Suggestions/10th-Mar-2007

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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.
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Give some buildings more purpose (Refined and Resubmitted AGAIN)

Timestamp: --Apex 01:11, 10 March 2007 (UTC)
Type: building improvement/Upgrade
Scope: Survivors, and possibly zombies
Description: Recently Museum’s have been given a big upgrade that allows you to find stuff inside. Well I have a few ideas for some other buildings as well, making things easier/harder for Survivors and zombies. I've updated this idea about twice now, And I'm pretty angry that people don't seem to give a crap.

Banks

When powered they can have a special Feature where you can use the Safe to help barricade. You could also find News Papers and GPS units here.

Factories

Could have Machines inside that, When powered, could make ammo for 5 AP, and guns for 10 AP, and Build Radio Transmitters and Power Generators for 20 AP.

Library and Schools

When Powered you can use a computer and send messages to people on a buddy list, Just like the old Mobile phones did. You could even look to see a map area surrounding the building for 5 blocks, but you will not be able to know if there are any zombies outside, or if buildings are Barricaded .

Railway Stations

When powered you can use them to travel to other rail stations within about 20 blocks, problem is that it takes up 10 AP to use.

Towers

Here’s the oldest in the book, Multi Level. Say 2 floors that can each be barricaded, but survivors can also use the fire escape ladders to get in or out of a building (Zombies can they would have to go in and climb up and try to destroy the barricade.

Mobile phone tower buildings

We could create a new use for them, make things harder for people, if a building with a Tower on top isn't powered, all Radio Transmitters in the suburb will be rendered useless.

Keep Votes

  1. Author Keep- --Apex 01:11, 10 March 2007 (UTC)
  2. Keep - I was going to vote kill, but that last point changed my mind. (Since powered schools would make phones even more useless, and the low cost of guns & ammo)--Labine50 MH|ME|'07 01:44, 10 March 2007 (UTC)
  3. Keep - Awesome idea man. - Downinflames 08:28, 10 March 2007 (UTC)
  4. Keep - makes the game alot better. --Ltpotter 17:27, 10 March 2007 (UTC)
  5. Keep - We upgraded Museums, we can upgrade thies too. --Monty Python 17:31, 10 March 2007 (UTC)

Kill Votes

  1. Kill - It would have been much easier for you if you just put this on talk:suggestions like the guidelines say. Especially for something like this. I don't think schools should have any purpose like you have suggested, and the railway is too good - 10ap to move 20 blocks? Get real. As I said last time, too many changes are being made in this one suggestion - submit them one at a time over a week or something. Then it has more chance going through. Remember, the community feels very strongly about buildings and many of these features you are suggesting are already in peer rejected/reviewed. --Ducis DuxSlothTalk 02:09, 10 March 2007 (UTC)
  2. Kill - I think these upgrades are too strong. The railway should never be repaired. Malton's infrastructure is too damaged. (Although it would be interesting to add flavor text showing train tracks at locations between stations...) A cell phone tower wouldn't have any affect on a VHF transmitter. (Different part of the RF spectrum and the transmitters don't require radio relay at such short distances... this game only covers one city.) There was one part of your suggestion I did like though... having a map (maybe a suburb map?) inside libraries and schools. I wouldn't make it dependant on having power or a computer though. It could be a paper map on a wall. --Uncle Bill 03:43, 10 March 2007 (UTC)
  3. Kill - This was in Talk:Suggestions some days ago, if I remember correctly. Got shot down quite utterly for its numerous benefits, especially the railway (how in the world is the train powered anyway?). Frankly, I quite agree that it's too good. --Storyteller 03:59, 10 March 2007 (UTC)
  4. Kill - If it were me, I'd flesh out each point a bit better, and probably do this in multiple suggestions. Also, that tower suggestion has also been shot down many times (approx. equal to the numbver of times suggested). And what does "use the safe to help barricade" mean? --Rgon 04:54, 10 March 2007 (UTC)
  5. Kill - I agree with everyone above. Too many changes suggested, in barely any real detail. Towers are fine as they are. What do you do with banks? Wrench the door off the safe and use it to barricade? Factories... it would be unbalanced if it didn't require a skill to operate machinery. Maybe a new character class -- "Factory Worker". I like the map idea, but I agree with Uncle Bill: maybe a paper map, enclosed in a glass case? --Anotherpongo 08:42, 10 March 2007 (UTC)
  6. Kill - This is 6 suggestions in one. A bank vault might be of use to hide in, but hiding your character is a no-no because of multiply-it-by-a-million (imagine 1000 survivors hiding in a vault). Factory production lines tend to nerf the whole random-search part of the game, and anyway there's a more balanced and detailed version already in Peer Reviewed. The library and school parts just copy mobile phones (and there are already plenty of ways for survivors to communicate), whilst the map of the area is just a smaller NecroNet, probably overlapping, and way more powerful because there's no need for DNAing. Subway tunnels and a more extensive Underworld are already in Peer Reviewed. Multiple tower floors: also in Peer Reviewed already. Why would the mobile phone transmitter effect radio transmitters? --Funt Solo Scotland flag.JPG 09:50, 10 March 2007 (UTC)
  7. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:13, 10 March 2007 (UTC)
  8. Kill - As Funt Solo, again, I think. --ZombieSlay3rSig.png 20:55, 10 March 2007 (UTC)
  9. Kill/change -You made it more specific, but you should still make multiple suggetions and kill the radio nerf. --AlexanderRM 5:08 PM, 10 March 2007 (EST)
  10. Kill Trying to do too much. But, nerfing the radios isn't really a good suggestion, and making a machine that makes ammo is giving an overpowering advantage to the survivors. --Kamden 06:43, 11 March 2007 (UTC)
  11. Kill - Six suggestions, so I'll vote keep or kill for each. 1) Kill - Its the same as any other barricade. 2) Kill - Uses the word 'could'. Be specific. 3) Kill - I don't think many computers could work without power, internet signals, etc. 4) Spam - And a ghost train starts working. 5) Kill - Don't like the fire escape bit, you should have to go down floors, or else too powerful. 6) Kill - Radios don't work like phones, basic communicators don't need a broadcaster. Wow, I wasn't expecting all six to die, but some have merit. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 11:50, 11 March 2007 (UTC)
  12. Kill - Like the Library and Schools suggestion, the rest is just to good. - BzAli 20:21, 11 March 2007 (UTC)

Spam/Dupe Votes
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Name Pistoles

Removed as it was the second Apex suggestion of the day. --Cap'n Silly T/W/P/CAussieflag.JPG 01:22, 10 March 2007 (UTC)


Lose the Gun, Keep the Ammo

Timestamp: Uncle Bill 03:32, 10 March 2007 (UTC)
Type: Inventory
Scope: People with guns
Description: As you all know by now, the new game changes make it a lot harder to carry around a lot of loaded weapons. That makes sense, because how many people do you really see walking around with six shotguns? Unfortunately, with search rates being what they are, you are just as likely to find a partially loaded weapon as you are ammunition. Getting rid of the new weapon helps you keep your inventory small but is a waste of ammo.

So here's my solution. From now on, dropping a weapon will transfer it's ammunition to a partially loaded gun if you have one available. Some examples:

  • You have two pistols (3)(6) and find one more (4). Dropping either of the partially loaded pistols gives you (6)(6). One extra bullet is wasted because you had nowhere for it to go.
  • You have two pistols (1)(3) and drop one of them. You end up with a pistol with (4) shots left.
  • Dropping a fully loaded pistol gives you a pistol clip, which takes up less space.
  • Dropping a shotgun (1) gives you a shotgun shell. A shotgun (2) would give you two shells.
  • If you have two shotguns (1)(1) and drop one, it loads the other one (just like with pistols).

I know that there have been other inventory combining suggestions before, but I feel that not only is this needed now more than ever, but that this one keeps things as simple as possible.

Keep Votes

  1. Author Keep - I like it. What a great idea. I rock! --Uncle Bill 03:32, 10 March 2007 (UTC)
  2. Keep - the people who said anything in the discussion liked it, and I like it, too. It has some discrepancies, as mentioned in the discussions page, but I'd give it a keep for now (also has some doubt about realism, though I really don't care much for that. How exactly does a clip work?). Changed to keep --Storyteller 00:29, 11 March 2007 (UTC)
  3. Keep Yes, I always wanted this to happen. And about the realism thing, you can just take out a full clip the same way as you do an empty one.Monkeylord 04:15, 10 March 2007 (UTC)
  4. Keep Yeah, good idea, the loss of ammo in searches due to the recent inventory change ought to be fixed, and this seems to be a good way to do it. Rockin'. --Rgon 04:59, 10 March 2007 (UTC)
  5. Keep Good idea that works with storytelling and the changes that have already been made to the game. --Thursday Next 06:19, 10 March 2007 (UTC)
  6. Keep Cause why wouldn't you? --Cman yall 08:25, 10 March 2007 (UTC)
  7. Keep - yes, please. --Funt Solo Scotland flag.JPG 09:54, 10 March 2007 (UTC)
  8. Keep Ride on... Jim Bim
  9. Keep just yes.....–Ray Vern Pig.gifphz T 12:41, 10 March 2007 (UTC)
  10. Keep - Yep yep. --Toejam 14:02, 10 March 2007 (UTC)
  11. A worthy ammo unloading suggestion at last! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:15, 10 March 2007 (UTC)
  12. Keep Because in logic land the struggling survivors of a zombie apocalypse wouldn't chuck away valuable ammunition just because it happens to be in an additional gun that's too heavy for them to carry. It isn't free. You already spent AP loading/finding the gun. You've earned the right to have that ammunition in a gun before. This just preserves that right.--Jon Pyre 16:19, 10 March 2007 (UTC)
  13. Discards two pistols and keeps the ammo - This is indeed vote-worthy. --Anotherpongo 16:36, 10 March 2007 (UTC)
  14. Keep Seems fair enough. --1006945 17:23, 10 March 2007 (UTC)
  15. Keep - I like it. What a great idea. Uncle Bill rocks! -- Atticus Rex mfu pif Δ 19:55, 10 March 2007 (UTC)
  16. Keep - Very good. --ZombieSlay3rSig.png 20:57, 10 March 2007 (UTC)
  17. Keep A way to unload guns that is logical. --masterded 10 March 2007 (UTC)
  18. Keep - Why did the other suggestions have to be so complicated? This one is great! --Ducis DuxSlothTalk 23:05, 10 March 2007 (UTC)
  19. Keep - You rock, Uncle Bill. --Cap'n Silly T/W/P/CAussieflag.JPG 00:01, 11 March 2007 (UTC)
  20. Keep - You get something for the IP hit you just took, sweet. Who wouldn't take the ammo out before dropping their pistol, in a zombie apocolypse/warzone? MrAushvitz Canadianflag-sm.jpg 00:03, 11 March 2007 (UTC)
  21. Keep - Very nice. --Specialist290 04:02, 11 March 2007 (UTC)
  22. Keep - This has always bugged me for the simple fact that I am NOT going to waste ammo in a zombie apocalypse! --SirensT RR 18:38, 11 March 2007 (UTC)
  23. Keep - Like it. - BzAli 20:22, 11 March 2007 (UTC)
  24. Keep - Elegant solution. So much AP cost goes into acquiring ammo that I would not begrudge survivors saving the few AP that would be the side effect of this suggestion.--SporeSore 14:43, 14 March 2007 (UTC)
  25. Keep - Argh, yes! I used to drop any empty weapons if I got a partially-loaded one while searching, but this is so much better. --Forlorad 18:18, 19 March 2007 (UTC)
  26. Keep - Good idea but maybe have it cost 1?--poo 10:58, 23 March 2007 (UTC)

Kill Votes
Against Votes here

  1. Simple. A shotgun takes 1 AP to load or unload. There was a suggestion some time ago (don't have time to look) that allowed for something similar to this. Basically, you don't drop the gun but you click on it and unload it creating Clip (x). Once the x hits 6, you get just a regular clip and clip (x) again for any left over ammo. Then you can drop the guns as normal. Your idea basically combines the two actions, but I think it could save too much AP for survivors (as mentioned on the discussion page).--Pesatyel 08:49, 10 March 2007 (UTC)
  2. Kill - Free action. --Matt Scott 9 14:35, 10 March 2007 (UTC)
  3. Kill - No free actions. Make the option, "drop and reload/keep ammo (in the case of fully loaded pistol or shotgun)" for one AP, can be done by adding the option in the drop down menu for dropping items (note: might cause clutter in the drop menu). - Whitehouse 15:16, 10 March 2007 (UTC)

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Repair Man

Removed for revision, based on views of members. Thanks! -- Dance Emot.gifTheDavibob LLLDance Emot.gif 20:06, 10 March 2007 (UTC)


Syringe Proficiency Skill

Timestamp: Anotherpongo 10:22, 10 March 2007 (UTC)
Type: New Science Skill
Scope: Players who perform revives
Description: My suggestion is fairly simple: a new skill called "Syringe Proficiency", below Lab Experience on the skill tree (on the same level as Necronet Access), which makes syringes (when used on regular zeds) cost 8 AP to use, rather than costing 10 AP. Reviving rotters would still cost 10 AP and require NecroNet Access in a powered NT building. It's really a small AP-saving skill. In real terms it means the scientist has got used to syringe use, and doesn't have to spend quite as much energy making sure the syringe barrel is completely empty. It has no effect on syringe search odds, syringe manufacture, or the zed revived by the syringe.

Keep Votes

  1. Author keep --Anotherpongo 10:23, 10 March 2007 (UTC)
  2. Keep - Theres more zombies in the game than survivors now anyway so voting Kill on that basis is stupid because its wrong. Theres 12% more zombies than survivors and this is a great idea anyway. Revives are high at the moment anyway. You can't force people to play zombies just because they can't get themselves a revive... --MarieThe Grove on Tour 17:56, 10 March 2007 (UTC)
  3. I didn't mind the 10 AP per revive until the whole map of the suburbs starting turning Red... Those two APs could have saved me a few times... -Certified=InsaneQuébécois 19:52, 10 March 2007 (UTC)
  4. Keep for personal reasons -I'm dead right now, which noramlly wouldn't be a problem exept that several other members of my group are also dead. this would speed up revives letting me be alive sooner. Just need that reviving yourself idea... --AlexanderRM 5:17 PM, 10 March 2007 (EST)
  5. Keep - 10 AP is a lot- it's the headshot penalty times two - and I'd like revivers not to be so tightly restricted in how long they can play the game for. As ever, this suggestion could be implemented alongside a suggestion with a corresponding balance change toward the zombies. --Toejam 22:26, 10 March 2007 (UTC)
  6. Keep - Although, technically this should be a sub-skill of first aid. You know nusing and doctor skills, injection methods, etc. Hey, they do actually train how to stick a needle into a dangerous patient.. ask a psychologist or psychiatrist sometime... (waits for the claw swipe, jams needle into neck of zombie and presses..) MrAushvitz Canadianflag-sm.jpg 00:06, 11 March 2007 (UTC)
  7. Keep - Revive lines are piling up a LOT in a lot of places, mostly because revivers take all day to do 4 revives, tops. Not to mention the 20 AP cost to manufacture a syringe, the inherent danger around NT buildings, and how often you end up targeted by PKers trying to grief your group. The only downside to this is that it might encourage combat reviving. But with the state of Malton right now, with the revive queues as packed as 30-odd zombies swaying and Mrhing, something must be done. --Craer 05:44, 11 March 2007 (UTC)
  8. Keep - Would allow one extra revive per 50 AP, but really only for those people who feel like "Suicide Reviving". I don't see this as to big of a buff, and it would certainly be handy. --SirensT RR 18:36, 11 March 2007 (UTC)
  9. Keep - Since you can't force people to stay alive with the suicide options, I think it somewhat unfair that it can be so complicated to return from death. - BzAli 20:25, 11 March 2007 (UTC)
  10. All over it' - I like this. I have an a scientific alt, and I have to say it takes alot of AP to run a character like that. --Kamden 20:48, 11 March 2007 (UTC)
  11. Keep! - First, we need more Science skills; second, this only gives one more revive per diem anyway; third, it's IC. --Forlorad 18:20, 19 March 2007 (UTC)

Kill Votes

  1. Kill - unless the current system is too costly, I see no reason to buff the revive cost. --Funt Solo Scotland flag.JPG 11:24, 10 March 2007 (UTC)
  2. Kill - don't really see there being a need for this. –Ray Vern Pig.gifphz T 12:47, 10 March 2007 (UTC)
  3. As above 2 votes, useless. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:18, 10 March 2007 (UTC)
  4. Kill - Under normal conditions I can use 4 syringes and get back inside safely, with this I could use 5, that is a rather large change. - Whitehouse 15:22, 10 March 2007 (UTC)
  5. Kill Why the buff in this area? --Jon Pyre 16:20, 10 March 2007 (UTC)
  6. Kill - Buffing revives is maybe the easiest way to alter the game in favor to survivors, but it hardly adds any fun at all. --Matthew Fahrenheit YRCT+1 17:36, 10 March 2007 (UTC)
  7. Change needed - I'd almost say yes to this one, but it's a bit underpowered. --Nimble Zombie 18:57, 10 March 2007 (UTC)
  8. Kill - Two less AP for a revive does not seem worthy of spending 100 XP for a skill. --ZombieSlay3rSig.png 20:59, 10 March 2007 (UTC)
    Re: I thought 7 AP would be a little overpowered. 8 AP saves 2 AP per revive. It'll allow experienced revivers to sqeeze in one more revive in a day. --Anotherpongo 09:42, 11 March 2007 (UTC)
  9. Kill - As it is now, I can do four revives a day. I've actually done 5 a few times, when number 5 was the last one in the RP, and the area was safe enough to wait an hour and a half to get back to a safehouse. In theory this would allow me to do 6 revives a day, with AP left to get to a safehouse. I just don't see an extra revive (or two, for you sane people) being worth it. It might be helpful in siege situations, but it's just makes leveling up all that much easier for survivors, and that's easy enough anyway. --Sgt. Expendable JG 21:36, 10 March 2007 (UTC)
  10. Kill - I think this has potential to be too strong or too weak, depending on context. It's not going to help the survivors that can't get revives because their fellows have no discipline about DNA scanning, AP management and the like - for them it's useless, survivor players paying more attention to what they're doing is the only fix for that. Assuming survivor players get their act together, that potential extra one or two stabs per day once they've got a stock built up, that's too good. --Mold 22:10, 10 March 2007 (UTC)
  11. Kill - Current mechanics in regards to revivification are fine. Don't mess with them. --Ducis DuxSlothTalk 23:11, 10 March 2007 (UTC)

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