Suggestion:20070521 Class Abilities 1.1

From The Urban Dead Wiki

Jump to: navigation, search


Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


Contents


20070521 Class Abilities

ShadowScope 22:04, 21 May 2007 (BST)

Suggestion type
Improvement

Suggestion scope
All Classes.

Suggestion description
Let us make classes mean something in Urban Dead.

Previous suggestions would restrict certain unbalanced skills to one class to make it rare and powerful. Such a thing isn't exactly a good thing, so I suggest a different tack.

Each Class in Urban Dead basically have a special passive ability. You might be wondering...why? Well, it helps in roleplaying, and this passive ability may come in handy. It won't be large, which is why it is a Passive Effect that does not cost XP. It does play a role though. What are they?

Civilian:

-Cop: Can find firearms at a 1% increase in search odds (divided equally amongst all firearms in the area), if an area has firearms to begin with. For example, a Cop can find a shotgun in a bar at higher search rates. This is increased to 2% if th Cop is searching in a PD.

-Firefighter: Having been skilled in breaking in buildings to help people, they know how to prevent others (say, zombies) from doing the same. Therefore, they have a better barricade rate (on the levels that are not automatic). Barricade rates are kept secret and not calcuated though, but it is known that the more barricaded a building is, the more AP it cost to continue barricading up to the next level.

-Consumer: 1% search boost to find anything...anywhere, including junk items. This bonus does not include malls.

Military:

-Private: Given classified information about the Zombie Plague, they are able to know the weak spots of Zombies and dispatch them with ease. Privates are able to know what is the current health of the first Zombie on the stack without needing to fire at it first.

-Medic: Being given classified information about the Zombie Plague by the military, they know more about how the Infection works. In any room they are in, they can see what suriviors have been Infected, and can therefore cure them.

-Scout: Being skilled in scouting, they are able to use Binoculars more effectively. Instead of the normal 3*3 square, they see a 5*5 square.

Scientist:

-Doctor: Can find FAKs at a 1% increase in search odds, if an area has FAKs to begin with. This is increased to 2% if the Doctor is searching in the Hospital.

-NecroTech Lab Assistant: Can find stuff more effectively in NT Buildings at a 2% increase in search odds, including junk items.

Zombie:

-Corpse: They have a larger Scent Trail range. Normally, the range is 10 blocks, but for a Corpse, it is 15 blocks.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - Making UD just a touch more focused on your class is a lovely idea.--Lachryma 22:29, 21 May 2007 (BST)
  2. Keep - I've been meaning to make this type of suggestion for a long time. Every level 41 is the same. Keep because this is perhaps the most needed addition to Urban Dead. --Target Zombie 23:02, 21 May 2007 (BST)
  3. Change - I think consumers should have a one percent chance of finding melee weapons. If not, everyone will spam the consumer type since they can find anything better than anyone else. If this gets implemented, which I hope, I'd like to see more than just one skill. --Heavy DDR 23:15, 21 May 2007 (BST)
  4. Keep- Looks fine to me.--Grigori 01:54, 22 May 2007 (BST)
  5. Keep - Finally, a bonus for starting as a doctor!--Labine50 MHG|MEMS|DHPD 03:46, 22 May 2007 (BST)
  6. Keep -- Yay for the lack of simularities brought on by this! --Lord Evans 05:18, 22 May 2007 (BST)
  7. Keep - Now, the scout looks very handy now. Thanks! --JudeMaverick W! TJ! Talk Zzz... P! 11:01, 22 May 2007 (BST)
  8. Keep - I like the general idea, and really think it's about time something like this gets through to Rewieved. - BzAli 13:35, 22 May 2007 (BST)
  9. Keep - the same reasons as i mentioned previous time this showed up. i voted keep that time, right? --Duke GarlandTLCD SSZ 15:44, 22 May 2007 (BST)
  10. Keep - I would like to see the search rates a bit greater, otherwise the suggestion is great. --ZombieSlay3rSig.pngT 17:01, 22 May 2007 (BST)
  11. Keep, and then keep again - Best idea ever. This idea is actually good enough to make me want to start over with either a scout or a medic. --Uncle Bill 21:42, 22 May 2007 (BST)
  12. Keep - A great idea. Makes class selection more than just what starting skill you want. ShinobiSlider 06:29, 23 May 2007 (BST)
  13. Keep -A great idea....making classe better than a title.colwinter44
  14. Keep - It's alright, just in the long run it does not make much difference. I'd personally choose corpse for a death-cultist character. --Ducis DuxSlothTalk 07:24, 26 May 2007 (BST)

Kill Votes

  1. Kill - Those are interesting options, but I really don't like class-specific skills. Class is chosen at the very start of the game, before you even know what UD is like, so it's not fair to expect people to make a good choice, or a choice they'll be happy with later. The other problem is that class specific skills lessen the feeling of freedom there is in UD's skill tree at the minute. I'd likely vote keep on a revision of this if there was some way to change your class, or these bonuses were based on items. --Toejam 03:42, 22 May 2007 (BST)
  2. 1% is that even significant? Last time this idea came up I made the addition that a player can pick the skill of ANY class and then BECOMES that class. That way if I started a fireman a year ago and I prefer the cop skill, I can choose that skill but my class becomes that of cop (meaning I can't pick some other skill later).--Pesatyel 05:01, 22 May 2007 (BST)
    A Re to both Toejam and Pesatyel: You're right. It probraly would be better that way, altough I have forgotten about it in an attempt to get this suggestion written. The problem I heard during voting is that basically you are still locked out from other skills, and that people could level up as a military person, change class, and then buy other skills from that class, and save XP. It might be better to place it as a note, but if it does get resubmitted, I'll consider putting this in.--ShadowScope 06:34, 22 May 2007 (BST)
    Well the idea was to not hurt older characters by forcing them to take a skill they don't want associated with the class they picked a few months or even a year ago. But beyond that, isn't that the point of the suggestion? Why bother having classes at all? Why not just have the "survivor" class and the "zombie" class and let players differentiate their survivor by their description? Within the game context, beyond level 4 or 5 it makes NO difference WHICH class a player picks. Isn't that why you made the suggestion? To give classes some kind of differentation? To make them more, I don't know viable? Fun?--Pesatyel 06:15, 23 May 2007 (BST)
  3. Kill - It needs some more work to be put into balancing the bonuses of various classes for it to be acceptable (perhaps using the talk page to allow users to comment on balance?). Outside of the merit of the suggestion, one of the best things about UD is that, not matter what you start as, you can end up equal to everyone else. This would remove that. --Saluton 14:44, 22 May 2007 (BST)
  4. Kill - unless, on the day this gets implemented, every player gets a once-off chance to change their class. Otherwise it is unfair --Gene Splicer 17:04, 22 May 2007 (BST)
  5. Change I like the idea, but am not that into the skills you've suggested. If you market this idea as just the idea of having special class-based abilities without giving specifics, you have my vote.
    We vote on the mechanics of the suggestion, not the actual idea. Otherwise, how can Kevan actually know what special class-based abilities to put in?--ShadowScope 17:27, 23 May 2007 (BST)
  6. Kill Ahh, giving far superior abilites to survivors and Zombies are getting a couple blocks of scent trail increase? Overpowering survivors does not balance the game. --KamdenT|RRF|W| 15:51, 23 May 2007 (BST)
  7. Kill Yeah, improved scents for zombies. Amazing. It might be a good idea if it were a bit more balanced. -- Murray Jay Suskind 16:46, 23 May 2007 (BST)
    In my defense though, the suriviors' buffs are sort of minor (and argubly useless) as well. I wished I got betters suggestions for the Corpse's Class-Specific Ability though. If you have any ideas, you could send them over to the discussion page of this suggestion page.--ShadowScope 17:27, 23 May 2007 (BST)
  8. Kill ...for all the reasons listed above. Prothero 18:29, 23 May 2007 (BST)
  9. Kill The boosts are extremely minor in most cases, with a few subverting the existing game mechanics or overpowering survivors (the Medic ability weakens infection seriously, and the private ability mitigates zombie anonymity). Further, the scent trail boost is unlike every other boost in that it's dependent upon buying a skill, which is not the case for any of the survivor boosts.--Kali Magdalene 21:41, 23 May 2007 (BST)
  10. Kill/Change Class specific skills are good, these ones are horrible though. The firefighter, Necrotech, and Scout would throwq the game in survivors favor more, the Medic would basically make both infecting and fake infecting worthless, and the zombie skill is like saying a survivor fires two flares whent hey see a zombie completely pointless. Fix the skills, the concept behind them, class uniqueness is good but go to discussion and talk about what skills are more agree able and less broken(stonger barricading, wtf?)--karek 10:52, 24 May 2007 (BST)
  11. Above and up. --AXE HACK TALK Desu Nōto χIII Everyday I'm Shufflin'! 13:10, 24 May 2007 (BST)
  12. Kill That would penalize people for the descisions they made in the beginning of the game. Besides, your class does have an effect--it changes how much AP you spend on a skill--Obsidian 22:49, 25 May 2007 (BST)
  13. Kill I'm in favour of differentiating the classes, as you're aiming for here. (And I don't have much sympathy for the argument that it's unfair that someone can't change classes, not when alts are allowed). But the specific mechanics here are heavily flawed. That's what I'd suggest working on if you resubmit this. The people who don't like the idea of unique classes are always going to be voting against it anyway.--Black Mask 16:24, 26 May 2007 (BST)
  14. Kill What if it was just simply Military, Scientific, Civilian, and Zombie skill advancements? I like that better. Right now it's just way too specific. --Secruss 16:50, 26 May 2007 (BST)
  15. Change -First of all, I am interested in any ideas for diversifying classes, and your idea is interesting The way it is now, many classes are undesirable because the skills they have aren't too useful for the lvl 1 player (citizen and the old Doctor come to mind That said, I feel that the abilities in question need tweaking though. I mean, 1% increase in search, is that even noticeable? Barrylocke 17:45, 26 May 2007 (BST)
  16. Kill it would penalize people for the decisions they made in the beginning of the game.--Vista +1 15:43, 27 May 2007 (BST)
  17. Kill - Corpse class has a very weak buff, and everyone's skills seem not so balanced to begin with. What happens to everyone that already chosed their starting class and find out that their exclusive skills sucks? --Matthew Fahrenheit YRCT+1 22:19, 1 June 2007 (BST)

Spam/Dupe Votes

  1. Very Strong Kill/Partiall Dupe -First of all, this is a partiall dupe of something a while ago, which was spaminated because, (in my words): DON'T MAKE US SUFFER PERMANENTLY BECAUSE OF A CHOICE WE MADE MONTHS AGO, ESPECIALLY BEFORE THAT CHOICE EVEN AFFECTED THIS DETAIL, YOU *****ER *** * *****!
    Oh,and I almost forgot: before you start saying "but this is only a minor change", well, then WHAT'S THE POINT OF MAKING IT IF IT'S THAT MINOR?
    There. I'm done. --AlexanderRM 02:07, 22 May 2007 (BST)
    1) It's not a partial dupe because it had differnt mechanics. The last suggestion had in fact overpowered changes. This one does not. The Spam vote is fine, but it is not a dupe.
    2) Because it is a minor change, you will not get penalized that much.
    3) Minor changes are the one of the only things that get accepted in Urban Dead. Major changes are quite unpopular and dangerous to the balance of the game.--ShadowScope 02:17, 22 May 2007 (BST)
Personal tools
advertising
project wonderful