Suggestions/11th-Apr-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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Vigilante

Timestamp: 04:13, 11 April 2006 (BST)
Type: Skill
Scope: Zombie Hunters, Survivors
Description: As a zombie hunter you've obviously developed some combat and tracking talents. You can put those skills developed against the undead to good use upon witnessing a human murdering another human. Next to each message informing you of a PK would be a track button. This is how a slaying appears to you:

InvisibleGhost killed Medic Man. (timestamp) Track Invisible Ghost.

Clicking on "Track" would cost 1AP move you one space closer to the killer's current location: "You track InvisibleGhost 1 NW". Above all your buttons "Track InvisibleGhost" would remain there. Each time you click on it costs you an additional AP and moves you one step closer to the killer's position. Each time you attempt to track there is a 5% chance you'll lose the trail and the button would no longer appear on your screen. With the exception of talking if you perform any other action the button also vanishes no longer allowing you to track them, essentially you have to track them right away without taking time to do anything else or the trail will go cold. In addition, you can only track one person at a time. If you see multiple killings by different people you can only choose to track one of them. Clicking on one track button makes the others vanish.

This provides an in-game counter to player killing that is by no means giving the Vigilante a free ride. If the killer takes the precaution of moving even a short ways away it'll cost the tracker several AP to find them. It's also quite likely for a tracker to lose the trail midway, costing them all the AP they spent and giving them nothing more than a vague direction as to the killer's position. This would keep player killing a viable game option for those that wish to do it as they'd have very good odds of escaping provided they saved some AP to make a getaway. This is realistic flavor, as to have leftover AP to run a distance they'd want to use a shotgun or pistol to quickly make a kill, which makes more sense than a hit and run attack using an axe to chop at someone 40 times while a room of people watch.

This suggestion is not opposing playerkilling itself but playerkilling without an in-game counter. This suggestion is trying to present a balanced approach that's fair to everyone. This would make murdering a fellow human being in front of a crowd of heavily armed expert combatants slightly dangerous, while still allowing you a very good chance to escape with only a slight amount of premeditation and smarts.

Votes

  1. Keep Author vote. Here's my attitude towards player killing: I personally don't like it but I don't want it to be outlawed. However it makes sense that if that approach exists in this game that there be in-game mechanics to fairly oppose it. Every other gameplay strategy has a balancing opposite: humans barricade, zombies attack barricades, humans revive, zombies kill, zombies bite, humans heal. Making a human be a better zombie than an actual zombie is detrimental to the game. If it doesn't matter what side I'm on we might as well ask Kevan to give zombies speech, the ability to pass through barricades and search, and Urban Dead can just become a big chat room of zombies roleplaying shopping at the mall. Having anything in the game be reasonably unopposable detracts from gameplay, if it can't be played against than it's not a game. --Jon Pyre 04:13, 11 April 2006 (BST)
  2. Kill - I'm really encouraged that we're all turning our focus toward PKers. I think it shows that the survivor-zombie conflict is now very well balanced and doesn't require so much tweaking (also witness the almost 50-50 population split). And I like the basic concept here. However, I'm uneasy about players moving their characters with any links or buttons other than the main map buttons. That just seems like a UI disaster waiting to happen. I would recommend that, after clicking the Track link, a "tracking status" message be added to the message area and left there until the tracking fails (at the same 5% per move rate as you suggest) or the character performs a non-speaking, non-moving action. The message need be little more than a direction: "The track seems to lead NW." The game effect and AP cost would be the same, but every move would still require an explicit move command from the player. --John Ember 05:03, 11 April 2006 (BST)
    • Re It's a pretty minor detail though. This suggestion would work equally well if instead of having a tracking button it simply said which way the person you're tracking went, for as long as you follow the directions. Just your idea lets people see which way to go before they move, mine kind of has them following tracks intently so they don't know which way to go until they move. Both are good. --Jon Pyre 05:33, 11 April 2006 (BST)
  3. Keep - I agree with a lot of what Ember says, and 5% failure rate I think is too low. I'd prefer 20% so a PKer willing to travel far is fairly safe. But actually succeeding in tracking a PKer down this way would be awesome. So a couple things I'd change to make this a lot better, but as it is consider my vote a marginal keep. --GuavaMoment 05:09, 11 April 2006 (BST)
    • Re 5% isn't really that low. If the PKer goes 10 spaces they have a 50% chance of escaping. if they go 20 spaces or more their odds of escaping are practically 100%. --Jon Pyre 05:30, 11 April 2006 (BST)
  4. Keep - Could make being a cop or a soldier more RP accurate under the quarantine conditions. You see people killing people, ya hunt them down and shoot 'em! --MrAushvitz 23:11, 10 April 2006 (GMT)
  5. Kill - PKing is a valid style of play. This severely nerfs it. If you PK in front of a lot of people, then its not safe to be around there really, and there's lists to help PKers get killed. It also isn't exactly RP accurate to be able to track people through all these crazy crowds with a 95% success rate. There shouldn't be Rangers in Malton. -Banana Bear4 05:37, 11 April 2006 (BST)
    • Re 95%? For a 95% rate they'd have to literally be next door. For every space the killer moves the odds of someone tracking them decreases by 5%. This provides a realistic in-game counter. PKing cannot be considered play unless there is an balanced counter. Right now it's like playing a game of Chess where one person has normal pieces, and the other has checkers that can attack pawns and then leave the chess board entirely to hide in a box of monopoly up in the closet. --Jon Pyre 05:40, 11 April 2006 (BST)
    • Re No, I'm pretty sure it can be considered play as its in the game and being neither encouraged nor discouraged. There is a balance. Get revived, Kill PKer if you see them around. Shotguns and pistols switchin fo' lanes, drop top, screamin out PK aint a thing. -Banana Bear4 08:49, 11 April 2006 (BST)
  6. Kill - Right then. I'm going to bullet this for the sake of easy reading. New users please refrain from following my example in this case.
    • First: I'd like a little more clarification, mostly on the movement system. You say it moves one space closer, is that 1 space at random? Say the killer was 7 block N, and 3 West. Would the game randomly pick between north and west as you tracked them or would it just move you north-west for three spaces and then switch to straight north? Does tracking ignore free-running? Ex: If it has the choice to continue the trail, but move you into the street, does clicking the button automatically cause you to leave the safety of the buildings? Can you pick up the trail again if you run out of APs while tracking and nothing happens to you? If a tracker kills a PK, can another tracker hunt them down, possibly leading to a PK chain?
    • Second: I'm having a hard time believing that someone can track another player across a zombie apocalypsed city. Do they take a look around the room and say "Hmmm! This chair was tipped over! It must have been the work of the person I'm tracking, and not the angry zombie mob in the building." Footsteps wouldn't be a viable option either, seeing as not all zombies go barefoot. Bloodstains could come from anywhere, as well as shoeprints. You also couldn't rely on line of sight, since you can track some time after they leave.
    • Third: As Grim pointed out in the previous suggestion along these lines, Bounty Hunter, people love to get new skills, so they would happily buy it, possibly making a PK's life a living hell. While not all players would go hunting them down it would make them considerably more inclined to do so since it would be easier then tracking them down without the skill. We've seen that sort of effect when NT Net was introduced, causing everyone and their dog to start producing syringes because it was easier then searching manually.
    • Fourth: I find the meta-gaming method of bounty hunting to be sufficient. It also helps to give players an idea of how meta-gaming can help them, and may lead to them developing more advanced strategies. Velkrin 05:54, 11 April 2006 (BST)
    • Re Arg, it's as long as the suggestion. Ok. 1)It moves them one random space closer. If there is a direct path it will go that way. It follows free running rules, and will take you into the street if that is the right direction. Yes, another tracker could track them. 2)We're dealing with a hardened expert. When they look for a shoe print they'd looking at the tread on the shoe, the depth of the prints based on weight in the dust and dirt that's accumulated in the time since street cleaning crews stopped working, what type of stride they had, etc. 3) Having a miniscule chance of getting caught is hardly a living hell. Besides, think of the person who barricaded for the night, made sure to heal up, checked to find a place with no zombies, and got killed anyway by an enemy that can literally walk through their defenses they have no way of avoiding? 4)Metagaming is time consuming, and detracts from roleplaying. I like playing Urban Dead, not Urban Aim Chat Room. --Jon Pyre 06:05, 11 April 2006 (BST)
  7. Kill - The metagame counter to Pkers is pretty damn good as it is, this is just excessive when combined with that and would leave us with no chance to survive such an action at all. Why all the hate against us, its not like death has really meant much these past few months, and even now, its still not that hard to get a revive if you know how (MY pker character is getting revived all the time). --Grim s 06:15, 11 April 2006 (BST)
    • Re If there's some unbalance, suggest a fix to that. Bypassing zombies entirely and playing as a PKer (basically just a zombie that uses guns and walks through barricades), detracts from the game. This is Urban Dead, not Urban Shotgunwielding Raiders With Some Zombies Outside. If Malton need have PKers, fine, but they should be part of the game, not an oversight. --Jon Pyre 06:18, 11 April 2006 (BST)
  8. Keep - It's a better in terms of realism, compared to my bounty hunter skill, although it would likely be a lot harder to implement. One step closer to getting past the knee-jerk responses that swamped my suggestion. --MLF 06:31, 11 April 2006 (BST)
    • Re Nah, see below vote. This will be knee jerk killed too. People who enjoy invulnerability are not going to lightly give it up. We've all entered cheat codes into Doom and Warcraft and just wandered around killing without opposition or consequences. It's fun, but it's not really a game then. --Jon Pyre 06:59, 11 April 2006 (BST)
  9. Kill - Hell no. --Jorm 06:46, 11 April 2006 (BST)
  10. Kill - Why punish Pkers? They are just players like everyone else... - Jedaz 07:19, 11 April 2006 (BST)\
  11. Keep - Yes, PKers are players just like everyone else, and should have similar limitations to their style of play. My survivor expects no help from the zombies when he gets barricaded outside, and my zombies expect no quarter from the harmanz when they break into a safehouse. Similarly, why should the PKers be able to hide among their victims from those who saw them kill, and realistically should be able to follow them? Remember, real time is no more a measure of time than AP; the only thing that matters is sequence. Besides, this is easy to foil using fox and hound tactics with empty streets and over-barricaded buildings, as the tracker looses your trail as soon as he steps off the path for any reason.--Guardian of Nekops 07:37, 11 April 2006 (BST)
  12. Keep - I agree that PKer's need to be restricted, the vast majority of repeat offenders already have all the human skills they need to effectivly PK so half exp isn’t a deterrent, this fixes that. That said, I think 5% is a little low as after killing a 60hp flakjacketed survivor most Pker's would only have enough AP to go 10 to 15 spaces from the scene of the crime if they use already loaded guns, with an axe they move even less. Kripcat 08:42, 11 April 2006 (BST)
  13. Kill Hell no. --Stroth 09:25, 11 April 2006 (BST)
  14. Kill - Tracking down humans on the run in a zombie apocalypse? I think not. -Nubis A.R.S.E. 09:28, 11 April 2006 (BST)
  15. Kill - I have my reasons. -Wyndallin 11:24, 11 April 2006 (BST)
  16. Keep I'm not sure about 5% translating to 100% over 20 moves? We need help though. --Spraycan Willy MalTel 10:15, 11 April 2006 (BST)
  17. Kill - Overpowered and unfair. --DJ Dave 10:37, 11 April 2006 (BST)
  18. Keep - Metagaming is not a reason to shoot down an IG idea. Though I'd prefere if it didn't "automove" you and instead told you the direction. DavidMalfisto 10:43, 11 April 2006 (BST)
  19. Keep How about the 5% fail chance increasing by 5% every time you use the "track" button, or is that how it allready is? Whitehouse 11:05, 11 April 2006 (BST)
  20. Kill - Absolutely not. Metagame if you want to track down PKers. To add more shit in game to do it would take the focus away from a ZOMBIE apocalypse.--Mookiemookie 12:23, 11 April 2006 (BST)
  21. Keep - Please, we need something to stop PKers - I've pked twice in two days by the same person. -- Norminator 2 12:55, 11 April 2006 (BST)
  22. Kill - PKer's are a part of the game, live with it. There are already metagaming countermeasures to PKers. --Kibbs 13:02, 11 April 2006 (BST)
  23. Keep - PK'ers need some kind of in-game counter. See Guardian of Nekops' vote for why. --Cyberbob240 13:05, 11 April 2006 (BST)
  24. Kill - Because I don't think people can track 1 person through a whole city that easily and stuff --Kasz 22:11, 11 April 2006 (AEST)
  25. Kill - There are a LOT of people in Malton, and if someone just jumps in, shoots a guy in the face, and jumps out, you woulnd't be able to judge his weight, sole pattern, stride, etc etc. I hate PKers as much as the next guy (who doesn't PK), but these tracker skills are too much. BuncyTheFrog Talk GBP 14:04, 11 April 2006 (BST)
  26. Keep -- Not that i think this will pass, or that its perfect, but my vote is a confidence vote. We need skills to counter Pking. and this is a good idea. There could be other ideas as well, perhaps preventitive skills( such as "Hey that guy shot at me and missed maybe i shouldn't let him shoot me 10 more times!) As for tracking it is hard to say because if you follow the path the guy could move in circles to get you to loose all of your AP thus killing 2 people for the price of 1. Unless using the skill assumes that even if he moved in circles you saw that and didn't effect tracking to the next "real" movement. --Kirk Howell 14:39, 11 April 2006 (BST)
  27. Kill - I like to keep zombie skills and survivor skills separate. Zombies are the natural trackers here, and giving the survivors a more useful version blurs the line too much IMO. That and despite PKs pissing me off seriously, I consider them a part of the game --McArrowni 15:53, 11 April 2006 (BST)
  28. Keep - I think this is a great idea. Players worry about PKers right now... make PKers worry about retribution that has nothing to do with metagaming. The numbers are fair, too. And if anyone is interested, I have made a decent analysis of the math behind chance for success/failure at different distances on the discussion page. --Reverend Loki 16:51, 11 April 2006 (BST)
    • Tally - 13 Keep, 15 Kill, 0 Spam/Dupe - 28 Total --Reverend Loki 16:51, 11 April 2006 (BST)
  29. Keep - I would rather an Ingame solution than metagame - seems a interesting element worth putting in gets my vote KyleTravis 18:04, 11 April 2006 (BST)
  30. Kill I don't really like PKers, but they're allowed to exist for a reason! They add to the "fear" in the game! There's already ways to deal with them, and I don't see the point in going after someone who killed you when you're supposed to be more concerned about the zombies banging on your door. Just add them to your contacts list and take them down whenever you run into them if you're so religiously against metagaming! And that's ignoring the fact you can spraypaint and yell out to others about them to turn them into a bigger target! --Volke 18:28, 11 April 2006 (BST)
  31. Keep - So ur a Pker and wanna murder people eh? Then killem and run you ****! Awesome Idea will give a chance to kill those damn Pathetic Bills. Killer 18:45, 11 April 2006 (BST)
  32. Kill - see above --CPQD 20:04, 11 April 2006 (BST)
  33. Kill - See above.--Wifey 20:18, 11 April 2006 (BST)
  34. Kill -You've worked on this kind of mechanic before, haven't you? I seem to remember something like it. anyway this doesn't do it for me, I don't think revenge style mechanics need to be introduced, the game is full of them already without active support from skills like this. I'm more for some active defence against PK'ing, that gives more control to survivors. would work better for both sides in this i think.--Vista W! 21:42, 11 April 2006 (BST)
  35. Keep - There needs to be an in-game counter to PKers. Saying there are out-of-game counters is silly. Spray-painting warnings is pointless also - all the PKer needs is a can of spraypaint to erase it, or even change it. Since the only use graffitti has for stopping PKs is if the readers attack the written target on sight, it's easy to get anyone to do your PKing for you! This skill would allow the user to punish PKers, have confidence that they got the right person, and could still be countered. All-around good, even if there are a bunch of people who want to kill anything (in- or out-of-game) which might slow down their sacred PKers. --Norcross 21:47, 11 April 2006 (BST)
  36. Keep - What Norcross said. Plus, for all you who are Killing this with "OMG USE TEH PKER LISTS + TEHJ FORAMZ/IMZ!1!1@!23!!2!":
    • 1) Those lists can be extremely biased.
    • 2) The zombie situation has been running for what, a year now? If this were a movie, you'd sure as hell have some characters in there who make it their job to track down survivors who kill other survivors!
    • 3) THIS IS URBAN DEAD. NOT URBAN AIM CHAT ROOM WITH ZOMBIES, URBAN MSN CONVO WITH ZOMBIES, OR URBAN FORUM WITH ZOMBIES. --John Taggart 21:54, 11 April 2006 (BST)
  37. Keep - From what I can gather, most players PK because they are bored. This should make things more interesting for them, and thus, less boring. It's doing them a favor. --TheTeeHeeMonster 22:11, 11 April 2006 (BST)
  38. Keep - I vote keep for reasons listed above. --Agent 24601 23:28, 11 April 2006 (BST)
  39. Kill - No thankee. We don't need super-heroes. --Lucero Capell 23:36, 11 April 2006 (BST)
  40. Kill - Great idea. If Kevan implemented it I think I'd become a PKer myself. But hands off the metagame, please. --einexile 17:51, 14 April 2006 (BST)
  41. Kill -Like I said many times before on this subject, PKers are not the uberninjas everyone seems to assume they are. There are plenty of in-game and metagame options to hunt down a PKer, if you put some effort into it: Put the PKer on your contact list, get the word out, stay alert, keep your shotgun handy, etc. I'm not averse to in-game counter to PKers (I voted "Keep", or a borderline "Kill", on "Self-Defense"), but this has got to be the laziest of them all. What's next? Some suggestion that lets people use churches to summon an avenging angel to slay the PKers? And the cumulative probability math reasoning seems deceptive; After all, every time you flip a coin the chances are the same, regardless of previous coin flip. Last point: I hate to braek it to people, but metagame channels exist for a reason, whether you like them or not. Bigger, meaner, more expensive MMORPGs use metagame channels all the time so one could hardly expect a puny barely-a-year-old browser-based one wouldn't have to. They are a necessary evil, filling in gaps left by the in-game experience (since your character is limited in what it can do). I am proud of the rich community built around this little game (*sniff*). I'm not sure this game would be worth playing more than a couple of months without it. --Xavier06 20:42, 17 April 2006 (BST)
  42. Keep I have to support this, besides the PKer lists are useless, anyone with a little time and MSpaint can edit a screenshot, I know some of those names up there are fake. Besides SOME people don't Metagame. --Rogue 08:18, 18 April 2006 (BST)
  43. Kill- The life of a PKer is difficult enough as it is. I'll vote "keep" if you can come up with a skill for PKers that brings them balance with the bounty hunters. --Rozozag 19:32, 22 April 2006 (BST)
    • Tally - 20 Keep, 23 Kill, 0 Spam/Dupe - 43 Total.--The General W! Mod 15:36, 1 May 2006 (BST)

More for Medics

Timestamp: 09:47, 11 April 2006 (BST)
Type: Medic Skills
Scope: Military class Medics
Description: Because the Medics can only really heal other players for a significant period of time until they can get either hand-to-hand or basic-firearms-training, I think that the "healing" skills, (i.e. diagnosis, surgery etc.) should be available to the medics for 100XP each. This would allow those who wish to be dedicated medics get the skills for their character without saving up double the XP they need for the combat skills.

Votes

  1. Kill - If you want cheap medical skills, play a doctor, not a medic. --Grim s 09:59, 11 April 2006 (BST)
  2. Kill - Name your suggestion. Then look into how Medic's would then by supremely overpowered, leveling machines. Doctors can buy medical skills cheap, medics can by military skills cheap. Balance is attained. If medics bought everything cheap, they would just be super doctors. -Banana Bear4 10:00, 11 April 2006 (BST)
  3. Kill -Just lowering the XP of part a tree is never a good idea, Besides having a cross-tree skill too start with, a further free gift of 150XP towards maxing out? why would people play anything but a Medic with this change?--Vista W! 10:05, 11 April 2006 (BST)
  4. Spam - Medics are trained in battlefield first aid, which is all about keeping the wounded stable until they can reach a doctor. Makes the Medic class WAY too overpowered. --Cyberbob240CDF 10:09, 11 April 2006 (BST)
  5. Kill - Too powerful, and Cyberbob240 is right flavor wise. --Brizth W! 10:13, 11 April 2006 (BST)
  6. Kill - No. Just no. -Nubis A.R.S.E. 10:25, 11 April 2006 (BST)
  7. Kill - Dear god no. DavidMalfisto 10:43, 11 April 2006 (BST)
  8. Kill - See above. And above that. And above that. and so on. --Private Chineselegolas RAF 10:58, 11 April 2006 (BST)
  9. Kill - Why would you play a doctor then?--Mookiemookie 12:24, 11 April 2006 (BST)
  10. Kill - Doctors are unpopular as it stands right now, do you need to give another reason for people to not be scientists? BuncyTheFrog Talk GBP 14:08, 11 April 2006 (BST)
  11. Kill - You get a free 150xp skill. The difficulty is probably not different from, say, playing a consumer (just try to get into a mall without free running). --McArrowni 15:58, 11 April 2006 (BST)
  12. Kill - The WCDZ is already working on such a genetically enhanced ubermensch, and we won't have you stealing our thunder. --Zaruthustra-Mod 17:24, 11 April 2006 (BST)
  13. Kill - Medics get enough XP already. Dickus Maximus 18:27, 11 April 2006 (BST)
  14. Spam - Hey, guys! Here's another idea! Let's make a new class that only pays 75 exp for ALL skills. It will break the game just a little faster than this suggestion.--Wifey 20:22, 11 April 2006 (BST)
  15. Kill - Your heart may be in the right place but I assure you the medic is well off even without cheaper access to the medical skills. He is the only millitary character who gets that skill at the start for FREE. He can pick up 5 XP a shot using those FAK's on other characters, and he can get some guns and ammo a hapening so he can get those other XP. If you're looking to be a hardcore medical character the doctor is the best road, the medic is more of a battlefield shootin' and a healin' character. Besides, all millitary characters are a bit better off because the largest group of skills in this game, are millitary. Look at it this way, it's gonna take a lot more studying for the medic to be able to do surgery and diagnosis than the doctor cuz the doc has a few years up on him. But the medic has been to a gun range and all the doc can fight with is his golf clubs. --MrAushvitz 13:22, 11 April 2006 (GMT)
  16. Spam - Let's just have everyone start with all the skills and forget about the costs entirely. Timid Dan 21:54, 11 April 2006 (BST)
  17. Kill - Completely unnecessary --MLF 01:26, 13 April 2006 (BST)
    • Tally 3 spam 14 kill 19:44, 13 April 2006 (BST)
  18. Spam - You got poop in my eyes! --einexile 17:54, 14 April 2006 (BST)
    • RE- Erm...does that even count as a vote?-- 20:46, 17 April 2006 (BST)
  19. Kill -Trust me. They're doing just fine as it is. You do this and the next thing you know scientists will be clamoring for cheaper access to military skills. We need suggestions that further diffentiate classes, not brings them all together in one homogeneous blob. If you're having problems playing your medic character, consult the player's guide section somewhere else in this wiki.--Xavier06 20:51, 17 April 2006 (BST)
    • Tally 4 spam 15 kill 19:50, 27 April 2006 (BST)

Retracted for new version. Tokakeke 03:28, 27 April 2006 (BST)


Crushing Force (Redo of "Bonebreaker", with number changes)

{{suggestion|

suggest_time=22:27, 11 April 2006 (BST)| suggest_type=New Civillian Skill (Again)| suggest_scope=A chance for double damage with some blunt weapons| suggest_description= Carefully modified as per several specific voter requests.

Crushing Force

Appears on Civillian skills tree, YES also benefits your zombie character. No additional prerequisites.

Adds 5% to your hit chances with any blunt weapon. Your character can deliver horrifying trauma with blunt weapons at times. There is a 10% chance whenever you successfully hit with a blunt weapon that you deal double damage.

When double damage occurs, message Reads: "Ohhh.. a bone crunching hit for 4 damage!"

  • This skill is intended for all those up and coming zombie hunters to be able to practice their headshots using baseball bats, and lead pipes. After all it doesn't feel so much like an apocolypse without the occasional savage beating in the street.
  • Zombie and humans have one thing in common, the same skeleton, hence the same vulnerability to a good smash to the knee or collarbone!
  • Most blunt weapons are very easy to find, and this being a civillian skill can be helpful to any starting character if they wish (even a science character!)|

suggest_votes=

  1. Keep - For once, I listened, and did as I was told. --MrAushvitz 22:27, 11 April 2006 (BST)
  2. Keep - Looking at the damage per AP, there's not much point to this, but there are a number of players who seem to enjoy using the less efficient weapons. Why not --CPQD 23:40, 11 April 2006 (BST)
  3. Keep - It's still "Meh" to me, but good enough to keep. Gives those weapons a new identity, and less of a virtual penalty to those who would favor them for RP reasons. Maxes out at 0.8 damage/AP from what I counted. Congrats for following advice--McArrowni 23:48, 11 April 2006 (BST)
  4. Keep - MUCH better than the original. --Cyberbob240 00:17, 12 April 2006 (BST)
  5. Keep - Might actually use this. And as I am beginning to use my main character for pure RP purposes, this would be great --Private Chineselegolas RAF 01:18, 12 April 2006 (BST)
  6. Keep - Seems like a good enough idea to me. --John Rove 01:33, 12 April 2006 (BST)
  7. Keep - Good things happen when you listen to people, Aushvitz. --TheTeeHeeMonster 01:48, 12 April 2006 (BST)
  8. Keep - While I'd like to see the different weapons have some distinction, I don't think we will see much better than this.--Pesatyel 02:13, 12 April 2006 (BST)
  9. Keep - Isnt the percentage a bit low still?.--[[User:Killer|Killer] 02:30, 12 April 2006 (BST)
    • Re - It stacks with all of the other blunt bonuses, don't want it to be on par with fireaxe. Just more fun and less useless is what I'm going for here. --MrAushvitz 23:27, 11 April 2006 (BST)
  10. Kill - Still don't like it. Velkrin 04:29, 12 April 2006 (BST)
  11. Keep - "Less useless" is still "useless." But whatever. I'd probably buy it, anyways.--Wifey 07:11, 12 April 2006 (BST)
  12. Keep - I'm happy now, you treated Humans and Zombies equaly - Jedaz 09:21, 12 April 2006 (BST)
  13. Keep - There. You got a keep out of me. This is good! --Snikers 15:01, 12 April 2006 (BST)
  14. Keep - Cool. --John Ember 16:46, 12 April 2006 (BST)
  15. Keep - It gives the meele weapons (besides fire axe) a use besides inefficient damage dealers. Plus zombies have a reason not to throw away the pipe. --Lordofnightmares 17:10, 12 April 2006 (BST)
  16. Keep - A lot weaker than the previous version, but hey I voted yes on the original too. --MLF 01:25, 13 April 2006 (BST)
  17. Keep --Gene W! - Talk 02:53, 13 April 2006 (BST)
  18. Kill - "Ohh", "Limit Break" and "Critical Hit" are three words that should never be in any Zombie game. - DavidMalfisto 23:22, 13 April 2006 (BST)
  19. Keep - Ohh what a limit breaking suggestion, this is a critical hit! Dickus Maximus 22:46, 20 April 2006 (BST)

}}


BodyBuilding Modification

Timestamp: 22:36, 11 April 2006 (BST)
Type: Punching bonus
Scope: Slight punching benefit to bodybuilding
Description: I looked, didn't find anything about this relating to bodybuilding (didn't look for too long.)

Bodybuilding

I propose in addition to it's +10 to maximum HP, that it also grants a +10% bonus to hit with punching. (Only applies to your human character.)

This may seem like a lot, but hey, if you're out of bullets and you have bodybuilding and can spare the AP.. well drill some zombies in the face, by all means.

Besides punching only deals 1 HP, when you're all out, use the body.

Votes

  1. Keep - Gives all characters a backup if all else fails, or you're just very frustrated with a particular zombie. --MrAushvitz 22:36, 11 April 2006 (BST)
  2. Kill - I don't like changes to established skills. Also like the suggestion above, this is pretty pointless --CPQD 23:43, 11 April 2006 (BST)
  3. Kill - Since when does being stronger make it easier to hit someone? -Nubis A.R.S.E. 23:55, 11 April 2006 (BST)
    • Re - Then why do the best boxers have so much muscle? Hard to block a penetrating punch, easpecially a fast one. Bodybuilding also implies some degree of athleticism, fortitude, ass whoopin' ability? --MrAushvitz 18:55, 11 April 2006 (GMT)
  4. Kill Hahaha. -Banana Bear4 23:56, 11 April 2006 (BST)
  5. Kill - If this wasn't intended to be serious, I'd suggest this to be put on the "Humourous Suggestions" page. --Cyberbob240 00:19, 12 April 2006 (BST)
  6. Keep Once again, very "Meh". It makes sense, but it's not really needed, useful, or interesting. Still gets a keep, I guess, but I'm being nice--McArrowni 00:21, 12 April 2006 (BST)
  7. Keep - Meh, not bad enough for a kill, but not sure if it should be a keep either --Private Chineselegolas RAF 01:16, 12 April 2006 (BST)
  8. Keep- I like this because I use punches for PKing humili-kills but it's really a meh sort of thing--Mpaturet 02:02, 12 April 2006 (BST)
  9. Keep - I don't see how this adversly affects anything. People rarely use punching, so what's the harm? --Pesatyel 02:15, 12 April 2006 (BST)
  10. Keep - I've only ever used it to say "I killed a zombie with a punch to the face." Most people resort to fire axes, anyways... So why not?--Wifey 07:13, 12 April 2006 (BST)
  11. Keep - Well...I guess this is okay. I'll vote keep here too. Where's the harm? --Snikers 15:01, 12 April 2006 (BST)
  12. Keep - I agree that this would make for a solid last-ditch attack when the ammo runs out. --John Ember 16:48, 12 April 2006 (BST)
  13. Kill - Just recommend a "Boxing" skill under Bodybuilding instead. Or has that already been done? --MLF 01:23, 13 April 2006 (BST)
  14. Kill - Carry a fireaxe. DavidMalfisto 23:23, 13 April 2006 (BST)
  15. Kill - If you're sad that the punching attack is not used at all, rewrite the proposal so that the skill causes punching to do no damage. Then everyone will be smacking each other around. Beats a snowball fight in deep space. --einexile 18:04, 14 April 2006 (BST)

Athletics

Timestamp: 22:51, 11 April 2006 (BST)
Type: New Millitary Skill (Again)
Scope: Outdoors distance travel benefit
Description: I put it under millitary, because it makes sense if you're IN the millitary it's easier to take (75 pts.) Won't cost any more for a civillian, so no problem. (Oh, it's not only cheaper, you'll have no shortage of sergeants and master corporals screaming in your face until you've learned this damn skill soldier!)

Althetics

Appears under Millitary skills tree as a seperate skill, does not benefit your zombie character. Has no additonal prerequisites.

Your character is easily able to cover more ground moving outdoors. Every time your character moves 4 outdoor map locations in a row, the 4th square does not cost you any AP for movement."

  • The logical reason for this is a combination of running, endurance, and skill at maneuvering around all that debris in Malton. It also may help human characters scout longer distances outdoors than they could using free running (which makes sense.) The survivor does not get something for nothing, because by being outdoors they risk catching zombie attention. Besides, if you DO see a whole shwack of zombies closing in and you run into a building, you just broke the chain and missed out on your AP savings.

Votes

  1. Keep - Nothing like a good jog soldier. The zombies... they'll help you maintain your pace. Had to post 3 today, been a while since I've done it, kept 'em short though. If you don't like the way I did it but you like the general idea you have my permission to re-make this skill so it somehow doesn't "mess" with AP but still achieves the same effect. --MrAushvitz 22:51, 11 April 2006 (BST)
  2. Spam - Something for nothing. Mr. A suggestion. -Banana Bear4 23:53, 11 April 2006 (BST)
    • Re - Something for nothing you say... what, walking 4 squares and it only costs your 3 AP to do it, instead of 4, for walking outside? (Not combat, not searching, not healing, nothing that gets you XP for your AP.. just travel.) Whoo... scary stuff kids. I'm not "messing" with AP, I'm trying to get more value out of it. Keep in mind how this would work, it's very do-able, balanced, and useful for scouting, escape, of to get to a specific building for searching. --MrAushvitz 18:55, 11 April 2006 (GMT)
  3. Kill - You're messing with AP again --CPQD 23:54, 11 April 2006 (BST)
  4. Spam - MrAushvitz + AP mod = Spam. -Nubis A.R.S.E. 23:56, 11 April 2006 (BST)
  5. Spam -No free actions--Mpaturet 23:58, 11 April 2006 (BST)
  6. Spam - No messing with AP will get my vote, unless it's been carefully thought out and well implemented. Which this isn't. --Cyberbob240 00:20, 12 April 2006 (BST)
    • Re - I was very specific with the wording and specifics of this skill suggestion, looks balanced to me. --MrAushvitz 18:55, 11 April 2006 (GMT)
    • Re - I was referring to the fact that very few people will agree with any AP change. This also gives free actions, as stated by Mpaturet. So you have two bad ideas in one. --Cyberbob240 01:09, 12 April 2006 (BST)
  7. Kill - I'd say make Body Building a requirement also (but put it under military, as you said, if possible). Also, make it so that if ANY other action is performed beyond the moving 4 spaces, this "bonus" is canceled. Oh and it can only be used say, at most twice, in a day.-Pesatyel 02:20, 12 April 2006 (BST)
  8. Kill No free actions, as above.--Mookiemookie 02:34, 12 April 2006 (BST)
  9. Keep Its not free, its reduced. Gets more folks outside. --Spraycan Willy MalTel 08:07, 12 April 2006 (BST)
  10. Kill - Actualy Spraycan Willy, it is free. It's a 4 for the price of 3 deal. If it was reduced AP usage then you would spend 3/4's of an AP for each block moved, and 3.25 AP does look kinda silly - Jedaz 09:27, 12 April 2006 (BST)
  11. Kill - You had to push your luck, didn't you? --Snikers 15:02, 12 April 2006 (BST)
    • Re - Had this idea in the back of my head for a while, seemed a good day to do it, still didn't get a single keep other than mine, lol. --MrAushvitz 10:55, 12 April 2006 (GMT)
  12. Keep - As it is, I make all my trips through buildings. If I had to go a great distance, I suppose I would consider walking outside to save some AP. You could argue that traveling indoors is more valuable an action than walking outside and should cost more AP, so rather than bump up the AP cost for Free Running Mr A reduces it for ordinary walking. That makes sense. --John Ember 16:51, 12 April 2006 (BST)
  13. Kill - Messing with AP usage in such a widespread manner is bad. --MLF 01:22, 13 April 2006 (BST)
  14. Spam - I've gotta say spam on this one, as any skill that gives a 33% boost to AP (effectively) is way over the top, even if it's just one type of activity. It sets a precident that will be applied badly to other activity types. --Cinnibar 03:13, 13 April 2006 (BST)
  15. Spam - Do. Not. Mess. With. A. P. How many times? And while your at it: "The Civilian Character requires only 2000 XP to max out their skill tree; Characters of the Military class need 2100 XP to complete their skill trees; Science Class characters need the most XP to max out - 2325 XP. Don't nerf the Support Classes! DavidMalfisto - 23:27, 13 April 2006 (BST)
  16. Spam - Why propose something if you can't come up with a single reason it would make the game more interesting or enjoyable? --einexile 18:10, 14 April 2006 (BST)
  17. Keep -Don't really see a big downside to this. The free action balances with the fact that you have to be outdoors to do so, making it less...er...free. Am I right in assuming anything would break this chain, whether it be your action or an outside attack, would break the chain? I think speaking shouldn't be allowed to break the chain, though.--Xavier06 21:19, 17 April 2006 (BST)
    • Tally - 7 Spam, 6 Kill, 4 Keep, 17 Total.--The General W! Mod 15:40, 1 May 2006 (BST)