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by Monfrox » Thu Aug 09, 2012 10:02 am
Xing wrote:Yeah but you also are the best at roleplay. (yay Space Core references) I'm pretty sure a four man tank crew is no problem for someone that had 27 different RP characters going at one time.
The Grey Wolf wrote:Froxy knows how to use a whip, I speak from experience.

by Tiltjuice » Thu Aug 09, 2012 10:02 am
Khelshar wrote:Hey, i am not the only loader. Very many from the entire camp loads. The truck is filled, and i thought you drove fourth and back all this time. And how i understood it, i was throwing the corpses on the truck, and then you drove away with two random guys. But i can do it like i joined your last tour, and then we return to the destroyed camp?

by Shadyrya » Thu Aug 09, 2012 10:05 am

by Monfrox » Thu Aug 09, 2012 10:07 am
Shadyrya wrote:Monfrox wrote:Too many Walkers. You need to stay with the group because I don't think Sen would enjoy going to rescue a John Rambo wannabe. Just saying.
Uh....he's a survivalist and his Dad was Spetsnaz; his dad was the person who taught him everything he knows in the marksmanship/hand-to hand area. He ain't no wannabe(though no-one's as awesome as Rambo...)
Alexandre is going to go help out.
Don't look at me if he tears you a new for going back.Xing wrote:Yeah but you also are the best at roleplay. (yay Space Core references) I'm pretty sure a four man tank crew is no problem for someone that had 27 different RP characters going at one time.
The Grey Wolf wrote:Froxy knows how to use a whip, I speak from experience.

by Shadyrya » Thu Aug 09, 2012 10:08 am
Monfrox wrote:Shadyrya wrote:
Uh....he's a survivalist and his Dad was Spetsnaz; his dad was the person who taught him everything he knows in the marksmanship/hand-to hand area. He ain't no wannabe(though no-one's as awesome as Rambo...)
Alexandre is going to go help out.
Oh well, I tried.Don't look at me if he tears you a new for going back.

by Sentinel XV » Thu Aug 09, 2012 10:37 am

‹ all genius is a conquering of chaos and mystery ›

by Sentinel XV » Thu Aug 09, 2012 10:44 am
‹ all genius is a conquering of chaos and mystery ›

by Shadyrya » Thu Aug 09, 2012 11:04 am
Sentinel XV wrote:Dilange wrote:
He is an ex-Spec Ops Officer, he hates failure and mistakes.
Imho, and this is just me pondering about TWD in general here, the Walkers are more a force of nature than they are an obstacle. They are avoidable, but only just so, and regardless of failure or success they will still rip you apart.
As for Johann's case, it was half-and-half. Half was the group's fault because of what happened at the depot. Half was just plain bad luck because of the horde that happened to be behind them.

by Sentinel XV » Thu Aug 09, 2012 11:10 am
Shadyrya wrote:Sentinel XV wrote:Imho, and this is just me pondering about TWD in general here, the Walkers are more a force of nature than they are an obstacle. They are avoidable, but only just so, and regardless of failure or success they will still rip you apart.
As for Johann's case, it was half-and-half. Half was the group's fault because of what happened at the depot. Half was just plain bad luck because of the horde that happened to be behind them.
Alex is going to try his damned hardest to win camp back. of course, he's probably going to die(I do love a nice dramatic death scene), but it's going to be awesome.
‹ all genius is a conquering of chaos and mystery ›

by SSTxReaper » Thu Aug 09, 2012 11:47 am

by Tiltjuice » Thu Aug 09, 2012 11:49 am

by Sentinel XV » Thu Aug 09, 2012 12:02 pm
‹ all genius is a conquering of chaos and mystery ›

by Cylarn » Thu Aug 09, 2012 12:03 pm
Sentinel XV wrote:How do you turn on gas pumps?

by Camicon » Thu Aug 09, 2012 12:15 pm
Sentinel XV wrote:Dilange wrote:
He is an ex-Spec Ops Officer, he hates failure and mistakes.
Imho, and this is just me pondering about TWD in general here, the Walkers are more a force of nature than they are an obstacle. They are avoidable, but only just so, and regardless of failure or success they will still rip you apart.
As for Johann's case, it was half-and-half. Half was the group's fault because of what happened at the depot. Half was just plain bad luck because of the horde that happened to be behind them.
Country of glowing hearts, and patrons of the artsThe Trews, Under The Sun
Help me out
Star spangled madness, united sadness
Count me out
No human is more human than any other. - Lieutenant-General Roméo Antonius Dallaire
Don't shine for swine. - Metric, Soft Rock Star
Love is hell. Hell is love. Hell is asking to be loved. - Emily Haines and the Soft Skeleton, Detective Daughter

by Sentinel XV » Thu Aug 09, 2012 12:36 pm
Camicon wrote:Sentinel XV wrote:Imho, and this is just me pondering about TWD in general here, the Walkers are more a force of nature than they are an obstacle. They are avoidable, but only just so, and regardless of failure or success they will still rip you apart.
As for Johann's case, it was half-and-half. Half was the group's fault because of what happened at the depot. Half was just plain bad luck because of the horde that happened to be behind them.
I find people underestimate what a TWD-style zombie is actually capable of (and over-estimate what their own people are capable of). I'm as guilty as the next person for ignoring what I've outlined below, though I've tried to follow them more strictly with every zombie RP I participate in.With regards to live people:
Headshots and Firearms. Getting a headshot on any creature is difficult, more so on a creature that shambles along in a random pattern across rough terrain, while a number of his undead cohorts close on the shooter's position. You have to worry about bullet drop at long range, where the wind is coming from and what speed it's coming at. Add to that the incredibly mobile nature of a head at long distance, and the fact that your target is very small, compared to the rest of the body, and long-range headshots become very unfeasible. Fatigue is a very real condition of extended firefight that's often overlooked. Big guns produce big, painful, recoil, even if properly absorbed by the shooter. Keeping your arms extended for long periods of time, even it you're using a handgun, becomes wearing in it's own right. Getting a headshot under the aforementioned circumstances, outside of say 25-35 feet (without training), is going to be more a matter of luck than anything else. Most handguns (especially those of a higher caliber) aren't especially accurate outside of, roughly, 30 yards. Not enough to score headshots outside of that range, even in the hands of an exceptional marksman, except by luck. Free-firing a long gun, and by that I mean firing the gun without bracing it against something else first (a fence, a car, etcetera), would greatly decrease it's accuracy at any range.
Training. People without experience in life-or-death situations, in which they're forced to defend themselves with a firearm, are going to be greatly disadvantaged by their lack of mental preparedness. People that have been professional trained in the use of firearms (soldiers, police officers) are going to be disadvantaged by the fact that they have been trained their entire careers to shoot for the centre mass. Nobody can make a flawless transition from shooting at centre mass for their entire career, to scoring lethal headshot with ease.
Supplies. There are always people that walk around with fully-automatic weapons, fire off a couple hundred rounds in their first post, and never seem to run dry. Add to this the fact that most people seem to have a massive amount of supplies squirreled away somewhere, and even more people will carry around a veritable armoury (or a truck's worth of general supplies) on their back. Pro tip: stuff is heavy (firearms, ammunition, and water especially), and an excessive amount of stuff, say +40 pounds (if you aren't used to carrying it), will severely hamper your mobility and endurance.
With regards to TWD-style zombies:
Not all headshots are lethal. The skull is a really tough piece of bone. Glancing blows generally do just that: glance off their target without penetrating the brain. The brain case is also, except or the side of the head, rounded all over. Getting a direct hit on the brain case is much more difficult than people make it out to be. Police officers, if a subject has a hostage, are taught to shoot the subject in the 'mask area' (this doesn't happen all that often, and such shots are rarely, if ever, even attempted outside of about twenty feet). The 'mask area' being the area that is covered by the traditional bandito/superhero mask. That is the only area of the face in which a bullet is guaranteed to penetrate the brain (and kill the subject before any movements can be made). Anything below would miss the brain. Anything above has the potential to not kill the target immediately, or merely glance off the target's skull.
The zombies' brains are often assumed to be an 'all or nothing' sort of deal. Even minor brain damage to portions of the brain that zombies don't need have been shown to kill zombies. In all likelihood, the only part of a zombie's brain that is vital to their continued movement would be the frontal lobe, and the various structures that make up the brain stem. The other parts of the brain engage in processes in which the zombie no longer utilizes (higher function thinking), or in processes that the zombie can 'live' without, such as visual, olfactory, auditory, and tactile senses.
Zombies, for all their staggering movements, are often depicted as being horribly undeveloped in general motor skills. While that may be true of fine motor skills, it arguably is not the case with gross motor skills. The Zombie Survival Guide, widely accepted as canon in a vast number of zombie-filled universes, made a point of saying that, one in four times, a zombie will be able to climb a ladder of about twenty feet. While not exactly impressive, this kind of task is often assumed to be far beyond the capabilities of zombies, and thus their other gross motor skills are scaled back accordingly.
The whole point is that zombies are often depicted (at least, in the numerous zombie threads I've seen on NS) as excessively slow creatures, and poor in CQC. It is known that zombies possess incredible strength and endurance, a result of them being able to push their bodies to the point of absolute physical collapse, unlike humans. More simply put, if you get within ten feet of a zombie, and you don't turn to sprint the other way, they're probably going to grab onto you and not let go until your body is cold, or they're 'killed', the former being a much more likely outcome.
There are numerous reasons for this. Most handheld weapons aren't able to deliver a lethal blow to a zombie, while the human stays completely out of reach of the zombie's arms. Thus, the arms themselves greatly hamper a human's ability to target the head. Swipes from the side are going to impact the zombie's arm, short of the head. That means you have to start swinging overhead, or stabbing zombies through the eye socket. Swinging overhead presents it's own problems, namely that the skull is thick, and you need to be swinging something really hefty to do lethal damage to the brain. Stabbing through the eyes is just a bad idea. The zombie has time to give you a death hug, scratch you up, and bite your hands/face. Even if you don't die right there, the chances of being mortally wounded or infected are very, very high.
That's all I can recall right now, but I'm sure I'll remember a few things later.
‹ all genius is a conquering of chaos and mystery ›

by Shadyrya » Thu Aug 09, 2012 12:37 pm
Sentinel XV wrote:Camicon wrote:I find people underestimate what a TWD-style zombie is actually capable of (and over-estimate what their own people are capable of). I'm as guilty as the next person for ignoring what I've outlined below, though I've tried to follow them more strictly with every zombie RP I participate in.With regards to live people:
Headshots and Firearms. Getting a headshot on any creature is difficult, more so on a creature that shambles along in a random pattern across rough terrain, while a number of his undead cohorts close on the shooter's position. You have to worry about bullet drop at long range, where the wind is coming from and what speed it's coming at. Add to that the incredibly mobile nature of a head at long distance, and the fact that your target is very small, compared to the rest of the body, and long-range headshots become very unfeasible. Fatigue is a very real condition of extended firefight that's often overlooked. Big guns produce big, painful, recoil, even if properly absorbed by the shooter. Keeping your arms extended for long periods of time, even it you're using a handgun, becomes wearing in it's own right. Getting a headshot under the aforementioned circumstances, outside of say 25-35 feet (without training), is going to be more a matter of luck than anything else. Most handguns (especially those of a higher caliber) aren't especially accurate outside of, roughly, 30 yards. Not enough to score headshots outside of that range, even in the hands of an exceptional marksman, except by luck. Free-firing a long gun, and by that I mean firing the gun without bracing it against something else first (a fence, a car, etcetera), would greatly decrease it's accuracy at any range.
Training. People without experience in life-or-death situations, in which they're forced to defend themselves with a firearm, are going to be greatly disadvantaged by their lack of mental preparedness. People that have been professional trained in the use of firearms (soldiers, police officers) are going to be disadvantaged by the fact that they have been trained their entire careers to shoot for the centre mass. Nobody can make a flawless transition from shooting at centre mass for their entire career, to scoring lethal headshot with ease.
Supplies. There are always people that walk around with fully-automatic weapons, fire off a couple hundred rounds in their first post, and never seem to run dry. Add to this the fact that most people seem to have a massive amount of supplies squirreled away somewhere, and even more people will carry around a veritable armoury (or a truck's worth of general supplies) on their back. Pro tip: stuff is heavy (firearms, ammunition, and water especially), and an excessive amount of stuff, say +40 pounds (if you aren't used to carrying it), will severely hamper your mobility and endurance.
With regards to TWD-style zombies:
Not all headshots are lethal. The skull is a really tough piece of bone. Glancing blows generally do just that: glance off their target without penetrating the brain. The brain case is also, except or the side of the head, rounded all over. Getting a direct hit on the brain case is much more difficult than people make it out to be. Police officers, if a subject has a hostage, are taught to shoot the subject in the 'mask area' (this doesn't happen all that often, and such shots are rarely, if ever, even attempted outside of about twenty feet). The 'mask area' being the area that is covered by the traditional bandito/superhero mask. That is the only area of the face in which a bullet is guaranteed to penetrate the brain (and kill the subject before any movements can be made). Anything below would miss the brain. Anything above has the potential to not kill the target immediately, or merely glance off the target's skull.
The zombies' brains are often assumed to be an 'all or nothing' sort of deal. Even minor brain damage to portions of the brain that zombies don't need have been shown to kill zombies. In all likelihood, the only part of a zombie's brain that is vital to their continued movement would be the frontal lobe, and the various structures that make up the brain stem. The other parts of the brain engage in processes in which the zombie no longer utilizes (higher function thinking), or in processes that the zombie can 'live' without, such as visual, olfactory, auditory, and tactile senses.
Zombies, for all their staggering movements, are often depicted as being horribly undeveloped in general motor skills. While that may be true of fine motor skills, it arguably is not the case with gross motor skills. The Zombie Survival Guide, widely accepted as canon in a vast number of zombie-filled universes, made a point of saying that, one in four times, a zombie will be able to climb a ladder of about twenty feet. While not exactly impressive, this kind of task is often assumed to be far beyond the capabilities of zombies, and thus their other gross motor skills are scaled back accordingly.
The whole point is that zombies are often depicted (at least, in the numerous zombie threads I've seen on NS) as excessively slow creatures, and poor in CQC. It is known that zombies possess incredible strength and endurance, a result of them being able to push their bodies to the point of absolute physical collapse, unlike humans. More simply put, if you get within ten feet of a zombie, and you don't turn to sprint the other way, they're probably going to grab onto you and not let go until your body is cold, or they're 'killed', the former being a much more likely outcome.
There are numerous reasons for this. Most handheld weapons aren't able to deliver a lethal blow to a zombie, while the human stays completely out of reach of the zombie's arms. Thus, the arms themselves greatly hamper a human's ability to target the head. Swipes from the side are going to impact the zombie's arm, short of the head. That means you have to start swinging overhead, or stabbing zombies through the eye socket. Swinging overhead presents it's own problems, namely that the skull is thick, and you need to be swinging something really hefty to do lethal damage to the brain. Stabbing through the eyes is just a bad idea. The zombie has time to give you a death hug, scratch you up, and bite your hands/face. Even if you don't die right there, the chances of being mortally wounded or infected are very, very high.
That's all I can recall right now, but I'm sure I'll remember a few things later.
Many things are taken for granted in RP's like this, and 100% realism is an infeasible goal. I know my character, for one, is trained with firearms and I don't think any shots have been made outside of the 20-30 feet range by anyone's characters.

by Cylarn » Thu Aug 09, 2012 12:37 pm

by Lancearc » Thu Aug 09, 2012 12:45 pm

by Tiltjuice » Thu Aug 09, 2012 12:52 pm

by Camicon » Thu Aug 09, 2012 1:10 pm
Sentinel XV wrote:Camicon wrote:I find people underestimate what a TWD-style zombie is actually capable of (and over-estimate what their own people are capable of). I'm as guilty as the next person for ignoring what I've outlined below, though I've tried to follow them more strictly with every zombie RP I participate in.With regards to live people:
Headshots and Firearms. Getting a headshot on any creature is difficult, more so on a creature that shambles along in a random pattern across rough terrain, while a number of his undead cohorts close on the shooter's position. You have to worry about bullet drop at long range, where the wind is coming from and what speed it's coming at. Add to that the incredibly mobile nature of a head at long distance, and the fact that your target is very small, compared to the rest of the body, and long-range headshots become very unfeasible. Fatigue is a very real condition of extended firefight that's often overlooked. Big guns produce big, painful, recoil, even if properly absorbed by the shooter. Keeping your arms extended for long periods of time, even it you're using a handgun, becomes wearing in it's own right. Getting a headshot under the aforementioned circumstances, outside of say 25-35 feet (without training), is going to be more a matter of luck than anything else. Most handguns (especially those of a higher caliber) aren't especially accurate outside of, roughly, 30 yards. Not enough to score headshots outside of that range, even in the hands of an exceptional marksman, except by luck. Free-firing a long gun, and by that I mean firing the gun without bracing it against something else first (a fence, a car, etcetera), would greatly decrease it's accuracy at any range.
Training. People without experience in life-or-death situations, in which they're forced to defend themselves with a firearm, are going to be greatly disadvantaged by their lack of mental preparedness. People that have been professional trained in the use of firearms (soldiers, police officers) are going to be disadvantaged by the fact that they have been trained their entire careers to shoot for the centre mass. Nobody can make a flawless transition from shooting at centre mass for their entire career, to scoring lethal headshot with ease.
Supplies. There are always people that walk around with fully-automatic weapons, fire off a couple hundred rounds in their first post, and never seem to run dry. Add to this the fact that most people seem to have a massive amount of supplies squirreled away somewhere, and even more people will carry around a veritable armoury (or a truck's worth of general supplies) on their back. Pro tip: stuff is heavy (firearms, ammunition, and water especially), and an excessive amount of stuff, say +40 pounds (if you aren't used to carrying it), will severely hamper your mobility and endurance.
With regards to TWD-style zombies:
Not all headshots are lethal. The skull is a really tough piece of bone. Glancing blows generally do just that: glance off their target without penetrating the brain. The brain case is also, except or the side of the head, rounded all over. Getting a direct hit on the brain case is much more difficult than people make it out to be. Police officers, if a subject has a hostage, are taught to shoot the subject in the 'mask area' (this doesn't happen all that often, and such shots are rarely, if ever, even attempted outside of about twenty feet). The 'mask area' being the area that is covered by the traditional bandito/superhero mask. That is the only area of the face in which a bullet is guaranteed to penetrate the brain (and kill the subject before any movements can be made). Anything below would miss the brain. Anything above has the potential to not kill the target immediately, or merely glance off the target's skull.
The zombies' brains are often assumed to be an 'all or nothing' sort of deal. Even minor brain damage to portions of the brain that zombies don't need have been shown to kill zombies. In all likelihood, the only part of a zombie's brain that is vital to their continued movement would be the frontal lobe, and the various structures that make up the brain stem. The other parts of the brain engage in processes in which the zombie no longer utilizes (higher function thinking), or in processes that the zombie can 'live' without, such as visual, olfactory, auditory, and tactile senses.
Zombies, for all their staggering movements, are often depicted as being horribly undeveloped in general motor skills. While that may be true of fine motor skills, it arguably is not the case with gross motor skills. The Zombie Survival Guide, widely accepted as canon in a vast number of zombie-filled universes, made a point of saying that, one in four times, a zombie will be able to climb a ladder of about twenty feet. While not exactly impressive, this kind of task is often assumed to be far beyond the capabilities of zombies, and thus their other gross motor skills are scaled back accordingly.
The whole point is that zombies are often depicted (at least, in the numerous zombie threads I've seen on NS) as excessively slow creatures, and poor in CQC. It is known that zombies possess incredible strength and endurance, a result of them being able to push their bodies to the point of absolute physical collapse, unlike humans. More simply put, if you get within ten feet of a zombie, and you don't turn to sprint the other way, they're probably going to grab onto you and not let go until your body is cold, or they're 'killed', the former being a much more likely outcome.
There are numerous reasons for this. Most handheld weapons aren't able to deliver a lethal blow to a zombie, while the human stays completely out of reach of the zombie's arms. Thus, the arms themselves greatly hamper a human's ability to target the head. Swipes from the side are going to impact the zombie's arm, short of the head. That means you have to start swinging overhead, or stabbing zombies through the eye socket. Swinging overhead presents it's own problems, namely that the skull is thick, and you need to be swinging something really hefty to do lethal damage to the brain. Stabbing through the eyes is just a bad idea. The zombie has time to give you a death hug, scratch you up, and bite your hands/face. Even if you don't die right there, the chances of being mortally wounded or infected are very, very high.
That's all I can recall right now, but I'm sure I'll remember a few things later.
Many things are taken for granted in RP's like this, and 100% realism is an infeasible goal. I know my character, for one, is trained with firearms and I don't think any shots have been made outside of the 20-30 feet range by anyone's characters.
Country of glowing hearts, and patrons of the artsThe Trews, Under The Sun
Help me out
Star spangled madness, united sadness
Count me out
No human is more human than any other. - Lieutenant-General Roméo Antonius Dallaire
Don't shine for swine. - Metric, Soft Rock Star
Love is hell. Hell is love. Hell is asking to be loved. - Emily Haines and the Soft Skeleton, Detective Daughter

by Khelshar » Thu Aug 09, 2012 2:27 pm
Tiltjuice wrote:Khelshar wrote:Hey, i am not the only loader. Very many from the entire camp loads. The truck is filled, and i thought you drove fourth and back all this time. And how i understood it, i was throwing the corpses on the truck, and then you drove away with two random guys. But i can do it like i joined your last tour, and then we return to the destroyed camp?
1. Right, but none of them have names. Can't exactly RP "Nameless Horde".
2. Did Rick? I didn't know that.
3.Rick drove away with two random guys? I thought he was with Thomas and Alexandre all this time...Plus that doesn't sound like Rick.Yeah, that definitely is not Rick. Rick would either go off on his own, or find people he knows to watch his back. Which means Thomas, since everyone else went to get supplies. How I understood it was, the two of us, plus Alexandre if he and/or you want, kept going back and forth. But yeah, I guess joining the last trip is the best idea and then returning to, then escaping from the destroyed camp. Although question 4 still applies. Can't escape anything if I'm dead.![]()
4. Am I dead now, or was that some other dude?


by Tiltjuice » Thu Aug 09, 2012 2:35 pm
Khelshar wrote:Tiltjuice wrote:
1. Right, but none of them have names. Can't exactly RP "Nameless Horde".
2. Did Rick? I didn't know that.
3.Rick drove away with two random guys? I thought he was with Thomas and Alexandre all this time...Plus that doesn't sound like Rick.Yeah, that definitely is not Rick. Rick would either go off on his own, or find people he knows to watch his back. Which means Thomas, since everyone else went to get supplies. How I understood it was, the two of us, plus Alexandre if he and/or you want, kept going back and forth. But yeah, I guess joining the last trip is the best idea and then returning to, then escaping from the destroyed camp. Although question 4 still applies. Can't escape anything if I'm dead.![]()
4. Am I dead now, or was that some other dude?
Well, there was some people that helped us cleaning corpses. I was in the camp, and then you said i was with you. Then i said i joined you. The Rick that died was some one else random, and i just wanted to call him Rick. Stupid, i know, should i change his name?
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