Suggestions/11th-Aug-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Looting Malls

Timestamp: Rhys Parker 00:20, 11 August 2006 (BST)
Type: Slight Modification
Scope: Survivors with the shopping skill.
Description: The survivors with the shopping skill find it annoying to have that large eyesore of all of those shops, why not put the shops you want to loot in a drop down bar to save space?.

Votes

  1. Keep - Author vote. --Rhys Parker 00:20, 11 August 2006 (BST)
  2. Keep - Excelent idea methinks. --Paradox244 W! TJ! 01:12, 11 August 2006 (BST)
  3. Keep - I like the idea. I know that a Firefox extension does this, but I think the reason it hasn't been already implemented is that the dropdown boxes create a huge amount of server load. --Darth Sensitive 01:18, 11 August 2006 (BST)
  4. Keep - It shouldn't be hard to just walk over to the right store.. besides in a way malls are often the "final" havens for those who don't even have the mall skills. Like when your entire suburb is overrun the humans all run to the same place, they like to die together when they can, gives them peace. --MrAushvitz 01:30, 11 August 2006 (BST)
  5. Kill If I'm going to search the gun store 50 times, I'd rather not select it from a menu over and over again. The buttons just make it easier. --Ron Burgundy 02:05, 11 August 2006 (BST)
  6. Kill I'm pretty sure this suggestion has been suggested before. Also Kevan shot that suggestion down because he likes the buttons. I'm going to look for the dupe and if I can't find it I'll change my vote. --Officer Johnieo 02:03, 10 August 2006
    Invalid vote struck. Sign your votes properly. -TauronC | GRR! 08:49, 11 August 2006 (BST)
  7. KillDupe - Buttons are easier. Also, I'm waiting for the Dupe votes =) --Matthew Fahrenheit YRC | T | W! 02:56, 11 August 2006 (BST) They came! --Matthew Fahrenheit YRC | T | W! 00:33, 12 August 2006 (BST)
  8. Dupe - Buttons give access to different stores quite quickly. --Nob666 05:26, 11 August 2006 (BST) Finally someone found the missing link. --Nob666 11:33, 11 August 2006 (BST)
  9. Kill - As Ron Burgundy said. Youronlyfriend 06:33, 11 August 2006 (BST)
  10. Dupe - Leave the Buttons. --Max Grivas JG,T,P! 06:37, 11 August 2006 (BST) Ahh poop. --Max Grivas JG,T,P! 08:43, 11 August 2006 (BST)
  11. Dupe - You mean like this? - Jedaz 07:53, 11 August 2006 (BST)
  12. Duptastic - as above--Gage 10:52, 11 August 2006 (BST)
  13. Dupe - As above. --Xoid 11:40, 11 August 2006 (BST)
  14. Dupe - See up there. Extra points for being useless.--Thari T/C/TJ! 13:47, 11 August 2006 (BST)
  15. Kill - I'd rather just click the button I want. Easier Kaylee Hans 14:11, 11 August 2006 (BST)
  16. Dupe - As Gage, Jedaz, amd Xoid. Oops! and Thari too.--Canuhearmenow 17:09, 11 August 2006 (BST)
  17. Dupe - As Above. --Rgon 16:18, 14 August 2006 (BST)
  18. Dupe - You'll note I didn't vote on this until the link was found. Also FFFTW. David Malfisto 02:51, 15 August 2006 (BST)
  19. Dupe - You copycat! - The Badman Bob06! 12:38, 28 August 2006 (BST)

Nail Gun

Timestamp: 01:16, 11 August 2006 (BST)
Type: Projectile weapon, "newbie" pistol of sorts.
Scope: Closest thing to an SMG permitted without overpowering things, lowest projectile weapon damage in the game!
Description: Just one suggestion today, so we won't have to read/type so much.

Nail Gun

  • Damage 2 points (2 against a flak jacket.)
  • Base accuracy 10% (5% more than a pistol, starting)
  • Capacity 13 Rounds From A "Box Of nails"
  • Locations Mall Hardware Stores (3%/4.5%), Auto Repair Shop (2%), Factory (2%), Warehouse (2%), Tower (2%), Building (1%), Hotel (1%), Junkyards (1%), Power Station 1%, Railway Station 1%, Stadium 1%.

Weight: The nailgun takes up 3 inventory spaces due to bulkiness of compressed gas tank, or heavier battery charging unit. Doesn't fit so easily on your gun belt either (tool belt maybe!)

Reloading a nailgun costs 2 AP normally, 4 AP if you have at least 1 zombie in the same square as you "Non-combat efficient weapon" and uses up 1 box of nails. (Not as easy to do close quarters as a magazine clip, or loading individual shotgun shells.)

Skills: The Nailgun isn't worth creating any new skills for... if you are good with a pistol, you are just as good with a nailgun ie. your current pistol hit % is used when firing this weapon. But this weapon is 5% more "accurate" than the pistol for the purpouses of this game.. this is not techically true you are able to fire off a lot more rounds in less time using a nailgun, that's why it hits more. To describe how it is used in combat, nail guns are used by spraying your target with a series of rounds until the zombie is no longer moving. Pistol rounds are carefully aimed and fired at the target in "telling" locations (you aren't wasting those prescious bullets, often waiting until your zombie is almost "point blank" before unloading the round.) Pistol headshots are a lot less messy, Nail Gun headshots are a disgusting mess. 13 "rounds" per nail gun is a polite way of saying your box of 75 nails, a lot of them will end up too bent in flight to puncture the skin, or fail to stick in well enough, until the zombie is close enough to put the rest of the rounds in manually.. like a hand weapon. "Thunk! Thunk! Thunk!"

If you wish you can say your character is carrying a staple gun, rivet gun (fires one round at a time for same damage) or some other hardware improvised ranged weapon (sawblade launcher?), smaller hand held crossbow, whatever.. the Nail Gun is the most feasible projectile tool that can kill.. eventually.

Box Of Nails

  • Ammuntition for nail gun, currently.
  • Capacity 1 box = 13 "rounds" for nailgun.
  • Locations Mall Hardware Stores (6%/9%), Auto Repair Shop (3%), Factory (4%), Warehouse (3%), Tower (3%), Building (2%), Hotel (2%), Junkyards (3%), Power Station (2%), Railway Station (2%), School (2%), Stadium (1%).

Weight: A box of nails is 1 inventory space.

Boxes of nails are soooo easy to find, even in apartment buildings, schools, anywhere! Just go to the janitor's room and you'll find at least a few..

Intended game Effect: The nail gun is intended to be a "noob" pistol, or a "fun" projectile weapon (what's more fun than pelting the walking dead with projectile nail rounds?)

But this weapon fills a "niche" that makes it very different from the pistol.. it's easy to find pistols themselves but the ammunition takes a lot of AP to get together a more than sufficient "stock", just to be effective. Additionally, many police stations and even malls may be overbarricaded preventing new characters from being able to arm themselves suffiently (ex. you make a new character based on the pistol or firearms as 1st skill.. and you start in a part of Malton you can't even get anywhere near some ammo. makes the game kind of boring for new gun players...)

With the nailgun, the killing potential is much weaker than a bullet.. but ammo is so easy to find, especially in locations that are rarely even barricaded or fought over. A "virgin trenchcoatter" may very well use this weapon to harvest XP faster and still enjoy their shooting of Z's. They might not boast about their early days once they have a "real" gun, but they lived long enough to get those 20 shotguns...

For some, this may even be a fun "holdout" weapon.. when they find a zombie they don't even feel like using their bullets, or shotguns shells on. or the player may just feel like being very, very mean today..

Votes

  1. Keep - Author Vote. To answer many possible questions: #1 this is a "industrial use/professional grade" nail gun, not your "home use" nail gun. We're talking use gloves cuz it will go through a human hand. Note: the nail gun is harder to find than the ammo, to prevent abuse.. and the gun and ammo are in buildings not usually searched.. hence you won't be getting annoyed finding this weapon multiple times (I can't save you from finding your 20th pistol when what you really want is pistol ammo, sorry.) This was made to fill the upper middle "niche".. the "weakest" firearm in the game that is still better than the crappier hand weapons, but not on par with the fireaxe. That's why you spend more AP to ready this weapon (AP battery, though a shitty one) whereas a hand weapon you just find one, you're in business... just hit % sucks.. but bat beats fist. --MrAushvitz 04:46, 11 August 2006 (BST)
  2. Keep - I would carry one of these around, regardless of effiency. It would be fun! One question - if you have maxed pistol skills - is the to hit 70% or 65%? --Darth Sensitive 01:21, 11 August 2006 (BST)
    • Re - 70%, your nailgun will always be 5% better "to hit" than your pistol's current skill %.. but comparing 2 damage to 5, the zombies you're shooting should probably be hurt ones if you ever want to get the kill XP. --MrAushvitz 04:46, 11 August 2006 (BST)
  3. Kill - would never get used just another thing to throw away - Deadeye207 01:35, 11 August 2006 (BST)
  4. Spam - I have been shot with a nail gun; it didn't hurt. --Gage 01:38, 11 August 2006 (BST)
  5. Spam - This is a Not Reading vote. I see the fact this is a new ranged weapon for humans. I see it takes up 3 inventory spaces and 2/4 AP to load. I see the suggestion is hella long and I see it's by Mr A. Spam. Nail guns are not effective anti-Zombie weapons. No more useless weapons. David Malfisto 01:41, 11 August 2006 (BST)
  6. Keep - I read this suggestion (helps when your voting on stuff COUGHdavidmalfistoCOUGH) and it sounds sorta cool. Since it's a new weapon (and by Mr. A) it'll probably be shot down. But I think a nail gun would be cool. Also, My friends dad shot himself in the hand with a nail gun, and though he didn't say it hurt (he did say some stuff I wont write here), he spent the day in the Hospital. --Officer Johnieo 02:25, August 11 2006 (BST)
  7. Kill - Unnecessary. The ammo/item is far too prolific (just in the number of places), and I don't think that you should tie the presence of zombies to the reload cost. This weapon would add more to the gunspace of malton, although the fact that it's found exclusive of places you'd look for anything else redeems it, as does the under-powered damage. It's nice that it doesn't require a new skill tree, but that hurts my realism a bit, since using a construction tool as an offensive weapon is not as easy as you might think. --Burgan 02:53, 11 August 2006 (BST)
  8. SPAM max MRB 1.4. This weapon is strictly inferior to the fire axe, much less the pistol. Rheingold 04:01, 11 August 2006 (BST)
    • Re - You are 100% correct, it is not on par with the fireaxe (the best hand weapon) and it is quite inferior to the pistol. This was all done deliberately, think of it as a BB gun or a .22 rifle, there's ammo everywhere but it's not a weapon well suited for killing "fresh" zombie targets. Great noob weapon though. I don't deserve to make something better than the fireaxe, dear god, the spam I'd have tossed my way... --MrAushvitz 04:50, 11 August 2006 (BST)
      • Re Great noob weapon? You mean, when the human doesn't have any pistol skills and is shooting at an MBR of something like 0.2? Gimme a break. Noobs will still use the better weapon (the pistol), or preferably an axe which is the ultimate noob weapon. This gun will never be used. But you have incredibly nerfed Mall Hardware Stores and Auto Repair Shops - I don't think anyone else has addressed this. More useless items in these valuable TRPs is reason enough to vote kill. 9% gun finds... yuck. Rheingold 15:19, 11 August 2006 (BST)
    • Re - No, that's not what I meant. Actually I was very specific in the other direction you make a brand spanking new character who does have pistol/basic firearms training skills but all the police departments are overbarricaded in that suburb, new character is gonna die.. right? right? You see why there is a "need" for this weapon.. every starting character shouldn't have to be a fireman who then buys their pistol skills later.. that's very very boring. Do you search hardware stores in the mall very often, chances are if you do you ain't looking for guns.. but finding a "gun" of sorts there wouldn't suck it would probably help.. especially if you're a mall searching junkie who doesn't have much for any weapon skills yet.. "Yeah, sure gimmie that Nail Gun, what the hell.. sucks when Z's come in here and I have nothing to hit them with.." --MrAushvitz 22:39, 11 August 2006 (BST)
  9. Kill - I'd hate to find this junk. --Nob666 05:20, 11 August 2006 (BST)
  10. Keep - Now I get ammo without leaving my motel. Youronlyfriend 06:38, 11 August 2006 (BST)
  11. Keep - Actualy seems fun. Odd, but fun. Nails are too plentiful in this version. --Max Grivas JG,T,P! 06:49, 11 August 2006 (BST)
  12. Kill - The abnormal reload cost is no good IMO. - Jedaz 07:49, 11 August 2006 (BST)
  13. Keep -Hehe this is just ace. Some of the finer points are a bit off but whatever. The overall picture is very nail spammy which i like. Nazreg 11:24, 11 August 2006 (BST)
  14. Keep - I like the principle, and we are talking industrial style nail gun here. I could go on to explain how Aushvitz has made a balanced weapon that is realistic, but that would take several paragraphs. --Xoid 11:38, 11 August 2006 (BST)
  15. Keep - I'd might not use it, but it sound awesome actually Kaylee Hans 14:15, 11 August 2006 (BST)
  16. Kill - It just seems useless. 5% better than a pistol, but does three less damage. That's just not worth having. --Paradox244 W! TJ! 16:40, 11 August 2006 (BST)
  17. Kill - I love the concept and the flavour, the only issue I have is with the numbers. Too low a starting MBR to be worth it for a newbie, and too low a max MBR for a high level player. I would give it a higher MBR(making it more useful for newbs) but only let basic firearms apply, making it very much a newb weapon. I like that this appears to not be findable in standard ammo locations, so is not affected by the usual ammo per search increase problem. All in all, yay nailgun, but work on it a bit longer and I happily keep --Gene Splicer 17:02, 11 August 2006 (BST)
  18. Kill - Kinda like the idea once I read into it, but I agree with Jedaz. The reloading AP cost needs adjusted. --DirskoSM 18:58, 11 August 2006 (BST)
  19. Keep - Why not? It's well thought out, it's not really nerfing anything except the searches which suck as-is. Add a bit of fun to it. --ERNesbittP·T·MalTel 20:26, 11 August 2006 (BST)
  20. Kill -This is a very complete, well-thought-out suggestion, but a nailgun? --Grigori 20:41, 11 August 2006 (BST)
    • Re - If I re-issue this weapon later I may re-name it "improvised firearm" which would mean nail gun, BB gun, .22 rifle.. etc staple gun, rivet gun, just slap all those "non combat" guns under 1 subheading, then this firearm makes more sense. "Yeah! All the .22 shells I'll ever need" "Yeah, uh.. go get 'em Jebidiah.." --MrAushvitz 04:50, 11 August 2006 (BST)
      • Re - Maybe. --Grigori 04:48, 12 August 2006 (BST)
  21. Kill - Close to a Dupe. I can't say it IS a Dupe, even though the suggestion mentions the "bulkiness of compressed gas tank, or heavier battery charging unit," but doesn't really do anything with it as the one from November did (beyond just raising the inventory cost). And I might add this Nail Gun v.2 brings up an interesting point as well. The main problem with the suggestion is that the nail gun HAS to be more easily attainable than the pistol (and the same for ammo), otherwise, why bother with it at all? +5% to hit over the pistol and the higher "ammo" count do not counter the low damage and unavailability. Personally I'd rather see improvements in the items we DO have then to add rather pathetic NEW items nobody would use either (like the bat or pipe).--Pesatyel 06:19, 12 August 2006 (BST)
  22. keep - voting keep even though i would like to see a few changes: 1) as GENE SPLICER says it should only be affected by basic pistol training, 2) make it 3 damage with a flat reload cost of 2ap and ammo capacity of 10, 3) change the 'headshot' text to "you crucify the zombie!" *nah just joking, though I bet i wouldn't be the only one to find it funny in churches!*. One last point about making it a generic 'improvised firearm' that would need different types of ammo for each so its probably best to just leave it for RP purposes to decide!--Honestmistake 12:56, 12 August 2006 (BST)
  23. Kill - I fail to see the point of this really, even as a weapon for new players. Furthermore, I really can't quite get past how unrealistic it is. Just bad flavour there. --Rgon 16:28, 14 August 2006 (BST)
  24. Keep - sure, why not. --Kiltric 00:32, 25 August 2006 (BST)
  25. kill - Change the reload AP part and I'll say keep. --Axe Hack 00:40, 25 August 2006 (BST)
  26. Keep - I don't like the loading stuff, but seems like a great rp tool, fun too.Crazylilvietguy 01:50, 26 August 2006 (BST)
  27. Spam - Why would people get it? Why would they want it? Why not get a pistol?... - The Badman Bob06! 12:40, 28 August 2006 (BST)

Less Inventory Space for Radios

Timestamp: Gage 01:51, 11 August 2006 (BST)
Type: improvement to radios
Scope: people with a radio in their inventory
Description: For coding purposes, a radio takes up 5 spaces in the inventory. This is because a radio has to take up one space to tell that it is a radio, just like any other item, but also has to have 4 different variables for the frequency, hence the 5 spaces. This is slightly moronic as the frequency range is 26.00-29.00 MHz. Notice anything? The first number there isn't a variable at all, but a lowly constant; it is always two. Couldn't this somehow be made into an understood number on the radio, and not actually have to be stored in the inventory? If so this would reduce inventory consumption by one. Another option would be to make the frequency be on set "channels", so you could have the same number of channels as before but number them 000-300, this would also reduce inventory space by 1. I know this isn't anything major, but it might allow you to carry an extra pistol clip or shotgun shell.

Votes

  1. Keep - author vote--Gage 01:51, 11 August 2006 (BST)
  2. Keep - This is a great idea! I always thought that the 5 spaces was to high (for a radio) and finally someone suggested it. This makes sense considering that you average radio can be smaller then a Walkie Talkie --Officer Johnieo 02:09, 11 August 2006 (BST)
  3. Keep - Wow. They have much smaller modern day radios that are portable and can transmit.. (but are less durable than a millitary radio) the larger 5 space radio would be the all in 1 backpack with the giant antenna. I'll say keep, make it 4 spaces if they can.. if they can't make a second kind of radio that is available in let's say only the malls/police stations that only has a 2 frequency capacity for 3 spaces. (Your smaller portable "college rant" and/or "security/police" radio unit.) I vote keep currently. All those inventory spaces add up, and people stop carrying enough FAK's, and start overbarricading.. etc. --MrAushvitz 02:12, 11 August 2006 (BST)
  4. Kill - Kevan already said that Radios occupy 5 inventory spaces because of technical issues (1 for the code letter of the item itself and 4 for the frequency) so this can't be reallistically implemented soon, unless the whole inventory system were rewritten from scratch. It's not that I'm against the change (hence no Spam), but it's unworkable anyways. --Matthew Fahrenheit YRC | T | W! 02:54, 11 August 2006 (BST) Keep - Seems fine. --Matthew Fahrenheit YRC | T | W! 03:12, 11 August 2006 (BST)
    • Re - did you read the suggestion? One of them is a constant, and the other way would eliminate one digit. This is not unworkable.--Gage 03:08, 11 August 2006 (BST)
  5. Keep There are far too many frequencies currently, anyway. Rheingold 04:06, 11 August 2006 (BST)
  6. Keep - Nice. --Nob666 05:24, 11 August 2006 (BST)
  7. Keep -Nicely thought out.--Grigori 06:27, 11 August 2006 (BST)
  8. Keep - I like half of this suggestion. I would like to see the display remain the same (2n.nn MHz) and the data storage cleaned up. I'm unsure if thats what is being said here. I most want my space back. --Max Grivas JG,T,P! 06:35, 11 August 2006 (BST)
  9. Keep - I actualy think this could possibly be reduced down to even 3 spots. Just have two 8-bit characters in the database instead of the numbers which could produce 65, 536 different frequencys for people to listen on. - Jedaz 07:44, 11 August 2006 (BST)
    • Re One for every two-thirds of a character! AWESOME. Rheingold 15:20, 11 August 2006 (BST)
      • Non author Re struck--Gage 21:59, 11 August 2006 (BST)
  10. Keep - If it can be done, why not? --Preasure 09:24, 11 August 2006 (BST)
  11. Keep - A no brainer. --Xoid 13:56, 11 August 2006 (BST)
  12. Keep - Quite nice and easy on the server. --Paradox244 W! TJ! 16:31, 11 August 2006 (BST)
  13. Keep - This earns my Stamp Of Approval!--Canuhearmenow 17:03, 11 August 2006 (BST)
  14. Keep - (radio)bandwagon --Gene Splicer 17:08, 11 August 2006 (BST)
  15. Keep - sprintf(%.2f,<variable>) would allow frequencies to be stored as a floating point number in Perl. Or sprintf(%2d, etc.) would tack on a leading zero on anything lower than 10 if you use two integers to store the frequency. --ERNesbittP·T·MalTel 20:29, 11 August 2006 (BST)
  16. Keep - Good job. I would definitely lke a smaller radio reciver. (anyway, who the hell keeps a radio reciver heavier than two shotguns?) --Gold Blade 02:56, 12 August 2006 (BST)
  17. Keep - super. --Kiltric 11:26, 13 August 2006 (BST)
  18. Keep - Hey, yeah. Surprized this hasn't been suggested before. --Rgon 16:32, 14 August 2006 (BST)
  19. Keep - Though I have a feeling that if K could do it, he would have done. David Malfisto 02:53, 15 August 2006 (BST)
  20. Keep - Good idea. More inventory space means more items that can be carried. Axe Hack 17:38, 22 August 2006 (BST)
  21. Keep - I don't like the loading stuff, but seems like a great rp tool, fun too. --Crazylilvietguy 01:51, 26 August 2006 (BST)
  22. Keep - Very good idea. I love it. But if it could be done, why hasn't it? - The Badman Bob06! 12:43, 28 August 2006 (BST)