Talk:Suggestions/1st-Oct-2006

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Moved from main page

OMG what is wrong here? I posted another suggestion here and its gone now. this one wasnt made in the same day so dont tell me it was removed because of that WHY ISNT IT HERE???? i put alot of work into that suggestion!!!! ThreeSided 07:33, 1 October 2006 (BST)

Maybe someone edited at the same time as you? Youronlyfriend 07:53, 1 October 2006 (BST)
Actually, I removed it because it did not conform with the suggestion template as per rule 5.--Gage 07:54, 1 October 2006 (BST)

But i did use the template! i take out the scope and the type part tho because for some reason it gets messed up if I dont.. OMG!! i put so much work in that suggestion.. :'( ThreeSided 08:05, 1 October 2006 (BST)

You have to leave in all the parts or it will be deleted.--Gage 08:24, 1 October 2006 (BST)
but what if i am incapable? when i try it doesnt show up well. it makes it look odd. you accepted my other ideas. alot of my stuff has been deleted ever since that whole crusifix thing.. is this a grudge? ThreeSided 08:31, 1 October 2006 (BST)
Don't be ridiculous. If you want help with the Suggestions template, ask for it on the talk page. Cyberbob  Talk  08:36, 1 October 2006 (BST)

Tangle Foot

Timestamp: Ellwoodblues 17:40 2006/10/01

suggest_type=Skill

Type: Skill, balance change, improvement, etc.
Scope: Survivors, Zombies
Description: A subskill of Construction. Using Tangle Foot (10AP sound reasonable?) on a map tile the survivor attempts to construct an obstacle of wire/chains/rope a few inches above the ground. When completed a zombie trying to move across this map tile now must spend an extra AP to get out, 1% chance of falling (requiring the usual AP spent to stand up). Tangle foot can only be constructed outside of buildings (wouldnt want survivors stumbling around in darkened buildings constantly tripping.) Tangle foot can be treated as a barricade by zombies, if attacked by claws/pipes/crowbars there is a chance of wearing the obstacle down until its useless. The movement of zombies through an area automatically degrades the obstacle, as zombies constanty trip over the stuff the obstacle starts to fall apart.

I say this affects zombies because it makes sense, they shamble more than walk but this could easily be an indiscriminate obstacle. This skill could be confined to certain map tiles (ie, warehouses, wastelands, cemetaries, any other map tile that should be a pretty wide opened area.) Either the survivor could just use the skill and randomly "find" the items needed to construct the tangle foot (like construction of a barricade) or possibly having to find items to carry along for the construction.

Its all yourse, constructive criticism (with emphasis on the constructive) appreciated. If its a bad idea tell me why, thats all I ask.

Keep Votes
For Votes here
Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here

Well, first of all, this would be HELL on newbie zombies. 3 AP to move? Which, I believe, most people would cite as a reason to spam it. It also makes sense that it would affect survivors too. I might add that this HAS been suggested before. I'll see if I can find the suggestion.--Pesatyel 04:49, 3 October 2006 (BST)

This will get spaminated into oblivion. Trust me. 2AP to move is one of the most frustrating things for an early-life zombie, and I assume nearly all of them take Lurching Gait as soon as possible. Nobody wants to go back to that - and a newb getting 3AP to move - oh, dear lord no. Just no. Plus it's an environment attack (essentially), in which the person who places it is not in danger. It's also an auto-attack at 100% to hit. I've had my own ideas for tranq guns - the effect being 2AP movement - but I've never even bothered suggesting them - because anything that nerfs Lurching Gait will get ... you guessed it... spaminated into oblivion. That's just my opinion, though - try it out and see if you like. --Funt Solo 10:58, 3 October 2006 (BST)

---Ellwood--- Hmm.. Well what i was hoping for was a way to slow down hordes before they could get to survivors that couldn't find an entry point, hence the possiblity of only being able to use this skill on certain map tiles. From my experience as a zombie, 2AP to move is a minor annoyance. I can stop where ever when I run outta AP, if I die I stand back up with the same abilities that I had before I took a headshot. If I'm turned into a zombie I lose all of my kills, then it takes awhile to stumble my way around to a revive point. But thanks for the criticism, if it turns out that my idea wasn't all that origional just post here and Ill come back and remove it from the discussion list. Thanks. —The preceding unsigned comment was added by Ellwoodblues (talkcontribs) 16:56, 3 October 2006 (BST).