Suggestions/UndecidedNovember2005
This page is for suggestions that have 50% or more Keep votes vs Total Votes, but not more than 66% Keep votes, which would qualify them for Peer Reviewed page. These are good, but not quite good enough Suggestions that could (and probably should) be reworked, refined, and resubmitted by a willing, knowledgeable party. Before doing so, please perform the proper research; reading the votes and the associated Talk pages, and adjust your new submission. State on the submission that you are not duplicating, but have revised and are resubmitting for approval.
This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.
Notes for Editors
Those who are placing Suggestions on this page should do so under the following procedure:
- Take the entire template and paste it into this section.
- Remove the entire suggest_votes field.
- Add the field suggest_moved, and then timestamp it with ~~~~~.
- replace "suggestion" with "psuggestions".
- Please note under the suggestion, briefly, what the controversy was about. It would be good for people to know when revising suggestions and deciding whether to submit a new version of one of these. Because these are necessarily subjective, please sign these sections.
So, the new template should look like:
===Suggestion Name=== {{psuggestion| suggest_time=Old Timestamp| suggest_type=Original type| suggest_scope=Original scope| suggest_description=Original description| suggest_moved=~~~~~ | suggest_notes=Notes about the discussion about the skill. | }}
November 6, 2005
Speed Loading
Timestamp: | 21:49, 6 Nov 2005 (GMT)~ |
Type: | Skill |
Scope: | Survivor |
Description: | Loading takes 0 AP (Can anyone remember who suggested this? It's from the old page.) |
Notes: | Controversy included complaints about 0 Ap actions, noting that the shotgun/pistol are more balanced with the Axe with reloads taking AP, and a lot of people want little tweaks to this. --RSquared 04:31, 22 Nov 2005 (GMT) |
Left Queue: | 04:31, 22 Nov 2005 (GMT) |
Paralytic Bite
Timestamp: | 06:47, 6 Nov 2005 (GMT) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | This skill is under Infectious Bite. Paralytic Bite allows a successful bite to infect a survivor with a parlytic virus which slows them down considerably, forcing them to use 2AP to move a single block. As per Infectious bite, this condition can be cured with the simple application of a First Aid Kit, or any other future method that can cure Infections. |
Notes: | Controversy included whether AP damage should 'stack' with infection, people not liking their AP getting whacked, and whether giving zombies this skill would be incredibly unfair to newbies. People liked the idea of slowing down survivors a bit and giving more zombies a chance to munch on them. --RSquared 04:31, 22 Nov 2005 (GMT) |
Left Queue: | 04:31, 22 Nov 2005 (GMT) |
November 7, 2005
Congealed Flesh
Timestamp: | 011:45, 7 Nov 2005 (GMT) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | This skill fits under the "Calloused" tree. The zombie has a maximum of 60 hit points. This, like "calloused," is meant to give balance to zombies who bought "Brain Rot" early in the game before zombies could get bodybuilding or wear flak jacket. |
Notes: | {{{suggest_notes}}} |
Left Queue: | 05:37, 22 Nov 2005 (GMT)
Controversy over whether zombies who got brain rot early should get a bodybuilding equivalent. --RSquared 05:37, 22 Nov 2005 (GMT) |
November 8, 2005
Preying or Hunting
Timestamp: | 04:04, 8 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | (This listing has been edited a bit, see strikethroughs.)Zombies can forrage for prey like a survivor would search for items. Certain areas would be prone to giving a zombie an instant-use item. In other words, this would not give the zombie an inventory, but would instead give some benefit should they find something. (EXAMPLES: |
Notes: | 8 keep; 7 kill (including 1 spam). In genre but considered silly by a minority of voters. |
Left Queue: | 21:52, 27 Nov 2005 (GMT) |
Odor of Decay
Timestamp: | 19:45, 8 Nov 2005 (GMT)~ |
Type: | Skill |
Scope: | Zombies |
Description: | Your smell is so strong that it confuses humans. From any neighboring block, you appear to be three zombies. (So, if you were in a block with two other zombies, the group would appear as five zombies from any adjacent block. If a human actually walked onto your square, he would correctly see three zombies.) |
Notes: | 12 keep; 8 kill. "I like the idea of zombie stink doing something, and I like the number confusion idea, but the two don't fit together. Make a new skill for the name, and make a new line of reasoning for the skill." --Dickie Fux IC justification is bad. |
Left Queue: | 22:14, 27 Nov 2005 (GMT) |
XP Gained Equals Healing Performed
Timestamp: | 21:52, 8 Nov 2005 (GMT) |
Type: | Mechanics Change |
Scope: | Survivors |
Description: | For each HP healed by a Survivor, one XP is assigned. This would allow normal aid pack users to to gain 1-5 XP per transaction, while those with First Aid would gain 1-10 XP per transaction. This gives First Aid a slight benefit, though there is always the potential for gaining less than 5 XP per transaction. |
Notes: | 6 keep; 6 kill. Prefered Peer_Reviewed_Suggestions#Extra_XP_for_Extra_Healing. |
Left Queue: | 22:23, 27 Nov 2005 (GMT) |
November 9, 2005
Free Running
Timestamp: | 11:57, 9 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Everyone |
Description: | This (exisiting) skill should be a Civilian/Miscellaneous skill, not a Military skill, and should thus be moved to the appropriate place in the skill trees. |
Notes: | 9 keep; 6 kill. "military need to move fast to avoid stff." --Redemptionx8. Argument centered on flavor. |
Left Queue: | 23:11, 27 Nov 2005 (GMT) |
Ear Shot
Timestamp: | 13:36, 9 Nov 2005 (GMT) |
Type: | Zombie Skill |
Scope: | Zombie Crowding/Movement, Slightly Balancing other human skills other than military |
Description: | Zombies with this skill will listen more to the silence and can hear shotgun's blasts from 4-blocks away, and pistol shots from 3-blocks away;(edit) This will only show the LAST heard shot and will note the time so there wouldnt be a spam of messages after logging in.
This would cause zombie groups to scatter and possibly waste AP if too zealous to follow gun shots. Also, this would make it so Military users would have to be hastey about being outside and going into too populated areas, causing too much noise could bring the crowds to you. |
Notes: | 7 keep; 6 kill. Arguments centered on flavor. Detractors also disliked potential for text-spam. |
Left Queue: | 23:18, 27 Nov 2005 (GMT) |
November 10, 2005
Character-perceived event page
Timestamp: | 00:39, 10 Nov 2005 (GMT) |
Type: | Interface modification |
Scope: | How events are displayed |
Description: | I would like to suggest the creation of an event page, used to store all the "Since your last turn:" stuff that currently clogs up the map page when you log in. This would serve two purposes:
The page could be available from a link in the bottom left corner of the map page (close to the "view contact button"). I believe this would make the game a bit more polished, and that it could make the game more capable of accepting changes that helps characters see more of what's going on around them, since every new type of event woudn't clog the map page so much. |
Notes: | 4 keep; 3 kill (including 1 spam). |
Left Queue: | 00:24, 28 Nov 2005 (GMT) |
XP for Barricade Assault
Timestamp: | 16:38, 10 Nov 2005 (GMT) |
Type: | Zombie Alteration. |
Scope: | All zombie characters |
Description: | Zombies are awarded a small amount of XP for attacking barricades. Currently the only way for a zombie to gain XP is through combat, and due to the danger of headshots zombies often resort to attacking each other. By making barricade attacks more worthwhile, zombies have more of an incentive to fulfill their in-game purpose. The amount does not need to be large; perhaps just 1XP per hit, or 2XP per piece dislodged. |
Notes: | 9 keep; 10 kill. Overpowered, potential for farming, zombies need no incentive to attack barricades. How about half a point per hit and 1 point per dislodgment? |
Left Queue: | 00:24, 28 Nov 2005 (GMT) |
November 11, 2005
Headshots remove AP, not XP
Timestamp: | 16:38, 10 Nov 2005 (GMT) |
Type: | Zombie Hunter Skill Alteration. |
Scope: | All zombie hunter characters |
Description: | XP comes so slowly in this game that losing it is extremely aggravating. It's also contrary to almost every other RPG out there. While zombie hunters should be able to slow zombies down, stealing AP would accomplish this much more effectively. As an experienced zombie, I would much rather lose my AP for the day than lose a week's worth of XP. |
Notes: | Borderline but passed: 14 Keeps, 10 Kills with both rational and irrational votes on each side. Suggest adding +X amount to stand up cost rather than reducing an AP, where X is either a standard amount or X is the overflow HP of damage caused beyond reducing Zombie to 0 HP. See future suggestion of separating Zombie and Survivor levels when determining XP lost for headshots. |
Left Queue: | 19:05, 25 Nov 2005 (GMT) |
November 13, 2005
Batteries
Timestamp: | 14:20, 13 Nov 2005 (GMT) |
Type: | Item |
Scope: | Survivor Item |
Description: | Used for powering the battery operated items. Comes in packs of 4, found in malls, police stations, fire stations, hotels and hospitals. |
Notes: | 6 Keep, 6 Kill, for exactly 50%. The main problem was the lack of description concerning what "battery operated items" are and how batteries are used up. |
Left Queue: | 07:06, 24 Jan 2006 (GMT) |
November 15, 2005
Ankle Grab Revision
Timestamp: | 03:31, 16 Nov 2005 (GMT) |
Type: | Balence change |
Scope: | Zombies |
Description: | In the time that I've been playing Urban Dead, I've always noticed that zombies got the short end of the stick. Headshotted, spending a chunk of your hard earned AP to get back up, all of it is disheartening. Then Ankle Grab came along. Ankle Grab changed a lot of things. It made it easier for the zombies to level. But it also made it a lot harder for survivors to clear buildings. There has been many a siege of the malls in Malton, I think every mall has fallen to zombies at some point by now. At this moment, Caiger Mall is embroiled in a large siege. During the defense, I've noticed one thing: It's hard as hell to evict zombies when they can get up for only 1 ap. We've shot them, time and time again, yet they can get back up before we get the bodies out the window. Know why? Ankle Grab. Ankle Grab makes it possible. Survivors cannot realistically survive a siege with the addition of Ankle Grab at this point. I know that, you know that, we all know that. What I suggest is a balencing of Ankle Grab in buildings. I love the skill as a zombie, hate it as a survivor, just the same way zombies feel about Headshot. Headshot was changed recently, so that it was done by 10 XP per level rather than just resetting it to 0. My suggestion is that we do the same for ankle grab. I'm not suggesting that we totally gimp the skill, no, but a simple addition of 1 AP per times you've gotten up in the last, say, 12 hours. (Ie, if you've gotten up 3 times in the past 12 hours, now when you get up it costs you 4 ap.) The maxiumum AP cost it could reach would be 5 (revised from 7), not wholly negating the effect of Ankle Grab, but also not making zombies be able able to get up 8 times in 10 minutes. |
Notes: | 13 Keep, 11 Kill. Most of the opposition was that this isn't the way to balance Ankle Grab, and/or Ankle Grab doesn't need balancing. |
Left Queue: | 06:41, 25 Jan 2006 (GMT) |
November 17, 2005
Boxing and Martial Arts
Timestamp: | 06:37, 17 Nov 2005 (GMT) |
Type: | Skill, Civilian |
Scope: | Survivors |
Description: | This is a suggestion for two skills. First is Boxing, which increases the chance to land a punch to 50%. Boxing would be a prerequisite to Martial Arts, which would make the chance of landing a punch 80%. I think this skill progression is balanced since it does less damage than the fire axe per AP spent. At the same time it could be useful in some situations, such as when an enemy is at 1 or 2 hp and you have limited AP. |
Notes: | 12/19 Keep/Total.
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Left Queue: | 14:27, 2 Dec 2005 (GMT) |
Revivification Syringes Cure Infectious Bite
Timestamp: | 08:03, 17 Nov 2005 (GMT) |
Type: | Improvement |
Scope: | Survivors |
Description: | Both syringes and first-aid kits should be able to cure infections. This makes sense since if it can revive a rotting corpse it should be able to halt the early stages of the zombie plague. You still would want to use first-aid kits instead (except when desperate) because they're less rare but this seems like it should work. |
Notes: | 13/22 Keep/Total.
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Left Queue: | 14:27, 2 Dec 2005 (GMT) |
Make different weapons have different results upon a kill
Timestamp: | 18:45, 17 Nov 2005 (GMT) |
Type: | Skill, improvement |
Scope: | Suvivors |
Description: | Right now it does not make a difference how you kill a zombie. I suggest tying different weapons to different zombie hunter skills to add an element of strategy to the game. For instance only allowing headshot to work on a kill made with a gun. And maybe having a zombie hunter axe skill that causes ankle grab to only reduce AP loss by 5 instead of 9. Or a knife skill that causes a killed zombie to come back with only 40hp. And there could also be a bat skill, a crowbar skill, etc. I'm not saying that these would be the skills, I'm just suggesting that it would be nice to have different weapons have different results to add an element of strategy as well as make all those worthless weapons useful. |
Notes: | 11/19 Keep/Total (late Spams counted as 0, Spam/Kill counted as Kill. Kepp counted as Keep. =) ). Resubmit with a list of suggested comments. Would increase the variety in the usage of weapons. Server load and implementation concerns. |
Left Queue: | 14:27, 2 Dec 2005 (GMT) |
November 24, 2005
Tell me when a player last logged in
Timestamp: | 13:12, 24 Nov 2005 (GMT) |
Type: | improvement |
Scope: | all players |
Description: | I am aware that the player profiles already state when a player joined. But they do not state when said player last logged in. If I'm a noob looking for a group of similar-leveled players to team up with, and I find people who are currently logged out but are the right level and have some experience points, it would be nice to check if they are worth hanging around and leaving messages for. If they haven't been on for three days, I would like to know quickly so I can move on to new shelter and new potential teammates. This would be the equivalent of tapping someone's shoulder and saying, "Hey, you still with us?" to find that they fainted or are merely sleeping.
The only reason I can think of not to add this feature is if it would overload the server with data. But only one extra field in the profile wouldn't, would it? |
Notes: | 10/17 Keep/Total.
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Left Queue: | 15:41, 9 Dec 2005 (GMT) |
Energy Drink
Timestamp: | 13:13, 24 Nov 2005 (GMT) |
Type: | Item |
Scope: | survivors |
Description: | Okay, I resubmitted this idea due to the fact that there was so much initial confusion. This item allows you to recover 2 (or maybe 3 AP). Drinking this will not bring you over the 50 AP limit. Specifically searching for this item will waste more AP than it is worth. However, if you do stumble upon it, it is best to hoard it until you really need it. Can be found in malls and in clubs. |
Notes: | 15/28 Keep/Total. |
Left Queue: | 15:41, 9 Dec 2005 (GMT) |
Character Management Page
Timestamp: | 22:30, 24 Nov 2005 (GMT) |
Type: | Improvement |
Scope: | All Players |
Description: | There should, possibly, be a main player page that one sees when they log in displaying all characters they posess. This could be achieved by logging in under your main or favorite current character account and 'adding' your other characters by putting in the name and password.
Basically you'd log in and see a main page with the name of each character, its current AP, and weather it is alive or dead. These are the basics I think should be there, more info could be added if the server load is justified. This idea REDUCES server load. Think about how many people log in to check on their character and see if they're under attack, see how many AP they have, or do a couple searches with the 3 or 4 AP they have. With a main screen from which you could view your characters, you wouldn't have to log in AS that character to check one aspect - which would save the server having to show you the MAP, the PLAYER LIST, the ROOM INFO, and the SINCE YOUR LAST TURN events, which would all be shown when you choose to actually play that character of course. Could just click the name of a character on your User Page to log in as them and begin playing. Succeed or fail, I believe this suggestion would reduce server load greatly by showing AP and Live-or-Dead status without map, events, description, userlist, inventory, etc. "Let's see. Bob1 is alive. Bob2 is alive. Bob3 has 40 ap so I'll play him and leave 1 and 2 to regenerate." |
Notes: | 7/11 Keep/Total. |
Left Queue: | 15:41, 9 Dec 2005 (GMT) |
November 25, 2005
Brawling
Timestamp: | 19:00, 25 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Survivors |
Description: | Brawling is not Martial Arts. That said, people with the Brawling skill (below body building or hand to hand) would get an additional and 15% chance to hit with all BLUNT instruments. Crowbar, Pipe, and Bat. (Does not affect crowbar's use on barricades.) It's just that simple.
Unanswered Questons: Should the enhancement be given to Fists as well with this skill? Shold it translate to zombies since they can use blunt instruments? |
Notes: | 6/11 Keep/Total.
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Left Queue: | 03:27, 14 Jan 2006 (GMT) |
November 29, 2005
/me action
Timestamp: | 14:41, 29 Nov 2005 (GMT) |
Type: | Additional button |
Scope: | Survivors |
Description: | Anybody who ever used mIRC should know what I am speaking about. A button, next to 'speak', which uses the same box and gives a similar result, but only the character's name is shown, not the said, " " stuff. Also, this shouldn't strip "'s. Zombies don't get this skill, to prevent abuse of zombie speech. |
Notes: | 9/15 Keep/Total.
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Left Queue: | 16:57, 14 Dec 2005 (GMT) |
November 30, 2005
Mutant Strain / Necrotherium
Timestamp: | 06:44, 30 Nov 2005 (GMT) |
Type: | Class |
Scope: | Zombie, Game |
Description: | PRELUDE?
Playing as a zombie, and talking with others who play as zombies, I've noticed that being dead isn't all it's cracked up to be. Sure, we're immortal??but being part of a swarm and dealing with the "Glass Ceiling" for skills makes things a bit tedious. There aren't any real classes for zombies, and the RP potential is low. That is the major reason for my submission. I do not believe that this idea will pass into the game, or receive any Keep votes, but if it gives anyone an idea that is actually GOOD, well . . . THE CONCEPT? The Necrotherium, a monstrous undead creature. It is essentially a zombie, only much more dangerous and chaotic. Think of the Licker, Bandersnatch, or Crimson Head from the Resident Evil series, only bigger??what I'm talking about is essentially an undead tyrannosaurus. It differs from true zombies in that it is very strong but can act only as an individual. CONDITIONS FOR TRANSFORMATION? I have a few ideas, but I don't really like any of them, so I'll leave it up to you guys or Kevan. UPDATE: Thanks to some suggestions, I've realized it's best if the Beast comes about accidently, so I'm sticking with #2.
2) A revivification syringe has a 1 in 150 chance of turning a Mutant Strain zombie into a Necrotherium (in this case, Mutant Strain should be much easier to acquire, possibly available once 5 Zombie skills have been earned). A limit would be placed on the number of Beasts possible at any given time. I say at least 20, because one for every five suburbs isn't too much to deal with. PLAYING AS A NECROTHERIUM? The Necrotherium has lost much of its sensory capability during the transformation, and as such cannot distinguish between survivor and zombie (or other Necros)??all players are described as "Meatsack" or some such thing. For example, the area description would read "There is a Meatsack here" or "There are many Meatsacks here" with no HP counts or anything else. It's important that numbers have no definition to the Necro player. When attacking, there will be no dropdown list, just an ATTACK option. Likewise, other players will only see it as a "Necrotherium", since it has mutated beyond recognition. Also, the Necro would have little perception of its environment??all locations would be seen as "A building" or "An open space". These rules prevent the Necro player from coordinating with other players, such as a zombie horde. The Necro must be on its own. In addition, the Necro cannot enter buildings, since no door would be large enough for it. As this is the case, the Necro has no reason to attack barricades, and cannot even see them as being separate from the buildings themselves. These rules prevent Survivors from being specifically targeted as prey. Because of its increased mass, the Necro ought to have a high amount of HP, such as 100-300 (I think 250 is fair). It is immune to infection, headshots (pointless, see below), and revivification, and cannot be healed, or use Digestion or items (including any flak jacket defense). When attacking, the Necro actually attempts to hit three different targets (one for each claw and one for jaws), meaning that each time a Necro attacks, three different players may be injured. Note that if the Beast attacks just one player, it can only do one limb's worth of damage. The hit percentages and damage caused by these attacks are carried over from the skills of the original zombie. If a Necro is killed, it loses all its XP and degenerates back into a corpse, becoming a regular zombie again (who may or may not need to relearn the Mutant Strain skill). Once a zombie becomes a Necro, it loses access to the old Zombie skill set (like when being revivified into a survivor) but gains its own smaller set. Something like:
Sprout Tentacle would give the Necro the ability to attack four targets at a time (the fourth treated like a tentacle, 2 DAM 30% TO HIT). Under this skill would be Extra Mouth, and Extra Tentacle. A fully upgraded Necro would be able to attack six targets at a time. Possibly there might be a Necrophagy skill that would allow the Necro to regenerate 3 HP for each half-hour spent in a cemetery (in which case, a Necro would need some flavor text to know it is in fact IN a cemetery). A Necro could also have the option to roar, which would be treated in the same way as a flare ("You hear a terrible bellow x blocks north y blocks west"). It would be interesting if the "birth" and "death" wails could be heard as well. EFFECTS ON THE GAME? The way I've outlined it above, I don't think the Necro would have any significant negative effect on the game. It would give Survivors and Zombies a common enemy, and since Necros can't hide in buildings, hunting them would be a bit fun. Simultaneously, it would provide a metagame for bored zombie users. IN CONCLUSION? I humbly await your ridicule. |
Notes: | 15/33 Keep/Total. The rules say that this goes to Rejected, but it's being placed on Undecided. It garnered 33 unique votes, which is not generally seen. Most votes were passionate, including the Kills, and many would prefer to see this concept reworked before suggesting Keep. This is a definate candidate to be revised and reworked. Intelligent votes are kept intact below. Minor votes have been removed.
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Left Queue: | 16:42, 15 Dec 2005 (GMT) |
Radios for Group Communication
Timestamp: | 06:51, 30 Nov 2005 (GMT) |
Type: | New Item |
Scope: | Suvivors |
Description: | I suggest a new item for suvivors in groups: radios. These walkie-talkies could be found in police stations, fire stations and mall tech stores. Very simple: you can use radios to mass send a message to everyone in your group who has a radio (they're using the same frequency as you). Radios would have a range limitation and only send messages to people in the same suburb. This is different than mobile phones! Mobile phones are good for talking with specific individuals across the map. Radios could be used for mass messages like "We're battling them off at the Wyck Fire Station, everyone get your butts there" and "Wyck Fire Station is a lost cause. Don't come, we'll regroup at (34,28)". Radios would not need powered masts to work either because they are for short range communication only. This item would let groups that stay close together operate with greater coordination, just like in real life.
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Notes: | 7/12 Keep/Total.
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Left Queue: | 16:42, 15 Dec 2005 (GMT) |
Yummy Brains
Timestamp: | 16:25, 30 Nov 2005 (GMT) |
Type: | Skill, Prerequisite:Digestion |
Scope: | Zombies |
Description: | Whenever a zombie with this skill lands a killing blow, using a bite attack, on a player without Brain Rot, it feasts upon the yummy brains inside. The zombie gains additional HP, equal to that gained by digestion. The extra HP may become temporary bonus HP, in excess of normal maximum HP, up to a ceiling of 60 HP. For example, if a zombie with this skill can kill three other players without taking damage, it could have 60/50 HP. But once those temporary HP are lost, they cannot be regained except with another meal of tasty grey matter. Ex-survivor zombies with bodybuilding will not find this skill particularly useful, since they already have a true maximum HP of 60, but the extra healing still helps. |
Notes: | 10/16 Keep/Total. |
Left Queue: | 16:42, 15 Dec 2005 (GMT) |