Suggestion:20080530 Life Sight

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This suggestion was voted as spam and closed for voting, with 2 keep, 13 kill, and 9 spam votes.



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20080530 Life Sight

Field Marshall Phoenix Hawk 23:50, 30 May 2008 (BST)

Suggestion type
This skill would negate some of the penalties for zombies fighting in the buildings with moss-covered skylights, or that are for other reasons darker. Not all of them, though, as it's not that precise.

Suggestion scope
This is a zombie skill. It could be the start of a new chain, or just an extra skill , perhaps under the Scent Death ability.

Suggestion description
With this skill, zombies would be able to "see" the aura of living people. This would somewhat negate the fighting in darkness penalties. It would raise the hit rate of fighting in darkened buildings to 40% for hands and 25% for bites. However, in the presence of more than 50 people (When the building description shows List Names instead of individuals) the percentages would only be 30% and 20% respectively. This is due to the large amount of life forces to see; it causes some blindness. This ability does not come into play if a building has light.


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 am the author, I should endorse my own creations. Field Marshall Phoenix Hawk 23:51, 30 May 2008 (BST)
  2. Weak Keep - An all round interesting idea, but the number of people part is undoable methinks.--Max890 00:24, 31 May 2008 (BST)


Kill Votes

  1. Change- Make it an alteration to the first Scent Skill instead of possibly a skill tacked on at the very end. This would give a purpose to buying the scent tree for the first time in a long time. It has potentials.--Karekmaps?! 00:27, 31 May 2008 (BST)
  2. Kill - Zombies already have a way around the dark penalties - Tangling Grasp. That already puts them at an advantage in the dark. --Tselita 00:34, 31 May 2008 (BST)
  3. Don't Mess - With the game plotline, you dick. Are zombies all of a sudden going to develop supernatural powers? No, they're not. --Vandurn 01:28, 31 May 2008 (BST)
  4. Strong Kill - Erhm. What? Why can't I see "auras"? -- THELORDGUNSLINGER 01:38, 31 May 2008 (BST)
  5. Kill - I could see this skill being used in a slightly different way...for example, zombies picking up the scent of the living inside a building if they search from the outside. I vote to kill your idea in the present incarnation, but don't feel discouraged...I think you're on an interesting track of thought and you should continue your efforts. -- User:Tarumigan/Tarumigan 01:38, 30 May 2008 (EST)
  6. Kill - Aura? Not in this game. Plus, too soon to modify a recent game update. --PdeqTalk* 03:45, 31 May 2008 (BST)
  7. Kill - In genre terms, allowing zombies to fight better in the dark than humans is fitting. In gameplay terms, however, something like this would be an enormous combat buff for zombies, potentially badly overbalancing.--Jiangyingzi 07:10, 31 May 2008 (BST)
  8. Kill - Same as above two. It is kinda overpowered and also a bit too supernatural - Zig13 - 31/05/2008 at 07:40(BST)
  9. Kill - As Karek. --  08:28, 31 May 2008 (BST)
  10. Kill - Zombies dont have any night vision goggles, heat sensors or anything of that type, and survivers dont smell bad enough to have a aura. --Pvt human 10:13, 31 May 2008 (BST)
  11. kill - what kind of harry potter magical zombie crap is this? --Scotw 14:36, 31 May 2008 (BST)
  12. Strong Kill - If the survivors can't have any kind of realistic equpitment to deal with this, like NVG's, or a flashlight, why should the zombies get some supernatural power? --Officer Dick Trickle 16:12, 31 May 2008 (BST)
  13. Kill - Overpowered, and will instantly be picked up by virtually every level 41 zombie out there. -- 18:57, 31 May 2008 (BST)

Spam/Dupe Votes

  1. Spam - bad flavor ("aura") and worse math. +40% to hit would be what, %65 to hit in the dark? That's better than they get normally! Even if you meant that to be pre-halving (and that lack of clarity is what makes this a spam vote) its still 45% to hit in the dark, only 5% worse than normal. Also, newbie zombies would get a HUGE boost from this- it would be one of the best attack boosts they could get for purchasing a single skill! SIM Core Map.png Swiers 05:50, 31 May 2008 (BST)
  2. Spam - Totally inappropriate flavour: zombies aren't clairvoyants... Also, it's redundant because getting a Tangling Grasp negates the Darkness penalties, which makes it not the horrific zombie nerf it seemed at first. --WanYao 06:58, 31 May 2008 (BST)
  3. Spam - As Swiers, plus too soon after the update to know what's needed in terms of buffs or nerfs, and who should get them. --Funt Solo QT Scotland flag.JPG 09:20, 31 May 2008 (BST)
  4. Spam - No. Stop trying to make the update even more Pro-zombie. --Nitro378 T JNL 10:14, 31 May 2008 (BST)
  5. SPAM! - it's been 2 sleeps since this change, let's give it some time before we start trying to change how it works mkay? Bisfan 11:18, 31 May 2008 (BST)
  6. Spam - As Funt. --Midianian|T|T:S|C:RCS| 11:25, 31 May 2008 (BST)
  7. Spam Incomplete, poor flavour, and probably useless as your hit rates are weaker than Tangling Grasp in a darkened building (assuming the other skills are maxed.) --Explodey 12:20, 31 May 2008 (BST)
  8. Spam - Aura, smaura -- boxy talki 17:42 31 May 2008 (BST)
  9. Spam - As above.  Billy Club Thorton  T!  RR  18:56, 31 May 2008 (BST)