Suggestions/10th-Feb-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
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VOTING ENDED: 24th February-2006

Prestige

Timestamp: 12:38, 10 Feb 2006 (GMT)
Type: Skill
Scope: Zombies and survivors
Description: There are so many people running around with massive amounts of xp. And people seem to want a bit more than just run-hide-barricade or hunt-find-kill. I suggest two new skills – Zombie Prestige and Survivor Prestige. To get Zombie Prestige, you have to be a zombie of a certain level (probably 15-20), and for Survivor Prestige you have to be a survivor of the same level.

Each time you take to skill (100xp for everyone), you gain a number of either zombie prestige points or survivor prestige point, say 3-5 points per skill purchase (the number is debateable). Every time you die as a zombie, you loose a zombie prestige point, and every time you die as a survivor or get revived you loose a survivor prestige point (the extra loss for revive is because zombies die a hell of a lot more than survivors). This loss cannot take you below 0 prestige points.

The reason behind these prestige points is two lists would be put on the stats page of the wiki – the top ten zombies by prestige and the top ten survivors by prestige. Because you can both gain and loose points, these would change; also, currently dead people would not be on the survivor list, and living people would not be on the zombie list, even if they have enough of the relevant type of prestige.. For the top three of each list, their current location would be shown – if you want to be the best, there’s the risk of others hunting you down.

The best thing about this is that if you don’t want to take part in a “prestige race”, all you have to do is not buy the skill, and continue playing as normal.

Votes

  1. Keep Author vote 12:38, 10 Feb 2006 (GMT) Even authors need to sign. Remove the strikeout and this message after you sign. --Brizth 14:23, 10 Feb 2006 (GMT)
  2. Kill Spending XP just to get a useless point? I don't think most people would want to do that. I'd rather save my XP for when new, useful skills come out. --Mikm 12:44, 10 Feb 2006 (GMT)
  3. Kill I really like the idea, but, as Mikm states, it would only work if we had a definitive number of skills, and no more were going to be created Don D Crummitt 13:12, 10 Feb 2006 (GMT)
  4. Its a nice idea, but for one, people dont want to spend XP and two it doesnt realy rank skill just tenure, players that have been here a long time would spend all theres and have 100 points right away, regardles of how good a player they really are. --Kirk Howell 14:03, 10 Feb 2006 (GMT)
    • Re - Did you intend to vote? --Intx13 14:18, 10 Feb 2006 (GMT)
    • Re - Remove the strikeout after, um, voting --Brizth 14:23, 10 Feb 2006 (GMT)
  5. Kill - Extra XP already acts as a kind of prestige... If I view someone's character and they have 36 skills and 4000 spare XP, I know they're a beast. Also, death is not something zombies try in any way to avoid, since for high level characters (the ones that would be spending XP for this skill) can just stand up for 1 or 5 AP and keep going. In fact, zombies would often spend more AP trying to avoid death then they would just standing back up. So prestige for avoiding death as a zombie doesn't really work. --Intx13 14:18, 10 Feb 2006 (GMT)
  6. Kill - Yeah, I think more needs to be done to make this fair for both sides. Zombies die most every day; survivors rather more infrequently. --John Ember 15:07, 10 Feb 2006 (GMT)
  7. Kill - I like it, but zombies losing a point every time they die is rather harsh, especially considering the fact that, like many other zombies, I actively seek to get killed in combat, laughing at the humans, standing up repeatedly inside and biting people to draw fire away from younger zombies. --Grim s 15:15, 10 Feb 2006 (GMT)
  8. Kill - Eh, it just doesn't seem to fit into the spirit of UD to me. Bentley Foss 15:34, 10 Feb 2006 (GMT)
  9. Kill - Like Grim pointed out, unbalanced implimentation and utterly pointless; there's lots of people who like UD, but I scarcely believe that there's the class of hardcore player that would care to waste XP on it. ThunderClaw 15:44, 10 Feb 2006 (GMT)
    • Re - Nonauthor. I have 3 maxed 'pure' characters (2 survivor, 1 zombie), each with >700 exp a pop and my first character with over 1500. I'd sink the exp into it just for fun since there's little else to do with the exp. FireballX301 23:15, 10 Feb 2006 (GMT)
  10. Kill - It's not a bad idea, but not exactly a good one either. I just don't think it fits in with the spirit of the game.--Mookiemookie 16:48, 10 Feb 2006 (GMT)
  11. Kill -It's a half-reasonable suggestion all for the fact of what Grim S said and that the extra XP one has banked works actually better at giving 'Prestige' --Vista 23:26, 10 Feb 2006 (GMT)
    • Tally 0 Keep, 9 Kill, 0 Spam - 19:10, 9 April 2006 (BST)

Brain Feast

Timestamp: 13:54, 10 Feb 2006 (GMT)
Type: Skill/Balance
Scope: Zombie
Description: A skill that allows Zombies to feast on the brains of recently killed survivors, in order to gain XP, much in the same way that a necrotech employee extracts DNA for XP. I believe NTEs have a massive advantage in XP accumulation. This skill is in response to that, and also address the fact that Zombies only have one way of gaining XP - Attacking survivors.


  • The Body of a recently fallen survivor can only be relieved of its brain once
  • If there are multiple bodies, then the Zombie needs to cycle through them to get at each of the brains. If a brain has already been eaten, a message is displayed:
The Skull is cracked open and empty. This Brain has already been eaten
This is comparable to the "Specimen Recently Scanned" message for failed DNA scans.
  • 4XP gained for each 1AP use, although this may be worth limiting to a 2XP gain.
  • Cannot eat the brains of corpses who died as zombies. Message:
This Zombie's brain isn't good for eating
Or similar.
  • Brain grows back upon revivication (Okay, bit unrealistic, but that's not the issue!)
  • Thought about the possibilty of gaining HP from the skill, but digestion is already in place.
  • Per suggestion of John Ember message can be displayed when the "survivors" brain has been eaten.
A zombie cracked open your skull and ate your brains Love that idea!

Votes

  1. Keep-- nice idea, as long as our brains grow back. --Kirk Howell 13:58, 10 Feb 2006 (GMT)
  2. Kill - Seems out of genre... If zombies could eat each other's brains, why would they hunger for humans so much? Also, it's basically a source of free XP, since there's always bodies lying around. I fixed your formatting too. --Intx13 14:23, 10 Feb 2006 (GMT)
    • Re Thats the thing, the zombies are only eating recently dead survivors who have not yet risen from the dead. There are constant references to zombies eating brains of the living throughout the genre, but no actual brain eating in the game. Also, I don't think that there's that many bodies - in comparison to DNA Scan-eligible Zombies --Don D Crummitt 14:46, 10 Feb 2006 (GMT)
  3. Kill - I don't like making zombies and survivors copies of each other skill wise. This would be a copy of DNA scanning. Though I do like the flavor, as in zombies eating brains of survivors. --Brizth 14:26, 10 Feb 2006 (GMT)
  4. Keep - I kind of like this. I think zombies should have at least one other way besides combat to gain XP. The fact that each body can only be harvested once seems a good limiting factor. Also, it'd be great if the player would get a message when his brain had been eaten: "A zombie cracked open your skull and ate your brains." --John Ember 15:09, 10 Feb 2006 (GMT)
  5. Kill - Ok, who remonved my vote from before? Ugh, ok, I'll just type it again. Zombies with Brain Rot cannot be revived, so how would zombies with their brains missing be revived and have their brain miraculously grow back. It's just too unrealistic. Also, DNA extractors have a purpose other than XP gain. This just is not a good idea, I'm sorry to say. --Sylanya 15:20, 10 Feb 2006 (GMT)
    • RE I think you missed something - as it states, a Zombie cannot eat another Zombie's brain.
    • RE No she means how come zombies that have a brain with a bit of fungus on it can't be revived and other zombies who are missing their entire brain due to the fact it has been eaten after they were killed can?--Vista 23:33, 10 Feb 2006 (GMT)
    • RE Because brain rot and having your brain eaten are too different things, just as head shot is different from them both, but effectively, would do the same thing in "real" life - incapacitate the brain. Is realism an issue in this game? Er, "NO". Anyway, who's to say that zombies eat all of the brain. Perhaps they only eat the frontal lobes. Frontal Lobes are the Steak Fillet of the brain. Don D Crummitt 10:24, 11 Feb 2006 (GMT)
  6. Kill - I vote Kill because it's a zombie clone of DNA scanning (roughly) and because I don't believe the game tracks whether you were a survivor or a zombie before you died. (It most likely is just a flag that denotes whether you're a survivor or zombie when you stand up.) Bentley Foss 15:37, 10 Feb 2006 (GMT)
    • RE Could be true, but when you die has a survivor, as a corpse i.e. before you rise again, your skill tree shows that of human skills. if you die as a z, it shows Z skills. Although, this observation may simply be a display of ignorance regarding the mechanics of the game! Don D Crummitt17:17, 10 Feb 2006 (GMT)
  7. Kill Because the zombie that made the kill would just eat the brain. It isn't like zombies could go around "scanning" corpses, this would just give the killing zombie an extra 4xp after making a kill. --Jon Pyre 15:39, 10 Feb 2006 (GMT)
    • RE That's why it could be limited to 2XP. Also, if thats your argument, there's nothing stopping a highlevel scientist scanning a Z and then killing it. Additionally theres nothing to say another Z won't get the brain before the "killing" Z does. That's assuming the killer is a zombie, and not a PKer (which there are plenty of!)Don D Crummitt15:47, 10 Feb 2006 (GMT)
  8. Keep I'm the author, and I support this motion!Don D Crummitt15:48, 10 Feb 2006 (GMT)
  9. Kill - Don't try and make zombie copies of survivor skills it's just unoriginal. Now on to the suggestion, it is basicaly giving extra XP for killing survivors and if you're going to do that you may as well bite the bullet and just add it to the total XP earned (that would be far less server load).--The General 16:29, 10 Feb 2006 (GMT)
  10. Weak Keep - It's different enough from DNA extraction, and provides another means of getting xp for zombies. It's got good flavour, and the disregard for a brainless person is only following Kevan's own trend (headshot, anyone? partially digested folks?). It's not too compelling though, mostly yet another skill for newbie zombies, but so far down the list in usefulness (at least for ferals) that it shoudn't be taken until mid-levels... But still decent enough for a weak keep--McArrowni 17:07, 10 Feb 2006 (GMT)
  11. Kill -I like the fact that zombies are combat orientated and that it is reflected by their xp gain possibilaties. I see no reason to give them revised scanning XP gain.--Vista 23:36, 10 Feb 2006 (GMT)
  12. Kill Whats the difference between a keep and a weak keep? Anyways, I don't think that each side needs their own version of each other's abilities, otherwise each side will be different in name only! Survivors shouldn't get their own version of infection, and zombies shouldn't be able to do their own DNA scan! --Volke 23:42, 10 Feb 2006 (GMT)
  13. Kill - NT's get lots of exp from the scanners?! Where are you scanning cause I want to know! Sure someone gets some exp, but most of the scans are just pointless specime scanned already with the occasional brain rot thrown in. But as for why I don't like this sugestion: a. copy of a human skill. b. just going to crush the server as low level zombies and those waiting at revive points use up all thier AP by cycling through a mass of bodies. c. if a person gets revived and a zed eats it brain before they standup, what? They get up with a massive headache? --Terrgn33u 00:03, 11 Feb 2006 (GMT)
    • RE So, are we to assume that when a zombie attacks a survivor, it's not eating an entrail, limb or other body part? HTF do they grow back then? Nyesh! Don D Crummitt 21:25, 11 Feb 2006 (GMT)
  14. Keep - Make's perfect sense, zombie's want brain's and upon making the kill the player probably would eat the brain. --Lord Evans 06:34, 11 Feb 2006 (GMT)
  15. Keep - Monstah 02:38, 12 Feb 2006 (GMT) has cracked open your skull and ate your brains.
    • Tally 6 Keeps (Inc One Weak Keep!) / 9 Kills 10:27, 11 Feb 2006 (GMT)

Feeding Frenzy

Timestamp: 15:27, 10 Feb 2006 (GMT)
Type: Skill
Scope: Zombies
Description: A subskill of Digestion. The zombie eats gruesomely and tears into the entrails of its victim after a kill, drawing other zombies to feed as well. After killing a survivor with any kind of attack the zombie that made the kill if injured is healed 10hp and one other injured zombie in the same area is healed 10hp. If there are no other injured zombies this skill does not affect anyone else. If there are multiple injured zombies it selects the most injured. The other zombie would receive a message like "A zombie killed RazorDude and tore into his entrails. You managed to feast on some flesh." Zombie death scenes usually have many zombies feasting together, this is a useful in genre skill that allows zombies to heal themselves and each other but is balanced because it only occurs upon killing a survivor.

Votes

  1. Kill - Zombies do not need increased healing abilities or free healing abilities for others. This falls under "something for nothing". Bentley Foss 15:38, 10 Feb 2006 (GMT)
    • Re Tangling Grasp could be called "some for nothing" as well. Free attack percentage increases just for making a successful hand attack. If you think it's overpowered that's fine though, but I think while useful it wouldn't be unbalancing. This only occurs after a kill and is only 10hp for you and another. --Jon Pyre 15:41, 10 Feb 2006 (GMT)
      • Re Tangling Grasp doesn't let other zombies get in free hits or something equivalent to your 10 HP heal. Zombies heal just fine as it is. They really don't need improved healing abilities. Bentley Foss 15:50, 10 Feb 2006 (GMT)
      • Re They don't need a lot of things. But it would be useful. And fun. --Jon Pyre 16:10, 10 Feb 2006 (GMT)
        • Re Anything further goes to the discussion page.--The General 16:18, 10 Feb 2006 (GMT)
  2. Kill - One of the rules I vote by is that you should not help other players directly as a side effect of a completely unrelated action.--The General 16:18, 10 Feb 2006 (GMT)
  3. Kill - Remove the healing of some other zombie in the area and my vote, for one, will change.--ThunderClaw 16:47, 10 Feb 2006 (GMT)
  4. Kill - 24 hp healed, 10 of which is shared is way too much, IMO. If the skill allowed only a 4 hp healing on the other zombie, I think it would be balanced. I believe this is a good exception to whatever guideline the other people are talking about, but the numbers are too high. --McArrowni 16:56, 10 Feb 2006 (GMT)
  5. Kill Literally, a free lunch for some. This should be added to frequently suggested. --Zaruthustra-Mod 17:06, 10 Feb 2006 (GMT)
  6. Kill - I really like the basic concept -- a feeding frenzy mechanic would be really fun. I think the 10 HP gain is a little high, though, especially for the second zombie; the second zombie should get fewer AP restored than the main attacker. Maybe lower the HP gain for the main attacker, and have the bonus HP go only to zombies who are currently logged in, or who are immediately before the attacker in the active stack, so that someone who logged off six hours ago doesn't get the bonus. A message to the player getting eaten would be nice, too -- "A zombie eats your lungs. A second zombie eats your spleen." --Dickie Fux 17:09, 10 Feb 2006 (GMT)
  7. Kill - Doesn't quite make sense why the second zombie is involved. --John Ember 18:43, 10 Feb 2006 (GMT)
  8. Kill - Doesn't make sense why the bonus for the skill goes to the Zombie that doesn't use it. This would make more sense if only the "Feeding Frenzy" Zombie gained HP (smaller though - maybe 5 at most) , but gained it when another Zombie made a kill. I think this would preserve the flavor of the skill, but make more sense. --Norcross 15:47, 10 Feb 2006 (AST)
  9. Kill Literally, a free lunch for some. (made me chuckle.) sorry john, besides I think zombies have already enough ways to go back to full health, more would just be too much.--Vista 23:46, 10 Feb 2006 (GMT)
  10. Kill - frankly as a zombie I never even use the bite for healing, after getting ankle grabs it's quicker to just get killed and stand back up. Besides its not like zombies need a incentive to kill people, it's what they do.--Terrgn33u 23:55, 10 Feb 2006 (GMT)
  11. Kill - Zombies need not heal. --Uncle Willy 00:25, 11 Feb 2006 (GMT)
    • Tally 0 Keep, 11 Kill, 0 Spam - 19:09, 9 April 2006 (BST)

Zombies in a Building Block Free Running

Timestamp: 17:59, 10 Feb 2006 (GMT)
Type: Balance Change
Scope: Zombies
Description: Right now even if there are a 1000 zombies inside a building a character with free running can walk right through it. My suggestion is that if a certain number of zombies are inside a building then the ability to free run through it would be disabled.

The theory is that great number of zombies block all the windows and exits.

Example formula: if number of zeds > zedmin (perhaps 5-10 is the min horde size or maybe zedmin is 1 the only way to tell is to playtest)

 If number of zombies > (number of survivors * 1.20) 
     then the ability to free run is stopped.

The implimentation could be done in a couple ways. A character could be bounced if they try to free run to a building. Similar to behavior if a survivor trys to fire a flare indoors.

Or my prefered implimentation is that the survivor gets dumped into the street.

This could be a inherant quality of zombies or a skill that the zombies have to acquire.


The benifit here is that it gives a zombie player another strategy to fight survivors (a blocking move).

Votes
Votes here

  1. Keep - Voting for my own idea. --SpicyDragonZ 18:00, 10 Feb 2006 (GMT)
  2. Kill - You don't know how many times this has been suggested.--The General 18:07, 10 Feb 2006 (GMT)
  3. Kill Zombies could break into every non/lightly barricaded building, block off free running, and survivors would be unable to enter heavily barricaded strongholds. --Jon Pyre 18:25, 10 Feb 2006 (GMT)
  4. Kill - What The General said. As per your formula, 2 zombies could "clog" an empty building (not counting your "maybe" minimum). Any way you look at it, Free Running is often roll play translated as jumping across roof tops and such. That would hardly be effected by zombie presence inside buildings. --Blahblahblah 18:33, 10 Feb 2006 (GMT)
  5. Kill - No real point in it. Free running isn't broken so don't try to fix it. Saromu 18:46, 10 Feb 2006 (GMT)
  6. Kill - Would make more sense if it cost extra AP to move through a zombie crowd... and that seems like it should be tied to Tangling Grasp. --John Ember 18:47, 10 Feb 2006 (GMT)
  7. Kill - What John said was a part of one of my suggestions and it got shot down rather quickly. FireballX301 23:01, 10 Feb 2006 (GMT)
  8. Kill - don't nerf freerunning. and punishing them by dumping them in the street? it's not like you know what you are free running into. my prefered implimentation is that it's not implimentated at all.--Vista 23:50, 10 Feb 2006 (GMT)
  9. Kill - would either make a safehouse into an instant death trap (only way out right into a horde) or wouldn't be used at all (in my exp by the time zeds outnumber humans in a building the fight's already lost and anyone logged in to flee has done so). So we're talking either unballenced or unused, niether of which I like. --Terrgn33u 23:52, 10 Feb 2006 (GMT)
  10. Kill - I think everyone else had it covered already. Basically nerfs free running too much. --McArrowni 00:18, 11 Feb 2006 (GMT)
  11. Kill - Been covered. And where would you find 1000 zombies? ^_^ --ALIENwolve 00:22, 11 Feb 2006 (GMT)
    • re - Round them up outside of Caiger, then put them inside the Buttery Row School [54, 45] in ridleybank. and don't let them out untill somebody freeruns in. Just to test the suggestion scientifically.... see if it doesn't already works that way... --Vista not an evil plot at all, just science, trust me...01:31, 11 Feb 2006 (GMT)
  12. Kill - I'm almost certain there's a guideline out there pointing out "Hey, don't suggest something that completely and utterly invalidates a skill." If not...don't suggest something that completely and utterly invalidates a skill. Would you be happy if zombies could no longer Digest or Infect if a certain number of survivors were present? Hmm? Didn't think so. Bentley Foss 04:52, 11 Feb 2006 (GMT)
    • Tally 1 Keep, 11 Kill, 0 Spam - 19:08, 9 April 2006 (BST)

Called Shot

Timestamp: FireballX301 23:07, 10 Feb 2006 (GMT)
Type: Skill
Scope: Both survivors and zombies
Description: For survivors, this is the equivalent of two new skills: Called shot (Melee), and Called Shot (Missile). The former comes under basic hand-to-hand and the latter under basic firearms training. In addition, to take advantage of the called shot with projectile weapons (read: guns), you must find a 'Targeting Sight', obtainable in gun shops and police stations.

For zombies, it's simply the zombie skill 'Called Shot' under Rigor Mortis. Zombies may use the called shot after they buy it.

When the ability of 'called shots' is open to you, you may execute a called shot with the attack of your choice either against the arms or legs of your target(though you can still simply attack normally). Executing a called shot lowers the hit rate by 10% and halves damage, rounded up(so at max a called shot with a fire axe would be executed at 30% and 2 damage, a called shot with a pistol would be executed at 55% and 3 damage).

A successful called shot against the legs will force the target to expend an additional AP to move up to 15 AP after the called shot is executed. So if a zombie runs into a mall and hits the legs of the survivors, each survivor moves as if it's a zombie without Lurching Gait for up to 15 AP after being attacked. In other words, the effect wears off after 15 AP is spent.

A successful called shot against the arms will halve the success rates of any combat actions taken by the character, INCLUDING erecting barricades, for up to 15 AP after being attacked.

Both 'conditions' of being somewhat crippled are alleviated immediately if healed by a First Aid Kit.

Why? Because. More variety is fun, the effects wear off quickly, and are about as detrimental as being infected (i.e. not too bad).

EDIT: Egh, forgot exp. You still gain the same amount of exp as damage dealt. So less exp gain in exchange for inflicting conditions.

Votes

  1. Kill - Seems redundant. Plus zombies already get a pretty good accuracy bonus. --ALIENwolve 23:24, 10 Feb 2006 (GMT)
  2. Kill --Martin Odum 23:27, 10 Feb 2006 (GMT)
  3. Kill - Too complicated. Zombies appear to have no way to fix the disabling affects short of toughing it out. --Sindai 23:35, 10 Feb 2006 (GMT)
  4. Kill - as above, zeds have no way to cure its effects, plus humans would probably never use it (the small ap/to hit damage probalby not worth it in most cases). I'd see the main application being when many zeds break open a safehouse, some would charge in and start disabling people, this would encourage Zerging (it only takes 100exp for a zombie to get, so could zerg it).--Terrgn33u 23:48, 10 Feb 2006 (GMT)
    • Re - Eh, that's how zeds work infections. Rush in, bite everyone. Don't see how this would aggravate it. FireballX301 00:43, 11 Feb 2006 (GMT)
  5. Kill -this is a skill that doesn't do anything noticeable for the person that bought it. and would be hugely annoying to the person on the recieving end. there is no need for it in game, so why add annoyance instead of fun?--Vista 23:55, 10 Feb 2006 (GMT)
    • Re - Same argument works vs headshot. I suggest it because it adds variety and another tactic to use without being unbalanced. Simple as that. FireballX301 00:48, 11 Feb 2006 (GMT)
    • Re - Yes, and Damned if headshot didn't cause a lot of grief and annoyance, Hell people went to strike over headshot. a lot of people used 'has headshot-mechanics' as a spam justification a while back, and headshot has a purpose, it is meant to balance the fact that they don't need to be revived but merely to stand up. Your suggestion doesn't have such a need behind it. it doesn't add variety because the inflictor doesn't notice any of it. It does add another strategy to the game, but I'm not impressed with 'Lets add another infection like skill too the game' The fact that the mechanic is used in the game doesn't mean it is a particular good mechanic, it's sometimes necessery to implement something with a huge need or flavor-improvement behind it to compensate for it. In my mind your suggestion doesn't qualify, It isn't overpowered or meritless, but I feel it brings more annoyance then fun to the game.--Vista
  6. Kill - Because zombies don't have a way of curing it. As far as zerging goes, it'd take more than 100 xp to make it worthwhile, since at 15% it's not like you're going to hit much. Terrgn33u, this skill's not about damage, it's about status effects. You're sacrificing damage for the effect. --Pinpoint 00:51, 11 Feb 2006 (GMT)
    • Re - Good point. I don't think digestion should cure the effect (doesn't quite make RP sense) so I'll have to think for a while about this. FireballX301 00:54, 11 Feb 2006 (GMT)
  7. Kill -- Primarily for reasons of complexity. I think I would be more sympathetic toward a weapon or skill which offered a certain random chance of handicapping targets in these ways, rather than requiring the user to target body parts. --John Ember 01:26, 11 Feb 2006 (GMT)
  8. Kill -- All of the above. Especially, I expect that this would require a lot of coding effort for very little return. Also, I don't like skills that give no benefit to the character using it, only hinder other players. How about something simpler - like a character with "Called Shot" can ignore flak vests? This would be simpler, and directly benefit the user. --Norcross 03:30, 11 Feb 2006 (GMT)
  9. Kill - "Called shots" may be great in turn-based tactical strategy games. They are not great in UD. Bentley Foss 04:55, 11 Feb 2006 (GMT)
  10. Kill - What is this, Warhammer? unless 13:00, 14 Feb 2006 (GMT)
    • Final Tally - 0 Keep, 10 Kill, 0 Spam - 20:11, 26 May 2006 (BST)