Suggestion:20070727 New Side: Criminals

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20070727 New Side: Criminals

Grigori 21:39, 27 July 2007 (BST)

Suggestion type
New, third side, similiar to survivors

Suggestion scope
Anybody in the game

Suggestion description
All right, I've been thinking of an entriely new side independent of zombies or survivors: criminals. Since pk'ers are viewed kind of as a seperate side already, I figured I'd help make one for them. For the most part I've fleshed out the mechanics and skills for both the new criminals and existing survivors.


1. Fear: Not endowed with the stalwartness of the civilian, the training of the military, or the morbid curiosity of the Scientist, Criminals have a -10% tohit against zombies. Could be changed to -5% if needed. 2. Criminals would be unable to barricade, making them depend on the survivors they kill for survival. 3. Criminals would become zombies after death just as survivors do, with identical revivication procedures. 4. Criminals are granted 100% experience from hurting and killing other criminals. 5. Survivors are granted 75% experience from hurting and killing criminals. 6. On the map and in room descriptions, criminals would be shown as survivors. 7. Criminals cannot fix ransacking. 8. Cops now start with Pistol Training and Law Enforcement rather than Basic Firearms Training. This would have no effect on exisitng characters. 9. Starting zombies will have the ability to check in a box whether they want to be a civilian or criminal when revived. Existing zombies still rspawn as survivors. 10. Criminals are indistinguishable as zombies and corpses from other zombies and corpses, even with Law Enforcement.

Criminal skills

Criminals would take several skills from the survivor skill tree, including tagging, body building, the ranged weapons trees (with the exception of the advanced training skills), hand-to-hand combat and free running.

Melee Experience- Child of Hand-to-Hand combat

"You have significant experience with all manners of close-range weapons."

This skill gives the criminal a +10% to hit with all melee weapons.

-Crushing Brutality- Child of Melee Experience

"You have mastered delivering crushing blows to your targets."

All blunt weapon attacks do +1 damage.

-Shanking- Child of Melee Experience

"You have experience with a knife, and know how to use it best."

+5% tohit with knife.


"You have a basic knowledge of where people keep their goods."

Criminals get a +10% chance to find things in any location, at the cost of having a 1% chance to give the building the equivalent of being ransacked, here being called "Looted." Criminals cannot undo this as they can't undo ransacking, but survivors can at the cost of 1 ap. Any barricades stay the way they are.

The search percentage gained in this way is spread equally throughout all items found, not +10% to find each individual item.

-Shoplifting- Child of Looting

"Your experience in shoplifting has taught you which stores have which items."

The equivalent of the civilian Shopping skill.

Familiar Faces

"Your intimate experience with others of similiar professions has led you to be able to tell who is a criminal and who isn't."

You can pick fellow criminals out of a room. Identical to Law enforcement. This skill is usable as a zombie.

-Law Evasion- Child of Familiar Faces

"You can recognize the more lawfully inclined."

The Criminal can recognize people in a crowd who have the skill Law Enforcement, putting them in their own category in the room description and map square. This skill is not usable as a zombie.

Millwall Brick (Originally I had a link for this, but I don't know how to use the wiki's linking system. This skill and it's child were mainly designed as flavor skills, more filler than anything. They are entirely optional.)

"You can make a weapon out of most anything... including newspapers."

When a newspaper is in your inventory, your punches gain +1 damage.

-Broken Bottle- Child of Millwall Brick

"You can make yourself a potent weapon out of trash."

When you have a Bottle of Wine or Beer in your inventory, your punches get +2 damage.


"Not much scares you after the things you've seen."

You no longer suffer the fear penalty. (Basically, +10% vs. zombies)

-Murderous Impulses- Must be level 10, Child of Street-Hardened

"You know longer care about the preservation of life."

Criminals with this skill are granted full, 100% experience from hurting and killing survivors.

Survivor Skills

To combat these criminals, survivors (and zombies) get a new skill.

Law Enforcement

"You have found it necessary to actively combat criminals."

You gain 100% experience from hurting and killing criminals. They can also pick criminals out of a room, and they are shown differently in the room description. This is usable as a zombie.

As noted in the suggestion, many of these things are up to debate.

For anyone about to say, "But this will encourage pk'ing!" My rebuttal is that this is a more difficult class to play, and only veterans would be encouraged to play a criminal. Many of these veterans would probably already have a pk'er anyways. This is simply adding a unique side for a play style that is already basically it's own side.

For anyone about to say, "Not all criminals are like this! What about people who commited tax evasion or something like that?" duck, because I'm already taking aim at your forehead. By criminals, what I mean is, "Individuals of Malicious Intent." But that's way too long for a name, don't you think?

For everyone else, constructive criticism is welcome. Chances are I'll have to re-submit this once or twice before I get it completely right. Thanks for voting.

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/Change - I expected to hate this, but it's really not bad at all. Could use some fine-tuning in Discussion though; for instance, that bit about newspapers as weapons is a bit ropey, as is the part about a skill to recognise criminals automatically. --The Hierophant 21:53, 27 July 2007 (BST)
    • RE- Like I said, I originally had a link. I've made a Millwall Brick before, too, and they do hurt like hell.--Grigori 21:56, 27 July 2007 (BST)
  2. Keep- You got my vote Grig, goodluck, although are existing survivors able to get criminal skills? --J. Inman 5:02, 27 July 2007 (EST USA)
    • RE- No. They do get that one new skill, but all criminal skills are exclusive to that side.--Grigori 22:07, 27 July 2007 (BST)
  3. Keep - I've been wanting a criminal class for evers. --Sonny Corleone RRF CoL DORIS CRF pr0n 22:09, 27 July 2007 (BST)

Kill Votes

  1. Kill - i really do like this idea, however it needs alot of fine tuning. take it to the talk page,work out the kinks, then re-submite it.--'BPTmz 22:10, 27 July 2007 (BST)
    • RE- Could you be more specific?--Grigori 22:14, 27 July 2007 (BST)
  2. Kill - To me it seems like an artificial division between PKers and the rest of the non-zombies. The thing is that people who kill other people are still people. And unfinished suggestions should be taken to the developing suggestions page before voting. --Midianian 22:36, 27 July 2007 (BST)
  3. Kill - I love the idea Father Grigori, but as they said, it needs a bit of fine tuning. Take it to the discussion page and we'll talk.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 22:41, 27 July 2007 (BST)
    • RE- I'll do that now.--Grigori 22:43, 27 July 2007 (BST)
  4. Kill - I see a crucial flaw in this: What is there to stop PKers from just joining as a normal person class? Law enforcement would do nothing (so they could get around without being detected much easier) and they would be able to kill other players just as easy, with the barricade skill and the ransack repairs. It seems like for PKers, this wouldn't really help. The basic idea is great, but it needs work. Talk page: away! --Vault 23:29, 27 July 2007 (BST)
    • RE- Nothing will stop them from doing that. This class is a little more tailor-made for pk'ers, though. It's a little more independent, while still having a lot of killing power. Not to mention it's now possible to have a competent pk'ing character without waiting months to get all the necessary skills or giving up a high level main character.--Grigori 00:33, 28 July 2007 (BST)
  5. Kill- Unecessary, and would messup game mechanics. At most, make a seperate class called Criminal, not a whole separate side. This game is about survivors vs. zombies, not survivors vs. zombies vs. criminals. Criminals already exist in-game, and the current system works fine. We don'd a whole new side. --Fenian 00:19, 28 July 2007 (BST)
    • RE- I beleive there is already a Criminal class in Peer-Reviewed.--Grigori 00:33, 28 July 2007 (BST)
  6. Kill Yeah, the current PKer system works fine. --Secruss 02:07, 28 July 2007 (BST)

Spam/Dupe Votes

  1. NO. - Not only are you encouraging the killing of survivors, which is popular enough, but you are preventing them from helping hold building X in any way. At least now, PKers can help barricade. No amount of revision would ever get a keep from me on something like this.--Labine50 MHG|MEMS 08:00, 28 July 2007 (BST)
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