain his wits, and chase after them.

Okay folks, that's it for article 2.  Those are the only ones I have so far.  I'll post more as I come up with them.

BUT, this isn't a 1 man show.  If anyone has ANY ideas about the upcoming game, from ANY of the teams (SOF, PMC, Civilian, or Zombie), please share your ideas about how to advance your team's chances, and to advance the game.  Forum discussions are like Bell-Ringer Charity Buckets: they're better when everybody throws their 2 cents in... Dam*, that was corny, hehe.
« Last Edit: October 23, 2010, 04:51:44 PM by Drew W. »
~ Drew "StudMuffin" W.

My Obsession Collection:
- CA G36C AEG
- G&G M4A1 AEG
- DE M3 Shotgun (Tri-Shot)
- DIY RPG Launcher (PVC Pipe + Caulk Gun)

Offline sig24

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Re: Zombie Tactics by Class
« Reply #18 on: October 23, 2010, 11:27:11 AM »
Quote from: "Drew W."
Article 2:  Zombie Tactics by Class:

Class 1 - Walkers
            Slow walk.
   Can’t climb stairs
   Stealthy (Until humans detected).
   Human detection device.
   One shot to the chest or back.
   30 second respawn.

Walker Attributes:
When people hear the word "Zombie," this is what they think about.  Your run of the mill slouch-and-moaner.  They've been dead for a decent amount of time, so their motor skills have atrophied.  They move from a slow shuffle to a moderate walk.  In the case of the towers, where humans are hiding up the stairs, Walkers can not climb up after them.  They're also fragile: one hit to the chest and they're dead.  These zombies are totally silent until they see a human.  Then they moan.  This moan is echoed by the next nearest zombie, and so on.  They’re saying "Dinner's over here!  Follow my voice."  These zombies have a 30 second respawn timer when shot in the chest or back.  When stabbed with a melee weapon, they’re stunned for 10 seconds.

How to Play a Walker:   
You are slow.  Period.  Move from a slow shuffle to a moderate walk.  Your body is decomposed, so you're not going to compete in the 100-   yard dash.  
   BUT, you’re also deathly silent.  Unlike the Runners, who have to roar and moan constantly, you can sneak up on the enemy team until the last possible second.  Use it.  
You're also the early warning system for every other zombie in the place.  One problem we encountered on the Oct. 22nd training game was that zombies had NO way to tell the whole team where the humans were.  They have radios, we don’t… but we do have the Walkers.  When a walker sees a human, they moan.  The nearby zombies also moan, and follow the sound of the first zombie.  The more moans at once, in the same place, the more humans there are to eat.  EVERY zombie should listen for these moans, gauge the direction, pass the moan along, and then follow it to the source.  As long as each Walker remembers this VITAL duty, we will ALWAYS outnumber the humans.  
When a Walker is hit once in the chest or back, they're dead.  And by all means, make it dramatic.  Rival the acting chops of Marlon Brando :)
BUT, you don't have to stay there...  If you fall and stay there, you're stuck for those 30 seconds in full view of the humans.  Once you're back up, they can shoot you again for another 30 seconds, and camp your corpse.  It's a waste of a minute.  Alternative:  Once    you're "killed," do your death scene, but then crawl up into a half-crouch and "drag” your body away from the humans.  Simulate an injured animal, stumbling away to safety.  As long as you're not standing "stock-straight” upright,” they are less likely to see you as a threat, and let you limp away (remember their ammo limit).  Now once you're out of sight, count to 30 while you find another direction to attack from.  By the time you hit “30-missisipi,” you’re ready to rush them from a different angle.  The key difference is you're using your “death” to slump away, rather than wasting time laying there.  You've just cut your respawn time in half, while still obeying the rules.
The only exception to this is when a team of humans are moving past your corpse.  If you try to get up and “grab them” when one is passing within arms reach, he will tap your chest with his melee weapon (plastic knife, etc).  This Tap is a temporary stun, at which point he’ll continue moving past you.  His buddies behind him might tap you as well, so you get a chain of tap-tap-tap as they move past you.  This means you slump back down long enough for them to all pass you by, and exit the room.  That’s what it’s used for.
BUT, don’t let them do this if they’re camping a room, and you’re stuck inside of it.  Nobody wants to be tapped into boredom because they can’t get away.  So, if a human is holed up in a room and doesn’t plan to leave, and they tap you with a melee weapon, simulate the stun effect… while slumping towards the doorway.  They can tap you all the way to the door if they want, your body language and direction make it clear they you’re out of the fight and out of their hair.  Then just shake off the stun effect, and come back at them again.  

Class 2 - Runners
   Fast power walk.
   Can climb stairs.
   Always loud (no humans required).
   Can serve as the distraction.
   One shot to the chest or back.
   15 second respawn.

Runner Attributes:
   Unlike Walkers, Runners are fast.  Not as fast as a human.  But fast enough to be a threat to distance-weapons.  This is because Runners are recent kills, and their bodies are still in decent condition: this includes motor skills.  They move at a rapid power-walk.  Travelling those long hallways is less of a problem for a Runner.  One other benefit of a Runner’s motor skills: they can climb the stairs that lead up to each tower.  Walkers cannot.
   He’s also loud, all the time.  While a Walker will stay silent-as-death until a human is in arm’s reach, the Runner will be roaming the long hallways broadcasting their presence to every human in earshot.  You might as well wear a bell on your neck boys and girls; sneaky-types need not apply for the Runner class.
   Whether this is a strength or weakness, depends on how you use it.
One shot to the chest or back, and a Runner is dead for 15 seconds.  A melee tap to the chest or the back, and he’s stunned for 10 seconds:  just long enough for the human to get out of reach.
   
How to Play a Runner:
             Power-walk, animal-style!  Runners move at a rapid power-walk, and can close the distance fairly quickly.  Their backs are hunched forward, like a bipedal animal on the prowl.  The Walker looks drowsy, but the Runner looks predatory!
You also sound different.  You’re the growling roar to the Walker’s moan.  (Doesn’t have to be exactly that, but every zombie should be able to tell the difference between the two classes, just by the sound).  This ensures that zombies can home in on the Walker’s moan towards human prey, without getting sidetracked by mistaking a Runner’s noise for a Walker’s.
   The Walker is allowed to be quiet until they spot a human.  That’s their job.  You don’t have that luxury.  You should be making noise all the time; the more the better.  
But this might not be a weakness, if you play your role right.  Runners can coordinate which halls to roam, and make as much noise as possible.  This could actually funnel humans towards quieter paths, and into ambushes by a roomful of silent Walkers.
   Runners can also be a useful distraction.  A dual Runner / Walker team can rack up quite a meal with the following tactic:
   A runner spots a team of humans at the end of a long hallway.  He screams and goes on a berserker charge towards them.  The lead human drops him with a chest shot.  He’s so focused on dropping the Runner… that the Walker hiding behind the doorway next to him reaches out and grabs him before he can swing his weapon around.  The loud Runner distracts from in front, while the stealthy Walker ambushes from the side.
   But like all zombies, you will be shot sooner or later.
   When you are, slump away from human eyes.  Count to 15.  Then hit them again from another direction.  Speed is the key.

Class 3 - Soldiers
   Former U.S. Soldier, now a zombie.
   Slow walk.
   Stealthy (Until humans detected).
   Human detection device.
   Still wearing body armor, so...
   3 shots to the chest OR 1 shotgun blast to the chest.
   30 second respawn.

Soldier Attributes:
   There won’t be too many details here, for only one reason.  Soldier Zombies act the exact same way as Walkers, except they’re wearing body armor.  Soldier Zombies are members of the other teams (U.S. Special Forces and PMCs) that were killed and not healed by medics.  They were “Left 4 Dead” and are now well protected zombies.  They move at the same speed as Walkers, due to their being weighed down by Kevlar plates.  They’re just as stealthy as Walkers.  They also perform the same early-warning duty as Walkers: when you see a human up close, moan to your brothers.  But unlike Walkers and Runners, it takes more to kill a Soldier Zombie.  Either three shots to the chest / back, or a single blast with a shotgun.  There’s a long, story-based reason for this, but the short version is that rifles need 3 shots to blast past the body armor.  But a shotgun round (usually the tri-shot springers that UTG makes, but maybe single-bb shotguns too: ask an MTT staff member for the final word) does enough damage up close in real life that it’s comparable to three rifle shots.  These guys are still slouching and moaning, but they’ve got a little more time to close that distance and eat you, thanks to the Army Supply Office.

How to Play a Soldier:
   Everything you read about the Walker in regards to movement speed, stealth, early-warning duty, and role-playing, applies to this class as well.  
He’s moving at a slow shuffle, he’s silent until he sees a human, he guides his undead buddies towards prey via moaning, and he generally acts like a Walker.  
BUT, he MUST remember that he’s got better protection than his Walker brothers.  It’s unfortunate but true that in the heat of a game, when an airsoft rifle is pointed at your chest, people tend to fall back on their reflexes and learned behaviors.  Airsofters are conditioned to feel a single hit to the chest, then call “Hit!”  It’s how we play.  I know that I’ve been in game modes with 3-shot rules before, but walked off the field after a single hit.  That’s because I was so used to “Shot-‘Hit!’-Regen,” that I forgot I still had 2 more chances to stay in the fight.  
Before the game on Oct. 30th, potential Soldiers have to condition themselves a little differently.  Train yourself to feel three shots to the chest with a rifle, then drop.  If it’s 1 shot, ignore it, 2 shots, ignore it, 3 shots… yer out!
This is important to tactics, because the Soldier can close short distances for longer than Walkers.  This might make a viable tactic for room entries:  the Soldier takes point with a string of Walkers right behind him.  He becomes a 3-use riot shield.  He can stumble through a doorway with humans in front, and have enough time to clear it before he calls that 3rd hit.  By acting as a B.B. sponge, he manages to clear the doorway, and buy enough time for his Walkers to swarm up behind him, and into the room where the humans are surrounded and devoured.  If plain Walkers tried that, they’d fall one after another like dominos.  If a Soldier leads the way… they just may stand a chance.
The only exception to this rule is with shotguns.  A shotgun at close range (and maybe any range, check with an MTT staff member) counts the same as three rifle / pistol hits.  So a human team that’s holed up in a room with a Soldier and Walker horde right outside, should have their shot gunner covering that door.  
When a Soldier finally goes down, he should slump and crawl away just like his brothers.  His respawn count is 30 seconds when shot with a ranged weapon, only 5 seconds when stunned with a melee weapon.

Class 4 - Tank
   Staff member playing Tank.
   Only 1 Tank at a time, per mission.
   Big... REALLY Big!
   Impervious to small arms fire.
   Slow Shuffle.
   Confined to hallways with no low-hanging doorways.
   Only option:  stun it with frag grenades or M203 nerf ball.
   frag grenade stuns tank for 10 seconds.
   M203 shot stuns tank for 30 seconds.
   
Tank Attributes:
             Now THIS is where it gets fun!  Anyone that missed the Oct. 22th or Oct. 29th Zombie Survival Trainings definitely missed out on a sneak-peak of something truly awesome!  I won’t give away the construction details, but suffice it to say… the Tank is a prop that’s worn and operated by a lucky SOB of a staff member.  This thing is HUGE!  Easily 1 ½ Michael Jordan’s tall, and 2 Jesse Ventura’s wide.  The prop’s hands (controlled by the staff-member) are bigger than my face.  If you looked straight ahead at this thing, you’d be staring at his crotch.  Okay, sorry for the rant, now back on-topic:
   Details are in the story, but the gist is that the Tank is a simulated experiment of Zombie modification by the private company that operates the PMCs.  Sort of a weaponized zombie that’s been shot full of steroids.  He’s designed to bulldoze through squads of soldiers and rip apart a Main Battle Tank like it’s made of rice paper.  Story version, there’s only four of them in existence.  Gameplay version, there will only be one Tank active in any one mission (Same prop, 4 different missions).
   First attribute, this thing is huge.  Mike Simpson couldn’t even fit it through any of the doors because the threshold was too low.  He said that he’s thinking of chopping it down in size to allow it to cross a specific threshold in one of the hallways.  
But that’s essentially the drawback to its size.  It can’t follow humans through low-hanging doorways.  This means that it’s confined to roaming certain hallways, and can’t chase a human team into a room.  But nothing’s stopping it from camping that doorway…
   Second attribute, it’s impervious to small-arms fire.  This means that you can shoot AEGs, Shotguns, and pistols at the guy wearing it all day long… he won’t be calling any of those hits.  The Tank soaked up those weapons in the video game, so why should they do any damage here?
   Third attribute, and weakness: he’s slower than a Walker.  The staff-member role-playing the Tank will be walking at a slow, slow shuffle.  As long as other zombies aren’t slowing the humans down, they should be able to outrun this thing easily.
   The only way to damage the Tank is to stun it with either a Frag Grenade (non-functional) OR an M203 loaded with a soft nerf ball.  I think a Frag Grenade stuns it for 10 seconds, while the M203 stuns it for 30 seconds.  It won’t kill it, but it’ll buy enough time for the humans to get away.  Details for how to employ non-functioning Frag Grenades will be detailed in another guide for the Special Forces and the PMCs (If they have Frag Grenades).

How To Utilize the Tank:
   Since a staff-member will be playing the Tank, this guide is for the other classes.  Our tactics will revolve around how we coordinate with the Tank.
   His girth means that he can only roam certain hallways.  So Runners should roam other hallways in order to funnel humans away from them… and into the Tank’s path.
   The Tank is impervious to small-arms fire.  Other zombies are not.  This means that the best tactic is to use him as moving cover.  When a pack of humans have a hallway locked down, and we need to push in close, the Tank will lead the way.  Anyone who played MTT’s Black Hawk Down game as the Somali Militia, remember when we used the Technical as moving cover on the last push to the American held Gas Station?  Same thing here.
   When the humans see a Tank rumbling towards them, their first defense will be to run for the nearest room with a low-hanging doorway.  The Tank can’t follow them in.  BUT, the tank can and will camp right in front of that door, using its body to block them in.  Essentially, he’s sealed off that exit.  Zombies can, and should, pour through that doorway underneath his arms.  The opposite exits (there will always be at least one or two other exits) must be swarmed by the remainder of the zombie team.  Walkers, Runners, and Soldier Zombies should camp those exits and stage Horde Rushes through them.  With the Tank blocking their backdoor, and Hordes of zombies flooding through their front, we wear them out by attrition.
   But hurry up to surround them, and rush them as soon as you have a good number of zombies at each door.  Because every fireteam of U.S. Soldiers, and maybe PMCs and civilians have a grenadier / boom-guy with them.  His job will be to either throw a frag at the Tank’s feet or launch an M203 Nerf into his chest.  Either hit stuns the Tank, which means he’ll stagger back and away from the doorway.  He’ll be dazed and confused for 10 – 30 seconds, just long enough for the humans to rush out past him and escape the hallway.  If that happens, regular zombies have to slow them down long enough for the Tank to regain his wits, and chase after them.

Okay folks, that's it for article 2.  Those are the only ones I have so far.  I'll post more as I come up with them.

BUT, this isn't a 1 man show.  If anyone has ANY ideas about the upcoming game, from ANY of the teams (SOF, PMC, Civilian, or Zombie), please share your ideas about how to advance your team's chances, and to advance the game.  Forum discussions are like Bell-Ringer Charity Buckets: they're better when everybody throws their 2 cents in... Dam*, that was corny, hehe.


I am pretty stoked for this game. It's my first zombie game as a PMC and I am hearing we are gonna get screwed. But its all good. You mentioned that this TANK was a hybrid experiment of the PMC's. I think next time you need to come up with a character whos is about half his size, 6'4 or 6'5, and has the ability of the runners pertaining to the distance he covers. I thought of this while watching X-MEN origins and thinking of their hybrid experiment. That dude is KICK ASS!! Just a thought.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
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Offline Drew W.

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Re: Oct 30 Zombie Game Discussion
« Reply #19 on: October 23, 2010, 01:29:34 PM »
Hehe, must confess, I've never seen that X-men.  But your description's pretty good.  Maybe that Hybrid "Charger" or something would work for the sequel.  Only thing is he'd have to have some kind of vulnerability or "slowdown".  Otherwise he'd just trample the humans with ease.  ;)  Hehe, that'd be fun to see.

& from what I understand from the game organizers, PMCs won't necessarily be trampled.  As far as zombies go, each seperate mission will be tailored to the skill level of each team.

Quote
Marauders Airsoft - Re: Left for Dead (Zombie Adventure) Oct 30 at Vanguard
Our goal for the game is to provide different adventure experiences based upon 1) the skill level of the player 2)the types of weapons and gear needed.

The Civilian Survivors will have the easiest types of zombies to fight against and less complicated mission objectives (stay alive, finda ammo, move to a secure location, etc.)

Private Military Contractors will have more complicated missions with less restrictions on their actions (Find and secure a rogue scientist, recover a sample of the virus and vaccine from a research facility, etc.)

US Special Operations Personnel will have extremely difficult missions with very specific objectives that will require team work, communication, and specialized weapons. (Gain entry through tunnels, use a robot to locate a nuke, recover specific items from xxx).

So none of the teams should be getting totally "slammed" without a chance.  Zombie class combos will be tailored for each human team to provide a "relatively" challenging fight.  The humans / zombies fighting harder than the other team is what will decide the winner.
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Offline Drew W.

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Zombie Tactics - Horde Rush
« Reply #20 on: October 23, 2010, 04:30:08 PM »
Zombie Tactics - Horde Rush:

Definition:
A Horde Rush is a tactic used to break through a human barricade.  The zombies coordinate a single rush through multiple entrances.  With simultaneous entries and large numbers, they can overwhelm any human defenders inside.  This is used to break a stalemate, where humans can't get out but individual zombies are shot as soon as they pass through the door.

Situation:
We've got a pack of humans bottled up in a room.  They might be Special Forces / PMCs who have to hold the room for a set amount of time before they move on.  They're more likely a group of civilians who have barricaded themselves in for safety.

Every door and entrance is covered by a handful of zombies.  But the humans are on defense, and every entrance has one or two humans covering it with their guns.  Individual zombies have rushed in... and promptly been shot.  Occasionally two zombies would coordinate their entries.  They might make it in further, but neither one scored a "bite."

It's a stalemate.  They can't get out, and we can't get in.  The answer:  Horde Rush.

The Set-up (By Class):
A handful of zombies are already camping each entrance.  Most likely each entrance has at least one of the first three classes of zombies present.

Walkers:  Moan.  If you already were, keep moaning.  Encourage every Walker near you to moan also.  Every Walker should be calling every other zombie in the game to their area.  The more Walkers moaning in one spot, the more every other Zombie should congregate to that spot.  They're calling for reinforcements: don't leave them hanging.  If there are enough Walkers on site, it should sound like a chorus of Walruses outside that room.

Runners:  Stack up with the Walkers.  Occasionally bang on the walls, and zip by the open doorways / windows.  You're trying to discourage the humans from breaking out.  If they keep seeing Runners doing fly-bys across their entrances, and hear "bang bang bang" on every single wall, they'll usually freak out and adopt a defensive posture.  That's the opposite of what they should really do: pick an entrance and push out hard and fast.  We don't want that.  So Runners:  psych them out.  (Note, this will usually work against civilians.  Special Forces & PMCs might be dead-set on breaking out, so send one or two Walkers in at a time to disrupt their coordination, and prevent a successful stack-up).

Soldiers:  Same thing as the Walkers.  Moan out to your brothers; call them to your position.  The more zombies there are for a Horde Rush, the more likely it'll succeed.

Tank:  If the Tank is in play, it will be camping right in front of a doorway.  Not only will he prevent them from breaking out, he'll be standing cover for any zombies behind him.  BUT, if the barricaded humans have frag grenades or M203s, then they CAN and WILL try to stun the Tank with it.  Once they stun the tank, they'll rush out of that exit faster than pyrophobes in a fire drill.  
Prevent that by rushing in past the tank and attacking the Grenadier.  Disrupt his coordination.  If the Tank DOES get stunned, all is not lost.  The humans will be moving fast, panicky, and without any semblance of 360 security.  Stand almost in front of them and slow them down with your limbs.  
You can't grapple with them and hold them there (against the rules and dangerous!), but you can tag them as they go by.  2-hand touch any stragglers that don't keep up.  Bottom line:  slow them down long enough for the Tank to get its wits back, and charge them.

The Stack-Up:
There should be at least one Runner at every entrance.  When a Runner gets to a group, and that group has about 5 - 7 zombies (enough for a good rush), then that Runner should start belting out a double-cough (2 short, guttural barks).  Do this double-cough every 5 seconds or so.  You're basically advertizing that your team is ready to go.  If there is a group moaning at an entrance, but no double-cough... that means there's not enough zombies at that entrance for a successful rush.  For Walkers and Soldiers: if you hear double-coughs and moans at 2 entrances, but only hear moans at the 3rd entrance.  Then 1 or 2 volunteers split off that group and join the light entrance.  Move quickly: humans might be ready to break out of that doorway soon!

Zombies stack based on their class.  Soldiers first, Runners second, Walkers third.  I'll explain why in the fourth section: "The Breach."

The Signal:
Okay, we've got enough zombies at each entrance.  3 doorways, 3 packs of moaning, 3 double-coughs.  That means everyone quiets down.  This calm before the storm signals our readiness to go, and psyches the humans out.  It's time.

Now for a word on coordination.  The rush has to be SIMULTANEOUS.  No stragglers, no early-birds.  The point of this is to give every human more targets than he can deal with.  Only way to do that is to move at the same time.  This requires coordination, which is the Runner's responsibility.

When the double-coughs have all died down, the Runners will make a different signal.  This has to happen in a certain order (otherwise every Runner will sit around waiting for the other groups.  I've seen this kind of thing happen before plenty of times:  no one knows who should start the countdown).  

So, we'll make it simple.  

The south side of the VIP field has a wall of glass windows, with transparent pictures of U.S. Soldiers draped over them.  Can't miss it.  The Runner that's on the side of that room that's closest towards those windows, is the first to make the signal.  The signal is a guttural "Wah-Wah-Wah."  It should sound like a zombie baby crying.  Freaky, not adorable.  ;)  The glass-side Runner makes the "Wah-Wah-Wah," and it travels clock-wise around the perimeter of the room.  If you imagine a giant clock-face, the glass-size Runner would Wah-Wah-Wah at the 6-oclock position.  Then the 9-oclock Runner Wah-Wah-Wahs.  Let's pretend there's no 12-oclock position, because there's no entrance there.  So after a short pause of nothing, the 3-oclock Runner finishes the Wah-Wah-Wah.  Once that Runner finishes his final Wah, All groups of Zombies Scream, moan, bang the wall, etc...

And RUSH that entrance!

The Breach
Soldier zombies breach first.  Soldier zombies take 3 rifle hits to drop, so they have the most amount of time to get through the doorway.  They're acting as short-term ballistic shields, soaking up enough BBs to let their buddies behind clear the fatal funnel.  

Runners breach right behind the Soldier.  Pick a human on the far side, pick the far wall, anywhere that's FAR AWAY from the doorway.  You're also a sacrificial lamb.  The further a human has to track you, the longer it'll take him to track is weapon back towards the door (and towards the wall of Walkers heading right for him).

Walkers breach last... a lot of them.  The Soldier bought you time.  The Runner aggro'd the human's weapon.  Use these opportunities to clear that Fatal Funnel.  Sidestep away when you clear the Funnel.  Then pick the nearest human and charge him.

Even if the humans are expecting the Horde Rush (and they WILL be), they will not be able to take out every threat at once.  We have multiple entrances.  We have multiple zombies per human.  2 of the 3 human teams have single shot weapons only.  We have Soldiers and Runners buying time for Walkers to get in close.  And we have numbers: lots of them!  18 Zombies, 3 entrances, and 6 Zombies at each entrance (rough numbers)... The only room I know of in VIP that might be able to stand up to that Horde Rush is the Barn, and even that's going to be a hel*uva fight to survive.  Everywhere else... bon appetite!

That my friends, is a Horde Rush.  If there are any modifications you can suggest, or any problems you foresee, please post a reply.  Creative criticism is what makes plans work.  I want this thing picked apart for flaws.  So please, help me pick this apart so we can fool-proof it for game day.

And if you have any tactics of your own, please post them.  I'd love to hear your ideas.  

Down with the Living!
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Offline CBDennis

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Re: Oct 30 Zombie Game Discussion
« Reply #21 on: October 23, 2010, 05:14:41 PM »
I did know zombies could strategize, aren’t you all dead?
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Re: Oct 30 Zombie Game Discussion
« Reply #22 on: October 23, 2010, 05:29:49 PM »
Quote from: "Drew W."
Hehe, must confess, I've never seen that X-men.  But your description's pretty good.  Maybe that Hybrid "Charger" or something would work for the sequel.  Only thing is he'd have to have some kind of vulnerability or "slowdown".  Otherwise he'd just trample the humans with ease.  ;)  Hehe, that'd be fun to see.

& from what I understand from the game organizers, PMCs won't necessarily be trampled.  As far as zombies go, each seperate mission will be tailored to the skill level of each team.

Quote
Marauders Airsoft - Re: Left for Dead (Zombie Adventure) Oct 30 at Vanguard
Our goal for the game is to provide different adventure experiences based upon 1) the skill level of the player 2)the types of weapons and gear needed.

The Civilian Survivors will have the easiest types of zombies to fight against and less complicated mission objectives (stay alive, finda ammo, move to a secure location, etc.)

Private Military Contractors will have more complicated missions with less restrictions on their actions (Find and secure a rogue scientist, recover a sample of the virus and vaccine from a research facility, etc.)

US Special Operations Personnel will have extremely difficult missions with very specific objectives that will require team work, communication, and specialized weapons. (Gain entry through tunnels, use a robot to locate a nuke, recover specific items from xxx).

So none of the teams should be getting totally "slammed" without a chance.  Zombie class combos will be tailored for each human team to provide a "relatively" challenging fight.  The humans / zombies fighting harder than the other team is what will decide the winner.


Yea I am thinking some kind of c4 of special high explosive. Could be fun. And as for the zombies I can understand now how everything works. I just thought it would have been more of a free-for-all. I guess I'll find out more the 29th at the training. I am so stoked for this guys!!
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Offline sig24

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Re: Oct 30 Zombie Game Discussion
« Reply #23 on: October 23, 2010, 05:33:35 PM »
Quote from: "CBDennis"
I did know zombies could strategize, aren’t you all dead?


Yea I agree, since when can they strategize. I eh they are just scared of getting destroyed.
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Offline Drew W.

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Re: Oct 30 Zombie Game Discussion
« Reply #24 on: October 23, 2010, 06:29:31 PM »
Heh, technically they can't.  If we quote from the venerable Mr. Max Brooks and his book "Zombie Survival Guide," Zombies possess NO higher brain activity to speak of.  They simply act on instincts (feeding), and follow the closest noise.

Same in Left 4 Dead:  Pipe bombs have those beeping noisemakers on them because that high-pitched beeping attracts zombies like moths to a flame.

But the rules and team strategies for the Zombie team are just conventions for mimicing how they would behave in real life.

IE:  Regen rules arn't meant to imply Zombies reanimate after 30 seconds.  They're meant to imply that you're stuck in a metropolitan city of millions of zombies.  So 1 player actually represents thousands of different zombies in the same role (by regenning out of sight).

IE:  Falling back along the SOF's expected path so we can ambush them repeatedly is a Guerilla tactic for humans, not zombies.  But in this case, it's meant to simulate a different zombie stumbling towards the noise of combat (like the beeping pipe bomb).

IE:  The strategy I outlined for victory (bleed them of ammo, force into melee, bleed them of medic revives, etc) isn't because some Zombie commander is issuing orders to his troops.  It's because in a city of millions of zombies, that's the natural way that a zombie crowd would congregate.  Our strategy for bleeding them of resources is a human convention made to look like the random instincts of a zombie crowd.  And because that crown is so large, the humans naturally WOULD run out of ammo, have to go melee, and start dipping into their medical supplies.  Eventually, those supplies would dwindle.

As for the Horde Rush tactic I outlined above... well that's really just 3 things.  
1)  If we don't have a tactic for rushing a room full of barricaded survivors, then we really won't stand a chance of overrunning them.  And every team should stand a fair chance at winning.
2)  That's meant to simulate a Horde Rush in the game "Left 4 Dead."  You know, where Zoey or Bill flips a switch on a gas generator, you hear the loud wail, and a literal FLOOD of zombies pours into your "stronghold" non-stop for 10 minutes (how long it takes the gas generator to power the elevator, or something like that).  ;)
3)  Without that simultaneous rush, players on the Zombie Team would most likely stagger in one at a time.  Not only does this prevent the humans from facing any kind of real challenge.  It also takes away some of the horror and dread of being overwhelmed by numbers... numbers which we just don't have.  And that sense of horror is part and parcel of any good Zombie game.

So essentially, all of the Zombie Strategy and Tactics are really just meant to simulate how an actual Zombie "crowd" would attack a band of humans.  We have to use these kinds of conventions, because we're trying to portray millions of zombies with only 20 or so people.  All while still making it as tough as possible for the humans to survive, despite their advantage in firepower.  It isn't directly accurate, I grant you.  But from the human point of view, it should look like an accurate representation of a flood of bodies charging at you.

I hope this explained it a bit.  Please tell me if I wasn't clear.  Sometimes I tend to ramble on (can't you tell?)  ;)

See you on game day.

Down with the Living!

~ Drew
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
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Offline Katana0

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Re: Oct 30 Zombie Game Discussion
« Reply #25 on: October 29, 2010, 12:02:50 AM »
OMG he's rallying the zombie hordes!  LOL I'm soooo looking forward to this!  I'm just wondering if anyone's seen any good ideas for camera mounts that affix to the head or shoulders that I could work with so I can show my flakey friends what they're missing out on!
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Offline Mooncruiser

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Re: Oct 30 Zombie Game Discussion
« Reply #26 on: October 29, 2010, 01:30:11 PM »
Gawd...

Drew, you are one TACTICAL mofo..

This is gonna be so fun, I already have a counter-plan, thanks.

Chip
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Offline Drew W.

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Re: Oct 30 Zombie Game Discussion
« Reply #27 on: October 30, 2010, 02:36:37 AM »
Quote
Mooncruiser wrote:  This is gonna be so fun, I already have a counter-plan, thanks.
Dam* you Chip you tricky bugger!

Hehe, good job with that baseball bat-fencing at tonight's training.  Hehe, that thing's got some serious reach.

(PMCs and Spec Ops have to use short lil dinky axes, knives, and short-swords)... Muahahah.

Good luck tomorrow on game night.  I guarantee it... you'll ALL need it.  Zombies, tomorrow we feast!  ;)

Quote
Katana0 wrote:  I'm just wondering if anyone's seen any good ideas for camera mounts that affix to the head or shoulders that I could work with so I can show my flakey friends what they're missing out on!
I'm sorry to be Johnny Come Lately, but I thought this might help.  (Just found it).

http://helmetcameracentral.com/2009/12/14/helmet-camera-central-buyers-guide/

It's a hemlet-cam buyer's guide.  Might also find reviews on that same sight.  If you find a good model, maybe check out any electronics stores in the area for the model you found great reviews / good prices on.

I know it's really late in the game for this info, and I'm sorry about that Katana.  I DO hope you can find something for the game, and I wish you luck.  Helmet cam footage of 12 Zed-Heads charging your squad is gonna be a BLAST to see on youtube, hehe.  ;)

Zombies, smile for the camera.  Show them your big, perly, blood-soaked white teeth.  ;)

Down With The Living!

~ Drew
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~ Drew "StudMuffin" W.

My Obsession Collection:
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Offline carbon14c

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Re: Oct 30 Zombie Game Discussion
« Reply #28 on: October 30, 2010, 02:46:03 AM »
i still have some of drew's blood on my machete..  :twisted:


tomorrow should be intense!
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see you space cowboy...

Offline Marauders Airsoft

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Re: GREAT MOMENTS AT LEFT FOR DEAD
« Reply #29 on: October 31, 2010, 11:59:41 AM »
Now that the game has been completed, post up some of your great moments at the Left for Dead Adventure.

Here are two of my favorite memories.

Mission 1 Civilians:  Playing as a lost soldier, I comes across a group of civilians barricaded in an area.  I convince some of the civilians to help me rescue another group of civilians trapped at a building.  As we fight our way to the "barn", we discover that a Class 4 tank zombie has escaped and is tearing apart the "secured" building.  The tank and zombies follow our team back to our original secured building and begin tearing it apart.  Our group of survivors is forced to choose to stay and fight or crawl through some sewers to escape.  Only myself and one other civilian make it out of through the tunnels alive as the others decided to stay and fight.  Out of the group of 12 we started with, two of us now hide out in a tower watching the carnage unfold below.  

Mission 2 SPEC OP:  Our team has broken up trying to evade a horde of zombies lead by a tank through the corridors of the BioDefense Research Facility.  Myself, another bomb technician, and a SPEC Op troop are pursued by the tank.  Our small group spies a stairwell and decides to move to higher ground to escape the tank.  My fellow bomb tech and I reach the top of the landing diving for cover.  Our fellow soldier is about  three quarters of the way up the stairs when suddenly a huge hand reaches over the stairs (10 feet) and crushes him.  Before the tank can finish killing him, we drag him up the stairs into the "safety" of the tower.
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