PR Skill New: Survivor: Military

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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:

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 {{psuggestion|
suggest_time=Old Timestamp|
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Skill New: Survivor: Military

General

Combat Report (Combat Summary)

Timestamp: 22:35, 16 Nov 2005 (GMT)
Type: Skill
Scope: Suvivors, Military
Description: Summarizes numbers of people/zombies killed where you are since your last turn. Messages would follow this template and only appear if the appropriate death occured: "Zombies killed X Survivors", "Suvivors killed X Zombies", "Suvivors killed X Survivors", "Zombies killed X Zombies". This will allow players to see how hot the area is. There's no reason not to let this skill cross over to be used by zombies.
Notes: 10/12 Keep/Total. Would like to see it change as a mechanic for everyone, not just a skill.
  • Was "Combat Report".
Left Queue: 16:13, 1 Dec 2005 (GMT)

Command Structure

Timestamp: Jon Pyre 06:57, 4 November 2006 (UTC)
Type: Skill
Scope: Military
Description: Malton has a military but they're just acting like ordinary survivors. Command Structure would be a military skill that allows people to choose their commanding officer and make more efficient use of current ways of communicating.

Upon taking the skill you'd have a new drop down menu listing all present mutual contacts that also have command structure: "Set Commander". From then on that person's name would have a little gold star icon next to it on your contact list. Clicking the star would remove it. Your commander's name would appear gold and any speech or radio transmission from them would be underlined gold, and their radio transmissions would list their name so you could see they sent it. This allows you to easily spot and recognize their instructions.

The commander would see their soldiers differently too. Anyone following you would have their name appear blue, and any speech or radio from them would be underlined blue and you'd also see their name next to their radio broadcasts. On your contact list their names would have a blue star next to them. Clicking the blue star once removes you as their leader and replaces it with an X, preventing them from following you again. Clicking the X makes it disappear, allowing them to set you as their commander again.

People following the same commander would see each other differently the same way, except this time the color would be green. They would not need to be on your contact list. Only the commander and soldier need be mutual contacts. But if they were their names there would be marked with a green star. Clicking it won't do anything.

WHAT THIS DOES: It provides no attack bonus of any kind. It only allows players to establish a system of rank and easily give orders and receive responses and reports to each other. THIS IS NOT A PIED PIPER SKILL. You are not directly controlling other players in any way. They merely receive your orders and can choose whether or not to do what you say (since they elected you leader the idea is they normally would). It can be a simple group of four guys following a lone man. Or you can have complex chains of command where four men follow a commander, who in turn follows someone else with ten other five man platoons reporting to him and relays that person's orders down to their grunts. Heck, that person could even have yet another commander above them with two other people reporting to him, each with their own equally sized armies. There's no limits to the types of armies you could create with this skill.

This does not help zergers, bots, provide combat boosts, or any other kind of blunt advantage like that. It just lets you send and receive messages clearly with those in your self-made army.

Notes: 15/16 Keep/Total. Well accepted as is.
Left Queue: 14:39, 24 November 2006 (UTC)

Military Contact (Mobiles Contact Forts)

Timestamp: 06:29, 15 April 2006 (BST)
Type: Skill, Military
Scope: Survivors
Description: Here's a simple idea to add some fun flavor to mobile phones. In a time of crisis the military would want to keep lines of communication open to monitor progress in the city. Some members of the military still have sporadic contact back with command. I suggest a survivor with the skill Military Contact have two new options when sending a mobile phone text message: Fort Creedy, and Fort Perryn. This would send the message to the fort's computer system where it could be reviewed by every survivor inside the armory who also has Military Contact. To prevent spam people in the armory wouldn't get the messages unless they "Access Communications" for 1AP. This would take them to a seperate page with all the communications the fort has received in the past 24 hours. Since it'd just be a static page that'd delete old messages after a day this wouldn't cause any additional server load. I imagine it looking like this:
  • Wallace sent "Mayday! Over 400 zombies are massing outside our headquarters in Havercroft! I don't think we'll live to see tomorrow! I don't want to leave anyone behind but I have to retreat."
  • AxeCraft sent "Poole Mall is under control and safe, survivors outnumber zombies 2 to 1 here."
  • Jet Setter sent "This is Captain Jet Setter, reporting in! I've assembled a 12 man militia team called the Swift Men. We're going to check on the area directly east of Ridleybank. Expect a report on zombie concentrations from me in a day or two.
  • Judo Kick sent "Odd group here in Williamsville...they call themselves the Great Revival. They want to set a record for most times killed so they keep jumping out windows and orchestrating their own revives. Just thought you'd like to know the populace is going insane.

etc...

These messages would provide a fun "report back to base" functionality, and make the forts interesting places to be in: you'd get to learn how things are going all over Malton. This wouldn't provide any serious tactical advantage as you'd only be able to reply if you were on their contact list, and quite honestly what are you going to do to save a breached building seven suburbs away? The military texter would be better off recruiting help from nearby buildings. Besides being fun for the military units in the field, and interesting for the commanders at base, it'd help gossip spread through UD like wildfire. People at the base would receive local stories from all over, send messages to their own allies all over the place, their allies would talk about it to their safehouses. It would make sieges, odd events like the Malton Iditarod, population changes, and more become common knowledge quicker. This would make survivors a lot less stationary as they'd want to check these things out, travel over, and risk zombie death in less populated unfamiliar safehouses. Good for zombies in that regard and makes the game more interesting for survivors. It should also be fairly easy to code.

  • Note: The fort would have to be powered for this to work. Since the benefit is purely flavor-wise I'd think it's ok to assume the fort has it's own battery powered reception equipment, so it wouldn't miss messages when the generator is off. You just wouldn't be able to access them with the fort's computers until power was restored. As for whether the local phone mast needs to be powered I'd be willing to say the fort can receive it's own messages without relying on the suburb's phone mast. Of course people couldn't check their own personal calls or make any outgoing ones unless the phone mast was. But it would work both ways, it's just that this feature might be pretty hard to use during a large zombie siege. Humans would probably be unable to hold both the phone mast and the fort, and I doubt they'd commit suicide for a flavor item. It seems a shame for this feature to be implemented and not used. It could work both ways though, it depends whether Kevan wants this to be easy to have or not. I laid out the specifics of how the suggestion would work, and obviously generators would be needed. Whether you'd need one or two running is a pretty minor detail.
Notes: 13/14 Keep/Total. Well accepted as is.
  • Was "Mobile Phone Flavor Skill: Military Contact".
Left Queue: 04:05, 21 June 2006 (BST)

Military Rank (Enter Armoury Any Cades)

Timestamp: 08:23, 14 Jan 2006 (GMT)
Type: Skill/fort improvement
Scope: Suvivors, Military
Description: Many have expressed the sentiment that the forts should be more defendable. It makes sense they would be being military installations but currently they're less defendable than a mall. Not only that, they're less defendable than pretty much any building you could mention, the reason being the armory cannot be reached by free running due to the open ground that surrounds it. To leave and pick up, say first-aid kits, and return is impossible unless the fort is kept only very strongly barricaded which makes defending it quite difficult considering how tempting a target they are. Here's my suggestion to make the forts a more defendable site. A skill called Military Rank that would allow survivors to enter a fort regardless of how heavily it was barricaded, perhaps giving them a message upon entering like "You unscrew a hatch and enter through an underground passage." This would make the forts far far more defendable without really making them much more powerful than the average police station (which also yields ammunition and can be reached via free running when heavily barricaded). There is a precedent players would be able to get promotions through skills (Necrotech Employment) and a Civilian or Science player getting Military Rank isn't any less realistic.
Notes: 24/25 Keep/Total. Well accepted as is.
  • Was "Military Rank".
Left Queue: 10:32, 22 May 2006 (BST)

Expert Training (Adv. Weapon Skills++)

Timestamp: 12:48, 19 Nov 2005 (GMT)
Type: Skill, improvement, ways to spend all that XP and personalize your character
Scope: Survivors
Description: This is a suggestion that never made it back from the old version of the Suggestions page. It is not originally mine, but I am presenting it again with a reasonable amount of modification and clarification.

This suggestion introduces three mutually exclusive skill subsets:

  • Expert Pistol Training
  • Expert Shotgun Training
  • Expert Hand to Hand Combat

For each 100 XP spent in a particular skill, the player receives a 1% increase in base accuracy, up to a maximum of 10%. However, as mentioned above, these skills are mutually exclusive. For example, once a player has put a point into Expert Hand to Hand Combat, they can never purchase Expert Pistol Training or Expert Shotgun Training. The reasoning behind this is twofold: first, to lessen the cries of "zombies get nerfed by this! OMG we r so week alredy, u suck!", and second, to start interrupting all that homogeneity at higher levels.

All classes pay 100 XP per percent for these skills. (Yes, that will need to be hard-coded, but eh, it happens.)

The new skill tree would therefore look as follows:

  • Basic Firearm Training
    • Pistol Training
      • Advanced Pistol Training
        • Expert Pistol Training
    • Shotgun Training
      • Advanced Shotgun Training
        • Expert Shotgun Training
  • Hand To Hand Combat
    • Knife Combat
    • Axe Proficiency
      • Expert Hand To Hand Combat


Examples:

- Cobra Commander has purchased only Basic Firearm Training. He cannot purchase Expert Pistol Training or Expert Shotgun Training, because he needs to have purchased either Pistol Training and Advanced Pistol Training or Shotgun Training and Advanced Shotgun Training for these skill to unlock.

- Destro has purchased Basic Firearm Training, Pistol Training, Advanced Pistol Training, and all ten levels of Expert Pistol Training. He now has a 75% chance to hit when firing pistols.

- Zartan feels a spiritual connection to his shotgun. As such, he has purchased Basic Firearm Training, Shotgun Training, Advanced Shotgun Training, and all ten levels of Expert Shotgun Training. He now has a 75% chance to hit when firing his shotgun.

- Stormshadow loves melee weapons and rarely uses guns. He has purchased Hand To Hand Combat and both Knife Combat and Axe Proficiency. He may now purchase Expert Hand to Hand Combat for his first 1% increase in accuracy with melee weapons. He now has a base 26% melee to-hit ratio. He may purchase this skill up to nine more times, for a total base 35% to-hit ratio with melee weapons. Stormshadow now has a 50% chance to hit when using a fire axe or a knife or 30% to-hit when punching.

- Major Bludd has purchased all of the existing weapon skills and wants to specialize in either Expert Pistol Training, Expert Shotgun Training, or Expert Hand to Hand Combat. Wanting to be like his friend Stormshadow, he chooses Expert Hand to Hand Combat and spends 100 XP to buy his first 1% accuracy bonus. Later he decides that he really favors gun combat and wants to switch. Tough. He should have read that bit about "mutually exclusive." He just needs to make the best of it and learn to love his melee weapons.

Notes: 15/22 Keep/Total. All dissenting debates were properly and intelligently countered in the voting section.
  • Was "Expert Training".
Left Queue: 19:44, 4 Dec 2005 (GMT)

Axe Proficiency

Axe Sharpening (Boosted Axes)

Timestamp: 05:24, 25 May 2006 (BST)
Type: Skill and balance change
Scope: Survivors
Description: First of all, yes, this suggestion is very similar to one I proposed very recently. I've since changed several important things about it, so before anyone casts a knee-jerk vote, I ask you all to take some time to think about it (I've put changes in italics so that it's easier to see what's different).

Also, before anyone tells me that it will be too difficult for Kevan to keep track of how long until the axe is dull again, keep in mind that a temporarily-upgraded axe is basically like a gun, and it shouldn't be any harder to keep track of how long an axe has before it's dull than how long a gun has before it's empty. As this very page says, "Server load/complexity issues are up to Kevan to decide." And to preempt anyone using the quote that "Items or skills that temporarily boost your stats for X turns are bad ideas," I'd like to point out that this is not a multi-step skill, which is what the quote is in reference to.

This suggestion would create a new skill for survivors, "Axe Sharpening," that would allow temporary damage advantages when using a fire axe.

Survivors with Axe Sharpening, who are carrying at least one fire axe and in an Armoury, Auto Repair Shop, Factory, Junkyard, or Warehouse with a running generator, would be presented with a button to sharpen their fire axe.

Pressing the button to sharpen the axe would have one of three effects. 50% of the time the axe would be sharpened successfully, while 50% of the time the sharpening would fail. Additionally, 5% of the time, the axe would be destroyed while attempting to sharpen it.

Successfully sharpening the axe would temporarily boost its statistics to deal 4 damage over its next 5 successful hits, after which its blade would be dulled again to 3 damage per hit. The cost to sharpen an axe would be 2 AP per axe, with multiple sharpenings on the same axe having no effect.

These changes would not overly affect the MBR of the fire axe or unbalance the game. With a 50% chance to sharpen, it works out to 2 AP per 5 "ammo," or 0.4 AP per ammo. Adding in 1 AP per swing brings the cost to 1.4 AP. With a 40% chance to do 4 damage, or 1.6 damage per AP, the MBR works out to about 1.14 (the same effect as raising the sharpening cost to 3 AP). Compare this to the normal fire axe's MBR of 1.2. Additionally, survivors without Axe Sharpening, or who choose not to use it, would not be adversely affected, since axes would keep their current statistics by default.

It would also add some tactical value to the buildings in which Axe Sharpening could take place, since none of those buildings seem to be currently used as main tactical points. This would also increase the value of generators, since a running generator would be required to power the axe-sharpening equipment.

  • Prerequisites: Axe Proficiency.
  • Location in Skill tree: Requires Axe Proficiency.
  • Crossover skill: No.
  • Cost in XP: Standard.
  • How it's activated: Click a new button, which would appear only for survivors with Axe Sharpening who are carrying at least one fire axe, and who are in an Armoury, Auto Repair Shop, Factory, Junkyard, or Warehouse with a running generator.
  • Cost in AP: 2.

Summary of the main changes:

  • 4 damage instead of 5.
  • 50% success rate for sharpening instead of 100%.
  • 5% chance to destroy the axe while sharpening.
  • Damage increase lasts for 5 hits instead of 4.

Notes added for clarification: In case it was not immediately obvious to everyone, I'm not actually trying to suggest 105% success possibilities. What I mean is that there is a 50% chance of successful sharpening, a 45% chance of failed sharpening, and a 5% chance of failed sharpening that also destroys the axe. --Bob Hammero W!U! 07:25, 25 May 2006 (BST)

Notes: 24/36 Keep/Total. Well accepted as is. There was some inital confusion to the rates of sharpening and it was explained as "there would be a 50% chance of success, a 45% chance of failure without harm to the axe, and a 5% chance of failing to sharpen the axe and destroying it in the process". People mostly liked it as it adds another level of variety to attacks.
  • Was "Axe Sharpening".
Left Queue: 09:03, 29 June 2006 (BST)

Free Running

Advanced Flare Signaling (Coloured Flares)

Timestamp: 19:51, 28 February 2006 (GMT)
Type: Skill
Scope: Survivors/flares
Description: The military has been developing new technology to improve communication through the use of flares. A device has been successfully manufactured and mass produced, which coats the flare casing with a powdered dye (held on by a thin glaze) which reacts with the gunpowder upon detonation to produce a color visible in the explosion. A special division of the military has been hard at work installing these devices in Factories and Armories throughout Malton over the course of the last few months. Now all devices have been installed, and the military has released the information to the denizens of the city.


The following skill to be added as a branch under "Free Running".
  • Advanced Flare Signaling - "This skill allows flares to be coated with a colored dye inside powered Factories for 1 AP"


4 colors are available to dye flares with - Red, Blue, Yellow, and Green - along with the standard/current flare (non)color. This only colors flares already in inventory. Once a flare has been colored, it will have R, B, Y, G after the name "Flare Gun" on the item (As: Flare Gun __; which would read Flare Gun R, Flare Gun Y, etc.). A flare may only be run through the machine once, so after a color has been chosen for it, it can not have it's color altered again. The machine has already been installed in all Factories and Armories, so no new item is introduced - just a coloring process. The building must have a running generator for the machine to work. Said buildings with running generators will have a new button available that reads Color Flare, which a player with the skill can click on to bring up a drop down menu with the color options, to color a flare in their inventory for 1 AP. If no flares are available to be colored, an error message will be shown to the player - You have no flares to color.

Note: This attempts to bring variety and more reliable communication through the use of flares (which is currently a useless spam item, for all intensive purposes). Different meanings would quickly be applied to the various colors (similar to the way zombies without "Death Rattle" have had meanings applied to their various -and limited- text options). As this is a skill, which requires some degree of dedication to acquire; and as there is a process required to color flares - it is not so easy to abuse/spam with as flares currently are.

Clarification: The message from a colored flare would read the same as the flare message is currently, just with the color added to it.

Notes: 12/13 Keep/Total. Well accepted as is.
  • Was "Advanced Flare Signaling".
Left Queue: 08:53, 10 June 2006 (BST)

Rooftop Access (See Outside)

Timestamp: 07:47, 8 Nov 2005 (GMT)
Type: Military Skill, Subskill of Free Runing.
Scope: Surviors
Description: This skill will allow players in a building to see the outside of the building. It will also allow them to see the outside of the buildings surrounding their own. The price for this skill is that you will be unable to see inside of the building you are currently in. You will still be considered "in" the building and have all the benefits of being in the building. You can toggle this on and off. While on the roof, you cannot be seen by people outside the building. You are considered to be still in the building, meaning people inside can still see you and zombies inside can still attack you. I figured this is pretty fair because it offers a nice ability, but doesn't really unbalance the current game like most of these AP modification skills do. I figure it also makes sense in terms of the roleplay because you obviously want to be on the roof to survey the surroundings.

EDIT: I do not advocate the whole shooting outside the building with this, this a basic intel skill, not a combat trick.

Notes: 13/15 Keep/Total. Most wanted to restrict shooting at outside building targets. Make buildings climbable and provide a climbing skill to access roof entry. Some buildings could have outside roof access only. Rooftop-to-rooftop travel. Good alternative to getting stuck at a barricade.
  • Was "Rooftop Access".
Left Queue: 18:00, 25 Nov 2005 (GMT)

Hand To Hand Combat

Advanced Blunt Weapon Training (+10%)

Timestamp: 01:11, 18 Nov 2005 (GMT)
Type: Skill
Scope: All
Description: Advanced Blunt Weapon Training increases the chance to hit with blunt weapons (baseball bat, Crowbar, piece of pipe) by 10%. It requires hand to hand combat training to learn
Notes: 11/15 Keep/Total. Raise the percentage - or keep if this has subskills to suppliment specialization. Would this transfer to zombies or is only usable by survivors?
  • Proposer: mattiator
  • Was "Advanced Blunt Weapon Training".
Left Queue: 06:31, 3 Dec 2005 (GMT)

Advanced Hand-to-Hand Combat

Timestamp: Gene Splicer 20:37, 13 November 2006 (UTC)
Type: Melee Skill
Scope: Survivors
Description: Melee attacks (yes, including the fireaxe) have been languishing in the dust since Powered Searches showed up. Whateverthehllthisiscalled would be a tier 2 H2H skill, such that when someone attacks with a melee weapon and misses, they have a chance to hit the zombie (or human) with a less effective "recovery" attack.

Flavourwise: If you miss with the head of your fire-axe, you might be able to follow up with a handle to the face. If you miss with a swing of your baseball bat, you might jab them with the end instead. Miss with a knife, get a quick side-stab into the arm. Punch someone and miss, you um... hit them with your other hand, I suppose. Suitable flavour messages would be applied.

This would manifest as a 10% to your to-hit chances with melee weapons, but a success in this range only deals 1 damage. Example fire axe: 1-40% deals 3 damage, 41-50 deals 1, 51+ is a flat miss. For the number crunchers out there, that's a flat +0.1 to damage per AP across the board. 0.35 for fists, 0.6 for blunt, 1.1 for knives and 1.3 for the fireaxe.

Notes: 12/16 Keep/Total. Well accepted as is.
  • Was "Backhand/Near Miss/I Suck At Names Today".
Left Queue: 22:29, 7 December 2006 (UTC)

Advanced Hand-to-Hand Combat (I)

Timestamp: MrAushvitz Canadianflag-sm.jpg 11:47, 15 March 2007 (UTC)
Type: Hand To Hand
Scope: Overall bonus to Hand To Hand, punching, blunt weaponry
Description: (?) What the hell, everyone posted their close combat skill ideas before I got on today.. wierd..

Advanced Hand To Hand Combat:

Appears under millitary skills tree as a sub-skill of Hand To Hand Combat. Applies the same bonuses for you zombie character if they attack using a blunt weapon.

  • You have very advanced knowledge in close combat & all available hand weapons. +15% to hit with punch attack, +10% to hit with all blunt weapons, +5% to hit with all non-blunt hand weapons.
  • +15% to hit with punching? Not a problem.. it only does 1 damage.. if players want to do it.. now they can without wasting like 4-8 AP to just hit the target once. And, of course, make a kill with a punch, if they want to. Why not?
  • +10% to hit with all blunt weapons... Fireaxe, and Knife are currently the 2 best in the game... why not have a higher hit % with thse weapons that only do 2 damage? Do you love your baseball bat, but never get to use it.. here.. go have fun. Why not?
  • +5% to hit with all non-blunt weapons.. here's the real bonus that matters. It makes the Fireaxe and knife better, by 5%, but it costs another skill. Why not?

This skill, will be very desirable to new survivors, who want to just use hand weapons.. and go to town. If you want to keep playing a hand to hand character... why not? It's your character, firearms will always do more damage, and still have the best hit %'s.. totally logical and fair.

Let's just let player punch each other in the head all they like (zombies, stress.. barfights, makes sense.) And hey, maybe PK'ers might perfer a good savage beating with a bat to a firearm.. why not?

'"We want our money!" (Whackwhackwhackwhack)

(Oh, and it's okay to do this to zombies too.. it's not a shotgun blast or pistol round, so what the hell.)

Notes: 13/18 Keep/Total. Kill voters are doubting that survivors need perentage buff especially for fire axes
  • Was "Advanced Hand To Hand Comat".
Left Queue: 20:10, 24 May 2007 (BST)

Berserker (+15% blunt…)

Timestamp: The Mad Axeman 11:14, 9 November 2006 (UTC)
Type: New skill
Scope: Bluntweapons
Description: Blunt weapons are a bit usless for everyone at the moment. Prhaps its just the frustration at having to use such inadequate equipment, but some survivors have started to use baseball bats, lead pipes and crowbars with outstanding savagery.

Berserker is a skill that appears under hand to hand training. Having it always gives a +15% bonus to hit with all blunt weapons. It also gives the survivor the ability to go berserk. In order to go berserker the survivor must make 12 uninterupted attacks with a blunt weapon against a living/undead target (Not generators, radios or barricades).

Once berserk, the survivor is attacking so fast and hard that their attacks inflict 4 damage because they hit the target twice on a succesful attack. A message comes up saying "In a savage rage, you repeatedly hit the zombie. They take 4 damage." The berserk state lasts until the survior does anything except attack with a blunt weapon.

This ability doesn't work with none blunt weapons because it requires the user to move at great speed. Bladed weapons have a tendancy to stick in what they hit, and it takes time to yank them out of the victims skull. Furthermore the axe is too heavily to use this fast for long. Most important of all, the other weapons don't need a buff.

Because the first 12 attacks are made with a weapon less effective than the fire axe, using this skill only becomes 'cost effective' if the survivors is willing to spend 25 or more AP doing nothing except attack with a blunt weapon. The axe is still superior for quick hit and run tactics.

By way of reference, it takes an average of 42 AP to kill a 50 hp target with an axe. With this skill, it's 37 Ap, saving 5 Ap. A zombie with maxed claws does it in about 29 AP, so it still inferior to zombie melee attacks. Also remember that even once the survivor has spent enough AP to reach the hightened state of aggression they still need enough AP to get back to safty.

This skill also works for zombies, but they still don't gain any benefit from the hand to hand skill. This means that a zombie with this skill has a 25% chance to hit for 2 damage with a pipe, plus the chance to go berserk. This is better than un-upgraded claws, and so is useful to the 'newly converted', but not doesn't increase the combat effectiveness of high level zombies.

Notes: 15/15 Keep/Total. Well accepted as is.
  • Was "Berserker".
Left Queue: 14:36, 24 November 2006 (UTC)

Blunt Combat (+30% blunt)

Timestamp: 17:27, 22 April, 2006 (EDT)
Type: Skill/Balance
Scope: Anyone with blunt weapons
Description: Several times, I have offered ideas on how to reform the hand-to-hand combat system so that the Fire Axe no longer holds a monopoly as the only useful melee weapon (for combat purposes). The first time, my ideas were a bit drastic and overpowered. The second and third suggestions were snafu'd by a single idea that didn't go down so well. But now, with the help of the voters, I think I know what to do now. I propose that these skills be put into place:

Blunt Combat (appears under Hand-to-Hand Combat tier): An extra +25% or +30% (percent is negotiable) to all blunt attacks (including Punches).

Fist Fighting (appears under Blunt Combat tier): An extra +10% to Punches.

Personally, I support +30% (though I would be willing to concede this). This way, blunt weapons could hit with +55%, making them significantly more accurate than the Fire Axe, but not over the top. Also, I think it makes more sense for punches to have 65% accuracy. It just seems odd that a Shotgun should be more accurate than a Punch.

Notes: 7/8 Keep/Total. Well accepted as is.
  • Was "Blunt Combat".
Left Queue: 07:13, 22 June 2006 (BST)

Heavy Hitter (+1 dam. blunt)

Timestamp: 01:41, 19 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: This is a new skill, with Hand To Hand Combat as a prerequisite. You've learned where and how to hit the zombies (and other people) with blunt weapons to cause the greatest damage. The damage of all blunt weapons (fists, crowbar, length of pipe, and baseball bat) is increased by 1. This bonus does not carry over to zombies, as this skill is about knowledge, not brawn.

.

Notes: 12/18 Keep/Total. Well accepted as is, some people however thought it was pointless.
  • Was "Heavy Hitter".
Left Queue: 09:30, 9 August 2006 (BST)

Knife Combat

Anatomy (Knife Boost w. First Aid)

Timestamp: 17:55, 17 May 2006 (BST)
Type: Skill
Scope: Knife combat
Description: Prerequisites: First aid, knife training.

Type: Military. Effect: When you successfully hit with a knife, you have a 45% chance of having found a vital organ in which case you do an additional 2 damage. On hits where the extra-damage roll succeeds, your target's hit text would say "<name> stabs you for 4 damage" instead of "hits".

Thus the total damage for a knife attack is 2*0.4 + 2*0.4*0.45 = 1.16. So it's still a hair weaker than the axe on total damage output, but close enough that people who prefer the flavor text could reasonably give up the difference. And the higher standard deviation gives you a slightly better chance at pulling off a long-shot kill occasionally, which doesn't really matter but it's fun.

Notes: 18/23 Keep/Total. Well accepted as is.
  • Was "Anatomy skill: knife upgrade".
Left Queue: 06:59, 29 June 2006 (BST)

Close Quarters Combat

Timestamp: Jon Pyre 03:11, 15 March 2007 (UTC)
Type: Skill
Scope: Survivors
Description: Knives currently have a purpose as a newbie weapon, or to attack attack a zombie with 2 health (not very practical to carry a knife just for that). I think it'd be nice for blades to have a greater tactical purpose so people will keep them even after they get military skills. I suggest adding a subskill of Knife Combat called Close Quarters Combat.

Close Quarters Combat (CQC) is the art of fighting in confined spaces and/or with your foe close enough to bite you. In situations like this a small fast weapon can actually be better than a larger heavier one that requires a swing. Sometimes being able to slice and dice with just a flit of the wrist can be a crucial advantage over a foe forced to grab at you in narrow hallways or between piles of barricaded furniture.

A survivor with CQC gains a 20% accuracy bonus to the knife when indoors, and only indoors. This would give knives an average damage of 14hp for every 10AP spent attacking. This is only a little better than the axe's maximum of 12hp per 10 AP spent but it's significant enough that you'd want to carry a knife and switch to it when indoors.

This would make knives your indoor weapon, axes your outdoor weapon. A tactical niche for both weapons at any level. Considering that firearms were nerfed a week ago by decreasing the amount of ammo/guns you can carry giving melee weapons a slight bonus now seems appropriate.

Notes: 14/20 Keep/Total. Kill voters are mostly concerning that survivors are fighting indoors most of the time, so this just nerfes fire axe
Left Queue: 19:59, 24 May 2007 (BST)

Dual Wield (Boosted Knives)

Timestamp: 20 November 2005, 05:59:14 (a.m.)
Type: Skill
Scope: Survivor
Description: Rather than another "Advanced" skill that just gives better % to hit, Dual Wield allows a character to attack twice with a knife, at 30% per attack. At 2 damage a hit, 30% chance to hit x2, the damage calculation comes out thus: 30% * 2 + 30% * 2 = 1.2 damage / AP, which is equivalent to the axe. However, there's a 9% chance of a 4 hit, and a 42% chance of a 2 hit, meaning that a knife wielder hits about 51% of the time. It's subtly different from the Axe, in that the Axe wielder has both less variance in damage (always 3) and lower chance to hit (40%). It would be up to Kevan to decide whether to make this skill require the user to have two knives in his inventory, or make it simply a result of the speed with which a competent knife-fighter can wield one.
Notes: 19/21 Keep/Total. Decide: Is it 2 knives or 2 attacks? Little details (like requiring two knives for the skill) are left to the coders, minimize db hits for a double attack, that sort of thing. Note that once you have this skill, it'd be pointless to attack with knife combat, since the chance of hitting for 2-4 damage is higher than the chance of hitting with 2 (40% with adv.). Therefore, replace the dropdown item for a single attack with this.
  • Was "Dual Wield".
Left Queue: 15:01, 6 Dec 2005 (GMT)

Knife Improvements

Timestamp: 00:06, 23 April 2006 (BST)
Type: Skill/Balance
Scope: Anyone with Knives
Description: Taking the advice of the voters, I have put this in a different voting slot. The purpose of this suggestion (like the Blunt Combat suggestion) is to balance the melee weapons in the game, and remove the Fire Axe's monopoly as the only useful melee weapon. As it is now, the Knife is simply a weaker Fire Axe. The Knife Combat skill is (almost) completely useless. To change this, I propose the following:

Knife Combat be changed from +15% to +20%. Also, a new skill:

Blade Twist (appears under Knife Combat tier): Attacks with Kitchen Knife have 35% (percent is negotiable) to do 4 damage instead of 2. Flavor text could read:

Attacker: You impale (player name/the zombie) for 4 damage!

Receiver: (Player name) impaled you for 4 damage!

By increasing the Knife's accuracy, it has an advantage over the Fire Axe. However, the change in accuracy is not enough to make it an attractive weapon. By adding Blade Twist (combined with the improved accuracy), the Knife now deals 1.215 damage per attack on average (the math was unpleasant), compared to its pitiful .8 currently. Mathematically, the Knife becomes only slightly better than the Fire Axe, which deals 1.2 damage. But the Kitchen Knife would be a gamble. You might do 4 damage a few times, but then again, you're more likely to get a string of 2s.

Notes: 18/22 Keep/Total. Well accepted as is.
Left Queue: 07:26, 22 June 2006 (BST)

Knife Throw

Timestamp: Tryce of Thunder 20:59, 19 August 2006 (BST)
Type: New Survivior skill
Scope: Attacking
Description: "Knife Throw" would be bought under "Knife Proficiency"(Does not carry over to zombie). After being bought, you gain an attack button labeled "Throw Knife"(Costs 1 ap), followed by a drop down list of targets(This only happens when you have at least 1 knife in your inventory). When thrown, the knife is then removed from your inventory(Throwing it at your target). It would have 65% accuracy, do 3 damage, and have no effect on barricades, generators, and radios(When one of those are targeted, an AP is wasted and the knife is gone from your inventory).
Notes: 12/18 Keep/Total. Those against thought it not worth the effort (as you lose the knife for little effect.) Those for liked the role-play aspect.
Left Queue: 19:07, 10 October 2006 (BST)