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Oreo47
I make flash for you. Zombies are awesome.

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lookin for work

Joined on 5/14/04

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well that's enough about the church as I see it. Humm this game is well balanced

Lol, half of autumn war is references to Dawn of War, think about it,
Church= Imperial Guard,
Military= Space Marine
NextGens= Necrons (Couldn't think of anything else)
Raiders= Orks
And other things.

Church < imps (church only has tanks they salvage/buy off of other factions)
Military = Imps/SM
Nextgens = Inquisition
Raiders = SHOOT! SMASH! CHOMP! STOMP! WAAAAGGGHHH!

But the factions can and will intermingle and vary.

I'd have to agree with Sub-Zero with the Warhammer references. However:
Imperial Guard = the army, by virtue of them not being religious warriors = religious or not religious soldiers
Space Marines = relgious, super-soldiers = the Church
Orks = sooooo the raiders
Zombies = Necrons
NextGen = the various Ordos (Xenos, Exterminatos, etc.) HOW did you put Necrons as NextGen and NOT the zombies. The very fact of necrons coming back to life as machines doesn't ring a bell with zombies???

At any rate, the perks thing sounds good. Start the player off as a generic soldier and then let them choose what to specialize into later on. If you're going that route, may I suggest some perks?

Combat-Oriented Perks:
Park #1 - Field Artillery Comandeer (Human only - Limited to Soldier-types and the Church)
Decreases the lag time between communication and the actual firing sequence. -30% artillery wait, -30% artillery cooldown.
Advantages: You can call down more artillery strikes quickly, and fire again faster. Devastates large masses of enemy units (usually, but not limited to zombies).
Disadvantages: You must have artillery first, obviously; and only if you have the ammunition to field it. Also, artillery cannot destroy every single zombie, but only provides covering fire against large zombie swarms.

Perk #2 - Divine Right of Kings (Human only - Limited to the Church)
By preying on the fears of the citizenry and by offering them hope in your religious faith, you can get them to basically do anything you want. However, the human mind is restless and impatient. This small bonus will only last for a set period, after which the people lose faith and rebel against you for giving them false hope. However, if you manage to accomplish a great feat, the negative side-effects are negated. Either way, you can only use this effect on a town ONCE, and the effect goes away after 2 weeks, for better or for worse. If you liberate the town before 2 weeks is over, they bonus stays until 2 weeks later.
+30% Conscript Morale, +10% Income, +10% Manpower (no idea what this does, yet XD), and +20% recruitment. After 2 weeks (if Oreo likes this idea, I should let him decide how long this 'buff' lasts), the people lose faith in you and rebel. Lose ALL resources and -50% of garrison that were stationed in that town. The town's alignment will become that of Raiders.
Advantages: HUGE economic and military boost for the Church. Excellent for rallying a quick, but weak, defense on outskirt towns that are threatened by zombies but have no military army support.
Disadvantages: If you fail to save the town within 2 weeks, they join the raiders (not really join, but become raiders themselves). Nearby towns will also begin to lose faith in the Church. The rebellion destroys 50% of YOUR garrisoned units there (does not include conscripts), and you lose ALL resources you stationed in that town.

Park #3: Bipedal Walker Supremacy (Human only - Limited to soldiers and nextgen)
The bipedal robots of doom are back. This skill allows for the recruitment/building of those StarCraft Goliaths. They are not available early on in the game, and are extremely difficult to build. However, the rewards of obtaining one are great.
Advantages: Allows for the recruitment/manufacturing of bipedal walkers. Those things are walking, artillery barrages. They can give direct artillery fire to anywhere within their radius of attack, which is pretty much farther than anything else any other military has. The only way to take this baby out is via airstrikes, and only the Army or NextGen have that. (Zombies could try to swarm it if they have the numbers, but that is a pretty big IF).
Disadvantages: Not invincible. If you build this thing hoping it is the all to end all, you are sorely mistaken. This thing is a support weapon, not a warhammer of doom. It also costs a butt-load of resources, unless you're lucky enough to find one of these things. I liken them to the Thor that's appearing in StarCraft 2 for the Terrans. These hulking abominations will probably wipe the field of zombies, provided they have at least BASIC infantry support to take out the stragglers. Zombies will probably need upwards 1,000+ body count just to stop this bad-boy from ADVANCING. To kill it, they need at least a few witches (yeah, this thing is overkill).

I'm not sure if players will be allowed to play as Raiders, so I'm only keeping perks up for Soldiers, NextGen, and the Church. Feel free to correct any gameplay im-balances.

Now, for the zombies. I'm sure it would be interesting to play as zombies, so here are some perks!

Xenomorphic Proliferation: Human bodies are pretty frail. One shot to the head, and a human zombie goes down. Humans aren't very fast, they aren't very strong, and they aren't very big. The only thing humans had going for them was that they were very smart.

Zombies... yeah... aren't so smart.

With the only human advantage thrown out the window from zombification, zombies infect animals in the hopes of mutating them to serve the horde. Xenomorphic Proliferation increases the odss of Xenomorphs joining your zombie horde by 40% everytime a zombie horde under your command moves through a forested area. I will leave the rate of xenomorph-production to Oreo. The more zombies you have in that forest, the more xenomorphs you will get. Of course, it's not unlimited so eventually the forest will run dry.
Advantages: Creates more bad-ass xenomorphs to replace the pathetically weak human zombies.
Disadvantages: Requires a lot of zombies to hunt down animals. It's not like human zombies can catch a running wolf (those guys can run for miles!). Besides, animals tend to run from zombies once they get a whiff of them. Also, this causes a lot of your undead to be holed up in a forest. Should their numbers increase significantly, the military might just napalm the place and you would lose a crapload of zombie units.

Memories of Life: (Zombies - Limited to Witches)
Your zombie attains sentience, and the memories of their former life. A lot of poetic regret and self-loathing awaits the zombie who realizes he has become the very thing that killed his family (and that THEY are CONTROLLING their undead loved ones). There will be a lot of angst and self-recrimination, as well as the screwed-up Witch trying to bring their undead loved ones back to life, but that's purely for the storyline, should Oreo want to try something like this.
Advantages: +30% control over zombies, +30% maximum zombie horde size, +20% telekinetic and telepathic powers, allows for open diplomacy between zombies and the human factions (<--- now THIS would be interesting)
Disadvantages: -50% control when attacking unarmed civilians (conscience, etc.; but what this basically means is that zombies run amok, so it's not biggie; unless the military uses civillians as human shields in which case leading co-ordinated zombie mobs would be more crucial). Allies are usually Raiders, who can't be trusted in the first place.

My final zombie perk:
Evo-Genesis
Having consumed human and animal flesh to the breaking point, the Witch loses all control of their evolutionary pathway. Mutations cause the Witch to evolve and grow into a new form of zombie: a Daemon.

Consumed bat flesh gives leathery wings; consumed wolf flesh gives fangs, sharp talons, stamina, and strength; and consumed human flesh gives sentience and a higher order of tactical understanding. This perk, unlocked only at the highest of levels, also increases the telepathic and telekinetic powers of the Witch.

Basically, they become a Daemon Prince from Warhammer. XD

Advantages: Unstoppable physical, and telekinetic powers. The ability to lead HUGE, HUGE swarms of zombies on rampaging sprees. You CANNOT be killed; God would have to come down to Earth and kick your ass Himself if he wants a piece of you.

Disadvantages: The Daemon form requires a continuous consumption of FRESH flesh. All the factions need to do is avoid battle to attain victory. :D Never thought of that now, did you? Over-use of telekinetic powers disables the Wtich for short periods of time.

OMFG I WROTE SO MUCH! /END RANT

When I meant reference, I meant tactics.
The Church is the Imperial Guard in the fact that they mass HUGE amounts of soldiers, with leaders to back them up. WIthout the leaders, the Imperial Guard SUCKS ASS.

The Army is the Space Marines because they are a well rounded force, I don't really have a lot to back this up soooo, yeah......

The raiders are Orks, obviously.

Zombies, well, I'd say they are the Tyranids.

And the Nextgens are the Necrons because they are just incredibly strong, and a very determined fighting force.

But, in the way you talked about it Xeros, I had have to agree.

HEY! don't bash the guardsmen. They may not have the heaviest armor, or rifles that shoot actual bullets; but i once had two squads take down a blood thirster (tabletop WH) with a hail of blinking red lights. It was fucking EPIC.

The army will recruit conscripts if the need arises, and may resort to church style tactics if ammunition is depleted.

I'm sorry the first line in that comment was worded weird, I meant when I talked about the references to Warhammer, I meant the tactics they used.

What happens when a zombie gets close to a vehicle will there be a animation were they jump on the vehicle an rip it up or will the tank / vehicle crush the enemy units

They jump on hatch-type vehicles, and drag crew out of windows of smaller vehicles.

In the previous autumn war games, zombies would explode (O.o how?) when they got close to a vehicle.

With xenomorphs, they would probably bash open the hatch, go inside, and eat the crew alive.

With witches, they would probably just throw the tank away with a telekinetic blast, or cause the crew's brains to bleed out.

Pretty much.

Is any type of machine guns that puts onto a vehicle for artillery to shoot?
If a witch is a magic female, how about wizards?
Zombies are the undeads, how about the undeads of skeletons?LOL!!!!!!!!!!!!!!
work hard oreo47

Airstrikes should definantly go in. I mean c'mon! c'mon! I can here that boom already-so huge, such noise, light flashing, jaw dropping... Eh yeah, you get the point. What about powerups that randomly fall from the sky? That would give us a reason to charge forward-to get them before zombies do. Examples of so: more accuracy, more power, more dodge chance, rapid fire, more hitpoints, higher morale, health restoration, berserker mode etc... That would be cool. Friggin' cool!

I think airstrikes are going in... and airdrops are in too, although it mostly just ammo.

HI,
just a question. was that you on Pork and Beans by Weezer? im guessing its you.
and, could you join multiple zombie groups to make alot and alot of them?
and would it lag alot if you did?

i dunno. Link?

Yep, although having a few smaller squads of creeping zombies around enemy flashpoints is never a bad idea.

oreo47 i saw you there in Pork and Bean by weezer

how percent done with AW2?
how put clones into AW2 (are obital or space millitary?
praying (to kill zombie by praying chuch),also does has sword, magic stick, or guns?
chuch-are prayers
nextgen-necron and its roboted millitary.
army-soldier and other types of soldier.
wizard-magic male witch-magic female
alien-creature (put it in)
when does it come?
could put alien guns?LOL!!!!!!
responds me and work hard. so i could stop spamming.

STOP SPAMMIN FOR DA LUV OF GOD!!!!! anyways could u make alliances? like u can make an alliance with the raiders and the church?

By no means was I bashing the guardsmen, I play as them all the time. I've never played the table-top version, but in Dawn of War, without leaders, the Guardsmen suck, they're weak and break morale way too fast. I like them because I'm more of a modern warfare type guy. I either play as Imps or Tau.

Yep, they are the same in the table top. Tau are fun, too... Although in the DOW version, their pulse-rifles are way too strong.

yo im not spamming.wtf

Can super Units be destroyed?
If Zombies gets too close to a vehicle what happens?
If you have a soldier Melee a zombie and then 3 other zombies engage simultaneously will the soldier die?
Can tanks run over things?
Can you Equip conscripts from towns with weapons or do they get what they get ?
Does falling back actually work?

1)Yes
2)Depends on the vehicle, but they don't just explode anymore.
3)Yes, although the melee system is a *bit* different from the first one.
4)Possibly... if i can make it look good without it taking much time...
5)You can equip them, although there is limited ammo in the game world, so you will want to try to reserve it for the solders who actually hit stuff.
6)You get a defensive and moral bonus from falling back

1) Of course super-units can be destroyed. Pragmatically speaking, if they couldn't, then the game would be too easy. And based on the storyline, ifSuperweapons can't be destroyed, humanity wouldn't still be fighting against the zombies.

2) In AW1, when zombies got too close to the vehicles, they would somehow blow up the vehicles by blowing themselves up in the process. Don't ask me why, it doesn't make any sense to me but whatever.

For example, if the zombies had explosive gasses inside their bodies, why wouldn't they just blow up when the soldiers shoot hundreds of bullets at them? If they can detonate on contact with a vehicle, you'd think contact with thousands of flying pieces of lead would trigger an explosion.

3) Soldiers lose the will to fight if the odds are greater than 3:1. With that said, these soldiers probably know their odds of survival better than we do. From that, I can infer that they think 3:1 are impossible odds, and therefore causes them to retreat. So yeah, they're probably royally screwed if they try to fight off 3 zombies at once.

4) Tanks should be able to run over things, but I don't know if Oreo's going to put that in his game or not. I'm not very helpful on this question.

5) Again, I have no idea about equipping conscripts, but Oreo's game is so real that it actually has an economy base and politics involved. So grabbing a gun and handing it to a militia wouldn't be too far-fetched.

6) If by 'work', you mean does it put distance between you and charging zombies while also allowing your men to fire back? I would say, yes, but as long as the zombies don't get too close that they can drag your men down one-by-one.

is there a fututre faction and do zombies get abominaition if you dont know what it is its like loadds of zombies in 1 so it could look like and elephant and are there killler plants that hide in terrain and if a sniper was on a hill would the zombies have to go on the path or could they climb like say theres a huge hill and snipers are on it what will the zombies do

wheres oreo

I'm so ready for this game to come out it's insane. Would like an update whenever possible!

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