Suggestion:20071110 Feeding Lunge

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20071110 Feeding Lunge

Rosslessness 11:10, 10 November 2007 (UTC)

Suggestion type

Suggestion scope

Suggestion description

Feeding Lunge is a new zombie skill avaliable after memories of life in the skills tree.

As a zombie breaks down barricades it gets increasingly desperate to get to the meat inside. When it finally destroys the cades it cannot stop its desire to throw itself towards the nearest harmans.

In game terms - If a zombie destroys the last level of cades (loosely) with an attack it also opens the door of the building and moves inside the building.

I know its a skill that can only be used in a specific case, but then again so is surgery. Like surgery it reduces the AP's needed to perform actions.

You can't turn this skill off, so it always happens to reflect the overwhelming desire to feed.

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 Author Vote. --Rosslessness 11:13, 10 November 2007 (UTC)
  2. Keep - I like it. --Midianian|T|T:S|C:RCS| 11:27, 10 November 2007 (UTC)
  3. Keep - Seems pretty good but possibly a bit weak since it's only an extra 1AP after spending about 40 on breaking barricades.Studoku 12:00, 10 November 2007 (UTC)
  4. Keep - Makes zombies more interesting, we need more zombies to shoot ;). --Josh508 12:40, 10 November 2007 (UTC)
  5. Keep - It would definitely make the game more interesting. Our zeds should receive more attention. --Nerolynx 12:44, 10 November 2007 (UTC)
  6. Keep - HERE'S ZOMBIE! I feel the need to add to my vote to counter a few very stupid assertions. Simply put, opening up a barricaded building and then standing around outside is what we zombie players call, in our infinite wisdom, fucking stupid. You have spent 30-40 ap decading the place, you dont stand around and run the risk of someone inside waking up and undoing all your work in 10 ap. Furthermore, zombies all gather up and sign in before they even start decading the building to break in. There are stragglers, but when they turn up most of the people inside have been killed and/or dragged. If zombies wish to decade a building and head to an asjacent block, they can do so at no extra charge even with this skill, as leaving a building into an adjacent block costs the same as moving from one block to another, on top of this, the zombie gets a peek inside the building, so if he is chatting on an IRC channel he can read out the human tally to them and get some valuable intel at the same time as he cracks the building. To people saying this is a tiny skill, oftentimes zombies get stranded taking out cades on their last ap, and have to wait a half hour before they can go in, and another half hour before they groan. Though the odds of a human signing in and dropping by are moderate for a half hour period, its double that for an hour long period. This makes it just that little bit easier for a feral zombie to bust in and give a groan to summon other ferals than he would otherwise have. A tiny boost, but something that many ferals would appreciate. Zombies have to spend every AP wisely to overcome the massive cade disadvantage, and every little bit helps. Pretty much every committed zombie player would gladly turn over 100 exp for this tiny little ap saver. Ok, maybe this was more than just a little addition, but it needed to be said. --The Grimch U! E! WAT! 12:52, 10 November 2007 (UTC) Updated 11:25, 17 November 2007 (UTC)
  7. Keep - A significant improvement on this because it requires memories of life -- boxytalk • 13:22 10 November 2007 (BST)
  8. Keep - One question, would it work if the zombie uses his last AP to destroy the barricade? Either way I like it. I'm just curious. --Barroom Hero 13:33, 10 November 2007 (UTC) RE: YES. Occasionaly a zombie will use all their strength throwing themselves into the building. and then stands there, swaying slightly. Zombies are only as clever as the people controlling them. If you want to present yourself to a room of gun toting harmans as you fall asleep thats your choice.--Rosslessness 13:38, 10 November 2007 (UTC)
  9. Keep - Garrgh! (yes, I like it. I was doing an impression of a zombie breaking into the suggestions page.)--SeventythreeTalk 13:34, 10 November 2007 (UTC)
  10. Keep - It'd be nice, but as Funt pointed out, it'd remove the choice of going in or not.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 16:34, 10 November 2007 (UTC)
  11. Keep I can't believe this hasn't already been implemented or suggested. --Ron Burgundy 17:51, 10 November 2007 (UTC)
  12. Weak Keep - It's interesting, and provides Z's another way to differentiate themselves in a reasonably permanent way. Keep is weak because I'm not sure it's in the right place in the skill tree. --Pgunn 17:52, 10 November 2007 (UTC)
  13. Keep - FEED! --Howard Bentley 18:18, 10 November 2007 (UTC)
  14. Keep - my concerns are that it is a too minor stuff, so... ah, nevermind --~~~~ [talk] 18:30, 10 November 2007 (UTC)
  15. Keep - Sure. --Karekmaps?! 18:44, 10 November 2007 (UTC)
  16. Keep - Grim pointed out where my thinking had gone all Fahrenheit on this one, so changing to Keep. --Funt Solo QT Scotland flag.JPG 18:53, 10 November 2007 (UTC)
  17. Keep- Yum --  AHLGTG 20:02, 10 November 2007 (UTC)
  18. Keep - Can't see anything wrong with this. --Ducis DuxSlothTalk 20:07, 10 November 2007 (UTC)
  19. Keep - I can see it now, a zombie missing it's lower jaw bursts into the room after hammering on the 'cades for hours, with no remorse you show it your shotgun and BAM, Elvis has left the building in the fashion he entered; salivating, tired and with more holes than when he came in. Acoustic Pie 20:28, 10 November 2007 (UTC)
  20. KeyP --Karloth Vois RR 20:37, 10 November 2007 (UTC)
  21. Keep - For the doubters, I'd like to add that it IS in the right place on the skill tree. If Memories of Life wasn't required first, this skill could be used as a substitute door opener. You must first learn to open the door before you can pass through it. Sorry, that last sentence was so New Agey that it made my brain hurt. --Steakfish 21:29, 10 November 2007 (UTC)
  22. Keep - Sounds good. -- John RubinT! ZG FER 22:14, 10 November 2007 (UTC)
  23. Keep - we need some new skills.--'BPTmz 23:08, 10 November 2007 (UTC)
  24. Weak Keep - It's only 1 Ap. BoboTalkClown 00:34, 11 November 2007 (UTC)
  25. Keep- Simple and useful. Not too overpowered. --Darth LumisT! A! E! FU! U 01:18, 11 November 2007 (UTC)
  26. Keep - Yes, please. -J. A. 03:42, 11 November 2007 (UTC)
  27. Keep - why not--Zach016 04:44, 11 November 2007 (UTC)
  28. Weak Keep/Change - I am not, like, jumping up and down crazy about this... But it is certainly good enough idea to support. But Sockem has a very good point... it is too small for an entire skill to be devoted to it. --WanYao 05:42, 11 November 2007 (UTC)
  29. Keep ~ It makes sense, you just did all that work so autamatically entering seems natural --Loop Ho Tep 06:00, 11 November 2007 (UTC)
  30. Keep yes.--Wooty 18:48, 11 November 2007 (UTC)
  31. Keep - Probably needs some help to be worth the xp, but sounds like a good idea to me.--Druuuuu 21:23, 11 November 2007 (UTC)
  32. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:30, 11 November 2007 (UTC)
  33. Keep A worthwhile skill to save 1AP every time you breach a building. Hey, that 1AP could be an additional infection! --Jon Pyre 14:53, 12 November 2007 (UTC)
  34. Keep- Definitely a worthwhile skill. Is it not enough that it takes so many APs to destroy barricades in the first place? -- BKM 15:32, 12 November 2007 (UTC)
  35. Keep - Best suggestion that I've seen today The man 20:31, 14 November 2007 (UTC)
  36. Keep - Good suggestion. CharonX 23:01, 15 November 2007 (UTC)
  37. Keep - I love this idea. -- Mordac the Refuser 02:41, 19 November 2007 (UTC)
  38. Keep - It would nerf active cading, which is quite powerful at the moment. Thus, I'm in favor of it. --Trunksoul 06:39, 20 November 2007 (UTC)
  39. Keep - It is very annoying during a siege to beat down the cades only to see a bot build them back up before the door is opened. This would be great! --The Malton Globetrotters#19 - DrPain TMG 04:14, 14 May 2008 (BST)

Kill Votes

Kill - As a zombie, I'd rather choose whether or not I enter the building after de-cading it. Tactics are my friend. --Funt Solo QT Scotland flag.JPG 16:13, 10 November 2007 (UTC)
RE: Surely you just wouldn't buy the skill then?--Rosslessness 16:35, 10 November 2007 (UTC)
Re - I don't like skills that I can't buy. --Funt Solo QT Scotland flag.JPG 17:04, 10 November 2007 (UTC)
  1. Kill/change An entire skills a waste make it part of MOL. Sockem 01:35, 11 November 2007 (UTC)
  2. Kill Well, you're lucky I read the suggestion, or I woulda Dupe'd... The name has been used before. However, the two suggestions are completely different. Anyways, that's saving Zeds 1 AP, and makes Barricading when you're under attack more reliant on the Server being nice to you for you to keep them out. ~A`Blue`JellyTME*V*I*L*? 06:53, 12 November 2007 (UTC)
  3. Kill/Change Should be allowed to turn it off, with it being turned off 24 hours or a week after the player decides to do so. This way, you can't have it on or off whenever you want, and you don't have to be turned into a mindless killing machine even though you're a grizzled old zombie... I know this sounds weird, but this is UD, zombies are players too and use tactics. --Grognor 17:28, 12 November 2007 (UTC)
    I know, I know. Surely that should read, zombies are the best players who use tactics and organise in hordes. Anyway. Whats this great tactic, that this would damage? Being a survivor wherever possible im a bit blind to the subtlety of zombie play. Or if you tell me, would you have to kill me? (Which in fairness, you're probably trying to do anyway.)--Rosslessness 18:25, 12 November 2007 (UTC)
  4. Kill --Jack13 18:39, 14 November 2007 (UTC)
  5. Kill Nice idea, but I find it rather obsolete. Why buy a skill when it'd only cost you one more AP to do it yourself? Also, for strategy value, being unable to turn off this option forces you to 'burst in' every time, when you may be waiting for other zeds to congregate or sign in. This removes a lot of the tactics, and is detrimental to both sides of Malton. Boojamon 11:12, 17 November 2007 (GMT)
  6. Kill I like the idea, but if this is passed players will either be forced to remain a lower lever or be forced to enter a building whether they want to or not. Add to that the fact that this skill basically saves 1 AP upon entering buildings, and it just doesn't seem worth it.-- Techercizer (Food) (TSoE) 20:37, 12 July 2008 (BST)

Spam/Dupe Votes

  1. Spamish -"Just don't buy the skill" geez, that's what pushed me from abstain to spam. If I want my level to be higher, I'll buy the skill. --AlexanderRM 18:57, 11 November 2007 (UTC)
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