Aftermath: Survival
Overview:
Aftermath: Survival will be a co-op zombie survival RPG inspired by the fallout series.
Unlike other zombie survival maps, or even other RPGs/ORPGs on battle.net this map will actually be an RPG, there will be a story, quests and secrets. While this game doesn't feature a save/load code, it will be more of an role-playing game than many other maps.
Many of the quests will be dynamic. For example, one quest chain could have you working for a drug dealer. He may want you to take out a rival. Instead you could inform the rival, and work for him.
9+ Classes, 16 Skills, 15+ Traits, 30+ different weapons.
Game play:
The goal is to restore order to the land by completing the main quest chain.
Twelve players will be able to play at once through creative use of the neutral players.
All classes will be able to heal and revive, so no one player is "forced" or stuck to having to play the healer.
There are 9 planned classes. Each class will have 5 unique skills, stat growth, base stats, and starting "general skills." The classes represent
your profession before the zombie apocalypse, and how you use the skills you had before the world ended, in the new one.
Doctor - Combat/Buffer - your knowledge of chemicals lets you buff your self to become a killing machine.
Hunter - Long range Combat/Survival - You spent most of your time in the backwoods of Wyoming hunting deer.
Marksman - Long range Combat/Scout - Served in the armed forces as a sniper
Berserker - Melee/short range combat - You don't care that the world ended, your just here to tear shit up.
Physicist - Combat/Disabling caster - You use your scientific skills to construct unique devices and weapons, for example Hadron blast knocks enemies back and slows them.
Hacker - Combat/Offensive caster - Your skills as a slacker hacker let you hack into the now uncontrolled military satellites to rain death from above with ion cannons and orbital bombardments.
Mechanical Engineer - Combat/Defensive Structures - Construct structures, fire missiles and use explosives.
C.E.O - Combat/Buffer - You know how to organize and rally people.
Marine - Combat/Survival - You are disciplined and skilled with many weapons.
General skills:
There are 16 planned "general" skills
Repair - Lets you repair things and improves the health of structures/mech units you control.
First Aid - Lets you heal allies.
Assist - Lets you revive allies.
Science - Lets you hack computers for abilities or information. Also lets you take control of robots and defense stations.
Sneak - Lets you become hidden from NPCs or enemies.
Scrounge - Searches for items.
Steal - Steals gold from NPCs, with a chance to get caught.
Barter - Less gold than steal but no danger.
Sprint - Increases your move speed. Your sprint speed decreases as you sprint and takes time to return.
Charisma - Lets you have NPC followers.
Small Guns - Pistols and the like
Large Guns - Rifles
Heavy Weapons - Rocket Launchers, Mini Guns and such
Advanced Weapons - Plasma weaponry / other weird stuff
Melee Weapons - Chain Swords, Super sledge
Fist Weapons - stuff like brass knuckles/power fists
Traits
These will be upgrades that increase things like move speed, your chance to get addicted to drugs or your chance to get injured.
Each time you level up you will get to pick 1 trait, general skill and hero skill. This will allow for many different play-throughs and builds with different classes.
For example as a physicist I could focus on maxing science and charisma so I could have an army of robots and soldiers supported by my reality warping skills.
Or I could max traits that increase the effectiveness of drugs, focus on maxing a gun skill, and use the physicists high intelligence growth to equip with powerful items and drugs and become a 1 man killing machine.
Items:
I have 30 weapons planned. Each weapon aside from having unique stats also has an ability. There will be the requisite weapons like rocket launchers, sniper rifles and shotguns, but there will also be weapons like the scorcher/freezer or the electro-rifle.
Randomized shops: Shops will be assigned weapons and items semi randomly based on a tier system.
Lots and lots of other items, ranging from frag grenades, to pulse grenades, to mini nukes, as well as items like force fields, scopes for guns or different kinds of armor.
I am going to be using a unique stat system, agility gives a % bonus damage to ranged weapons, strength to melee. Intelligence allows you to use more advanced weapons.
Quests, Story and NPCs:
A unique MUI quest log system that doesn't rely on having a quest for each player for each quest, or 1 quest entry for all the players.
NPCs both allied and enemy will be intelligent and interesting. For example, you could use sneak to enter the council chamber of a city, and spy on the city leaders( There will be 3 of them) as they plan to sell out the city to raiders. You could then confront them about it or lead citizens to throw out the council. Or you could just kill them.
Named NPCs will have different conversations based on the current status of things. Taking the example of the council above, if one of them dies the other two will surely mention it (But who killed him is really the important question, was it you? was it an assassin from an enemy city? was it political revolutionaries?) and after a short while the citizens may elect a new council member.
A large portion of the story and background behind the zombie apocalypse. Focusing on two competing companies, Altair-Corp and Necro-Corp. As you play through the game you may slowly discover the source of the sinister state of things.