PR Skill Change: Survivor

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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

This is not the place to put new Suggestions.
The Suggestions Page is the queue for new Suggestions to be voted on and suggested.

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DO NOT PUT NEW SUGGESTIONS HERE

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
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  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
suggest_moved=~~~~~
}}
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

Skill Change: Survivor

Body Building

Body Building Not Cross Class

Timestamp: 01:06, 12 Jan 2006 (GMT)
Type: Peer reviewed skill alteration
Scope: Dedicated zombies and dead survivors
Description: It's not a new skill, just an alteration to the Preserved Ligaments peer reviewed suggestion. Instead of just making it a non-stack-able clone of Bodybuilding, it could be changed this way:
  • Bodybuilding wouldn't carry over. Even though your living "self" is well-built, your dead status would most probably render all those muscles stiff and easily rotten.
  • Preserved Ligaments wouldn't carry over either. Makes sense, I think, since it's about something all the survivors already have when they're alive (all their ligaments in place and stuff).
  • Characters with bodybuilding would have to pay only 50 XP to get Preserved Ligaments, as a bodybuilder is at least supposed to be strong and with ligaments strong enough to survive the zombification proccess.
  • Characters with Preserved Ligaments would have to pay full XP for Bodybuilding. As I said, all survivors already have their ligaments in place when alive.

That would add some originality to Preserved Ligaments (that is just a clone of Bodybuilding right now), and would hopefuly make the lives of those dead survivors a bit more interesting if they ever plan on going zombie for a while. Not a big change for balance of whatnot, either, just some flavour.

PS: those changes are to make Preserved Ligaments different from Bodybuilding. The lowered XP cost for zombies with Bodybuilding reflects that idea. Refunding or replacing skills by the time of implementation (if it ever gets implemented) is something that only Kevan could decide, on his own judgement about balance or the annoyance factor for players.

Notes: 13/15 Keep/Total. Well accepted as it eliminates the need of crossover skills.
  • Was "Preserved Ligaments Alteration".
Left Queue: 07:35, 18 May 2006 (BST)

Construction

Barricading Difficult In Empty Building

Timestamp: 01:52, 15 March 2006 (GMT)
Type: improvement, removal of greifer use of the construction skill
Scope: Griefers
Description: There is a major problem with the construction skill (Hell, there are a lot of problems, but this is one of the bigger ones), and that is the griefer tactic of barricade strafing. Personally, i have no problem with someone setting up a dummy barricade to distract an attacking horde, but strafing suburbs building barricades to heavy on empty building after empty building is just complete and utter greifing of zombie players (Many of whom quit the game after a short period of enduring this crap, and given the complete mess the zombie population is in AGAIN this just cant stand). As such i propose a 60% chance of failure when barricading an empty building (Empty being defined as no other humans present) and the complete inability to barricade an empty building with zombies in it. This doesnt prevent people from constructing a dummy barricade with a little patience, but it does stop trenchcoaters from wandering into a devestated area and building four or five buildings to heavy each, before running away, resting, then coming back the next day to do it again.

It is explained RP wise by explaining that people have a hard time creating a solid barricade without help moving and placing the gear into position. As such it takes more effort to build one alone.

For the zombie thing: You are in a building surrounded by zombies, are you really going to be able to put in the time and effort to build a barricade without other people to distract them?

It is important to note that this does not make it any harder to do anything else, just harder to greif zombie players, many of whom have been getting the short end of the greif stick for many months. Also, it merely lowers the chance to succeed to be on par with a fireaxes hit rate when you have all the skills for it. Once there is another person, the barricade rates are returned to normal. This also doesnt prevent the barricading of buildings with zombies in them if there are other people present. This is an attempt to disable the griefer use of the skill without removing the "good" points of it.

Notes: 28/40 Keep/Total. Well accepted as is.
  • Was "Construction tweak to remove grief factor".
Left Queue: 12:26, 18 June 2006 (BST)

Construction Levels

Timestamp: 20:08, 8 Dec 2005 (GMT)
Type: Balance Change
Scope: Survivors
Description: Right now Construction gives the ability to create a baricade up to Extremely Heavy.

I suggest for the sake or realism and game balance that Construction be broken into several different techs.

  1. Laymens Barricading Construction. Ability to lightly barricade. (basically just a pile of chairs and whatnot)
  2. Strong Barricading Construction. Ability to barricade to Very Strong. (the ability to use hammers and nails)
  3. Heavy Barricading Ability. Ability to barricade to heavy levels. (The survivor is using real carpentry and masonry skills to create a real fortress)

The balance here is that it will take more skill to create barricades.

Notes: 15/21 Keep/Total
  • renamed from More Levels to Construction
  • Doesn't alter the current barricade mechanics and makes it more interesting for survivors.
  • Maybe #2 and #3 could be skills, and #1 works for everyone, without buying a skill.
  • Would help cut down on the overbarricading problem. Noobs to construction won't just naively max out a barricade, thus reducing grief.
  • This is actually taking a skill away from humans and breaking it into 3 levels.
  • Perhaps up to VS is a civilian skill, (furniture, etc) maybe an intermediary, and the highest level skill could be a military skill. More overall xp expenditure, and it would make sense that military would be trained in the most effective barricading.
  • Perhaps the ability to deconstruct barricades (rather than just attacking) for the higher levels?
Left Queue: 15:43, 23 Dec 2005 (GMT)

Construction Required To Repair Ransack

Timestamp: 21:10, 24 May 2006 (BST)
Type: Minor Balance Tweak
Scope: Ransack
Description: Well, it's been about a month, and I've noticed a minor flaw in the Ransack system. Zombies have to buy Ransack to ransack the buildings, but survivors can repair it without a specialized skill. Excuse me if I'm wrong here, but isn't it harder to fix something then to trash it? I suggest that Construction be needed to repair a ransacked building.
Notes: 28/32 Keep/Total. Well accepted as is.
  • Was "Ransack Alteration".
Left Queue: 09:00, 29 June 2006 (BST)

Forklifts Assist Barricading

Timestamp: 03:34, 25 Jan 2006 (GMT)
Type: Item
Scope: Survivors, against Zombies
Description: No, you don't find Forklifts with "Search". No, you don't carry Forklifts. No, you don't drive Forklifts around from place to place!! (end preconcieved notion attack.)

Forklifts would exist inside Power Stations, Warehouses and Factories ONLY, left behind in the evacuation. All Forklifts would start out BROKEN upon implimentation.

  • Any player with Construction in a Power Station, Warehouse or Factory with a broken Forklift will see a button that lets them REPAIR it for 1 AP per click. It would take multiple clicks to repair in the same way that it takes multiple clicks to build a barricade.
  • Any player in a Power Station, Warehouse or Factory with a WORKING Forklift will see a button marked.. of course.. "Barricade with Forklift".
  • If you do not have the Construction skill, using the Forklift will build up a barricade at the normal rate. (Hey, you can't barricade at all without the Construction skill, so this is an improvement..)
  • If you have the Construction skill, using a Forklift will build up a barricade two times the normal rate.
  • Zombies and Players can of course attack a Forklift to break it. It is somewhat sturdier than a Generator, but it can of course be done.
  • Forklifts need to be FUELED to work. If a Forklift is not fueled, there would be no button to use it. Fuel will be used up on a per-use basis. This prevents people from being able to use the forklift a rediculous number of times on one tank. Since Fuel Cans are, according to common sense, probably small - I would say you get about 10 uses before it's out of fuel.

Here are the various messages related to this suggestion:

Various states of the Forklift, as seen in room description as a Generator is now:

  • There is a forklift here. It is broken.
  • There is a forklift here. It is out of fuel.
  • There is a forklift here. It is running.

Using the Forklift:

  • You use the forklift to add a gigantic crate to the barricade.
  • You use the forklift to add some huge metal drums to the barricade.
  • You use the forklift to add a stack of wooden palettes to the barricade.
  • You use the forklift to add an old broken machine to the barricade.
  • The forklift runs out of fuel after you barricade.

You cannot drive a forklift out of the building. Why? Because they're not fast enough to evade anything, so it would be downright stupid. Plus if the building IS barricaded, there's no way you're getting it out the door. If the doors are wide open it's still simply a bad idea.

Some may say that this will make an unfair new type of safehouse for Survivors, but keep in mind that with this there will probably be less buildings "open" for survivors to run into for safety since the barricades will probably be very high.

Notes: 28/37 Keep/Total. Well accepted. People disliked the fact that this would allow survivors to barricade faster.
  • Was "Forklift Version 2.0.1.X".
Left Queue: 08:16, 26 May 2006 (BST)

Notice Very Strong +2

Timestamp: 09:20, 29 March 2007 (BST)
Type: Skill Change
Scope: Construction
Description: When you're building barricades, and you get up to Very Strong +2 (ie one level below Heavy), you get a warning message along the lines of "if you add any more to the barricade, survivors won't be able to get in from the street". However, when you enter a building that is already at Very Strong, there is no indication whether it is VS, VS+1 or VS+2. I propose that (just as you're aware when building the barricade when you're about to over-barricade) there should be an indication (as part of the building description) if it is at VS+2.

This note would only apply to survivors with the construction skill.

Example: "The building is very strongly barricaded. Any further barricading will prevent survivors entering from the street."

Notes: 19/24 Keep/Total. Well accepted. Kill voters liked the uncertainty that is currently present.
Left Queue: 21:06, 29 May 2007 (BST)

Diagnosis

Display 50 Most Wounded

Timestamp: 22:19, 19 June 2006 (BST)
Type: Skill Alteration (sorta)
Scope: Anyone with Diagnosis
Description: Well, Matthew Stewart, here you go. Basically, add a simple button to the interface allowing anyone with the skill "Diagnosis" to display the first 50 people in the same room that are injured any amount. Simple really, I'm surprised I couldn't find this anywhere. If you find it, please put the link to the dupe.

Note of Clarification: Yes, this does transfer over to zombies. Note that it says anyone with diagnosis. --Pinpoint 23:32, 19 June 2006 (BST)

Giving Credit Where It's Due: Credit has to be given to Matthew Stewart for the main idea of this suggestion, just to be fair. Thank you, Matthew Stewart. --Pinpoint 13:55, 20 June 2006 (BST)

Notes: 21/22 Keep/Total. Well accepted as is.
  • Was "Help the Doctors".
Left Queue: 08:57, 3 July 2006 (BST)

Free Running

>=20HP Required For Free Running

Timestamp: 16:28, 16 Dec 2005 (GMT)
Type: balance change
Scope: Free running skill
Description: It is ludicrously unrealistic how a badly wounded survivor can easily leap from rooftop to rooftop in the manner free running suggests. It is also horribly unbalancing as often humans wake up with zombies chewing on them, then just free run to safety. Basically, i propose that free running should only work when am person has more than 20hp (Selected so that even the recently revived can free run. It adds an air of terror to those who have been badly wounded, yet it doesnt affect typical everyday play). Its simply ludicrous that people on terribly low HP can manage to leap from one building to another while struggling to hold thier insides in, or plugging numerous bullet holes in thier person.
Notes: 19/26 Keep/Total. Most people accepted it well. However some people were worried about it being unfair for newly revived survivors with infections.
  • Was "Free Running balance".
Left Queue: 10:31, 6 May 2006 (BST)

Hand-to-Hand Combat

Vigour Mortis / Rend Flesh Affect Fist Attack

Timestamp: 02:59, 3 July 2006 (BST)
Type: Improvement
Scope: Survivors and Zombies.
Description: This is a fairly straight foreword suggestion. When I look at my Zombie, I see a mangled corpse with torn hands that are warped by rigor and decay into bestial claws that rend and tear. Every time I'm revived I picture a Necrotech lab technician or grizzled survivor comming to him and curing him of his infectious condition, but what about his rent and torn hands? What happened to them? Why did they suddenly become fleshy lumps that have little use to him? I'd like to be able to picture survivors that were cured of their diseased states, but still bear the scars of their time as zombies.

So my suggestion is: Vigor Mortis and Rend Flesh effect Fist attacks when a survivor. This does not carry over for other weapons, just for punches.

  • Damage: With Rend Flesh, Hand-to-Hand, and Vigor Mortis it means a 35% chance to hit with an attack that deals 2 damage.

To a full-blooded survivor this may not seem like much to you, however it means quite a bit to a freshly revived corpse. I'm not suggesting Hand-to-Hand be usable by zombies when they are zombies, however, it allows those who were zombies to make use of their skills after they are revived.

Notes: 15/21 Keep/Total. Well accepted as is.
  • Was "Hand-to-Hand Combat".
Left Queue: 01:48, 17 July 2006 (BST)

Headshot

Headhost Different Attack 2AP

Timestamp: 23:20, 12 Dec 2005 (GMT)
Type: Skill adjustment (Headshot)
Scope: Zombie Hunters
Description: Rather than have headshot permanently active after it's purchased, make it a seperate type of attack. If you want to administer a headshot, you use the "headshot" action button rather than the "attack" action button, with the same damage and hit rates as you have with a standard attack (for any given weapon). The headshot only does anything different to a standard attack if it reduces the victims HP to zero, at which point they receive a headshot with exactly the same results as they do currently. this headshot action should also take 2AP, as performing a headshot should be more difficult than knocking someone down with less finesse. This means that those with headshot don't have to use it if they don't want to, and also that they'll have to really want to pay that extra AP to knock a zombie down hard (as the survivor reaps no XP benefit from the headshot). It should provide a way of producing fewer headshots as the number of zombie hunters continues to climb relative to the number of zombies without making the skill powerless.
Notes: 21/25 Keep/Total. Some people objected to the 2AP cost.
  • Was "Headshot not automatic".
Left Queue: 06:30, 30 Dec 2005 (GMT)

Remove Headshot

Timestamp: 0100, 19DEC05 (GMT)
Type: game balance
Scope: Survivors
Description: When the # of zombies is surpassed by the # of zombie hunters, the skill headshot will be permenantly removed from the game. All characters who previously had the skill will be refunded 100XP.

Third party note: To those of you who are voting Kill on the basis that Headshot is the only thing zombies fear, I have news for you: Zombies aren't supposed to fear anything, period. When was the last time you saw a zombie movie or played a zombie game where the zombie sees a guy with a shotgun and goes "Oh noes, that guy could blow my brains out with his boomstick! I think I'll go find someone less well armed." Zombies don't feel fear - they probably don't feel anything except hunger. - KingRaptor 04:03, 19 Dec 2005 (GMT)

Third party note: This suggestion is probably no longer valid as Headshot appears to have been changed to an Ankle Grab counter --Kryten 10:55, 19 Dec 2005 (GMT)

    • RE - It's even more valid now, as the most of the major zombie hordes are now on strike. Headshot needs axed. --phungus420 1847, 19DEC05
    • RE Kryten - Ankle Grab is not a counter for headshot. Ankle Grab is there to mitigate the 5:1 AP ratio of barricades. --Siddhant 16:19, 22 Dec 2005 (GMT)
Notes: 74/96 Keep/Total
  • Was "Axe Headshot".
Left Queue: 20:09, 3 Jan 2006 (GMT)

Toggle Headshot

Timestamp: 11:38, 10 Dec 2005 (GMT)
Type: Skill change
Scope: People with headshot
Description: As commented in the suggestion Unbuy Headshot, Headshot should be able to be toggled on and off. This would allow players to get to their maxium level without causing griefing. The toggle would be a checkbox (or whatever Kevan decides is best) in the edit profile page. If the player does not have headshot then the checkbox would be grayed out. This would not dramaticaly add to server load or database size. This would only add 306109 bytes (Aprox 0.3 MB) or so to the database. As the program already has a check on headshot it would check if this is active (if not then either the player has chosen to not use headshot or doesn't have headshot) and then respond appropriately. This also makes sense gameplay wise as the character would be able to choose whether or not they destroy the zombie's brain/skull.
Notes: 20/21 Keep/Kill. Accepted as is.
Left Queue: 04:51, 30 Dec 2005 (GMT)

Knife Combat

Knife Combat +30%

Timestamp: 22:23, 10 Nov 2005 (GMT)
Type: Modification to existing skill
Scope: Knife Combat skill
Description: Make Knife Combat +30% instead of +15%. At 55% chance of dealing 2 damage, it will be slightly worse than axes, but better for situations in which zombies have 1, 2, or 4 HP remaining, making the skill actually have some use.
Notes: 18/19 Keep/Total.

The knife should have a better hit chance but less damage. Alternative Implementation: do not add this skill but instead dual wield 2 knives at standard % for more damage. Approved alternative to Machete Suggestion.

  • Was "Knife Combat upgrade".
  • With recent knife updates, this is now redundant.
Left Queue: 19:05, 25 Nov 2005 (GMT)

Knife Combat +35%

Timestamp: 02:39, 23 March 2006 (GMT)
Type: Skill improvement
Scope: The skill Knife Combat
Description: The skill Knife Combat currently lets you deal 2 damage with a 40% accuracy, resulting in 8 average damage per 10AP spent. Axe proficiency as we know is currently better as it allows you to deal 3 damage with 40% accuracy, resulting in 12 average damage per 10AP spent. I suggest raising the attack accuracy with Knife Combat to 60% so that knives deal the same average damage per 10 AP as axes do. It would allow players to choose between (relatively) high damage low accuracy and low damage high accuracy. It doesn't really make the survivors more powerful as they'd do the same damage on average over time but it allows a few more strategic options and would also be good for roleplayers that prefer knives to axes. I believe there are other suggestions to make knives have a higher accuracy but I do not think any suggest making them exactly equal to axes.
Notes: 13/14 Keep/Total. Well accepted as is.
  • Was "Make Knife Combat Equal to Axe Combat".
Left Queue: 07:26, 19 June 2006 (BST)

NecroNet Access

Cooperative Syringe Manufacture

Timestamp: 10:59, 19 July 2006 (BST)
Type: Skill alteration
Scope: Survivors & their temporarily undead friends
Description: Currently it takes just 8 AP to find a syringe in a powered Necrotech Building. By contrast it takes 20 AP to manufacture one. This is because synthesizing the Curing Serum is an immensely complicated process that takes lots of time and effort for a lone survivor. It even involves quantum chemistry (don't ask).

Thankfully, Necrotech Inc. has uploaded a molecular modeling program which can now be accessed at Necrotech workstations by survivors with Necronet Access. This makes the process of manufacturing the Serum much easier, but requires survivors to cooperate and be altruistic.

A survivor with Necronet Access in a powered NT Building can Occupy A Computer Workstation for 5 AP. The survivor is now Working at the station, modeling the virus with the latest input from Necronet, solving the chemical equations required to manufacture the Serum, etc.

While Working a survivor may not perform any action except Speaking and "Log Off" (0 AP) which returns you to the normal interface. A survivor automatically Logs Off when hit by an attack OR when the power goes off and the computers crash. Survivors who are Working are marked by an asterisk in the room description. The room description is now altered to read There are X survivors working feverishly in the computer lab to synthesize a cure.

There are 6 computers in each NT Building so up to six survivors can occupy the workstations. When all six workstations are online and occupied, any other survivor in the building can manufacture syringes for 6 AP apiece. This is 75% the AP cost of searching for a syringe.

So, let's summarize:

PROS:

  • Manufacture syringes at 75% the searching cost, making this the #1 most efficient way to get syringes.
  • Makes Necronet a useful skill.

CONS:

  • Requires a large initial investment of action points (30 AP total) to get workstations online, without any immediate benefit.
  • Requires survivors to volunteer to occupy dangerous resource buildings for long periods of time.
  • Requires survivors to be altruistic, sacrificing AP and time so someone else can get cheap syringes.
  • The initial investment is squandered if zombies attack and/or the power goes out.
  • If the workstations are not fully occupied, there is no benefit at all.

How Does This Compare To Searching?

  • As you can see from this chart, Cooperative Manufacturing starts out more expensive than searching (thanks to the initial investment to get the computers running) but breaks even with the 15th syringe produced and continues to generate AP savings afterwards.

ZOMG ZERGERS!

  • It would be impossible for zergers to use this method of manufacturing, as Kevan already can detect people with identical IP addresses in the same building. People with the zerg flag will not be allowed to occupy workstations or manufacture syringes.
Notes: 27/33 Keep/Total. Well accepted as is. It was suggested and well recived that there should be a 5 AP reduction if three people are working, and an additional 3 AP reduction for every other person working after that.
Left Queue: 09:37, 9 August 2006 (BST)

Coords Shown On Necronet Map

Timestamp: 17:51, 2 May 2006 (BST)
Type: NecroNet improvement
Scope: Applies to humans with a GPS and the NecroNet skill
Description: (resubmitted by author, hopefully making more sense) (I have split my idea into two suggestions, as I am unsure of whether they will both get accepted) To make both GPS units and the NecroNet skill more useful, I suggest that when a player carrying a GPS unit accesses NecroNet, GPS co-ordinates will be added to each square. At present, the NecroNet map looks like this:
Necrotech-scan-from-dury-19-01-06-17-23-GMT.PNG

If my suggestion was implemented, it would look something like this: (magnified so co-ordinates can be read)
Necrotech highlight.PNG
(Position of GPS co-ords and zombie count can be changed. This is just an example)
Optionally, flavour text could be added, such as "You plug your GPS unit into a terminal and log in, and bring up a view of DNA-scanned specimens in the surrounding area"

Notes: 21 Keeps , 1 Kill, 0 Spam/Dupes. Mattiator 02:59, 19 May 2006 (BST)
  • Was "NecroNet Systems Upgrade: Part 1 (resubmitted)".
Left Queue: 02:59, 19 May 2006 (BST)

Mark NecroNet User Location

Timestamp: _Vic D'Amato__Dead vs Blue_ 02:07, 9 December 2006 (UTC)
Type: Improvement
Scope: Any character with NecroNet access
Description: This one is pretty straight-forward. Add a symbol to the NecroNet diagram that shows your position on the map. Now, I know some people are thinking "How dumb are you? It's the spot in the middle! Hurrr!" Well, this is mainly for the people just getting the skill. It's hard to figure out exactly where you are on those first couple of views, so why not make it easier to use?
Notes: 22/22 Keep/Total. Unanimous.
  • Was "Clarify The NecroNet Diagram".
Left Queue: 22:45, 25 December 2006 (UTC)

NecroNet Map Squares Not Rectangles

Timestamp: 10:56, 14 May 2006 (BST)
Type: Miscellaneous
Scope: NecroNet Map
Description: NecroNet maps are currently oddly rectangular -- they'd look nicer if "height:16px; width:16px;" was added to the "table.nt tr td" section of the CSS file. Example image from the science skills page -->
Example readout from NecroNet.
Notes: 24/24 Keep/Total. No complaints whatsoever.
  • Was "Square blocks for the NecroNet map".
Left Queue: 11:00, 29 May 2006 (BST)

NecroNet Shows Reviv. Bodies

Timestamp: 16:41, 26 August 2006 (BST)
Type: Improvement
Scope: Necronet Access
Description: Upgrade Necronet to display the number of revivifying bodies in a location alongside the number of scanned Zombies. Given how fancy those needles are, I find it odd that their use is not logged or updated in some manner, and would make Necronet Access marginally more useful for snapshot evaluations of the suburb's situation
Notes: 21/21, well accepted as is.
  • Was "Necronet Upgrade".
Left Queue: 19:57, 10 October 2006 (BST)

Status of NT Buildings Within Range

Timestamp: 17:51, 2 May 2006 (BST)
Type: NecroNet improvement
Scope: Humans with NecroNet Access skill
Description: When you have logged onto the NecroNet the condition of all other Necrotech buildings inside the scanning area is shown. This means that when the map is bought up any other Necrotech buildings inside the scanning area will be flagged with an icon to show if the NecroNet is running in that building. I think this will enhance the sense of it being an actual 'net'. It is not overpowered as it only shows generator condition in one type of building, not things such as survivor numbers or barricade strength.
Notes: 25 Keeps , 0 Kill, 0 Spam/Dupes= 100%. Mattiator 03:03, 19 May 2006 (BST)
  • Was "NecroNet Systems Upgrade: Part 2".
Left Queue: 03:03, 19 May 2006 (BST)

Necrotech Employment

Distinguish Revivifying / Dead Contacts

Timestamp: 17:29, 12 May 2006 (BST)
Type: Extractor improvement
Scope: Survivors with NecroTech Employment
Description: Ever come across one of your friends on the ground and wondered if they were revivifying or just dead? Do you duck into a nearby safehouse and wait to check on them later just in case they need a syringe? There's no way to know.

I propose that it be made possible to scan known bodies with the DNA Extractor. If you have a person on your contact list and come across her body on the ground, you can select the player's name from the Extractor pulldown. Perform the scan and you get something like the following message:

Traces of revivification formula detected.

if the body is revivifying. Otherwise, the message will be

Body status is normal.

and you'll know that your friend needs to stand up so you can stick her with a syringe.

No XP is granted for this procedure. Note that anonymous bodies cannot be scanned.

Notes: 16/17 Keep/Total
  • Was "Scan Known Bodies".
Left Queue: 02:41, 19 June 2006 (BST)

DNA Scanner Improvement: # of Unscanned Zombies

Timestamp: Jon Pyre 05:05, 2 April 2007 (BST)
Type: Improvement
Scope:
Description: I think the scientist class could use a little boost now to aid in xp gain at early levels, especially now that Malton is mostly overrun by zombies and the military class is going to have a much easier time both leveling up and surviving.

I suggest that any player with Necrotech Employment and a DNA extractor in their inventory be told how many unscanned zombies are present at a location like so:

There are five zombies here. Two are unscanned.

Since Necronet Access allows for tracking of scanned zombies and DNA extractors can upload and receive data it makes perfect sense that Necrotech would inform scientists out in the field whether a cluster of zombies is worth their time. If every zombie is scanned there would be no additional message.

  • Note: While this would save scientists a single AP now and then they might spend extracting from a horde that's already been fully scanned what it would really be useful for is determining whether to bother scanning a brain rotted zombie or not. If there are 10 unscanned zombies present spending a few AP getting past a brain rotter makes a lot more sense than if there's only two.
Notes: 12/17 Keep/Total. Kill voters were concerning this as free information.
Left Queue: 21:32, 29 May 2007 (BST)