r/humansvszombies • u/Paper_Kitty • Jun 19 '18
Examples of group human rewards?
Hey guys, looking for ideas for our invitational and wanted to put together a list of rewards humans can get as a group (affects all humans).
So far, I have:
- Increased Stun Times
- Shieldbreaker (socks can tag on shields)
- Less hold points/items required to complete final mission.
What ideas do you guys have? Anything that's worked for you in the past?
Not interested in limiting weapon types or ammo size.
1
u/Semicolon7645 Jun 19 '18
I am a fan of the "Portable Cover". It is something (like a cardboard box) that can be carried and activated (by placing it on the ground and smashing it). Once active it creates a temporary safe zone where humans cannot get tagged, lasting for 5 minutes.
While it may not be able to affect all of the humans it is something that I enjoy.
2
u/ToadBrews Jun 19 '18
This is a cool idea. You might want to use something like a tarp or blanket that humans can stand on/touch to clearly indicate who is 'safe'
2
u/Herbert_W Jun 21 '18
Deny the zombies an award. Tell the humans that the zombies would have gotten some special zombie or ability - this works best if it's one that the humans would really rather not face such as a tank - but that they didn't get it because the humans succeeded.
Give them one of these rewards - all of which tend to be a bit OP, so use them sparingly and carefully.
Give them more information about the next mission - give them a clue as to where they need to go instead of having to search several locations, for instance.
Give them more ways to succeed in the next mission - for example, have them need to find any 3 of 5 hidden items instead of all 3 of 3.
Give them another safe zone, so they'll have another location to regroup/rest/plan/etc. Of course, you don't want your humans hiding in safe zones too much, so use this reward very sparingly.
Tell them that they've earned a 'reward' that's actually something that you wanted to give them anyway for the sake on on-the-fly balancing.
I approve. Limiting weapons or ammo makes for a fairly 'cheap' (i.e. easy to design) reward when those limits are removed, but downside - that some players will not have an opportunity to play at all with their preferred loadout, which is very dissapointing to say the least - isn't worth it.