PR Skill New: Zombie: Vigour Mortis Tree

From The Urban Dead Wiki
Jump to navigationJump to search
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing



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.

Any Suggestions that have not been voted on will be removed from this page.

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.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_notes=Todo..
  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 New: Zombie: Vigour Mortis Tree

Feeding Drag

Feeding Frenzy

Timestamp: Jon Pyre 08:30, 31 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: Feeding Drag is in part an altruistic skill for advanced zombies to aid newbie zombies. Feeding Frenzy would be a Feeding Drag subskill to allow advanced players to aid newbies even further.

When a zombie with Feeding Frenzy drags a survivor outside it knocks them down as well, making it easier for other zombies to bite them. The fallen survivor wouldn't be added to bodies just because they're down, they'd stay alive and in the survivor section as normal. We'd just italicize their name to signify that they aren't standing. If the survivor performs any action that stands them back up again.

A fallen survivor can't move out of the way as easily, making it easier for zombies to bite them. This doesn't really aid advanced zombies though, they're quick enough that their misses are usually from the survivor struggling rather than moving away in time. Instead this aids the slower, newer zombies.

Any zombie without Neck Lurch gains 10% accuracy against fallen survivors with the bite attack. Since Neck Lurch provides 10% accuracy all the time, not just against survivors dragged outside, newbies would still want to eventually give up the bonus and get neck lurch instead.

Much like the knife was recently upgraded to have a purpose as a newbie weapon this would give the bite attack an additional non-infectious purpose as a newbie attack against survivors that have been dragged outside.

Notes: 23/23 Keep/Total. (100%) Well accepted as is.
  • Was "Feeding Drag Newbie Aid Subskill: Feeding Frenzy".
Left Queue: 20:26, 19 March 2007 (UTC)


Rend Flesh

Disembowel (Zombie FAKs)

Timestamp: 06:49, 13 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This skill would use Rend Flesh as a prerequisite. If a zombie with Disembowel kills a suvivor with a hand attack they messily tear their victim open and strew entrails upon the floor. The presence of entrails would be indicated by a change in the room description: "There are bloodstains and scraps of flesh lying on the floor." If more than one person is killed in a room the description would change incrementally to reflect that all the way up to "A massacre occured here, the area is drenched in blood and human remains." There could be a maximum of five entrails in a location at any given time. Here's what entrails would do: Any zombie that is in a room with entrails would have a new button to click: "Eat Remains." That would destroy one set of entrails that is on the floor and heal 10hp. A zombie could only eat if they were injured, otherwise they'd get a message telling them they aren't hungry enough to go after just loose meat. Suvivors would have the ability to clean up remains that would use a percentage system identical to barricades. It isn't easy to clean up a spread out mess of gristle and blood. This is a way for zombies to heal each other by leaving out meat they don't consume themselves. This isn't overpowered because it's harder to kill and leave entrails out than to find two first aid kits. In addition the entrails are not portable. It stays in flavour because it's rare to see a zombie movie where a single zombie eats a human by themselves, and it adds flavour to the game by indicating that gruesome deaths occured recently without leaving a dry and dull message like "4 Entrails are Present". It might not be worth a suvivor's time to clean up entrails lying on the street but they'd certainly want to keep their safehouses spic and span or it could be much harder to kill zombies that enter.
  • Optional 1: Having entrails decay over time so the number present would slowly decline over a period of a few days.
  • Optional 2: Having a suvivor scientific skill, "Sanitation", which would increase the chance of cleaning remains the way a crowbar helps against barricades.
  • Optional 3: I capped the number of entrails present at 5 so a zombie couldn't restore more health to themselves during a fight than base max hp. This number could obviously be changed to be higher or lower but I think 5 is fair.
Notes: 30/33 Keep/Total. The only problems that people had were to do with server load and realism. It was suggested that this could be implemeted with FAK's no longer working on Zombies.
  • Was "Disembowel".
Left Queue: 09:20, 6 May 2006 (BST)

Gut Buster (Critical Hit...)

Timestamp: MrAushvitz Canadianflag-sm.jpg 13:36, 8 November 2006 (UTC)
Type: New zombie skill
Scope: Claw attack enhancement, sometimes killing survivors with claw attacks makes them "scream"
Description: Edit: ~ Okay, up it from 1% to 3%, but double damage.. ok.

What Is A "Gut Buster"?

  • That is when a zombie with particularly strong claws gets them inside of you and digs around for your internal organs.. possibly getting a hold of your large or small intestines and starts pulling them out! In many instances the zombie in question may have simply ripped off an ear, plucked out one of your eyes, and in many instances of a quick death cracked open your chest cavity and took out your heart! It is a horrible, horrible way to die.. and if you're lucky you die sooner rather than later! Fortunately, it doesn't happen all of the time.. just when they get too impatient to wait until you are dead to be able to feed.

Gut Buster:

  • Appears on zombie skills tree as a sub-skill of Rend Flesh, adds no benefits to your human character. As an additional prerequisite your zombie must be at least level 15+ to purchase this skill!

Your zombie periodically gets it's claws inside it's victim, inflicting double damage with that claw attack! This only works when clawing a living survivor.

  • There is a flat rate: 3% chance with every successful claw attack you make against a living survivor, that the attack will instead inflict double damage. Because rend flesh is a pre-requisite for this skill that means there is a 3% chance of dealing 6 damage with a claw attack (5 if that survivor is wearing a flak jacket, still nasty damage!)
  • This only works on a living survivor, not on other zombies, barricades, or barricade-like objects... it is only a vulnerability of the living.

Survivor Death Scream:

  • If you kill a survivor with your claws (from the double damage "Gut Buster" attack) the survivor you just killed lets out a Death Scream (whether you wanted them to, or not.)
  • This scream has a radius of 1 square from where the survivor was just killed, all survivors and zombies within that radius (indoors or outdoors) will hear this scream. The identity of the living victim will be unknown: "You just heard a survivor cry out as they died horribly!" (no direction of the scream is given, this isn't like feeding groan!)
  • The death scream itself is also very rare.. so there will be no worry of adding spam.. and no griefing of the survivor (identity is kept secret.) But this does add to the horror of Malton, as well as letting survivors know that powerful zombies are out there, hunting.

Why?

  • It's a claw buff.. no reason to hide that fact. 6 or 5 damage is very serious.. but a shotgun blast does 10 (also quickly removes important organs!) This will only occur 3% chance with a successful claw hit, but it does give a survivor a reason to get a flak jacket, even to protect from zombies.
  • This is needed because even though most zombies do get mowed down (with impunity) every now and again they should really hurt a survivor. It keeps survivors on their toes as to whether or not powerful zombies are in their area (the death scream is actually a drawback for the zombie, it warns survivors to beware!)
  • This makes earning your way up to being a level 15+ zombie very rewarding, can you imagine how satisfying this would be when you finally get inside that NT safehouse and actually finish off those revivers with a gut buster? Priceless.
  • Keep in mind, survivors who survive these attacks, FAK's and the right healing skills can easily heal up all that damage. But this zombie skill will be a very fun and rewarding experience for zombies as well (humans have headshot, and free running.. it's not too much to throw in a beatiful little scream every now and again to keep the "living impared" happy!)
Notes: 18/21 Keep/Total. Well accepted as is.
  • Was "Gut Buster (Edit)".
Left Queue: 14:23, 24 November 2006 (UTC)

Ravenous Disembowelment (Critical Hit)

Timestamp: 10:11, 11 Dec 2005 (GMT)
Type: Additional Skill
Scope: Zombies
Description: My main thinking behind this proposal is that, as playing as both a survivor and a zombie, I've found the zombie skillset lacking any bite (if you pardon the pun!). My suggestion is fuelled by my belief that the zombie populace need to be more intimidating and something to be feared. With this in mind, and my love of the Romero quadoligy, I came up with this concept...

As the zombies adapt to their new found un-life, they become better killing/feeding machines. In the films, if one of these got in close, they had the potential to do some real damage. How many times have you seen someone ripped apart in the films? That was what made the zombies so terrifying! These lumbering corpses couldn't smash glass in malls, but they could make short work of rending muscle!

So, as a skill progression to the REND FLESH skill, for another 100XP, the player could purchase the RAVENOUS DISEMBOWELMENT skill. The skill is nothing that can be player activated. Instead, the zombie enters into combat with an enemy, and once the enemy is down to 10HP, each subsequent claw attack triggers a 15-25% chance of disembowling the opponent, causing instant death for the opponent, the XP kill bonus for the zombie (with the expenditure of fewer AP), and a HP gain equal to the previous remaining HP of the opponent as the zombie feasts on his meat.

Of course, the percentiles could be open to debate, and the skill could also be locked to a certain level and above, as with HEADSHOT. The result of this would be a faster XP accumulation of the zombies, especially if the skill were available to the lower level zombies from the start, hopefully balancing out the headshot issue in terms of gross XP gain, making the idea of the zombie character more appealing, and injecting a bit more balance into the character distribution. There would be no persistant changes to the victim ccharater, as far as they would be concerned it would be treated as a normal kill, and they would still be able to stand after their alloted AP expenditure (1AP for ANKLE GRAB, 10AP otherwise). I open the idea to the floor...

Notes: 42/48 Keep/Total. Some people wanted a higher percentage, others lower, otherwise well accepted
  • Was "Ravenous Disembowelment".
Left Queue: 05:17, 30 Dec 2005 (GMT)

Tangling Grasp

Horde Feeding (Multiple Tangles)

Timestamp: 01:46, 14 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Currently, when a zombie grabs hold of a human using Tangling Grasp, they will lose that hold if another zombie successfully attacks that human. With this skill, a zombie can grab a hold of a survivor without disturbing the grip of other zombies attacking that survivor. This will allow for hordes to focus their attacks and still reap the benefits of tangling grasp. The only prerequisite is, of course, tangling grasp. No hit % bonuses are added, and no changes to the chance of losing the grip are made.
Notes: 34/38 Keep/Total. Well accepted as is. Some people however wanted this to be a change to tangling grasp and not a skill.
  • Was "Horde Feeding".
Left Queue: 05:02, 18 June 2006 (BST)

Improved Crush (Extra Dam. On Tangle)

Timestamp: 20:30, 9 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: Prerequisite Skill: Tangling Grasp

Exp Cost: 100

How it works: Improved Crush would be a new attack option available to zombies. It is only usable after a zombie has successfully grabbed hold of a target via Tangling Grasp. Once a grapple has been achieved, the attack drop down menu will now feature the option to Crush. When the zombie loses it’s hold on a target, the option to Crush will disappear from the drop down menu until a hold is achieved again.

What it does: Improved Crush has a base of 25% to hit, but since it will always be benefited by Tangling Grasp the true percent to hit is actually 35%.

Improved Crush will inflict 6 points of damage on a successful attack. Flak Jackets will reduce the damage by 1, so an opponent Kwearing a flak jacket will suffer 5 points of damage.

Improved Crush will not cause Digestion/Infection to take effect.


This was previously entitled "Tear Throat" and is my third revision of it. The original was suggested on June 7th, 2006. The mechanics are the same, just a recommmended name change and new damage numbers to find a better balance.

For a zombie with 4 skills: VM + DG + RF + TG 60% x 3 dmg = 1.8 Average Damage per AP.

For a zombie with 3 skills: VM + NL + TG 40% x 4 dmg = 1.6 Average Damage per AP.

For a zombie with: VM + DG + TG + Improved Crush 35% x 6 dmg = 2.1 Average Damage per AP.

35% x 5 dmg = 1.75 Average Damage per AP vs. flak jacket opponent.

Improved Crush becomes a zombie's most damaging attack against a non-flak jacketed opponent, but is very comparable to upgraded claws against a target wearing a flak jacket. Thanks to everyone's advice with the numbers, hope this version is what people are looking for.

Notes: 13/16 Keep/Total. Well accepted as is as it provides more variaty to Zombie attacks.
  • Was "Improved Crush".
Left Queue: 02:47, 30 June 2006 (BST)

Vigour Mortis

Ravenous Hands (Victim Bleeds)

Timestamp: 03:19, 16 Dec 2005 (GMT)
Type: Skill
Scope: Zombie
Description: This is inspired by the earlier suggestions Wound and Scalable Diseases. Wound lowered max health by a small percentage until healed with surgery while Scalable Diseases suggested infections that could only be cured by surgery. I wasn't too keen on changing maximum health and I thought that Scalable Diseases would lead to groups of suvivors stranded in hospitals, forced to wait for days until whatever high leveled surgeons were in the area could find enough first-aid kits to heal them. But I liked their basic goal of making surgery more important. Here's my idea. Ravenous Hands would emulate that ability movie zombies have to tear chunks of flesh out of their prey, and rend gaping wounds. Here's how the mechanics of it would work: If a zombie with Ravenous Hands uses a hand attack on a suvivor that damages them to any point 25hp or lower the suvivor becomes Wounded. A wounded suvivor loses 1 health per AP spent from blood loss when they are at 25hp or lower. A suvivor could heal themselves over 25hp and no longer lose health though they would still be Wounded. If they are ever lowered to 25 or less again (by anything) the wounds are reopened and they start bleeding again. The only way of curing the wounded condition is surgery in a powered hospital. I feel this accomplishes several things. First it gives zombies a skill to make hand attacks more interesting. It allows infectious bite to be more severe rather than just an excuse to use a health kit because at low health an infected and wounded suvivor would lose 2 health per turn instead of 1. That could make something like 15hp too few to reach a hospital and find a health kit. It would make surgery have a more important function than restoring 5 extra health. And it would allow low level players that don't have surgery the ability to heal themselves over 25hp and play normally until they can find a surgeon to operate on their Wound rather than being entirely dependant on another player who may or not be nearby to help.
Notes: 11/14 Keep/Total. Concern on revived infected wounded survivors.
  • Was "Ravenous Hands".
Left Queue: 17:03, 3 Jan 2006 (GMT)

Slam Barricades (+5% Cade Attack)

Timestamp: 17:27, 2 Dec 2005 (GMT), Kulatu
Type: Skill
Scope: Zombies vs. Barricades
Description: Requires the Vigour Mortis skill. When attacking barricades, the zombie is given two options. First it may use a regular attack at the standard % chance of knocking off an item, second it may use a new attack called 'Slam' or something similar as it throws itself into the barricades full-force. This attack uses 2 AP instead of 1 AP, but the chance of knocking off a piece is increased to 50% (.25 DPA as opposed to the standard .20 DPA assuming a 20% chance of success when attacking barricades.) If you don't like it, that's fine. I'm desperate to think of something to help turn around the fact that zombies are outnumbered 2.7 to 1.
Notes: 14/14 Keep/Total = 100%
  • Does not affect the average AP/objects-removed ratio greatly; helps make the variance more reliable.
  • Have it cost the zombie 1 HP per use.
  • Was "Slam Barricades".
Left Queue: 20:14, 17 Dec 2005 (GMT)

Uncontainable (*2 vs. Indoor Cades)

Timestamp: 03:43, 24 February 2006 (GMT)
Type: Skill
Scope: Zombies
Description: The zombie cannot be easily imprisoned. If barricaded inside a building and there are no survivors present zombie have twice the odds of weakening the barricades with their attacks. This is a useful skill for zombies that want to hold buildings and keep them barricade-less in suburbs such as Ridleybank and have survivors build barricades around them. It seems fair that the zombie should have an advantage to keeping a building barricade free if they are already inside and there are no humans around to maintain the barricades or distract the zombies with their appetizing flesh. Of course the zombies can always leave the building through a window but this is about zombies maintaining territory they've already captured once the survivors leave.
Notes: 19/27 Keep/Total. Well accepted as is. Some people thought this suggestion aimed at allowing Zombies to escape barricaded buildings and commented that they should just click in adjacent buildings. However it was recognized this would assist in Zombies taking over suburbs.
  • Was "Uncontainable".
Left Queue: 05:01, 9 June 2006 (BST)

Wound (Reduce Target HP Max.)

Timestamp: 00:36, 9 Dec 2005 (GMT)
Type: Zombie Skill
Scope: Zombies/Survivors
Description: This has been up on the Talk page for a while, and so far I've gotten nothing but good feedback(though relatively few in comparison; I take the lack of responses to be at the very least non-negative feedback). If you don't like this idea, please go to the Discussion page and add your comments there, I'd much appreciate it.

Anyways, the idea is this: Zombies can gain a new skill which when activated (I haven't been able to decide if it's a random chance on attack, or a separate attack - as nobody seems to be replying to my post on the talk page) reduces the target's maximum health by 5-10%. Just once. (though someone mentioned multiple times might not be so bad; I personally think it could get crazy if it's allowed more than once) This "Wound" can only be removed by a player with the surgery skill, healing the player in a powered hospital. Or death.

Notes: 27/30 Keep/Total.
  • renamed from Wound Skill
  • This gives surgery a purpose, other than a just being a way to heal more with fewer items.
  • It would get the survivors out of malls and into hospitals.
  • Gives zombies another skill.
  • Gives a better use for generators and surgery.
  • Was "Wound".
Left Queue: 15:43, 23 Dec 2005 (GMT)

Zombie Smash! (Group Cade Bonus)

Timestamp: 07:50, 21 Dec 2005 (GMT)
Type: Way to assist zombies
Scope: zombies
Description: Horrible referance aside, zombies who get this skill get a +10% chance of breaking through barricade levels when alone, +5% when with 5-9 others, and is negated when with hordes of 10 or more. This is a loose suggestion, and could be changed in many ways. For example, it could require Brain Rot in order to get (since with minor brain power, they will rely soly on strength). I tried to keep it simple and keep it open without being overpowered, so tell me what is good and what is bad about it! EDIT: This is to make it so that zombies can choose to travel alone or in small groups, and be able to last without having to be in a hoarde. Its nothing game-breaking, but it allows two roads for a zombie to pick from.
Notes: 6/8 Keep/Total. Well accepted as is.
  • Was "Zombie Smash!"
Left Queue: 05:21, 7 May 2006 (BST)


Gruesome Finish

Timestamp: Jon Pyre 06:35, 11 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: Feeding Groan is a wonderful thing. It brings zombies together. But after the feast is over and the building ransacked the zombies just disperse. Here's an idea to keep feral groups united by feeding groans together.

Zombies can't speak well enough to ask others to follow them but sometimes if a zombie performs a particularly gruesome kill other zombies will start associating them with food and follow by scent, hoping to share in their meals. The Memories of Life subskill "Gruesome Finish" would add a new "Feast" attack. The feast attack is equal in damage and accuracy to whatever your hand attack is then, and you can't use it unless it would kill your target. Using it on a target with more than 2hp (3hp if you have Death Grip) would just give this message: "Your target isn't wounded enough to start feasting on them yet."

So this adds a new attack that is completely equal to claws, and you can only use it on a killing blow besides. Why add something that has no attack advantage? Because this attack is a communication skill! That gruesome meal you just had caught the attention of every zombie in the room and being covered in fresh blood makes you really easy to sniff out. Every zombie that saw you make the kill can see your current position like so: "A zombie (now 3 east) killed Survivor." Survivors would not see your position. So if you just killed someone in the firestation if you planned to beat on the barricades outside the NT next you could give the other zombies the options of following you and helping out.

Now this isn't perfect. First off you can't say why you want them to follow you, but they could check the map to see if your location is somewhere interesting. "Hmm, 4 west 1 north...that high level zombie that finished off the last person is at the police station now. I'll see if I can help." If more than one zombie follows that could start off the new assault with a decent attack force. You could tell other zombies to follow you by pointing at yourself (though just leaving your current position is indication enough). If you follow a zombie you could let them know you came to them by pointing to them to them when you arrive.

The other thing is you might not always want other zombies to know where you're going next. For instance if you're killing someone at a revive point and don't want all those soon to be human zombies coming after you. But that's why this is an attack, so you have the choice of using it. You can use it when you want to let the other zombies know where you'll be and when you don't just use claws or bite. I think this non-verbal communication skill would be very useful for feral zombies.

  • Note: It was pointed out I forgot to include the range. My bad. In my mind I was assuming this would have the same distance as Scent Trail though I'm not sure how far that is exactly. But I figure that amount is the set precedent for the maximum distance a zombie can track a person so it would probably be best.
Notes: 23/26 Keep/Total.
  • Was "A Skill to Keep Feral Zombies Together"
Left Queue: 21:39, 27 January 2007 (UTC)