Suggestion:20070825 Carryall devices

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20070825 Carryall devices

Seventythree 18:37, 25 August 2007 (BST)

Suggestion type
New Item.

Suggestion scope
Survivors.

Suggestion description
Based on an idea I had a while back, before clothes were suggested. I only just remembered it when I saw the ammo belts suggestion on the discussion page. Basically, a survivor may carry one (and one only) of the following:

  • Ammunition belt. - This is some form of harness that has handy clips and pockets for storing ammunition. It is found in the mall gun store at 3% or the PD's at 4%. It has an encumbrance of 1%, and reduces the cost of the first five ammunition peices by half, so if you were carrying 2 pistol clips and 3 shotgun shells (normal encumbrance 10%) you would effectively reduce the encumbrance of the lot by 4% (the bag weighs 1%, remember).
  • Medical Bag. - A bag with handy storage pockets for bandage rolls, antibiotics etc. Found in mall drugstores 3%, and hospitals 4%. For the first 5 FAK's in the inventory it reduces the encumbrance by half (so 5 FAK's would take up only 6% encumbrance, see above)
  • Necrotech bag. - A steel briefcase with the necrotech logo painted on the side. Contains pockets for storing syringes safely. As above it reduces the encumbrance of the first 5 syringes by 1% (so 5 syringes would take up 6% encumbrance. See above)

The importance of this suggestion is that only one of these devices can be carried at any one time..

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 - I like the general idea.--  AHLGTG THE END IS NIGH! 18:48, 25 August 2007 (BST)
  2. Author keep - I always forget to do something!--Seventythree 18:50, 25 August 2007 (BST)
  3. keep - I need a medical bag. This seems good. =Doc Crook 18:55, 25 August 2007 (BST)
  4. Keep - I like the idea of this. Especially with the toolkit weighing in at 16% encumbrance, we survivors need something to help us out on the encumbrance front. --the one, the only, sushiknight (talk contribs HARD E.N.D.) 19:12, 25 August 2007 (BST)
  5. Keep - Hell yeah! --Vortexx 20:57, 25 August 2007 (BST)
  6. Keep --People's Commissar Hagnat [cloned] [mod] 21:06, 25 August 2007 (BST)
  7. Keep - i r ilitrat --Sonny Corleone RRF DORIS CRF pr0n 21:13, 25 August 2007 (BST)
  8. Keep - Nice. --Abi79 AB 21:14, 25 August 2007 (BST)
  9. Sure thing, Jimmy. Kalir FTW! Z/S UD Potato Words 21:29, 25 August 2007 (BST)
  10. Awesome Keep - Awesome. What more is there to say? --Private Mark 21:38, 25 August 2007 (BST)
  11. Keep - makes up for that crappy tool kit. John Basil 22:40, 25 August 2007 (BST)
  12. Keep - this is a very good idea in it's current form and I vote yes on it. Some reservations I have though is how it would balance with the already implemented Tool Box. From my understanding,the various harnesses only take up 1% encumbrance by themselves. I think that this idea could be made better by balanceing with the existing Tool Kit, that crappy thing. --Coco1993 23:34, 25 August 2007 (BST)
    RE - Huh? I thought this would get shot down in flames! oh well, I'm glad it hasn't--Seventythree 00:14, 26 August 2007 (BST)
  13. Keep - Good one. - Whitehouse 01:12, 26 August 2007 (BST)
  14. Keep - Because even a trenchcoat can't hold 12 shotguns and a toolkit. -- Pavluk 01:35, 26 August 2007 (BST)
  15. Keep - Good idea, but run it through a spell-checker! And check the grammar a bit. --Saluton 02:07, 26 August 2007 (BST)
  16. Keep --Secruss 02:19, 26 August 2007 (BST)
  17. Keep Great idea, very useful. Park avenue 02:40, 26 August 2007 (BST)
  18. Keep -because zombies completely control 41 suburbs zhodani
  19. Keep - Nice because it differentiates character roles more. Might not be terrible to make the effect stronger (raise encumbrance sans this item), but not bad as-is --Pgunn 05:31, 26 August 2007 (BST)
  20. Keep This is important now especially with the toolbox.--Timo 1 11:45, 26 August 2007 (BST)
  21. Keep - Yeah alright, but find a way to restrict this to characters who have done the hard yards. --Ducis DuxSlothTalk 14:39, 26 August 2007 (BST)
  22. Keep - Well, d-eh... ok, i guess --~~~~T''' 15:24, 26 August 2007 (BST)
  23. Keep I like this idea alot, Itd deffinetly be useful but too powerful for survivors.--Doctor Oberman 16:50, 26 August 2007 (BST)
  24. Keep - Especially the Necrotech Briefcase. I always pictured the syringes being held in a briefcase. But yeah, it's a great suggestion. --Howard Bentley 17:23, 26 August 2007 (BST)
  25. Kepp - As many above. Good suggestion --Ryiis 17:30, 26 August 2007 (BST)
  26. KEEP - I've always wanted extra FAKs, but my 9 Pistols, 5 Shotguns, and Axe always seem to get in the way... --Driaquer 23:41, 26 August 2007 (BST)
  27. Keep - I appreciate the handiness of Medical Bags especially. --Pedentic 12:02, 27 August 2007 (BST)
  28. Keep - Hell yes! -- John RubinT! ZG FER 13:16, 27 August 2007 (BST)
  29. Keep - Encourages specialization in the higer levels, which adds flavor, not even close to zombie-nerfing. The "Don't mess with encumbrance" votes are depressingly close-minded. However, some ove the other kill votes have some merit. Possibly veiw these and respond. BoboTalkClown 22:04, 27 August 2007 (BST)
  30. Keep - Sure. --Sonofagun18 13:07, 28 August 2007 (BST)
  31. KEEP - EXCELLENT IDEA. Bonus points to you. --Kazakum 03:33, 30 August 2007 (BST)
  32. Keep - I like that there are 3 devices and you can only carry one. Adds a little more strategy. --Pdeq 06:56, 30 August 2007 (BST)
  33. Keep - Good idea, and totally realistic. -- Vladimir Kosenko 18.24, 31 August 2007 (BST)
  34. Keep for the reasons given by the other users.-- Vista  +1  11:42, 4 September 2007 (BST)
  35. Keep - Awesome idea, i could really benefit from something like that, especially with having to lug about that stupid toolbox as it seems i always need it! --Acoustic Pie 23:08, 4 September 2007 (BST)
  36. Keep It'd be kind of a cool trade off if to carry one of these you couldn't hold a toolbox either... --Jon Pyre 16:07, 6 September 2007 (BST)
  37. Keep - Who cares?-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 16:29, 9 September 2007 (BST)

Kill Votes

  1. Kill - This isn't an awful suggestion, but I'm not sure we need to mess with the encumbrance rules at the moment. Also, as I see it the rules already assume carrying devices of various types. Your pants and coat pockets are nowhere near enough to carry the plethora of items you're allowed in UD, after all. As for the toolbox, its encumbrance value is clearly meant to counterbalance the AP cost of ruining a building.--Jiangyingzi 05:20, 26 August 2007 (BST)
  1. RE Yes, I beleive as well that there would be assumed carrying devices, however, all three of the items I have used in the suggestions (ammo, FAK's Syrynges) where specificaly chosen as they are all the items that would have to be kept carefully. I always assumed, for example that shotgun shells took up 2% enc. as you would have to store them in a dry place, away from any possible sparks. Therefore a specificaly dezigned container for carrying the said item could realisticaly be beleived to lower the encubrance.--Seventythree 21:33, 26 August 2007 (BST)
  1. Kill - Would be useful as a specialisation tool however as this suggestion stands i don't see it really doing much other than giving 4% bonus encumbrance. Perhaps retrofit all characters with a "backpack" carrying device that has the current enc. profiles and then the 3 specialist carry devices that reduce enc. for their specialty but increase for all other items. --Bahhab 09:55, 26 August 2007 (BST)
  2. Kill - Almost good enough for a keep vote. I have one problem, though. Currently, if you are even 1% under the maximum encumbrance, you can still pick up and carry one more item, no matter how big. If you are going to have encumbrance reducing items, the 100% cap has to be absolute (meaning you can't even pick up an item if that item would raise your encumbrance over 100%). --Steakfish 22:07, 26 August 2007 (BST)
  3. Kill - Don't mess with encumbrance. --Karekmaps?! 00:08, 27 August 2007 (BST)
  4. There are some parts that are dupe of things in Rejected, but since Rejected is so dang messy, my reason for this kill? There's a reason for the emcumbrance things, you know... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:07, 6 September 2007 (BST)

Spam/Dupe Votes