The Fight Club: Now With More Shinyness
Jelenedra:
Maybe there could be a token we could give sims we want to be immune from the zombies? Like a Zombie Survival Guide?
seelindarun:
All of the lethal weapons I've seen are rather absolute, y'know? I mean if you fire it, you kill. Duh, I guess that's what you'd want from an assault rifle? :D
I don't know, I suppose ideally I'd like it to be a little more sporting. I really do like the way the fact that Zombie Apocalypse works on a merit system. It's just that if you have any well-played sim turn zombie, he's essentially unstoppable until you kill him, which is a pity. Oh well, there's no shortage of ways to kill a zombie, at least.
Oh, and thanks for your other suggestion too, Joe. I don't want to take out the hack because I play more than one 'hood. In the newer 'hood, I had the foresight to make sure the first zombies had undeveloped body, logic and mechanical skills. That 'hood has a slowly growing gang, not up to a horde yet. ;)
syberspunk:
Quote from: seelindarun on 2007 January 29, 12:41:20
I don't know, I suppose ideally I'd like it to be a little more sporting. I really do like the way the fact that Zombie Apocalypse works on a merit system. It's just that if you have any well-played sim turn zombie, he's essentially unstoppable until you kill him, which is a pity. Oh well, there's no shortage of ways to kill a zombie, at least.
Heh... that's why I suggest a molotov cocktail with random chance of death by fire, which could depend on probably the "skill" of the thrower and the "constitution" of the target. Maybe the thrower has a higher chance of hitting their target on point, the more deaths they have doled out, and the target has a higher chance of evading the attack if they have more body skill, fitness, and are very active (lazy, slower targets should be easier to hit and maybe those with lower logic because they be dumber :P).
Besides, a molotov cocktail seems something Pescado might approve. ;D
Ste
eevilcat:
I've been using the assault rifle from simwardrobe to keep the zombie hordes at bay. Once in a while I'll let an uber-zombie on the loose on a downtown community lot just to cause some mayhem, but on the whole once a zombie's turned 3-5 sims then that's their death warrant signed. Playable zombies tend not to last too long; once they've made enemies or turned everyone on their lot then it's curtains for them. The entire apocalypse was seeded from a single (badly) resurrected vampire who was completely pants in a fight until he'd regained his body points from the electro-dance-sphere/swimming. After that there was no stopping him. I also make it a policy for playable sims to build up 4-6 body points as children/teenagers, posssibly more if it fits in with their LTW, likewise any townies who marry/move in. I am considering supplementing the zombie apocalypse with a rash of cowplants as they will eat both zombies and live sims.
Jelenedra:
Heh, I make a point of making my teenagers get 8 points in body, for the scholarship and all.
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