Fixing Mortal Kombat 11 by completely changing the concept.

PLAYABLE ROSTER: Raiden, Kotal Kahn, Sonya Blade, Reptile, Ermac, Erron Black, Goro, Kano, Cassie Cage, Jacqui Briggs, Takeda, Kung Jin, Scorpion, Subzero, Nitara, Kenshi, Kitara, Smoke, Kung Lao, Skarlet, Rain, Fujin.

NPC Fighters: Liu Kang, Sareena, Ferra / Torr, Frost, Jax, Daegon.

Cutscene only: Johnny Cage, Tanya, Sindel.

Premise: After Shinnok’s defeat and Outworlds incursion. Tensions between Earth Realm and Outworld rise. After Jax Briggs death on a mission to Outworld. The Dark Thunder God Raiden invades Outworld. In retaliation, Kotal Kahn declares Mortal Kombat in Outworlds defence against Earth Realm invasion.

Kotal Kahn must find the best available fighters outworld and other realms have to offer before the Kombat tournament.

Raidens change in behaviour and the sudden invasion of outworld has created rifts in the Special Forces. And Kuai Liang discovers his cryomancer ancestry dates back to Outworld. Creating a loophole in who he chooses to fight for in the tournament.

All the while, the Revenants, forever forced into undeath, are participating on both sides of the tournament. All the while working towards their own agenda.

Story Mode Plot:

The story starts before the New Mortal Kombat Tournament. As Erron Black kills Jax as he protects the Kombat Kids from the cowboys ambush. And Outworld is invaded by Raiden and the Shirai Ryu. As the battle goes on, Kotal Kahn retreats to commune with the Elder Gods, declaring the rite of Mortal Kombat. Him and Raiden appear in the Heavens to negotiate the terms of the tournament.

The tournament is negotiated to be a 1 and done tournament. If Earth realm wins, Outworld gets absorbed into Earth Realm. If Outworld wins, Outworld remains independent of Earthrealm.

Raiden gets the Elder Gods to negotiate that other realms can participate in the tournament for either side but only one representative of that realm for either side. Serving as a means for Raiden to bolster his own champions and hinder Kotal’s ability to recruit.

Raiden arranges a meeting with the Demigod Rain before Kotal can get the chance to do so. He promises Rain that he can get him a free Edenia if Rain participates in the Mortal Kombat tournament for Earth Realm. Rain says he will accept the offer if he knows Raiden isn’t bluffing him. And so Raiden gets Sonya Blade to retrieve the orb connecting Edenia to Outworld. Similar to the orb that connected Vaeturnus. All the while, Raiden forces Kano to participate in the tournament or else he will be killed, and promises Frost that she can become the next Grand Master of the Lin Kuei if she follows him.

Scorpion nearly kills himself to atone for dooming the other revenants in MKX. With Raiden stopping him and convincing him to atone through a different path by protecting Earth Realm and waging war on Outworld. Raiden allows Scorpion access to the Jin Sei, enhancing Scorpion further. Gameplay wise son specials or fatalities include blue flames.

For the sake of keeping track, the participants in the tournament for both sides at the start of the story would include.

Earth Realm:

- Jacqui
- Sonya
- Scorpion
- Frost
- Kano
- Rain
- Takeda
- Kung Lao
- Kung Jin

Outworld:

- Cassie Cage
- Erron Black
- Reptile
- Ermac
- Goro
- Subzero
- Ferra/Torr
- Skarlet
- Kitana

Nitara and the realm of Vaeturnus remain on the fence. In part not wanting to aid Outworld after spending ages under Outworld rule. But also the idea of Earthrealm conquering other realms doesn’t sit well with her.

Liu Kang and Kung Lao invade a monastery in Earth Realm housing Raidens amulet. Kung Jin attempts to fight Kung Lao and Liu Kang but he is easily beaten. But spared in the end. Kung Lao asks Liu Kang to give him the spotlight next time. And Liu Kang agrees to allow Kung Lao to participate in the tournament. Sparking Kung Jin to join the tournament as well. Kung Jin rematch’s Kung Lao twice. once in the tournament. And the last outside of the tournament after Kung Lao lost the previous match. This time Kung Jin manages to reach Kung Lao. And although he still remains a revenant. He chooses to join the forces of light for real this time rather than as part of his plans. And is how Special Forces learns that Liu Kang and the rest of the revenants are plotting something.

Smoke invades one of Quan-Chi’s old hideouts in NetherRealm. Fighting various demons before facing off against and killing Sareena, who tries to stop him from obtaining the secrets inside, the secrets of necromancy and the ability to create more revenants.

Kenshi and Takeda free Taven and help him kill Daegon and collapse the Red Dragon and gain their revenge. Kenshi and Taven go on a quest and hunt down Blaze as Takeda heads to Outworld to compete in the tournament.

Ermac finds himself in conflict with loyalty to Kotal and loyalty to Kitana and Sindel as they appear in Outworld, with what appears to be two personalities attempting to manifest themselves within him. He is unable to fulfill a role that manifests in his mind of protecting and caring for them. And so he uses Skarlet as an almost surrogate daughter, and Skarlet in turn bonds with him over shared origins. At the end of the story when Kitana and Sindel depart for the NetherRealm. Ermac rejects his loyalty to Outworld and chooses to try and save the Edenians souls, leading in part to this version of the Aftermath dlc.

Fujin throughout the story acts as a mediator for Raiden. Appealing to his sensibilities and trying to get through to him. Fujin is unable to do this any longer when Raiden defies the agreement of the tournament and tries to kill Kotal Kahn and invade anyways.

Even though Hanzo and Kuai Leang find themselves on two very different sides of a conflict. In the end neither can bring themselves to dredge up old wounds or kill the other. And the two withdraw from the tournament after their inevitable matchup. The two fight together against Raiden in the final battle before Fujin steps in.

Sonya and Cassie are deeply conflicted with each other’s allegiances while Johnny plays mediator. In the end, Sonya puts aside her grudge with Kotal when she can no longer deny Raidens extremism. And finally manages to kill Kano.

Frost’s attempt at proving herself above her master, Subzero, Ends poorly as she rushes out of the arena with her arms frozen solid. Feeling humiliated and scorned by Kuai Leang.

Rain attempts to convince Skarlet to join him in Edenia, as the blood of Edenians make up her being. Skarlet claims she has no interest in doing so as she has no master anymore, not even the new Kahn. She survives, albeit mortally wounded.

Cassie’s relationship with the rest of her squad remains conflicted and strained. As Jacqui seeks revenge for her father’s death, and her and Takeda’s feelings for each other conflict with Takeda’s duty and loyalty to his clan.In the end. The entirety of special forces put aside its differences and stand up to Raiden and the Edenian / Red Dragon invasion of Outworld along with the rest of the Forces of Light and Outworlders.

After Raidens long fight against Kotal Kahn and later Fujin. The wind god attempts to take Raiden to the Elder Gods to decide his fate. Before Liu Kang, Sindel, Jade, Nightwolf, Stryker, Smoke, and Kitana surround Raiden and drag him to Nether Realm.

The story ends on Outworld winning the tournament. The realm weakened severely by the invasion force. And Earthrealms finest being on shaky terms with each other.

In a mid credits scene. Liu Kang presents his plan to a captured Raiden. With a projection of a pyramid with a fire elemental on the top, and showing Raiden his amulet before reaching out his hand. Raiden accepts. Forming a deadly alliance.

reddit.com
u/PenComfortable2077 — 8 days ago
▲ 5 r/kijiji

New to Kijiji. What’s the best way to sell items?

I have a few items that I need to get rid of or not using anymore and can’t use marketplace.

My main plan is to sell everything at 25%, or half retail price based on condition and available parts and whether it’s barely used or used moderately.

I don’t plan to use online payment options for the most part.

Any advice from frequent sellers?

reddit.com
u/PenComfortable2077 — 10 days ago

Ranking the groups and safe zones of AMC’s TWD continuity as well as Telltale games. Where is the best places to live?

Hello. Getting back into The Walking Dead as a whole. So I figured I would make a basic ranking system of various communities based on how good they are for survival, their defenses, food, water, and comfort levels. In the case of one group inhabiting multiple different locations at different times like Rick’s Group. I will instead refer mostly to the location itself and how the cast actually used the location. Ranking is organized from Worst of the worst till reaching the absolute best that can be offered.

\- WHISPERERS: Nomadic groups lack shelter as well as consistent access to food and water, and also not being the most hygienic during a zombie apocalypse alone with living amongst the dead. The tactic of herding and blending in with the Walkers is pretty effective form of security against them but is a gamble when encountering other people, especially heavily armed groups who can easily shoot you at random amongst the horde of zombies. Alpha and Beta are also not the greatest leaders to work under. So I think it’s fair to rank the Whisperers so low like this.

\- THE WOLVES: a mostly nomadic raider group known for their philosophy of humanity returning to a more primal state of life due to the fall of civilization, taking apart communities using heavy vehicles of undead and lining traps with them. The weaponization of the undead and access to vehicles makes them a step above the whisperers. Especially seeing as once in a while you might have the amenities of the groups you needlessly slaughter or capture. But this isn’t gonna be consistent. In addition they aren’t heavily armed at all, mostly using the dead to create chaos they can capitalize on. A heavily armed group like Alexandria proved to be their downfall in the end. Leadership and general group insanity also makes this seem like a fair ranking when taken into account everything else.

\- THE CLAIMERS: The Claimers are kinda pedophilic pieces of shit. But aside from that they at least have a somewhat normal level of group cohesion. They are nomadic but at least have overall better weapons than the Whisperers or Wolves. With their main rule being simply that if you ‘claim’ something first, that thing is yours. But not only is this rule pretty juvenile. It also largely leads to an individualistic approach to a group. Meaning the Claimers are more self interested and I doubt they have much inner group loyalties. Not the best people to be running around with when shit hits the fan basically.

\- MORGUE CANCER PATIENTS(Telltale): The cancer patients appear briefly but we get a fair amount of lore about them. Being recovering cancer patients who joined a larger community known as Crawford before having to flee due to the risk of death if they stayed due to being a drain on resources. The group would live in a morgue in a hospital basement that is connected to an adjacent fallout shelter and sewer system. Which acts as decent natural security but can easily be bottle necked on either side by walkers or raiders on both sides. They also lack renewable food and water and scavenging is extremely limited due to Crawford having pillaged Savannah of most if not all supplies. They may not be nomadic but they do kinda suck survival wise. Their leader also abandons all of them, taking Lee’s groups boat all for himself.

\- REAPERS: The Reapers are a small, mostly nomadic group of raiders and mercs, made up of veterans and ex-soldiers and a few other capable survivors. The group does sort of take over bases of settlements they claim, so there is some degree of security and resources. In addition to being very capable and armed, the group has a cult like mentality and heavily values and sees each other as family. Their leader is kinda insane tho. The masks are cool at least.

\- SCAVENGERS: living in a scrap yard / dump is just blatantly not ideal for hygiene in addition to constant terrible smells. We see Jadis has somewhat of a studio apartment style living space in one of the freighters, so it’s possible at least SOME members of the community aren’t sleeping in trash. The terrain of the area makes it difficult for rival groups or for walkers to effectively invade them in addition to their numbers being decent enough. But they lack access to renewable food or water.

\- Vatos Gang: A fierce but well meaning and morally good group in the heart of Walker filled Atlanta, caring for the elderly in a nursing home. We don’t really see any signs of farming or water collection, and their resources are mostly gained by scavenging the ruins of the city. They have access to a rapidly decreasing supply of medicine and gain access to decent supply of firearms to defend themselves. But this group gets wiped out by an unknown hostile group later on. Having elderly in the zombie apocalypse is sort of a bad policy due to the risk of them dying and becoming a walker. Meaning this group could easily have been picketed by a horde outside, and a small group of walkers inside.

\- The Motel (Telltale): Lee’s groups first and only consistent base in the entire first season. The Motel was originally only supposed to last until the army came to resolve the outbreak. But quickly became a 1 year long haul for better and for worse. The Motel acts as a decent bug-in location during a zombie outbreak. Being close by to the outskirts of Macon but not too close to be overrun overnight. Lily was also part of the military along with her veteran father, Larry, and giving some basic training to the other able bodied survivors. They were also decently armed and somewhat secured. With a plywood and garbage bin wall and a rudimentary alarm system, and a guard post on top of an RV. In addition to having a large supply of bottled water and decent living quarters. The main problems are that this group relied on hunting and scavenging for more supplies, in addition to having a member with an active heart condition that requires consistent medication to manage. Not to mention that their security was effectively bypassed by a group of unnamed bandits. Their leadership was divided by Kenny and Lily in addition to not being too effective as members would go off to do their own things and make large decisions for the whole group without any input, like Ben.

\- Dawns Group / Atlanta Hospital: the upper floors of a hospital in Atlanta run by a small contingent of police officers run by Dawn. The group had a large system of rain catchers, a garden, and solar power on the roof, in addition to the bare minimum of stretcher bedding. In addition to having the majority of entrances to the upper floors destroyed they also had a birds eye view of the subburbs, a double edged sword if you ask me but still decent protection and awareness. However, their renewable farm and water collection likely wouldn’t be enough to sustain their numbers, meaning scavenging is still needed for the bulk of their population. The few remaining entrances can be bottlenecked by walkers, and the reliance of slave labour, predators in positions of authority, and Dawn being an unstable leader on her own.

\- The Quarry / Atlanta Camp site: This location is remote, which makes for a huge benefit to prevent walkers and other groups being in close proximity to each other. In addition to the Quarry nearby being a great early source of water, although I question how safe it would be to drink long term. However the groups leadership at this stage is kinda lacking, and the defence is also similarly absent. In addition to needing to hunt and worrying about a food shortage. Ricky Dick Grimes and his gang were right to eventually abandon this place for greener pastures.

\- The Cabin(Telltale): The Cabin group’s location, is fairly remote and hidden, making it a decent hideaway. The cabin itself is located next to a nearby river. Which the group used for fishing. In addition to hunting game in the woods. Making for a good source of protein and water. The group was fairly small but close. Having decent firepower but low quantity of weapons, and a doctor. However, the group did have to worry about an expectant pregnancy as well as lacking any perimeter defenses and lacking any true leadership.

\- The Ski Lodge(Telltale): The ski lodge was secured on one side by a bridge being a bottleneck for walkers and invasion. Wind power provided the lodge itself electricity in addition to having a lot of supplies, plus the lodge is actually a decent living space for the apocalypse. However the group wasn’t heavily armed and lacked other security measures in addition to lack of renewable supplies makes this location not ideal.

\- Crawford(Telltale): Crawford was a large group of survivors in Savannah that based out in a large school. The community was well stocked on supplies, had working vehicles, were well organized, armed. And had tons of food, water, and medical supplies. Their walls were well fortified and used staked walkers on the ends to intimidate and deter any outsiders. Crawford was however incredibly strict to its own people, only allowing able bodied people, no pregnant women, even members of their own group, as well as no children, elderly, or sick people allowed and they would readily kill these people and add them to their walls, and being dangerous to outsiders. It’s no wonder that a group like this would fall due to their own code as a death to preserve a woman’s own life and her unborn child would lead to an internal outbreak, causing this place to fall a few months in at most.

\- Gil’s Pitstop (Telltale): A connected gas station and diner chain, the group was made up of its leader Roman, a few able bodied survivors, and remnants of the cancer patients in Savannah. The diner was stocked with decent food supplies, in addition to a vegetable farm and being located next to a nearby cornfield meant food wasn’t an issue. Being decently well fortified against the undead in addition to chaining up walkers to act as an alarm and deterrent. However people could slip by the fortified walls or simply barrel through them with vehicles. They were at least well armed to compensate. The group did lack a stable water source besides rain catchers. And the group slowly became less democratic as Rowan gained more influence and favour, as they slowly became more ruthless and extreme against outsiders.

\- Terminus: A decent sized and secured compound, with a garden and rain catchers, in addition to a small but decently organized group of cannibals. Now relying on cannibalism and not being too well armed yourself, and relating your location across numerous railroad tracks, isn’t a smart move. So i unfortunately can’t rank these guys higher. They met the exact wrong group to mess with. Don’t mess with red machete Rick.

\- Howe’s (Telltale): The super market was a well fortified, organized and armed group hunting the cabin crew. The group could easily track down the cabin group for literal miles with decent accuracy. In addition to having large quantities of supplies, a greenhouse on the roof, and a water supply, and electricity. However, the groups main issue was their reliance on slavery as well as Carvers leadership, killing his own people and wasting valuable resources all so he can track down Rebecca. In addition, A large slave population with access to the compound would eventually violently revolt and lead to the compounds own destruction like how we see in game.

\- Hershel’s Farm: It’s a beautiful place to live for starters, has multiple wells, even if one is contaminated. And farmland and hunting for food. In addition to well stocked firearms. Rick and Hershel sorta kinda co-lead this base. But they are both decent people so not much problems here. The main downside however is the lack of perimeter defenses.

\- St.John’s Dairy (Telltale): Take all the upsides of Hershel’s farm, remove the leaders. And add a perimeter defense in the form of an electric fence, and electricity. But add the downside that it’s run by cannibals, and dealing with bandits. That’s the Dairy Farm for you.

\- The boarding school (Telltale): It’s got a greenhouse being used for growing crops, a river for access to water and fishing, security measures to deal with walkers in addition to gates and large walls with perches, and comfortable living spaces in the school, and common areas outdoors. It’s also very remote and well hidden. Its main issues are lack of serious fire power, and combat experience, and being run by children. Although most of these issues are resolved by the end of TFS.

\- Prescott (Telltale): made on top of an old runway. The place is well walled off, has electricity, and presumably food, water, and medical supplies. The place has actual businesses and uses currency and some form of laws. But lacks in ability to actually defend itself leading to it easily being overrun by The New Frontier with little resistance.

\- Wellington (Telltale) This large group has large walls and is well stocked with supplies. In addition to having some decent firearms and some form of structure and decent living spaces. It’s also remote in a cold environment. However, the group turned away large amounts of people begging for entry and safety. In addition to a habit of giving a bags worth of supplies. It is not surprising that Wellington would make a lot of enemies and that it would be decimated by an unknown group.

\- The Delta (Telltale): we don’t have much information on this group, but what we do know is that they have access to working boats and a large but dwindling military force. Relying on capturing children and indoctrinating them into soldiers for an ongoing war against a rival community. This makes the Delta a very considerable force but also one in decline and not exactly the best morally.

\- Oceanside: Remote, decent source of water and fish nearby, and electricity, living in rudimentary shacks. Lacks signs of defences and agriculture. But does have a decent leader.

\- Hilltop: Has a decent wooden wall surrounding the main building and trailers that act as housing and storage. Has large amounts of farmland outside of the secure settlement. Has a blacksmith and a decent fighting force. But can be starved out, burned down, and also lacks competent leadership, I also don’t spot a water source, aside from the water tower, which doesn’t actually fix their situation.

\- Saviours: The saviours are easily one of the largest and formidable factions, with multiple outposts, a secure facility, and heavily armed forces capable of covering miles of ground to enforce and enslave other settlements. Its leadership is Negan and his inner circle, who are arguably the only ones with great quality of life in sanctuary. In addition the group was far too reliant on its slave states to survive, and sanctuary quickly fell apart after Negan was imprisoned and they lost their settlements and outposts.

\- Woodberry: Safe, secure, almost a reflection of normalcy in the post apocalypse. Plenty of resources, farming, water supplies, an armed force, this settlement easily could have become a superpower in the post apocalypse. Its main issues really were the Governor and his instability, their aggressive foreign policies generating enemies and no allies, and a decent chunk of the population being inexperienced and defenseless.

\- The Prison: Solid walls. Lots of farmland, a nearby creak for water, and cell blocks for security. Leadership was also one of the best here. It’s main issues are that the chain link fence really needed to be fortified and manned constantly when we see it’s not. And the fact it is a vector for illness which is terrible for the apocalypse. In addition to only clearing out part of the prison. I won’t count the tank against the prison however. most places would fall to that.

\- New Richmond (Telltale): The place is pretty large with decent shelter and amenities but not as populated as you would assume it should be. The place has been retrofitted with decent farmland. Has a large armed force. And employs some walkers as weapons, and has water and a doctor. Its leadership was democratic but corrupt and used to raid other settlements for supplies, making numerous enemies. However the settlement still stands after the ending of season 3 after facing a large catastrophe. With some help from the Kingdom.

\- The Kingdom: Large fighting force,an agricultural powerhouse even under the saviours taxes. Friendly community and good leadership. Has electricity and a movie theatre. Unfortunately a fire cut it short and it’s fighting forces under the saviour war we’re diminished drastically. It also has a tiger.

\- Alexandria: Self sustaining, well fortified, heavily armed and with actual housing. Population growth isn’t very good potential wise. But it is super resilient after numerous invasions and catastrophes. In addition to a democracy.

\- Commonwealth: Basically a post post apocalyptic city state with holidays and numerous resources and armoured and well armed forces. The caste system sucks but honestly it’s safer than everywhere else.

reddit.com
u/PenComfortable2077 — 13 days ago

Ranking the groups and safe zones of AMC’s TWD continuity as well as Telltale games. Where is the best places to live?

Hello. Getting back into The Walking Dead as a whole. So I figured I would make a basic ranking system of various communities based on how good they are for survival, their defenses, food, water, and comfort levels. In the case of one group inhabiting multiple different locations at different times like Rick’s Group. I will instead refer mostly to the location itself and how the cast actually used the location. Ranking is organized from Worst of the worst till reaching the absolute best that can be offered.

- WHISPERERS: Nomadic groups lack shelter as well as consistent access to food and water, and also not being the most hygienic during a zombie apocalypse alone with living amongst the dead. The tactic of herding and blending in with the Walkers is pretty effective form of security against them but is a gamble when encountering other people, especially heavily armed groups who can easily shoot you at random amongst the horde of zombies. Alpha and Beta are also not the greatest leaders to work under. So I think it’s fair to rank the Whisperers so low like this.

- THE WOLVES: a mostly nomadic raider group known for their philosophy of humanity returning to a more primal state of life due to the fall of civilization, taking apart communities using heavy vehicles of undead and lining traps with them. The weaponization of the undead and access to vehicles makes them a step above the whisperers. Especially seeing as once in a while you might have the amenities of the groups you needlessly slaughter or capture. But this isn’t gonna be consistent. In addition they aren’t heavily armed at all, mostly using the dead to create chaos they can capitalize on. A heavily armed group like Alexandria proved to be their downfall in the end. Leadership and general group insanity also makes this seem like a fair ranking when taken into account everything else.

- THE CLAIMERS: The Claimers are kinda pedophilic pieces of shit. But aside from that they at least have a somewhat normal level of group cohesion. They are nomadic but at least have overall better weapons than the Whisperers or Wolves. With their main rule being simply that if you ‘claim’ something first, that thing is yours. But not only is this rule pretty juvenile. It also largely leads to an individualistic approach to a group. Meaning the Claimers are more self interested and I doubt they have much inner group loyalties. Not the best people to be running around with when shit hits the fan basically.

- MORGUE CANCER PATIENTS(Telltale): The cancer patients appear briefly but we get a fair amount of lore about them. Being recovering cancer patients who joined a larger community known as Crawford before having to flee due to the risk of death if they stayed due to being a drain on resources. The group would live in a morgue in a hospital basement that is connected to an adjacent fallout shelter and sewer system. Which acts as decent natural security but can easily be bottle necked on either side by walkers or raiders on both sides. They also lack renewable food and water and scavenging is extremely limited due to Crawford having pillaged Savannah of most if not all supplies. They may not be nomadic but they do kinda suck survival wise. Their leader also abandons all of them, taking Lee’s groups boat all for himself.

- REAPERS: The Reapers are a small, mostly nomadic group of raiders and mercs, made up of veterans and ex-soldiers and a few other capable survivors. The group does sort of take over bases of settlements they claim, so there is some degree of security and resources. In addition to being very capable and armed, the group has a cult like mentality and heavily values and sees each other as family. Their leader is kinda insane tho. The masks are cool at least.

- SCAVENGERS: living in a scrap yard / dump is just blatantly not ideal for hygiene in addition to constant terrible smells. We see Jadis has somewhat of a studio apartment style living space in one of the freighters, so it’s possible at least SOME members of the community aren’t sleeping in trash. The terrain of the area makes it difficult for rival groups or for walkers to effectively invade them in addition to their numbers being decent enough. But they lack access to renewable food or water.

- Vatos Gang: A fierce but well meaning and morally good group in the heart of Walker filled Atlanta, caring for the elderly in a nursing home. We don’t really see any signs of farming or water collection, and their resources are mostly gained by scavenging the ruins of the city. They have access to a rapidly decreasing supply of medicine and gain access to decent supply of firearms to defend themselves. But this group gets wiped out by an unknown hostile group later on. Having elderly in the zombie apocalypse is sort of a bad policy due to the risk of them dying and becoming a walker. Meaning this group could easily have been picketed by a horde outside, and a small group of walkers inside.

- The Motel (Telltale): Lee’s groups first and only consistent base in the entire first season. The Motel was originally only supposed to last until the army came to resolve the outbreak. But quickly became a 1 year long haul for better and for worse. The Motel acts as a decent bug-in location during a zombie outbreak. Being close by to the outskirts of Macon but not too close to be overrun overnight. Lily was also part of the military along with her veteran father, Larry, and giving some basic training to the other able bodied survivors. They were also decently armed and somewhat secured. With a plywood and garbage bin wall and a rudimentary alarm system, and a guard post on top of an RV. In addition to having a large supply of bottled water and decent living quarters. The main problems are that this group relied on hunting and scavenging for more supplies, in addition to having a member with an active heart condition that requires consistent medication to manage. Not to mention that their security was effectively bypassed by a group of unnamed bandits. Their leadership was divided by Kenny and Lily in addition to not being too effective as members would go off to do their own things and make large decisions for the whole group without any input, like Ben.

- Dawns Group / Atlanta Hospital: the upper floors of a hospital in Atlanta run by a small contingent of police officers run by Dawn. The group had a large system of rain catchers, a garden, and solar power on the roof, in addition to the bare minimum of stretcher bedding. In addition to having the majority of entrances to the upper floors destroyed they also had a birds eye view of the subburbs, a double edged sword if you ask me but still decent protection and awareness. However, their renewable farm and water collection likely wouldn’t be enough to sustain their numbers, meaning scavenging is still needed for the bulk of their population. The few remaining entrances can be bottlenecked by walkers, and the reliance of slave labour, predators in positions of authority, and Dawn being an unstable leader on her own.

- The Quarry / Atlanta Camp site: This location is remote, which makes for a huge benefit to prevent walkers and other groups being in close proximity to each other. In addition to the Quarry nearby being a great early source of water, although I question how safe it would be to drink long term. However the groups leadership at this stage is kinda lacking, and the defence is also similarly absent. In addition to needing to hunt and worrying about a food shortage. Ricky Dick Grimes and his gang were right to eventually abandon this place for greener pastures.

- The Cabin(Telltale): The Cabin group’s location, is fairly remote and hidden, making it a decent hideaway. The cabin itself is located next to a nearby river. Which the group used for fishing. In addition to hunting game in the woods. Making for a good source of protein and water. The group was fairly small but close. Having decent firepower but low quantity of weapons, and a doctor. However, the group did have to worry about an expectant pregnancy as well as lacking any perimeter defenses and lacking any true leadership.

- The Ski Lodge(Telltale): The ski lodge was secured on one side by a bridge being a bottleneck for walkers and invasion. Wind power provided the lodge itself electricity in addition to having a lot of supplies, plus the lodge is actually a decent living space for the apocalypse. However the group wasn’t heavily armed and lacked other security measures in addition to lack of renewable supplies makes this location not ideal.

- Crawford(Telltale): Crawford was a large group of survivors in Savannah that based out in a large school. The community was well stocked on supplies, had working vehicles, were well organized, armed. And had tons of food, water, and medical supplies. Their walls were well fortified and used staked walkers on the ends to intimidate and deter any outsiders. Crawford was however incredibly strict to its own people, only allowing able bodied people, no pregnant women, even members of their own group, as well as no children, elderly, or sick people allowed and they would readily kill these people and add them to their walls, and being dangerous to outsiders. It’s no wonder that a group like this would fall due to their own code as a death to preserve a woman’s own life and her unborn child would lead to an internal outbreak, causing this place to fall a few months in at most.

- Gil’s Pitstop (Telltale): A connected gas station and diner chain, the group was made up of its leader Roman, a few able bodied survivors, and remnants of the cancer patients in Savannah. The diner was stocked with decent food supplies, in addition to a vegetable farm and being located next to a nearby cornfield meant food wasn’t an issue. Being decently well fortified against the undead in addition to chaining up walkers to act as an alarm and deterrent. However people could slip by the fortified walls or simply barrel through them with vehicles. They were at least well armed to compensate. The group did lack a stable water source besides rain catchers. And the group slowly became less democratic as Rowan gained more influence and favour, as they slowly became more ruthless and extreme against outsiders.

- Terminus: A decent sized and secured compound, with a garden and rain catchers, in addition to a small but decently organized group of cannibals. Now relying on cannibalism and not being too well armed yourself, and relating your location across numerous railroad tracks, isn’t a smart move. So i unfortunately can’t rank these guys higher. They met the exact wrong group to mess with. Don’t mess with red machete Rick.

- Howe’s (Telltale): The super market was a well fortified, organized and armed group hunting the cabin crew. The group could easily track down the cabin group for literal miles with decent accuracy. In addition to having large quantities of supplies, a greenhouse on the roof, and a water supply, and electricity. However, the groups main issue was their reliance on slavery as well as Carvers leadership, killing his own people and wasting valuable resources all so he can track down Rebecca. In addition, A large slave population with access to the compound would eventually violently revolt and lead to the compounds own destruction like how we see in game.

- Hershel’s Farm: It’s a beautiful place to live for starters, has multiple wells, even if one is contaminated. And farmland and hunting for food. In addition to well stocked firearms. Rick and Hershel sorta kinda co-lead this base. But they are both decent people so not much problems here. The main downside however is the lack of perimeter defenses.

- St.John’s Dairy (Telltale): Take all the upsides of Hershel’s farm, remove the leaders. And add a perimeter defense in the form of an electric fence, and electricity. But add the downside that it’s run by cannibals, and dealing with bandits. That’s the Dairy Farm for you.

- The boarding school (Telltale): It’s got a greenhouse being used for growing crops, a river for access to water and fishing, security measures to deal with walkers in addition to gates and large walls with perches, and comfortable living spaces in the school, and common areas outdoors. It’s also very remote and well hidden. Its main issues are lack of serious fire power, and combat experience, and being run by children. Although most of these issues are resolved by the end of TFS.

- Prescott (Telltale): made on top of an old runway. The place is well walled off, has electricity, and presumably food, water, and medical supplies. The place has actual businesses and uses currency and some form of laws. But lacks in ability to actually defend itself leading to it easily being overrun by The New Frontier with little resistance.

- Wellington (Telltale) This large group has large walls and is well stocked with supplies. In addition to having some decent firearms and some form of structure and decent living spaces. It’s also remote in a cold environment. However, the group turned away large amounts of people begging for entry and safety. In addition to a habit of giving a bags worth of supplies. It is not surprising that Wellington would make a lot of enemies and that it would be decimated by an unknown group.

- The Delta (Telltale): we don’t have much information on this group, but what we do know is that they have access to working boats and a large but dwindling military force. Relying on capturing children and indoctrinating them into soldiers for an ongoing war against a rival community. This makes the Delta a very considerable force but also one in decline and not exactly the best morally.

- Oceanside: Remote, decent source of water and fish nearby, and electricity, living in rudimentary shacks. Lacks signs of defences and agriculture. But does have a decent leader.

- Hilltop: Has a decent wooden wall surrounding the main building and trailers that act as housing and storage. Has large amounts of farmland outside of the secure settlement. Has a blacksmith and a decent fighting force. But can be starved out, burned down, and also lacks competent leadership, I also don’t spot a water source, aside from the water tower, which doesn’t actually fix their situation.

- Saviours: The saviours are easily one of the largest and formidable factions, with multiple outposts, a secure facility, and heavily armed forces capable of covering miles of ground to enforce and enslave other settlements. Its leadership is Negan and his inner circle, who are arguably the only ones with great quality of life in sanctuary. In addition the group was far too reliant on its slave states to survive, and sanctuary quickly fell apart after Negan was imprisoned and they lost their settlements and outposts.

- Woodberry: Safe, secure, almost a reflection of normalcy in the post apocalypse. Plenty of resources, farming, water supplies, an armed force, this settlement easily could have become a superpower in the post apocalypse. Its main issues really were the Governor and his instability, their aggressive foreign policies generating enemies and no allies, and a decent chunk of the population being inexperienced and defenseless.

- The Prison: Solid walls. Lots of farmland, a nearby creak for water, and cell blocks for security. Leadership was also one of the best here. It’s main issues are that the chain link fence really needed to be fortified and manned constantly when we see it’s not. And the fact it is a vector for illness which is terrible for the apocalypse. In addition to only clearing out part of the prison. I won’t count the tank against the prison however. most places would fall to that.

- New Richmond (Telltale): The place is pretty large with decent shelter and amenities but not as populated as you would assume it should be. The place has been retrofitted with decent farmland. Has a large armed force. And employs some walkers as weapons, and has water and a doctor. Its leadership was democratic but corrupt and used to raid other settlements for supplies, making numerous enemies. However the settlement still stands after the ending of season 3 after facing a large catastrophe. With some help from the Kingdom.

- The Kingdom: Large fighting force,an agricultural powerhouse even under the saviours taxes. Friendly community and good leadership. Has electricity and a movie theatre. Unfortunately a fire cut it short and it’s fighting forces under the saviour war we’re diminished drastically. It also has a tiger.

- Alexandria: Self sustaining, well fortified, heavily armed and with actual housing. Population growth isn’t very good potential wise. But it is super resilient after numerous invasions and catastrophes. In addition to a democracy.

- Commonwealth: Basically a post post apocalyptic city state with holidays and numerous resources and armoured and well armed forces. The caste system sucks but honestly it’s safer than everywhere else.

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u/PenComfortable2077 — 13 days ago

Fixing Jurassic World 1 by making it a tense thriller film and fleshing out the movies premise. An attempt to make a worthy sequel. (part 1: problems and introduction)

So I’ve come back to Jurassic Park. And particularly Jurassic World. Personally as a kid I enjoyed this movie a fair amount and it’s what got me into the older films. But some aspects of the movie have always kind of bothered me. The main ones involving how the dinosaurs aren’t treated like wild animals but as action heroes and villains. And the inconsistencies between Owen Grady barely handling the Raptors in one scene and completely near perfectly controlling them when the plot demands it. In addition to Owen being a very stock action hero and other characters being mostly bland archetypes. Claire is stiff love interest, Hoskins is evil military guy, Zack and Gray are Hollywood fictional children, Henry Wu is mad scientist, Lowrey is the comic relief tech guy, etc.

Not to mention the nostalgia pandering and the blatant disregard for the 2nd and 3rd films both here and in later instalments of the World trilogy.

Not to mention that the actual open and successful park premise that this movie has going for it is hardly touched upon and the park is very bland and corporate. You can make the arguement that it’s what would have happened to the original Jurassic park over time like the writer of the novels intended, but it’s been only 10 years since the parks grand opening in canon. It probably should still largely be stylistic with only newer exhibits being distilled corporate aesthetics, such as an uninhabited Indominus Rex exhibit as an example.

Speaking of which. The I.Rex really could have used a slightly better model. The I.Rex should look more flashy as a park attraction, more fantasy lizard than anything. But otherwise I would keep some of its core few features and general build intact.

In addition, I’d make the brand new Raptor pack and a few other cameo Dino’s have feathers. Just as a nod to actual palaeontology and following the spirit of the novels being as scientifically accurate as possible for their time.

INTRODUCTION:

- The beginning of the film would be a short but sweet montage of newspaper headings regarding the San Diego incident and following up on the Pteranodons flying away to the main land in the 3rd movie. And how Isla Sorna has been sold to the UN and made into a preservation and containment area for the dinosaurs there with active military presence. While an interview with the press and Simon Masrani plays in the background regarding the controversial grand opening of Jurassic World. (He could maybe lie about John Hammond’s dying wish being to have a successful theme park of his creations only to be called out on it, but it’s also not needed for it to work)

- From there, we move towards a similar scene in the film with Claire giving a tour of Ingens lab to corporate shareholders before showcasing a gene sequence with Dr Henry Wu for a new asset coming to the park. A genetic chimera called the Indominus Rex. In this version of the film tho, there’s less emphasis on “people are tired of dinosaurs” which makes zero sense. But instead it’s focused on, “Look at our innovative science department, we are leagues above our copy cat competitors in cloning technology that we can make our own species”

- This will also be a good time to elaborate on Claire and Wu here. I’m mostly keeping Claire the same cold corporate business woman, but focusing more on her struggles with looking after her nephews and connecting with her youngest, as well as having zero empathy for dinosaurs she sees as just assets. I’d also make it so that she’s less out of touch and doesn’t lie kids and more that she’s trying too hard to connect to be the ‘cool aunt’ to them.
- As for Dr Henry Wu, I’d sort of like to change him a bit into being a bit more like a tired and frustrated individual with the Masrani corporation more or less using him to fulfill their desires for the dinosaurs and not hearing his suggestions to modify the dinosaurs to be safer, in addition to holding himself in arrogantly high regard as John Hammonds spiritual successor, even going so far as to go side by side with Mr DNA in a park presentation as a nod to the novels. This desire to be at the helm of the entire park and recognized for his brilliance and accomplishments will be what causes the Indominus to escape.

- As Claire leaves the shareholders after their meeting to head to the tech support and security monitoring room we see in the film we get a similar scene of Lowrey confronting her empathy towards the dinosaurs as she sees a sedated disgruntled nearly escaped Pachy as a time sink and an inconvenience than as an animal worthy of sympathy or patience. Minus the nostalgia bait. At this time though Claire is interrupted with a call from her nephew Zack telling her that the two brothers just got off their ride to the island. Claire gets her assistant to stay put and fill her in on everything later as she goes to meet her nephews on Main Street.

- Zach and Gray on the tram ride through the front gates of Jurassic World. Zach is less disinterested and more focused on the technical aspects of the park and looking for an excuse to relax and enjoy the rides to release stress from their parents divorce and a recent break up. While Gray is more enthusiastic about seeing the cool dinosaurs. Almost like the original film. The difference is that Zach is less of an ass for no reason to his brother for Hollywood stereotypes. Gray is a bit more nervous before getting to the park proper, never having been on a proper trip far away from home without his parents before, and is thus more clingy towards his more independent older brother, this subsides into wonder and excitement upon entering the park proper.

The park itself is a mixture of gift shops and restaurant product placements, and a visitor center and hotel. As well as various exhibits for Triceratops, Carnotaurus, Dillophasaurys, T.Rex, Mosasaurus, and a closed Velociraptor one. With the herbivore valley and aviary dome being other attractions a bit further out. The Mosasaurus exhibit and the I.Rex one stand out as futuristic while the rest of the parks architecture is retro futuristic combined with Mayan, Aztec, Roman and Greek styles.

- Claire goes with her nephews to the T.Rex exhibit and Visitors center. With Henry Wu and Simon Masrani giving a welcome speech to Jurassic World. And Henry Wu’s eccentricities in presentation on full display here as he gives a similar speech to Mr DNA in the first movie before being somewhat abruptly called down for Simon’s own speech thanking everyone for coming and other niceties as he shows his passion for his creation of Jurassic World.

- Simon calls Claire after the speech before hearing the ringing across the room and coming over to shake hands, introduce himself to her nephews and wish them a good time at his amazing wondrous park. Because he has a bit of an aloof but high ego personality. And he requests that Claire take him to the R&D sector for a look at his new asset, and he won’t take a ‘not now’ for an answer.

- Claire phones her assistant Zara to look after her nephews for a few hours until she gets back. With a bit of complaint about who should take control of directing everything until she gets the order to defer everything to either Hoskins or Lowrey. Lowrey notifies Zara of the Pachy situation being resolved and technicians on site repairing the breach in the electric fence. The camera would pan to see footage of a Triceratops breaching the fence on the R&D side of the island.

- Claire quickly tells her nephews she’ll be back by 4PM at the latest and to wait in the lobby for her assistant to arrive and that they’ll know her when they see her, as she gets in an armoured park van with Masrani.

- Claire and Masrani eventually do reach the Indominus’ temporary enclosure. With Claire assuring Simon of the measures they’ve taken with the assets security. A tracking chip implanted at birth, automated shocking systems at the front gate, and a thermal scanner, which the tracker and scanner are showcased in this scene. Masrani looks in awe at the beast as the audience gets to see a glimpse of the I.Rex’s backside as it gorges on something unseen. Simon’s awe as Claire explains various facts about its biology and how it was designed to stand out from the T.Rex with its facial structure and arms and large horns to exceed the awe of seeing a T.Rex for the first time. Masrani believes that they have outdone themselves. But his awe is put on hold as he turns towards the paddock walls and sees deep cuts and scratch marks on various parts of the building, which Claire explains as an early attempt to climb out of the enclosure. Masrani is concerned about the safety of guests but more importantly about whether this is a sign that the animal will be a failure that’s not ready to be seen by the general public. And demands Claire to bring in an animal behavioural specialist to assess the situation.

- we cut to a shot of Owen on the ground handling each Raptor individually through a cut montage of 4 commands with 1 for each Raptor as he feeds them large fish as rewards for obeying. Afterwards Owen is up on the catwalks as Barry is given the go ahead to release the 4 raptors into the larger section of their backstage enclosure meant for group activity. Owen assures Barry that this time they’ll finally be able to get this to work. As Barry gives doubt due their inexperienced third raptor handler being involved and that this is a big deal as he points out that Hoskins, head of park security and former INGEN operative, is overseeing their performance and that they may not get another shot. Owen simply scoffs and tells him to pretend the big shot isn’t around and give it what they got.

- At first the attempt to corral and command the 4 raptors as a pack seems to be working as Delta, Echo and Charlie all behave without much issue as they follow directions. But Blue provides resistance and defies Owen’s commands, until Blue discourages the others obedience to Owen and provides counter commands to her sibling pack, leading to increased frustration in Owen until having a minor outburst as the 4 raptors all defy him at the end. Barry however assures Owen that this was their best attempt yet. And that they are making progress.

- Hoskins gives lame applause as he admits he’s impressed with the performance, and that Owen is able to command these Raptors at all. Alluding to having encountered other raptors at some point between the events of this film and the JP3 that will be explained later.

- Owen simply explains that he’s basically the mom of their group. Raised and trained them since they hatched. Hoskins offers to give good word to Masrani to Owen regarding giving lessons to the security team to train more raptors like this for on the field practical uses. Which Owen declines as a risky idea that wouldn’t work out well.

- We cut briefly to Leon, the 3rd raptor handler. Attempting to give out commands and over feed Charlie nearby this conversation. Leon leans too far off the catwalk and is mid way through going completely over and into the enclosure before Barry grabs a hold of him and Owen sprints to help lift him up. Owen immediately chastises Leon for such behaviour and reminds him that these creatures aren’t pets but wild animals at the end of the day. Barry breaks the rookie free from Owen’s grasp and tells Leon to head out and take a breather and that they have everything covered. As this happens, a member of park staff notifies that the park director is here asking for Owen’s immediate response.

(Will probably continue this rewrite process tmrw at the latest, please tear me apart in the meantime as I love feedback)

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u/PenComfortable2077 — 2 months ago