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Realistic And Dynamic Defense Plans

What would you do?

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#51 cxwq

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Posted 09 May 2003 - 06:20 PM

This is getting rediculous.

Clearly a biological or chemical attack would be our best long-term option given a large infestation. While developing and testing this 'super weapon' the floating base option sounds strong. Hell, why not just take a smallish island off the coast? We'd be able to take and hold the island relatively easily and our attack options would expand considerably since we'd be able to launch crop dusters from a small airfield.

Catalina island is an obvious choice for the SoCal crowd. They have medical facilities, an airfield, and a good dock. There is tons of dive equipment on the island for staging supply raids on the mainland.
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#52 GunnedDown

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Posted 09 May 2003 - 08:27 PM

Ash, remember that zombies are missing most of their flesh. But, you're right on the second point... damn..

Good point C. Maybe we can just move to Hawaii.. We know who's safe there...

How's Bermuda sound guys?
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#53 Crest of Fire

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Posted 10 May 2003 - 12:45 AM

VX / Sarin gas attacks on the zombies, it affects the central nervous system causing the body to shut down functions like heart beat, breathing, erection, and all the other good stuff, and it should crawl right up the spine, and kill the fungus. Or precision guided bombs with an alkalizing agent, to burn off their flesh exposing their weak innards. but nerf darts drenched in holy water would work well.
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#54 Famine

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Posted 10 May 2003 - 05:13 PM

Ok, I don't check up on you guys for two days and everything just goes to hell:

Holy water? Even if these zombies WERE the spawns of satan (which wouldn't make any sense because generally the Lightbringer relies on guile, manipulation, and cunning, also I have already CLEARLY defined the only acceptable origins of the zombie hoarde) I seriously doubt that some tap water that has a pedophile's seal of approval is going to do jack shit.

Sarin Gas? We're fighting reanimate corpses here!! Death, decay, rot, all of this does nothing to slow down a zombie, so why would some feeble nerve gas be different? Not to mention that the virus/fungi which is creating these creatures was most likely engineered by the same government agency that developed these nerve toxins for government use, I'd think that if I was creating a retro-virus for the purpose of creating a "super-soldier" I'd make it resistant to all known bio/chem weapons in existance.

Now the island idea I like but you have to be careful when choosing the island. The best thing to do would be to choose a resort island that previously had no one living on it so as to minimize the number of zombies that you'd have to exterminate once you get there. You'd preferebly want an island that had little or no native populace. You also have to take into account the level of commercial development versus natural risks. While resort islands or vacation spots have such accomaties as transportation, electricity, indoor plumbing, climate control, and communication/information systems, they are guranteed to come with no less than a dozen zombies hiding in every basement, garden shed, or garage. All it takes is one zombie to go unnoticed to place the whole population at risk. Now we could go the other way and choose some completely deserted, wildly savage island where we could all run around like Brooke Shields or that guy who never did anything after Blue Lagoon. Now though we run the risk of allowing our society/culture to degrade even further thus loosing thousands of years of scientific progress, not to mention we could get malaria or some such jungle shit. The only hoardes I know more menacing than zombies are our winged enemy the mosquito, and they truly are indestructable.

Finally, while te alkalizing agent sounds cool it also sounds dangerous as fuck. Do you want to be the one in charge of handling some liquid shit that melts your skin off? Much less outfit the missles to disperse this shit? I don't. If we're going to use any type of AtG weapons, I'm gonna vote for plain old napalm or some similar, basic, trusty combustiable material. Let's keep the weapons as simple as possible, the less energy we have to put into killing these things the more we can put into keeping ourselves alive and salvaging something resembling society.

Now all of you, be more like Cx and post something usefull :alien:
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#55 Groove

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Posted 10 May 2003 - 11:39 PM

This is getting rediculous.

Clearly a biological or chemical attack would be our best long-term option given a large infestation. While developing and testing this 'super weapon' the floating base option sounds strong. Hell, why not just take a smallish island off the coast? We'd be able to take and hold the island relatively easily and our attack options would expand considerably since we'd be able to launch crop dusters from a small airfield.

Catalina island is an obvious choice for the SoCal crowd. They have medical facilities, an airfield, and a good dock. There is tons of dive equipment on the island for staging supply raids on the mainland.

Therein lies the problem - ever hear of Easter Island? They cut down all the trees in order to supply their growing population, which negated several species from having a home. Thus, no trees, no animals - that'd mean we'd have to fish. Eventually, the island's ecosystem would collapse and we'd starve (trust me...I've taken environmental science and ecology). What if we somehow run out of resources to sustain us on the island, or even worse, exhaust the resources so that we could never get off the island? I don't like that idea. Isolating yourself will only keep you that way for a short period of time.

I'd always want to keep moving, preferably away from the zombies. Starve them out, isolate them. Just think - what if the zombies were (and trust me, this is a "were" situation) smart enough able to fashion a make-shift raft or aquire some sort of aircraft? I think we're missing the point here - the more firepower we have, the more flexible we are. We should divide ourselves up into squads - designate team leaders and specialized positions, and elect some sort of leader for all the squads in order to maintain some sort of order or sanity. Getting in arguments about whose in charge will only hurt us...

EDIT: Oh yeah, and Napalm is always a good solution to any problem...good thinking, Famine. Like I said, the more firepower we've got, the more flexible we are...

That's it, that's all I had to say.
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#56 Zero Talent

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Posted 11 May 2003 - 02:32 AM

Call me crazy, but zombies are dead, right? Sure, they moan a lot, seem to say "brains" in some rather unreliable renditions, and seem to gasp for air from time to time, but they are dead, and therefore don't seem like they would be aerobic. I always assumed that was the excuse behind the rather slow movement, aside from the... Deadness... Their cells were feeding off lactic acid rather than glucose. If so, I doubt they'd need the rafts; They could just.. Well, walk underwater. Make their way, slowly, but as surely as any zombie infestation. If I'm wrong, please point that out.

So, zombies are best toasted. And gasoline is abundant. So I'm thinking lots of molotov cocktails, and perhaps an air launcher to accompany that. We could probably make a quick, simple little contact explosive out of a pop can, gasoline, and a basic lighter (common materials), which would be a lot easier to find materials for, or at least launch out of an air cannon.

I seriously doubt I could get my hands on any kind of heavy weaponry, the kind you kids are talking about... I'm Canadian, after all. ^_^
So improvisation is key. Anyone have any good ways to light zombies up that are quick, simple, material efficient, and launchable?
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#57 cxwq

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Posted 11 May 2003 - 02:41 AM

Molotov cocktail fired from a non-pneumatic spud gun with the rag hanging backwards into the combustion chamber.

You'd get 100+ meter range and the propellant would light the payload for you. You'd just have to make sure to twist the rag in pretty tight so the gasoline doesn't eject during launch.

If you had one person making the bombs and another firing them you'd get about 5 or 6 rounds per minute.
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#58 Ash

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Posted 12 May 2003 - 01:11 AM

Hey Groove, we've all heard of Easter island, duder. Not all islands are the same... I know, a hard concept to grasp, but still a valid one. Just wrap your mind around it a few minutes... there ya go. I doubt we'd be staying there long enough to throw the ecosystem so out of whack that we starved ourselves... plus, we'd be making regular runs to the mainland, during which we could snatch as much manufactured foods left over from before the outbreak to sustain us for quite the long time, as well. Also, I've taken environmental science, and a weak ecology course as well, but I daresay that makes me any sort of authority on the subject... and I suppose what I am trying to imply here is that I wouldn't quite say you are either. So to sum it all up: Pants.

Dammit you people, I mentioned Napalm several posts ago, pay attention.

Good idea with the molotov cocktail launchers. I like it. I like it alot.
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#59 Evil

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Posted 12 May 2003 - 12:32 PM

Napalm and rotting flesh, there's a powerful combination of smells I wouldn't want to be within stink range of. Eww.

Anyway, I agree with Ash, napalm could do the trick very easily. And since they're zombies they should go up like candles with all that dry flesh of theirs.

But seriously people when it comes to really getting the job done, we're going to need chainsaws and double barrel 12 gauges, you know, the cobalt blue steel kind right ouf Grand Rapids, Michigan. Anyone up for a pleasant stroll to S-Mart with me?
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#60 Mantis

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Posted 12 May 2003 - 05:12 PM

Evil, you wouldnt be able to handle the level of sheer coolneed that weapondry would provide. But at least you're shopping smart, you're shopping S-mart.


I was pondering the situation, and I came up with an interesting question. What makes a zombie seek out the living? It is not their sense of sight, since they hoarde the area from miles and miles away. So, it must be either their sense of smell, or some extra-sensory...sense. But if it is smell, what if we could make a zombie repellant, or something to mask our human-smelling-ness. Not just cologne, maybe airtight suits or hunting clothes that hold your stinkiness in.
If we could trick the zombies into thinking we were one of them, we could easily wipe them out, and not have to move anywhere.
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#61 GunnedDown

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Posted 12 May 2003 - 05:35 PM

Read up zombie factage at the FVZA site posted earlier. I think it's the sense of smell.
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#62 Ash

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Posted 12 May 2003 - 06:58 PM

... I don't think that site takes enough different examples into consideration when coming to their conclusions.
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#63 cxwq

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Posted 12 May 2003 - 09:37 PM

If we could trick the zombies into thinking we were one of them, we could easily wipe them out, and not have to move anywhere.

Sure, they wouldn't care about that zombie that's attacking them with a FUCKING FLAMETHROWER now would they?
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#64 Ash

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Posted 13 May 2003 - 09:48 AM

Exactly. They leave no consideration for the possibility of other types of Zombies. For instance, the Zombies in my zombie movie would easily topple this weak organization.
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#65 Mantis

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Posted 13 May 2003 - 01:26 PM

If we could trick the zombies into thinking we were one of them, we could easily wipe them out, and not have to move anywhere.

Sure, they wouldn't care about that zombie that's attacking them with a FUCKING FLAMETHROWER now would they?

Maybe they would attack that person, but they wouldnt hoarde him. I think only the one being attacked would attack the attacker.
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#66 Groove

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Posted 13 May 2003 - 03:40 PM

Ash, not once in my post did I mention 1) that I consider myself a guru of environmental science and/or ecology or 2) that I considered all islands the same. Let's not turn this into a pissing contest or a total neglection of whatever I had to say...I was making a point, and the point was this: even if you were to obtain an island and create a human survivor camp out of it, there is no garuntee that the island's ecosystem and infrastructure would prove sustainable long enough for you to make it a suitable "launch pad" for your several runs on the mainland. Yes, yes, yes...I am not blind, I read the part about salvaging supplies from the mainland and using them to our advantage. That's all fine and dandy. What I'm saying here is you'd have to be very scrutinous when choosing the island you're going to use - I didn't say all island were like that, nor did I say I didn't like the island idea, I think it's great. Just making a point that we need to use our heads when choosing such islands as a base of operations for amphibious and/or aerial assaults to ream some zombie ass.

No thanks, I'm not going to wrap my head around that idea for a while...thanks for the invitation, though.

Now, going back to the weapons selection - may I suggest a few of these beauties?

Zombie Crowd Control (come on, no miniguns mentioned yet? I'm sure VACC and a team of monkeys could use this effectively):
http://www.impactgun...unmechanism.jpg

Anti-Zombie Explosives (several hundred 'nades a minute. If the zombies were somehow resiliant even when they're sucking down flame, a large amount of explosives always work well.):
http://www.sinodefen...lz87_mg35_2.jpg

All-Around Zombie Whooping (the army's got these somewhere...we need these. Built in night vision scope, high-capacity mag, and pump action grenade launcher under the forearm of the rifle.):
http://www.users.big...Rifles/OCIW.jpg
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#67 Evil

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Posted 13 May 2003 - 04:50 PM

I'd hate to be the neighbors of that guy who keeps that minigun outside next to his grill. BBQs must be rather awkward.
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#68 Howard

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Posted 13 May 2003 - 08:26 PM

Why not just have a 20 - 30 foot high 2 foot thick walls surrounding your living area on the mainland with one large large door? No isolation... No zombies. You wouldnt even need to stockpile anything but a few essential things inside, and you can stick all of your extra supplies in a windowless warehouse with a padlock on the door. Just have a few tanks, some gasoline, a few guns, several pitchforks, and a victory garden inside the walls safety.

Hows about waterguns filled with sugarwater... Who doesn't like sugar? Who doesn't like water? It's a winning combination.
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#69 Ash

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Posted 13 May 2003 - 09:56 PM

Groove, the way you worded it was something to the effect of "belive me, I took" blah blah blah. The "belive me, I took" made it sound like you considered yourself some sort of Be all end all of the ecology underworld.

All I'm saying is that it takes some time to destroy an ecosystem. We have to have base up extreemily quickly in order to make it useful. Of course, using the military equipment we can find at abandoned/half abandoned bases will help in getting the base established as quick as possible. I really don't think that we would destroy the eco system all that quickly.

Howard, Shut up.
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#70 Mantis

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Posted 14 May 2003 - 05:21 PM

Howard, if Day of the Dead didnt (suck) teach us anything, its that anything will be penetrated by the zombies. Someone is liable to go crazy what with it being such close quarters. And if there is only one big door, how do you get more supplies? And for my final point, where would you find something to this effect?
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#71 Howard

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Posted 14 May 2003 - 10:36 PM

Uhh, Mantits, The same could apply for that silly island plan. Someone could go mental, and drive a fairy to the mainland, pick up some zombies, have a small tropical cruise, and then go off to "...The Island...".

I'm sure that there are places surrounded by walls. I mean, if it's necessary, we could always hide in the pentagon! No? No pentagon? Ok, then what was that zombie movie where they were in a mall? All that they did was put up a few pieces of plywood, and made their way around through the vents.

One large door is a smarter plan than having multiple doors. There would be only one way in, and the base of operations would be very easily defended. Just point guns at the door and you're ready for the zombies to smack into the door for hours on end!

And when we would find a place surrounded by these magical objects known to some as walls, I don't think the zombies will get in. Sheetrock yes, Thick Concrete... no. Dead things rubbing up against the walls won't make thewalls fall down. There would only be one way for this to happen... Mantis teaching the zombies his art ... being homo-erotic jackhammer engineers!

*Sidetrack*
We could hit up a sandpaper factory, steal the coarse sandpaper, then line the outsides of the walls with it. Why do this you ask? Simply because the zombies won't realize that it will harm them if they rub against it. We could then dangle Mantis over their heads, and they would try and climb up the wall, which would sandpaper them into nothingness.
*End Sidetrack*

Some might be skeptical about the highly sensible wall method ... Mantis ... Well, there is also another failproof plan. We could all get on a bus, and go to Neverland Ranch. If normal people don't want to be there, The zombies might not want to either. We would have to attack the Michelle Jackson zombie but that shouldn't be a problem. After we "clean house" it's fun time! We can go through the petting zoo, go on all of the rides! Have popcorn and cotton candy, Oh My! And, as an added bonus... Golf Carts for all! It'll be like a teddybear picnic... without the teddybears or the picnic!
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