Suggestion:20070620 Special Skills

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This suggestion was voted as spam and closed for voting, with 0 keep, 1 kill, and 8 spam votes.


Note: Removed as spam. --Magentaine 04:02, 21 June 2007 (BST)

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20070620 Special Skills

Grost 10:31, 20 June 2007 (BST)

Suggestion type
skill

Suggestion scope
skills and classes

Suggestion description


Suggestion Description Many games I play often have unique skills for each class. There should be some of these for this game too. These skills can not be learned by any other class, and your class will only know them. Also, most of these skills will level over time, becoming more stronger as time goes. Here is a list of special skills and their details.

Firefighter-slice(Firefighters at level 20 have a 5% chance to do +2 damage with the fire axe only. If the hit was a slice and it was a killing blow, this skill also adds the effect of headshot.)

Police Officer-Break(Police officers at level 10 have a 2% chance of doing double damage with melee weapons only.)

Doctor-Emergency Heal(Doctors have one of the greatest abilities in my mind. At level 20, doctors can do Emergency Heal. This allows another survivor under 10 HP to be fully healed. There will be an item called ER kit [if suggestion is used]for this. There will also be a 10% chance that the emergency heal will fail and not heal the survivor at all. I can see complications. The suggestions I have of fixing this are: limited amount of ER kits, hard to find, can only use on certain survivor every 24 hours, and stuff like that.)

Medic-Injection(Medics at level 20 can Inject players with what I would call a life saver. This allows a player a player to keep 1HP after a death hit. This will take an item that can[if suggestion is used] be called liquid medicine. This is like the same complication as the docotor, but the injection wears off after one save or 24 hours, and cannot be injected for another 36 hours. )

Private-cache(This allows privates that are level 10 to have a better chance of finding ammo and weapons, say 5%extra chance at level 10.)

NecroTech Lab Assistant-Resistance(Level 5 Lab Assistants have a 10% chance to throw off an infection. Ex. Assistant bitten, Resistance kicked in, infection off without the use of a first aid kit. This can help out the players that cannot really find first aids, has no clue and is new to the game, etc.) Scout-Recon(Scouts that are level 15 can use this. This allows the Scout to look out a window of a building and look at the block in front of that window. This can only be done if the Scout is inside the building, and the building has a barricade status of very strongly or lower.)

Consumer-Remembrance(Level 20 consumers gain a very useful skill. This skill allows consumers to remember barricade status of any already visited building in a 4x4 grid.)

Corpse(not zombie)-Consume skin(level 15 zombies can eat the flesh of dead bodies. When this happens, they have a slight defense over 1 shot and 1 hit from a melee weapon. Again, there are complications. To solve this, they will have the same thing as injection.)

As you can see I have updated it a little balancing it out(thank Kalir for pointing out the unbalance, I'm still new to the game.), and it is like most other,not all, but most games that I find. Basic grid system,searching for stuff, etc. Only things that are different are play as either side,barricades, generator, stuff like that.


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 - MAYBE, just MAYBE we can destroy the zombies ONCE AND FOR ALL and win the game!!! Oh wait.. i forgot....um....i think my vote is in the wrong section....count this as a spam plz.... --Bruce Torbaron 15:37, 20 June 2007 (BST)

Kill Votes

  1. Kill - Unchangeable abilities based on character class are bad because they reduce players' freedom, and they unreasonably ask players to make an important, permanent decision before they have experience with the game. At the minute, I can play effectively whatever way I want, whether that be barricading or healing or munching on brains. This change would lock me into one role, because that's the only way I'd be effective. --Toejam 01:24, 21 June 2007 (BST)


Spam/Dupe Votes

  1. Spam - Is this a joke? These "skills" are outrageously overpowered. Also, I had a hard time understanding your illiterate typing. --Hhal 15:20, 20 June 2007 (BST)
  2. Spam - URBAN DEAD IS NOT ANOTHER GAME. URBAN DEAD DOES NOT GIVE YOU SUPER POWERS, CRITICAL HITS, OR THE ABILITY TO HEAL 40 HP! It's not Nexuswar! --wooty 16:28, 20 June 2007 (BST)
  3. Spam - Abilities are too powerful, use suggestion talk.--karek 15:30, 20 June 2007 (BST)
  4. Spam Way too powerfull. Submit on talk page.--Seventythree 17:27, 20 June 2007 (BST)
  5. Lovely spam, wonderful spam! I'm all for making the classes more unique, but these improperly balanced abilities are the wrong way to go about it. Why does the firefighter get an insane damage boost while the lab assistant only gets a chance to throw off infection (which any untrained person can do with just one first aid kit)? Kalir FTW! Z/S UD Potato Words 19:39, 20 June 2007 (BST)
  6. Jaysus - Did you even think about what you were typing?-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 20:40, 20 June 2007 (BST)
  7. Spam - Hey, just because everyone hates your suggestion doesn't mean you're allowed to just blank the page. --Magentaine 21:18, 20 June 2007 (BST)