Suggestion:20080123 Rucksack: Version 2

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This suggestion was voted as spam and closed for voting, with 3 keep, 12 kill, and 9 spam votes.


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20080123 Rucksack: Version 2

Cheeseman W!RandomTalk 22:37, 23 January 2008 (UTC)

Suggestion type
New Item

Suggestion scope
Survivors

Suggestion description

  • What does it do? The rucksack will allow you to increase your encumbrance by 10%.
  • How will it work? Basically, when you reach your maximum encumbrance level, the rucksack will allow you to carry an extra 10%, perfect for carrying spare fuel, ammo, first aid kits or spray paint.
  • Where can I find it? You'll be able to get your hands on one in Mall Sports Stores, Office Buildings and Hospitals by searching for it normally. It'll have a base find rate of around 5%. When you've found one, its is equiped automatically. No stacking of effects.
  • Are there any catches? Unfortunately yes. Since, it will be used like clothing it can become torn and as a result, won't be able to be used anymore and you'll lose randomly selected items to lower you to less than 100% encumbrance. There will be a 25% chance that it will rip. When it tears, you'll receive a message:
As you fall to the ground, the zombies claws catch your rucksack, tearing it and spilling it's contents onto the ground. You'll no longer be able to hold any extra items"

For Example: Fred is 95% encumbered and has a rucksack. He's killed and it tears, but as he's not at full encumbrance, he can pick up more items till he reaches the 100 mark and won't lose any items as none are inside it.

Bob is 100% encumbered and picks up a first aid kit, taking him to 102%. His rucksack also gets torn, however being at full encumbrance, he can't pick up anymore and will lose any random item to lower him below 100% encumbrance.


  • If you attempt to pick up an item that will take you over 100% encumbrance (or 110% with a rucksack) you'll now receive a message saying:
You search and find a <insert item here>. You try to pick it up but you can't carry it.
  • Credit to Ariedartin for this idea: The items that are dropped to take you below 100% are randomly determined. This could be something as small as a first aid kit, OR it could even mean that you lose a generator. Its completely random.


  • Summary:
    • Rucksacks will be added to the game.
    • They will allow you to carry an extra 10% worth of items.
    • They can be found in Mall Sports Stores, Office Buildings and Hospitals, found as regular items at 5% chance.
    • There is a 25% chance that they will be ripped if you are killed by a zombie. If that happens, you will lose the contents. (randomly selected items to lower you to below 100% encumbrance.)
    • You'll now be unable to pick up any item which takes you over 100% encumbrance: in other words no generators at 99%.

All changes from original are highlighted in bold.


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. Teh Awthar Vote: Number 2 - Lets see how this one grabs you. -- Cheeseman W!RandomTalk 22:38, 23 January 2008 (UTC)
  2. Keep - It's interesting when people vote change on the original and then kill on the remake that enacts their changes. Most people just don't like the idea. --Heretic144 02:25, 24 January 2008 (UTC)
  3. Keep - Because it actually lowers the maximum amount survivors can carry. --Midianian|T|T:S|C:RCS| 09:04, 24 January 2008 (UTC)


Kill Votes

  1. Kill - Sorry Cheese, some of us like being able to slightly bend the encumbrance rules without digging around for a new, different item. --Howard Bentley 22:44, 23 January 2008 (UTC)
  2. Kill - I assumed survivors had rucksack/suitcases/Tardises with them to carry the stuff anyway.Studoku 22:46, 23 January 2008 (UTC)
  3. As others --  AHLGTG THE END IS NIGH! 23:11, 23 January 2008 (UTC)
  4. Kill/Change - Not overpowered. But the minor gain in encumbrance is not worth the risk of losing potentially valuable items. I'm also concerned that the effects may not end up clearly labeled. Personally, I would disable acquiring rucksacks in my control panel, but I'm sure many wouldn't even know what it does, find one and keep searching, resulting in a number of survivors unknowingly going over maximum encumbrance, dying, and losing something important. --Ms.Panes 23:37, 23 January 2008 (UTC)
  5. Kill - see my vote last time--CorndogheroT-S-Z 00:43, 24 January 2008 (UTC)
  6. Kill - It seems lame to not be able to choose what items are at risk. - Grant (talk) ON STRIKE 02:01, 24 January 2008 (UTC)
  7. Kill with Hate - No thank you --/~Rakuen~\Talk Domo.gif I Still Love Grim 02:18, 24 January 2008 (UTC)
  8. What happens if your under max and your rucksack is ripped? Beyond that, I don't see this as a necessary item. Inventory is there for a reason. How much crap does one REALLY need to carry anyway?--Pesatyel 03:30, 24 January 2008 (UTC)
  9. Kill - I don't like the idea of losing a random item. It could be something very important, and if I was packing my bags but couldn't fit everything, I know I would take the most important stuff first. --Uncle Bill 04:11, 24 January 2008 (UTC)
  10. Change - I'm really sorry to sound as though I'm killing my own change, but really, it's not the point. The kill voters have a point. Maybe I could suggest an additional change to give it more balance - how about introducing an additional catch? Because logically, having a rucksack would cause one to rely on it, tearing it open causes survivors to randomly lose items to within 90% encumbrance. ~AriedartinTalkA KS J abt all 05:11, 24 January 2008 (UTC)
  11. Kill - Unnecessary. It seems that this would actually serve to reduce the amount of stuff I can carry plus give me the opportunity to lose something if I get killed? No thanks. - Headshot Hal 15:11, 24 January 2008 (UTC)
  12. Kill - no. to complicated. survivors do not need buffs or exra equipment. prioritize what you need the most and take that, drop the rest - or form a group and assing certian duties to certian people. i could have voted spam, but i'm in a reasonable mood today. -- Jack S13 T! PC 17:35, 24 January 2008 (UTC)


Spam/Dupe Votes

  1. OK...I'm getting tired of this. You've got one here, and one in the Clothing suggestions. Where do you want it? Come on? I mean one is enough! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:40, 23 January 2008 (UTC)
  2. Spam - Overpowered. Encumbrance is there for a reason, death by zombie is rare unless you seek it meaning that it's not really a downside to something that gives a larger inventory.--Karekmaps?! 23:37, 23 January 2008 (UTC)
  3. Spam = Aye, as karek --The Grimch U! E! WAT! 00:18, 24 January 2008 (UTC)
  4. Spam - Same fault as last time (when I voted kill) -- right now, people can exceed 100% by picking up something heavy when near 100%. Rucksacks, as you propose, muddy the waters and I have a suspicion you're not familiar with how it works currently. Until it's made consistent with the existing rules, I don't think we should even need to think about balance issues. --Pgunn 00:23, 24 January 2008 (UTC)
  5. Spam - Same as before. And above. --Druuuuu OcTRR 00:24, 24 January 2008 (UTC)
  6. LateralusAs below, so above and beyond, I imagine / Drawn beyond the lines of reason. ᚱᛁᚹᛖᚾ 01:30, 24 January 2008 (UTC)
  7. Spam - No. --Ducis DuxSlothTalk 03:40, 24 January 2008 (UTC)
  8. Spam - just fuck off with the rucksack suggestions. 100% is 100% is 100%. And, in my roleplaying head, I'm already wearing one, otherwise how the fuck am I carrying all these FAKs around? Plus, gameplay-wise, I already have more than enough space to carry shit. (Well, it's well-balanced, before people use that as a reason to reduce encumbrance.) Really, this is just a dupe of your earlier one with 5% shaved off. Spam spam spam - fuck fuck off! --Funt Solo QT Scotland flag.JPG 08:57, 24 January 2008 (UTC)
  9. 'Spam'--I think it would be terrible. Magnum Odus 14:46, 24 January 2008 (UTC)