Zombies Among Us - Test Edition 1 T5A3 (9/9) Backups Needed!

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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby AlwaysNever » Fri Oct 21, 2016 4:11 am

/confirm
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby DJVoxel » Fri Oct 21, 2016 5:06 am

Waiting on Yauaustin202 and blacksmithkin to confirm. They still have about 8 hours until they're prodded.
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby yauaustin202 » Fri Oct 21, 2016 5:38 am

/comfirm
My internet is dying, please excuse me.
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby squimbles » Fri Oct 21, 2016 8:02 am

I have a question about something.
When attacking, what type of dice do you need?
Is it like a six sided dice or something else?
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby DJVoxel » Fri Oct 21, 2016 8:12 am

squimbles wrote:I have a question about something.
When attacking, what type of dice do you need?
Is it like a six sided dice or something else?


Six sided. Always.

Yes, I know the Pan sucks and that most of you got it.

It's a starting weapon. It's supposed to be crappy.

On the bright side, you don't have to deal with very many zombies at the moment.
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby Damafaud » Fri Oct 21, 2016 8:18 am

At least I have a Pan.

Imagine if the Host give you nothing.
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby DJVoxel » Fri Oct 21, 2016 8:21 am

DJVoxel wrote:Every player will start with a weapon. There will be one Fire Axe given out, one Pistol, and one Crowbar. Everyone else will start with a Pan.


In case anyone missed it.
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Re: Zombies Among Us - Test Edition 1 (9/9) Confirmation Pha

Postby squimbles » Fri Oct 21, 2016 8:21 am

DJVoxel wrote:
squimbles wrote:I have a question about something.
When attacking, what type of dice do you need?
Is it like a six sided dice or something else?


Six sided. Always.

Yes, I know the Pan sucks and that most of you got it.

It's a starting weapon. It's supposed to be crappy.

On the bright side, you don't have to deal with very many zombies at the moment.


Nah, I'm cool with the pan, I just wanted to know what dice we needed.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby DJVoxel » Fri Oct 21, 2016 9:15 am

blacksmithkin has confirmed via PMs.

Turn 1 - Action 1 will begin in a moment.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby squimbles » Fri Oct 21, 2016 9:17 am

Another quick question.
If another player attacks you, can you post in this thread that they attacked you?
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby DJVoxel » Fri Oct 21, 2016 9:27 am

The survivors enter the area at D1. They have finally gotten to the area where they can be taken by the military to the save haven. But first, they would have to ensure that no Evolved Zombies remain hidden in their midst.

A Zombie Brute and two Zombie Walkers spawn in C1.

Two Zombie Walkers spawn in E1.

The Action Phase has begun!

Please PM me your first action. If you are the Survivor, who can only take one action at this point, you may choose to save your action until later in the phase. In that case, PM me with /skip to skip the current action.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby DJVoxel » Fri Oct 21, 2016 9:30 am

squimbles wrote:Another quick question.
If another player attacks you, can you post in this thread that they attacked you?


Yes. This plays like the Tower where you can say whatever you want in the thread, but what you choose to reveal is up to you.

If the weapon they attacked you with is noisy, that would make your claim more convincing, as the other players will hear the sound.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby yauaustin202 » Fri Oct 21, 2016 9:33 am

It's best not to attack
let's all start with searching.
The survivor should claim to get his wounds healed
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby DJVoxel » Fri Oct 21, 2016 9:38 am

yauaustin202 wrote:It's best not to attack
let's all start with searching.
The survivor should claim to get his wounds healed


....

Okay, let me point out a couple things wrong with this to avoid getting PM spammed with invalid actions.

1. YOU CAN'T SEARCH IN A ROAD SECTOR!

2. Doctor and Commando need Bandages/Syringes to heal, which neither of them have at the moment, because they don't start with them, and you can't search right now!
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby yauaustin202 » Fri Oct 21, 2016 9:38 am

The one with the axe/crowbar, open the door at D2 NOW.
We can't kill the zombies while we're so near the spawn zone, we need to move there NOW.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby Damafaud » Fri Oct 21, 2016 9:40 am

We can't search when a zombie is in the sector.

Basically, everyone has two options:

1. Run away
2. Stay and fight

If everyone run away, the zombies will chase us, so it won't do any good.
If more people run away than stay, the second group survival rate won't be good.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby Cenvil » Fri Oct 21, 2016 9:44 am

Damafaud wrote:We can't search when a zombie is in the sector.

Basically, everyone has two options:

1. Run away
2. Stay and fight

If everyone run away, the zombies will chase us, so it won't do any good.
If more people run away than stay, the second group survival rate won't be good.


3. move to spawn point and fight.
and if we go thefe we might check who are unnoticed by non-evolved zombies.
Spoiler: hope this not count as spamming

I want players to this test pls: game viewtopic.php?f=25&t=50804
Spoiler: the game might expand later. This is my very first try
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby AlwaysNever » Fri Oct 21, 2016 9:45 am

the brute, with 2 normal zombies is kinda scary. how about killing the E1 sector zombie, then move a bit, then search? we have three action so that's quite much.
Beside, if you open that door, more zombies will spawn inside. so either way we need to kill.

^
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FM Record : 3-1-2
Spoiler: NFM 16 - Citizen (replacing in) - Lose
NFM 33 - Lookout - Win (killed by maf n2)
11D (SP) - Veteran - Win (Survived)
SFM67 - Cynics - Win (vengekilled n4)
VFM63 - Canned (gj Google)
XX2 - Canned (replacing in, also fuck u Jaiden)
VFM63 Take 2 - Drafting

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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby Cenvil » Fri Oct 21, 2016 9:47 am

yauaustin202 wrote:The one with the axe/crowbar, open the door at D2 NOW.
We can't kill the zombies while we're so near the spawn zone, we need to move there NOW.

Thats a no-go.
zombies will spawned in the building too.
Do you think, we can fight them from 3 sides this early in game?
Spoiler: hope this not count as spamming

I want players to this test pls: game viewtopic.php?f=25&t=50804
Spoiler: the game might expand later. This is my very first try
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby AlwaysNever » Fri Oct 21, 2016 9:48 am

i suggest doing this:
1. move to e1
2. kill zombies in e1, there's only 2 so the rest should go to e2
3. open the door to f2

^ correct, being rash and bash the door is not right for now.
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FM Record : 3-1-2
Spoiler: NFM 16 - Citizen (replacing in) - Lose
NFM 33 - Lookout - Win (killed by maf n2)
11D (SP) - Veteran - Win (Survived)
SFM67 - Cynics - Win (vengekilled n4)
VFM63 - Canned (gj Google)
XX2 - Canned (replacing in, also fuck u Jaiden)
VFM63 Take 2 - Drafting

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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby Damafaud » Fri Oct 21, 2016 9:51 am

Cenvil wrote:
yauaustin202 wrote:The one with the axe/crowbar, open the door at D2 NOW.
We can't kill the zombies while we're so near the spawn zone, we need to move there NOW.

Thats a no-go.
zombies will spawned in the building too.
Do you think, we can fight them from 3 sides this early in game?


Agree with Cenvil.

Anyway, I'm going to go to E1 and clean up the walkers.

If 3 person stay, they can finish the brute and walkers.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby DJVoxel » Fri Oct 21, 2016 9:51 am

Considering RNG decided to be a jerk and you're currently dealing with about twice as many zombies as you should, I figure I might as well give you a couple tips.

At this point in the game, there is a 1/4 chance that no zombies will spawn in a Spawn Zone/Building Sector and a little more than a 1/4 chance that more than 1 zombie will spawn.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby squimbles » Fri Oct 21, 2016 9:53 am

Welll we have plenty of time to calculate our actions.

But I suggest that we run, and stay together.
We can probably find a spot that gives us more initiative.
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby yauaustin202 » Fri Oct 21, 2016 9:54 am

K then, move to E1 and fight?
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Re: Zombies Among Us - Test Edition 1 T1A1 (9/9) Backups Nee

Postby Cenvil » Fri Oct 21, 2016 9:55 am

Move to E1 and fight.
thats the best.
Spoiler: hope this not count as spamming

I want players to this test pls: game viewtopic.php?f=25&t=50804
Spoiler: the game might expand later. This is my very first try
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