House Ruling for Playability
Posted: Mon Mar 25, 2024 5:00 pm
Here are some things I came up with to make the game more enjoyable and survivable. Because, as written, your characters have a chance somewhere below zero, unless they just run until the die. Which still means they die.
Lower the zombie AR to 10 from 14.
Halve zombie SDC and weird "we feel you for no real reason" range.
Take a couple of zeros off the range of their PPE sight. So, from like 1000' through tank-armor, to 10' in the "open".
Rework the combat rules. I can hit a smaller target than a head on burst fire, and have done so when bullets were coming the other way. It isn't impossible (whomever thinks that way isn't familiar with weapons). Also in single-fire, why does a 12-year old with a BB gun have the same chance of getting a head-shot as an ace sniper with a properly outfitted rifle?
Simple changes using some logic and real-world experience can make the game a lot more fun to play and still challenging (and players who do stupid crap will still have a hard time... even players who do things right and have a bad day may lose their character), which means more copies get sold... good business model.
Edit: I can't think of a good reason to double the zombies' strength in most cases. Add 3 points after rolling instead.
Lower the zombie AR to 10 from 14.
Halve zombie SDC and weird "we feel you for no real reason" range.
Take a couple of zeros off the range of their PPE sight. So, from like 1000' through tank-armor, to 10' in the "open".
Rework the combat rules. I can hit a smaller target than a head on burst fire, and have done so when bullets were coming the other way. It isn't impossible (whomever thinks that way isn't familiar with weapons). Also in single-fire, why does a 12-year old with a BB gun have the same chance of getting a head-shot as an ace sniper with a properly outfitted rifle?
Simple changes using some logic and real-world experience can make the game a lot more fun to play and still challenging (and players who do stupid crap will still have a hard time... even players who do things right and have a bad day may lose their character), which means more copies get sold... good business model.
Edit: I can't think of a good reason to double the zombies' strength in most cases. Add 3 points after rolling instead.