Suggestions/12th-Nov-2005

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12th November, 2005 - VOTING ENDED: 26th-Nov-2005

Vehicle System

Timestamp: 00:06, 12 Nov 2005 (GMT)
Type: System
Scope: Survivors
Description: Cars and motorcycles. Seem like they'd unbalance the game and overcomplicate everything, huh? Well, I admit this will seem complex, but I think you can look at each ingredient and see that almost all of them are based in existing actions. Vehicles would not be found by searching, instead they would exist in set numbers throughout the city of Malton. In Character, this is because they were left behind by the dead or those who have been evacuated without them. All vehicles are, at first, broken down and non-operational.


Everyone on the same block as a broken vehicle would see a button with which they can toggle on or off the act of pushing it. For example, the button would read "Start pushing car" - which is worded vaguely enough that it wouldn't need to change if there's more than one car on the block.


When you start pushing a car, it will move with you. It acts like an item in your inventory now, but others can see it on the block. If someone else tries to start pushing the car, they will be able to move it without you and effectively take it away - Just like real life. Heh heh.


So what's the point of pushing a car? The car is non-operational, so you will be trying to push it to any AUTO REPAIR building, at which point you can push it into the building. There can only be one car in the shop at a time. If you try to push another in, it effectively barricaded to the car, reading "There is already a car in the building."


Cars cannot be pushed into other buildings, but can be pushed outside/past any block that isn't fenced in. (Fences act like barricades to vehicles.)


Now, ideally there should be an "Auto Repair" skill. Once you buy this skill, you would be able to fix any vehicle. There could even be a Mechanic civilian surivor class that starts the game with this skill and a crowbar. With this in mind, read on. (some of the following would be only for people with the auto repair skill)


Once you are inside an Auto Repair building - and you have a vehicle with you (in this example, still a car.) you will see a "Repair car" button. You have a certain percent chance of fixing some part of the car. This works in the same way you would build a barrier. You would see phrases such as "You find a few spark plugs to use on the car."


In the same way a barricade is barricaded, very well barricaded, heavily barriaded, etc. a vehicle would be "broken down", "nearly fixed" and "in working order". Once a vehicle is fixed, a player can use it. "Car" button used to enter it, and "Car" button used to exit. You get the idea.


The Car button would have a number next to it, representing how much fuel is in the car. This works like the number next to a weapon. Use a gas can, and the number will go up a certain number.


So what's up with all this, anyway? When you are riding a vehicle, you can move blocks WITHOUT AN AP COST. That's right. The down side? You will use 1 point of fuel for every block. So if you fill your car with fuel up to, for the sake of example, 10.. you can move 10 spaces without an AP cost. You can still be attacked on your vehicle, but can't attack FROM it.


Every HP point you lose on a vehicle will be taken away from the HP of the Vehicle, like a BARRIER loses points when a zombie attacks it. When the vehicle reaches 0 HP, it is officially BROKEN and the entire process starts again.


When you die, you fall out of the car.. or off the motorcycle.. whatever the vehicle is. It then becomes available to anyone, working or not.


If an auto shop is heavily barricaded, trying to push the vehicle through would do damage to the barricade until it breaks down to an acceptable level while still being barricaded. Think of it as using a weapon against a barricade to get in.


So here's the run-down:


Value of a vehicle - Moving without an AP cost.

Down sides - You need to have enough fuel to go anywhere meaningful. You can be attacked on a vehicle. Vehicles break down and need repairing.

Experience - You would get XP bonuses for successfully fixing a car. I'm not sure how much, exactly. 5 XP seems about right to me, but I'm sure this will be a point of disagreement. It's highly open to discussion.

AP Costs - Every time you fix part of a broken vehicle, it will take one AP just like building a barricade. It costs 1 AP to get in a vehicle. It takes 1 AP to leave a vehicle. Pushing a vehicle to another block will cost the same as simply walking. It takes 1 AP for every gas can you use ON the vehicle to fill it up.

Unanswered Questions - Should someone be able to ride in a car with you, letting you drive them to wherever you're headed? Should it cost 2 AP to push a car to another block? Should you be able to run people down? (It sounds like fun but could it be made practical? Heh heh.)

Zombies - Is this fair to Zombies? I say yes. People will be able to move more freely, but they WILL run out of gas. They WILL break down if you attack them. They WON'T be able to attack YOU until they get off their vehicle. Also, you'll have one more place to find guarenteed victims - Auto Shops. You might even get an XP bonus for doing damage to people's vehicles as one would attack barricades.

Vehicle Types - There can be different models of car and motorcycle. Cars would hold more fuel than motorcycles. Motorcycles could be easier to fix to balance.

Car Keys - Don't need 'em. Since the vehicles are abandoned, they're hot-wired. This also explains why anyone can fix or find one and use it.

Votes

  • Keep I like it...overall a good plan. Answers to your questions must be granted also:
    • I'd be willing to say yes about the passengers. They would be allowed to leave the car at any time, but would be unable to control the car. How many passengers? I'd say no more than 3 if you were willing to allow multiples.
    • It should definitely cost 2 AP to push a car.
    • Maybe there should be a limit on the number of cars in an Auto Repair Shop as well?

That's all I've got for now. I like the idea, best presented vehicle idea I've seen thus far. --Kulatu, 00:15, 12 Nov 2005 (GMT)

  • Keep Great idea...Very original! I like it, but I'm not sure about Kevan. --Carfan7 01:43, 12 Nov 2005 (GMT)
    • Re: Heh! Thanks. XD -- Amazing 02:06, 12 Nov 2005 (GMT)
  • Kill I disagree that this is fair to zombies. You don't HAVE to stay in a car, just leave and shoot, or leave and hop into a safehouse. And one more place where survivors gather just means they'll be less of them in the other places... --McArrowni 01:57, 12 Nov 2005 (GMT)
    • Re: Can definitely see your point. People can run in and out of buildings right now, penalty is you spend an AP leaving the car, and are still on the same block. So basically if you are in a car, it'd take 2 AP to exit it and go inside or to another block. I do see your point of course. -- Amazing 02:06, 12 Nov 2005 (GMT)
  • Keep I love the idea, and It absolutely fits into the gameplay, but I do have the question about what happens to corpses or zombies, or people for that fact in your way. I mean is a zombie smart enough to move out of the way, would running over a corpse take damage? And would a civillian take damage from getting hit? Otherwise nice one! I mean I know its assumed that you can't cause damage while your in the car, but shouldn't you be able to hit things, on the basis of pure stupidity? Maybe I'm thinking too much into the RP aspect of it... --Nevernine 12 Nov 2005 16:12:27 (GMT)
  • KillI kinda like it. But what about all the other broken down cars on the streets They should need to be moved before a street is passable for a car, pushed or driven. Maybe if junkyards could hold these wreks. I think a maijor street cleaning effort is in order. could be fun too. Also some potential for crashing while driving based on #of Z's in the block your traversing. bbrraaiinnss 14:08, 13 Nov 2005 (GMT)
  • Kill - You have something good here, but I feel that the drawbacks heavily outweigh the benefits. Fuel is hard enough to find, let alone all of the hassle spent getting a car together. To do what? Move around with spending APs that you've already spent searching for Fuel. Sorry, but I need more of a benefit. In the meantime, me gonna go shoot up some zombies. --Squashua 04:06, 15 Nov 2005 (GMT)
  • Kill - Nicely designed, but probably not worth it. Also, someone made a good point about the streets being choked with abandoned cars. --Dickie Fux 20:13, 21 Nov 2005 (GMT)
  • Keep - Author tying votes. This would give high level players something to do and possibly a great way to get back-up to infested locations. -- Amazing 23:00, 24 Nov 2005 (GMT)
  • Kill -- I don't like the general idea for vehicles. --Nov 06:52, 25 Nov 2005 (GMT)
  • Kill -- Are you serious? --Xiombarg 07:11, 26 Nov 2005 (GMT)

Geratology Expert

Timestamp: MorthBabid 00:56, 12 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: You can identify and target zombies (even in a crowd) with severe Brain Rot and the Infectious Bite skill due to visual clues you've learned from your zombie hunting (Geratology is the study of decadence and decay; And no, I don't expect this to be the game implimented skill title if it's ever used. :p ).


You CANNOT select individual brain-rotted/infectious zombies...unless only a single brain-rotted/infectious zombie is present in the current area or if they're in your contact list, but that goes without saying. The skill does NOT distinguish if the zombie has one or both of these skills. If there are multiple brain-rotted/infectious zombies in the mob, you will specifically attack/commit an action against the group of brain-rotted/infectious zombies in the fashion similar to regular mob combat selection.


The skill functions thusly: When the screen reads "There are # zombies here", a sentence follows stating that "You identify the tell-tale signs of decadence and decay" if any such zombies are present. Under the 'Attack'/'DNA Extraction'/ect selection menu, you will then be able to select 'a corrupted zombie' to do said action. This skill would be a big help to those trying to cure/protect others from the zombie menace. It could possibly cross over to zombies as well, but I don't see how they would benifit from this and as such do not suggest it as a feature of this skill.

Votes

  • Keep -- Do I have to have a reason? Eh. Zombies can target humans based on skillsets, and anyone with brainrot's gonna have ankle grab anyways. --Shadowstar 04:45, 12 Nov 2005 (GMT)
  • Keep -- Honestly I've always wondered why there is no skill allowing that distinction. I also think the reverse is priceless, for example for DNA tagging. -pinkgothic 19:29, 12 Nov 2005 (GMT)
    • Re: Zombies already have this, though. It's called "Looking at profiles/name colors before you attack". :) MorthBabid 19:55, 12 Nov 2005 (GMT)
      • Re Er, I didn't talk about zombies. ^_^; Maybe the use of the word 'reverse' confused you - the suggestion talks mainly about the effect of being able to identify brainrot/infectiousbite zombies. I'd be more interested in the side-effect of being able to identify those without them. Clearer now? -pinkgothic 13:47, 13 Nov 2005 (GMT)
  • Keep -- Sure, why not. However, it does tell certain people to leave them alone instead of trying to resurrect or take DNA samples, so it does alter the game for small groups of zombies. Then again, zombies are supposed to stay in a large group. --Fixen 19:32, 12 Nov 2005 (GMT)
    • Re: - Sorta! Since with this skill there isn't a distinction between Infectious Bite and Brain Rot in a zombie, you've got a 1 to 3 chance that they either just have Brain Rot, just have Infectious Bite (which doesn't effect DNA/Rez), or they have both. The fact that the skill doesn't QUITE make you sure is what I think balances it. But thanks for pointing that out! MorthBabid 19:55, 12 Nov 2005 (GMT)
  • Keep - Nice Zombie Hunter Skill. I think one could allow a distinction by altering their names in the dropdown: "Zombie" and "Zombie (Diseased)"; or even go one further by distinguishing between the Brain Rotted and Infectious; I'd prefer it since I feel that this skill isn't giving us enough of a benefit. PS, can't wait for you to set up the Gynecology Expert skill.  :-) --Squashua 04:18, 15 Nov 2005 (GMT)
  • Keep --Uborkapete 09:45, 18 Nov 2005 (GMT)
  • Keep - Good the way it is. I'd kill something that let you target specific zombies with specific skills. I don't think "decadence" has anything to do with zombies, though. --Dickie Fux 20:18, 21 Nov 2005 (GMT)
  • Keep -- I like this one. --Nov 06:53, 25 Nov 2005 (GMT)
  • Keep -- Worth the cost for the survivors but not too overbalanceing --Rolland CW 09:10, 25 Nov 2005 (GMT)

Traversing Barricades

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Universal Gameplay / barricades
Description: It seems strange that barricades are either trivial to pass through, or impossible to pass through. To make things more realistic, I'd change this to a percent chance of climbing over a barricade. For instance (and I'm not tied to these numbers):
  • loosely barricaded = 95%
  • lightly barricaded = 90%
  • quite strongly barricaded = 80%
  • very strongly barricaded = 60%
  • heavily barricaded = 20%
  • very heavily barricaded = 5%
  • extremely heavily barricaded = 0%

This means you have a chance at getting into more heavily barricaded buildings, but it's more than balanced out by the fact you can no longer count on always walking into lightly barricaded buildings on the first try. It also provides some interesting opportunities for new skills and equipment (see Climb, Stumble Through, Rope and Grease suggestions below).

Votes

  • Keep - Personal preference. Lxndr
  • Keep - It makes life more interesting. --Jstoller 00:58, 12 Nov 2005 (GMT)
  • Keep - And make things a bit less life-threatening to poor newbie survivors without Free Running or the other skills you suggest. I assume this doesn't apply to zombies, except those zombie skills you later suggest? A barricade, even a loose one, would keep them out until removed under this system? MorthBabid 01:07, 12 Nov 2005 (GMT)
  • KEEP Needs to be 100% or noone will purchase the skill adn risk AP getting into a safe house noone would buy it unless it was 100% --GodofGames 02:24, 12 Nov 2005 (GMT)
  • Keep I like this, though I think some of the numbers should be modified to reduce risk for newbs. And GoG ^ I don't think he's talking about a skill to purchase, I think he's talking about game mechanics in general. --Shadowstar 04:48, 12 Nov 2005 (GMT)
  • Keep, great idea. --LibrarianBrent 05:08, 12 Nov 2005 (GMT)
  • Kill, Personal preference.--Milo 14:41, 12 Nov 2005 (GMT)
  • Kill - This skill and its associated skills below make barricades too complicated. It increased the amount of work that needs to be done on the server--instead of one "Yes you can enter/no you can't enter" check, you now have to calculate another percentage. It's too much work for a minor, minor change. Plus, I like knowing for certain whether or not I can get into a safehouse before I waste AP in the attempt. I have the feeling that a LOT of new players would end up dead on the streets because they kept failing to enter a safehouse, which would be frustrating. Bentley Foss 18:33, 12 Nov 2005 (GMT)
  • Kill, sorry, but barricades are easy enough to get past as it is. --Lucero Capell 15:22, 13 Nov 2005 (GMT)
  • Kill - Yeah. This is an unnecessary idea that makes things overly complex. The game is fun because it's pretty simple, just like the original zombie panic simulator - sounds like the author wants to play some other, more complicated roleplaying stuff. There's several other reasons why this is a bad idea, but the added complexity makes it impossible right out. --Biscuit 19:45, 13 Nov 2005 (GMT)
    • Re: This is no more complex than shooting or searching. In some ways it's even less complex. The server just generates one random number when you enter a barricaded building, and either you get in or you slip on the rubble and need to try again. I'm just adding the smallest little bit of chance to keep things interesting. --Jstoller 04:26, 17 Nov 2005 (GMT)
  • Kill, Biscuit is my hero--Spellbinder 22:25, 14 Nov 2005 (GMT)
  • Kill - not that I don't see why you want to do this, but I am in agreement with Biscuit. I like to set up a 4 building complex structure with 3 extreme barricades and 1 not-so-extreme barricade. --Squashua 04:20, 15 Nov 2005 (GMT)
    • Re: How would this suggestion prevent you from creating your little fortress? --Jstoller 04:26, 17 Nov 2005 (GMT)
  • Keep - If a barricade completely stops a zombie, it should have at least the possibility of slowing down a human for an AP or two. The percentages may need tweaking, I don't know. --Dickie Fux 20:22, 21 Nov 2005 (GMT)
  • Kill -- if this is implemented, then zombies will request for the same thing next. --Nov 06:55, 25 Nov 2005 (GMT)
  • Kill - Personal preference, sorry. As it is it's hard enough for newbies to find buildings to hide in if they're super-new to the game and get dropped into a zombie-infested area. --Lord Kelvin 21:22, 25 Nov 2005 (CST)
  • Kill - We don't need this level of complexity. --Xiombarg 07:14, 26 Nov 2005 (GMT)

Climb

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.
  • Climb - Player gets +15% to traverse a barricade.
    • Advanced Climb - Player gets additional +10% to traverse a barricade.

Votes

  • Keep - It makes life more interesting. --Jstoller 00:58, 12 Nov 2005 (GMT)
  • Keep, great idea. --LibrarianBrent 05:39, 12 Nov 2005 (GMT)
  • Kill - For same reasons as listed in main Traversing Barricades suggestion. Bentley Foss 18:35, 12 Nov 2005 (GMT)
  • Kill, K.I.S.S. --Spellbinder 22:27, 14 Nov 2005 (GMT)
  • Kill - I voted Kill for Traversing Barricades. Instead of Barricades, redo this for the Repair Fence Suggestion and the Rooftop Entry Suggestion. --Squashua 04:22, 15 Nov 2005 (GMT)
  • Kill - Just stick with the Traversing Barricades suggestion. This makes things too complicated. --Dickie Fux 20:25, 21 Nov 2005 (GMT)
  • Kill -- I voted no for the other suggestion. --Nov 06:57, 25 Nov 2005 (GMT)

Stumble Through

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombies / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented. Assume zombies have an automatic -100% modifier to traversing barricades.

Sub-skills of Lurching Gait':

  • Stumble Through - Zombie gets +15% to traverse a barricade (i.e. -85% net).
    • Piercing Stride - Zombie gets additional +10% to traverse a barricade (i.e. -75% net).

This gives experienced zombies a small chance to get through simple barricades without first busting them down.

Votes

  • Keep - Just when you thought you were safe... --Jstoller 00:58, 12 Nov 2005 (GMT)
  • Kill/Change Free Running (and obviously those other skills you suggest) doesn't carry over to Zombies for a reason; the barricades are supposed to keep zombies out. I suppose if you made this a sub-skill of Ankle Grab so it cost a significant amount of XP to get and ditched Piercing Stride (which doesn't even make thematical sense in terms of zombies), MAYBE this would work. MorthBabid 01:13, 12 Nov 2005 (GMT)
    • Re: As I commented above, this is not the same as Free Running. At best Zombies would have a slim chance to enter simple barricades, but I would have no problem putting this skill under Ankle Grab if required for game balance. As for the name "Piercing Stride", I'm not tied to it. It just sounded better than "Advanced Stumbling." --Jstoller 01:56, 12 Nov 2005 (GMT)
  • KILL Why not just remove barricades from the game since that is what your suggesting. why not just add magic and gnomes while your at it. --GodofGames 02:26, 12 Nov 2005 (GMT)
  • KILL Run teh numbers. This skill would only help against the very lightest barricades, and it would be statistically more efficient for the zombies to simply finish removing the barricade than play the numbers game trying to push past the barricade. Rhialto 03:33, 12 Nov 2005 (GMT)
  • Kill! This is WAY too overpowered for zombies! I know people want them to be considerably more powerful, but this is too much! With this ability, and the power to revive to 100% HP with just 1 AP, it'd be easier to use up as much AP as it takes to walk into a heavily barricaded building and then just die on purpose, then wait for your AP to fill since they can't dump the bodies outside because the barricade is still up, and then massacre everyone inside! This would totally take away any point in being a survivor!--Volke 07:01, 12 Nov 2005 (GMT)
  • Kill - For same reasons as listed in main Traversing Barricades suggestion. Bentley Foss 18:37, 12 Nov 2005 (GMT)
  • Kill -- For the same reasons Volke said. -pinkgothic 19:32, 12 Nov 2005 (GMT)
  • Kill - I voted Kill for Traversing Barricades, but again, allow a Climb Skill for Zombies and set it to work in conjunction with the Rooftop Entry Suggestion and/or Repair Fence Suggestion. --Squashua 04:24, 15 Nov 2005 (GMT)
  • Kill - Again, getting too complicated. Keep Traversing Barricades, then give zombies a small percentage to get in through loosely and lightly, maybe 15% and 10%, or 10% and 5%. --Dickie Fux 20:31, 21 Nov 2005 (GMT)
  • Kill -- Urgh, no. Please. --Nov 06:58, 25 Nov 2005 (GMT)

Rope

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: item
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.

Ropes can be found in Fire Stations, Junkyards, Warehouses, Armories, Hardware Stores and Sporting Goods Stores. A rope tied to a barricade (1AP) gives +20% to any player attempting to enter the building. If the barricade is successfully attacked, the rope is automatically torn down and rendered useless. Any player with a kitchen knife, on either side of the barricade, can cut the rope, also rendering it useless.

Votes

  • Keep - for flavor. --Jstoller 00:58, 12 Nov 2005 (GMT)
  • Kill Survivors can just buy the Climb skill you suggested which could give them better chances to get in, and adding items to the search list just makes finding OTHER items even harder. MorthBabid 01:17, 12 Nov 2005 (GMT)
    • Re: Even if you had both the Climb and Advanced Climb skills I suggested, your chance of getting into an extremely heavily barricaded building is only 25%. Changing that to 45% would make a huge difference to many people. And for newbies who don't have enough XP yet for the skills, it could be a lifesaver. So I do think the rope is useful. As for item searches, adding more items does not necessarily have to mean your chance of finding existing items is lessened. That's all in the programing. It could just mean your more likely to find something. Having many different items in the world adds variety, which i welcome. --Jstoller 08:37, 12 Nov 2005 (GMT)
  • Kill, just stick with the barricade levels and Construction. Jirtan 01:39, 12 Nov 2005 (GMT)
  • Keep, adds flavor. --LibrarianBrent 05:40, 12 Nov 2005 (GMT)
  • Kill - For same reasons as listed in main Traversing Barricades suggestion. Bentley Foss 18:38, 12 Nov 2005 (GMT)
  • Kill - Just make it so that owning rope gives you an additional 5-10% to climb attempts; assuming that you change climb to work with Rooftop Entry and/or Repaired Fences --Squashua 04:25, 15 Nov 2005 (GMT)
  • Kill - I don't oppose new items, but this is too complicated. --Dickie Fux 20:33, 21 Nov 2005 (GMT)
  • Kill -- See above. --Nov 06:59, 25 Nov 2005 (GMT)

Grease

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: new use for old item
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.

Players can pour a fuel can on a barricade in order to grease it. This uses up the fuel can and decreases the chance of climbing the barricade by -15%. If the barricade is damaged enough to decrease it's strength by a level, or conversely if it is built up, increasing it's strength by a level, then the effects of the grease are nullified.

Votes

  • Keep - A flavorful use for a currently useless item. If matches or lighters are ever introduced into the game, I would suggest that greased barricades can be ignited, negating the grease and doing some damage to the barricade. --Jstoller 00:58, 12 Nov 2005 (GMT)
    • Re: Why would survivors want to burn down the only things saving their hides, excepting PKers? And zombies can't use most objects (excepting the flak jacket and the like). MorthBabid 01:54, 12 Nov 2005 (GMT)
      • Re: Because they're trapped outside with zombies and they don't have the skills to climb through that strong of a barricade. --Jstoller 01:59, 12 Nov 2005 (GMT)
        • Re: But for the cost of this skill, you could purchase a better one that already exists to prevent that event for less AP. MorthBabid 02:47, 12 Nov 2005 (GMT)
  • Kill Neat idea, but it just wouldn't work in the game execution and it frankly isn't needed. Why not just use Construction to build the barricade up to the highest level? The barricades don't need help being tougher to get into, espcially under the Traversing Barricades system. MorthBabid 01:20, 12 Nov 2005 (GMT)
  • Kill, MorthBabid is right. Jirtan 01:40, 12 Nov 2005 (GMT)
  • Kill, pointless. --LibrarianBrent 05:42, 12 Nov 2005 (GMT)
  • Kill - For same reasons as listed in main Traversing Barricades suggestion. Bentley Foss 18:39, 12 Nov 2005 (GMT)
  • Kill - Re-suggest as a part of defending a rooftop. --Squashua 04:26, 15 Nov 2005 (GMT)
  • Kill - Too complicated. --Dickie Fux 20:37, 21 Nov 2005 (GMT)
  • Kill --Nov 07:00, 25 Nov 2005 (GMT)

Research

Timestamp: MorthBabid 02:47, 12 Nov 2005 (GMT)
Type: Science Skill
Scope: Survivors
Description: You now gain an extra 1 XP from reading books. (If you were not a scientist before getting this skill, ou get now get 2 XP. If you were a scientist you get 3 XP.} With this skill you also increase the 10% chance of gaining XP from books to 20% (ie: +10% to current rate), but the chance of finishing and thus discarding the book is also highly increased.


Note: The figures for the book finish/discard rate aren't listed as far as I know, but it's currently pretty low to occur. The idea is that a skilled Researcher would get more knowledge from books but would also go through them (discard) faster than most folks; at least enough to balance the XP gain from books with other methods such as DNA extraction, healing, as well as more combat oriented methods. For example, The Fire Axe only gives 3 points damage @ just 25% after spending XP points on Hand To Hand Combat or just starting out with Axe Proficiency as a Firefighter, and Research apparently works out to about .40 XP/AP compared to a level one Firefighter @ .75 XP/AP after you find a zombie and enter a combat area. Though with this skills more zombies might start visiting the local Library. :)

Votes

  • Kill - I like the idea, but not in its present form. Either make this a starting skill for a new Science "Researcher" class (so they can start gaining XP with it at the beginning), or add, say, 30% to the chance to gain XP from reading. Crunch the numbers to make this balance out with healers searching for first aid kits (remember, libraries are 100% guaranteed books when searching) and then I'd support it. Bentley Foss 12:41, 12 Nov 2005 (GMT)
    • Re: The numbers have been crunched; If the XP gain is 30% thats .90 XP/AP while reading compared to the harder effort of smacking someone with a fire axe that only gives .75XP/AP after you've found and are beating on another char after getting the proper skill. .40 XP/AP just for hunkering down in a safehouse is pretty significant compared to other XP gaining methods. Healing is better, yes, but as it is a more critical and harder to find resource with 100% success rate when used on a subject...compared to a book it balances this. And feel free to resubmit the same idea as a class on your own; that's not what I'm trying to do here. MorthBabid 19:45, 12 Nov 2005 (GMT)
  • Keep - Decent idea. But please, for the love of Loading times, keep the long comments on the talk page. I coudn't load the suggestion page at all yesterday... -McArrowni 15:14, 13 Nov 2005 (GMT)
  • Kill - I like the idea, but a Skill just for gaining additional XP is kind of weak; please enhance somehow (no suggestions I can think of here...) and let me know and I'll change to a Keep. --Squashua 04:28, 15 Nov 2005 (GMT)
  • Kill - Books should be a fairly minor aspect of the game. --Dickie Fux 20:40, 21 Nov 2005 (GMT)
  • Kill -- What MorthBabid said. --Nov 07:04, 25 Nov 2005 (GMT)

Combat Engineer

Timestamp: 03:10, 12 Nov 2005 (GMT)
Type: Class
Scope: Survivor, Military
Description: Combat Engineers are skilled support personnel responsible for a myriad of various duties during combat situations. Combat Engineers start with the Construction Skill as well as a pistol and GPS Unit.

Votes

  • Kill/Re - Way too powerful. This sort of players get an even better start than a Private and a Scout combined! Fixen 04:57, 12 Nov 2005 (GMT)
  • Kill - Not much flavor for this class. Nothing personal, but there are a lot of more unique class suggestions here already. To me, this feels watered down and sort of like a "fill-in-the-gaps" class. Gaps in starting classes are good. Bentley Foss 12:45, 12 Nov 2005 (GMT)
  • Kill - Already plenty of classes, and I like the civilian engineer better (and I might not even vote for that one) -McArrowni 15:16, 13 Nov 2005 (GMT)
  • Kill, i'm for new classes, but do try to think about it a little more--Spellbinder 22:29, 14 Nov 2005 (GMT)
  • Kill - Make him a Civilian and maybe he'd be better. --Squashua 04:30, 15 Nov 2005 (GMT)
  • Kill -- nice suggestion, but not necessary. --Nov 07:08, 25 Nov 2005 (GMT)

Item Combination

Timestamp: 04:38, 12 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors, Item Enhancement
Description: A survivor gains the ability to combine items. Please see Item Combination for a (pretty big) list of my example recipes.

Votes

  • Keep I'd say this was spam, as the idea has been suggested to death and probably is going to be done, but your suggested idea combinations are very nice...if a bit vauge. Detail on what/how you suspect some of the items will work/do in the game a bit more. You might need a new weapon skill tree for explosives, as well. MorthBabid 09:02, 12 Nov 2005 (GMT)
  • Keep, those recipes look nice. Jirtan 15:55, 12 Nov 2005 (GMT)
  • Kill - Item combination seems like something survivors would do, and it does sound like fun. Problems: none of the current combination ideas are really any good, and it'd be such a big, game-changing thing to implement. --Biscuit 19:36, 13 Nov 2005 (GMT)
  • Kill, i'm sorry, but this sounds like a very good and well thought out step in the direction of complicated. I like my game simple.--Spellbinder 22:31, 14 Nov 2005 (GMT)
  • Keep - This is a "not as complicated as I thought it would be" item combination suggestion, and well thought out! You got my vote, but we need to flesh out those combined items. --Squashua 04:32, 15 Nov 2005 (GMT)
  • Kill - Basic concept is good, but combos need more thought. Also, it doens't make sense to implement this until all currently useless items have a purpose. --Dickie Fux 20:45, 21 Nov 2005 (GMT)
  • Kill -- Too vague. --Nov 07:09, 25 Nov 2005 (GMT)

Drag Survivor

Timestamp: 05:55, 12 Nov 2005 (GMT)
Type: Action
Scope: Survivors
Description: The ability to drag living players inside buildings or to adjacent squares. This will enable on-line survivors to get injured AP-less survivors to safe locations. This will also eliminate the revivification/killed again problem that occurs when a player is revived while off-line and left standing out in the open to be munched on. After revivification the now living person could be dragged in doors. Just think combat medic: step 1) secure the injuries; step 2) get the patient to safety.

Votes

  • Keep - A good comparison could be made between throwing corpses OUT, and dragging survivors IN. I like this idea, but please consider a heightened AP cost to drag someone, and adding that you may only drag people into a building, not to another block or OUT of a building. Just some thoughts about what some might find "Killable" about the concept. -- Amazing 06:09, 12 Nov 2005 (GMT)
  • Kill This can be easily abused; eg: "I'm a zombie spy and i drag all the survivors out of a highly inhabited mall, and my buddies go munch on them." --Carfan7 06:29, 12 Nov 2005 (GMT)
    • RE Carfan please re-read the description there is nothing about dragging survivors out of buildings. Only works in one direction similar to remove body. --Hazmat Tom 07:41, 12 Nov 2005 (GMT)
      • RE - All squares are adjacent squares. The way it's written, you can drag people outside. Bentley Foss 12:17, 12 Nov 2005 (GMT)
  • Keep This might not be abused if you could only drag people in who are directly outside your building. Even if it cost 2 AP and gave no XP, I would still use it since there are many times where I wish I could rescue my friends who get stuck outside due to (hilariously) accidentally hitting "leave building" with 1 AP remaining, or allies who get stuck outside due to misjudging the AP distance or not having free running and getting stuck outside another building, trying to find another place to be safe!--Volke 06:56, 12 Nov 2005 (GMT)
  • Kill - This skill is too open for abuse the way it is written. Zombie spies and/or PKers/griefers could just drag survivors outside and leave them on the street while they're offline. Bentley Foss 12:15, 12 Nov 2005 (GMT)
  • Keep I like this idea, but it would only work if you could only drag survivors inside a building and not out- so it would be the exact opposite of dump bodies, and maybe this could be a skill you can earn, like a sub-skill of body building becasue you would need to have strength to pull some one in or even better lets say it cost 2 AP to drag some one in a building, but if you have body building then it would only cost 1 AP to drag some one in. Bring It On 010:26, 12 Nov 2005 (GMT)
  • Keep It's my suggestions so obviously I like it but if it gets killed out I will probably re-write and re-post. The purpose was only to drag survivors inside buildings. The adjancent square drag was meant for survivors that are on a block with no buildings so they could be dragged to a block with a building. --Hazmat Tom 20:26, 12 Nov 2005 (GMT)
  • Kill I dislike it for three reasons. First it takes away from the survivor's vulnerability. I feel this vulnerability is vital to the game. You should never be 100% secure in Urban dead, and being stranded outside is just one of the ways this is implemented, IMO. Also, it removes an important source of XP for newbie zombies, who are probably the players with the most trouble leveling. Finaly, I don't want to be dragged all the way to RiddleyBank by someone who thinks it's funny to push my char arround. --McArrowni 15:25, 13 Nov 2005 (GMT)
  • Keep I like it a lot, it helps bring a form of unity to the survivors. Of course, this seems like it would only work on non-EHB buildings...which the survivors are able to get into. I say keep this, but change it so that the survivor could only be dragged in a 3 block radius, to increase the chances of getting him/her into a VS building.
  • Keep I like it. It lets survivors help each other, which is always a plus. This doesn't seem overpowered because you need to rely on others, and gives people a good way to get into heavly barricaded buildings, like malls. The only problem would be dragging someone that is on the move. Will using this skill let you know how many survivors are outside as well? I would take out the moving to other squares though, too easy for some idiot to drag you to ridlybank or somewhere bad. It should be drag inside building, from the inside.
  • Kill I just honestly don't think that there is any way to implement this skill that SOMEHOW a griefer could not abuse. How about draging people inside a building that is only lightly barricaded, from a building that was extreamly heavly barricaded? and all the other 1001 ways to get around the rules--Spellbinder 22:34, 14 Nov 2005 (GMT)
  • Kill I would so spend all my AP to drag McArrowni to RiddleyBank. --bbrraaiinnss 22:40, 14 Nov 2005 (GMT)
  • Kill - just add the other Drag Bodies suggestion and allow Survivors to view whether a body is revivified or dead so they can make an informed decision on where to take them. Do not allow dragging non-bodies (standing folk) --Squashua 16:26, 16 Nov 2005 (GMT)
  • Kill - Not building to building, just Outside <--> Inside (must work both directions). Also, buildings barricaded beyond Lightly should be impossible to carry someone into. --Dickie Fux 20:53, 21 Nov 2005 (GMT)
  • Kill -- What's there to stop someone from dragging you into a building when you are trying to frag a zombie outside to allow the said zombie to escape? --Nov 07:28, 25 Nov 2005 (GMT)

Yell

Timestamp: 08:21, 12 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Universal Gameplay
Description: next to the Speak button, include a Yell button. If you are inside a building and you yell, then anyone outside the building, on the same block, can hear you. If you are outside and you yell, then anyone inside a building on the same block as you, or outside within four blocks of you, can hear you. People within two blocks would hear you clearly, but at three or four blocks they only know that someone is screaming and from which direction.

This allows communication at a distance, but it also tips off every zombie within four blocks to your presence. You can yell for help, but that might not be what arrives.

Likewise, zombies can yell, or at least grunt loudly, to scare people in a barricaded building, or to call their friends over for a feeding frenzy.

Votes

  • Keep - There are zombies coming after you. Who wouldn't yell a little? --Jstoller 08:21, 12 Nov 2005 (GMT)
  • Kill A good suggestion and valid simple game execution that I'm tempted to vote to keep; but isn't this what flare guns are for? Perhaps we should expand on what flare guns can do, maybe let them shoot up message rockets or signals that require a skill to decode by only human players? MorthBabid 08:59, 12 Nov 2005 (GMT)
    • Re: Flares can signal over a large distance, but give very little information. Yelling works over a much shorter distance, but you can actually impart useful information to your audience. Yelling also allows people inside a building to talk with people outside a building, at the risk of drawing unwanted attention to themselves. I think the roll play reasons alone are enough to warrant adding this feature. It's simple, balanced and realistic (IMHO). --Jstoller 09:22, 12 Nov 2005 (GMT)
  • Kill - I like the general idea, but I think the radius should be much smaller.--Milo 14:35, 12 Nov 2005 (GMT)
  • Kill, ^ agree. Jirtan 16:00, 12 Nov 2005 (GMT)
  • Kill, ^ agree. See you again in two weeks. McArrowni 15:51, 13 Nov 2005 (GMT)
  • Kill I'd like the bullhorn item implemented instead. Madalex 00:17, 14 Nov 2005 (GMT)
  • Kill - yeah, better make it a bullhorn item. And I don't like the "message unclear" thing. --Seagull Flock 14:03, 14 Nov 2005 (GMT)
  • Kill - Make it cost 2APs and force it to only work on the same block; blocks 1 square away hear "you hear someone yelling from the southwest". 4 blocks away is too far. I also like Bullhorn as an alternative. --Squashua 16:32, 16 Nov 2005 (GMT)
  • Kill - Probably needs smaller radius. I like "unclear message" at edges of hearing range. --Dickie Fux 20:57, 21 Nov 2005 (GMT)
  • Kill -- I won't like the spam from this... and if it wastes AP, not many people would use it. --Nov 07:29, 25 Nov 2005 (GMT)

Torch/Flashlight (Updated)

Timestamp: 18:03, 12 Nov 2005
Type: Item
Scope: Survivors
Description: Both items give a 25% increase (to the initial 20%) to searching for items ONCE in any building. You will just click "Use Torch/Flashlight" and the game will go through the normal searching procedure, with the enhanced find percentage. This item may be found in a police/fire station or a mall.

Votes

  • Keep Neat idea, but how would it work in-game? Would every time you press the 'search' button count off one of the AP 'credits' on these items? What happens if you have both or more than one? MorthBabid 09:05, 12 Nov 2005 (GMT)
  • Kill - Adding items that have effects lasting longer than one turn is a bad idea. It requires a lot of bookkeeping on the server. Good ideas require one request/response (page refresh) to work, and have simple pass/fail results. Bentley Foss 12:23, 12 Nov 2005 (GMT)
  • Re - (Voting for self) ^ Good point. I'll repost a fix. Fixen 18:00, 12 Nov 2005 (GMT)
  • KEEP - This skill makes sense since the only place survivors are forced to go are the few malls which is stupid considering all the other buildings. Malls are not depots they would be just as empty as any other place. this should be a perm buff once found not ap based. should be a skill enhancement but a good idea,GodofGames 22:51, 12 Nov 2005 (GMT)
  • Kill - Seems to give too little for too complex a sytem --McArrowni 15:18, 13 Nov 2005 (GMT)
  • Kill - I apologize if my reasoning in your original post was not clear. To clarify: it's a bad idea for one action to temporarily affect any other action. Good game mechanics complete all of their effects, which are permanent, in one turn-- i.e. "reload the gun", "move one square", "attack one time", "consume one medkit". Each of these are discreet actions that can follow one another in any order at all. Things would be much more complicated for the server if you had actions such as "Open the medkit" (1st action) --> "Use the medkit" (2nd action), or "remove the empty clip" --> "reload the gun". Bentley Foss 18:51, 12 Nov 2005 (GMT)
    • RE - Perhaps modify it so that carrying a flashlight gives a 5% bonus to all search results. This would have to be non-stackable (no carrying around 20 flashlights). --Otona 06:17, 15 Nov 2005 (GMT)
  • Kill Much as I like this idea, I think it's awfully similar to the skills which improve search results. -Otona 08:21, 15 Nov 2005 (GMT)
  • Kill - I like it but I'm wary against switch-based actions; only X amount of uses before it dries up; sugggest batteries as an addition. I'm sort of incomprehensible today; sorry. --Squashua 16:34, 16 Nov 2005 (GMT)
  • Kill - Bentley's second point convinced me. The basic 5% bonus suggested in the response sounds better. --Dickie Fux 21:01, 21 Nov 2005 (GMT)
  • Kill -- So, logically the new generator lighting the buildings will add a bigger percentage to be able to find things? Urm... no. --Nov 07:30, 25 Nov 2005 (GMT)

Laser Pointer

Timestamp: 20:31, 12 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: An amusing trinket, the laser pointer is useful to draw people's attention to nearby things. If you want to point it at something, in order to save a notice (Since Your Last Turn) of it for other players, there's a drop down menu to show it. It's useful for noting PKer's profiles while in a room, thus enabling others to immediately jot them down, pointing to zombies which have entered, so other people in your building know they've entered, and annoying people, much like in real life. It is also useful to distract zombies. Remember when you would play "catch the fairy" with a flashlight or other such utility to distract a child? When used, zombies will have a good chance (40+%) to gain experience points (2+) for pressing a button called "chase the light", at the cost of one AP. This enables survivors to distract beginner zombies for a time, enabling them to escape or otherwise get away. It wouldn't stop a horde, since they have a purpose, or a high level zed, since it would gather experience better by attacking humans, but it would have a little bit of function. The drop down menu would look like "Point laser pointer at [wall/normal character]"

Votes

  • Kill - Mmmmm, spamtastic and not really needed. --Zaruthustra 22:29, 12 Nov 2005 (GMT)
    • Re - Nothing on this page is "needed". The game works fine as it is, though certain functions may not be properly balanced. However, it would be fun. --Elijah 04:15, 13 Nov 2005 (GMT)
  • Kill - Honestly this one scares me a little.. heh. Picture a zombie, bloody and haggard, playing catch the light and giggling. -- Amazing 23:00, 12 Nov 2005 (GMT)
  • Kill, Amazing, you're my hero. --Lucero Capell 00:07, 13 Nov 2005 (GMT)
  • Kill - I can see it now, zombies with Death Rattle running around chasing the lights while saying: 'a!garggmnhaaba! hhahhahhahhaab'!!! --Kulatu 00:18, 13 Nov 2005 (GMT)
    • Re, All Above - Those really sound like "Keep" votes to me. I mean, come on. Zombie chasing the light? Hilarious. --Elijah 04:15, 13 Nov 2005 (GMT)
  • Funny suggestions do we still have this page? --McArrowni 15:54, 13 Nov 2005 (GMT)
  • Kill - 2 goofy 2 b a serious entry. --Squashua 16:35, 16 Nov 2005 (GMT)
  • Kill - I don't follow the first half of the suggestion; if you fix it I may change my vote. I agree that the second half is funny, and I would actually vote keep for that. --Dickie Fux 21:09, 21 Nov 2005 (GMT)
  • Kill - What next? Shadow (zombie) puppets? --Nov 07:32, 25 Nov 2005 (GMT)

Engineer (Final Update)

Timestamp: 20:41, 12 Nov 2005 (GMT)
Type: Character Class
Scope: Science
Description: "Among many trapped by the military quarantine of the city were civil engineers working on renovating the city. At the first sight of the hordes of corpses, they fled into nearby buildings and started barricading themselves inside, hoping for rescue". This is the final version of my idea. If no one likes my idea, i will delete it and never speak of it again. After a good start and a crappy middle, ive refined my idea to this. "The Engineer is a Science class which starts with the ability to build barricades. He carries with him a hammer, which is required for building those barricades, and a GPS unit that was originally used to precisely place structural materials on construction sites". More info on the hammer below
  • Hammer: The hammer is a tool and a weapon. As a weapon, it does as much as a fireaxe, although at their highest levels, the axe is a better weapon. But the main importance of the hammer as tool, without which, barricades could not be constructed.

Im done here. If i haven't got it quite right yet, I'll give up on this idea.

Votes

  • Kill - I still don't like it. Forcing people to use a hammer to make barricades seems pointless, since when did you need a hammer to shove chairs, tables, cabinets and such up to the doors and windows? Just go back to the Construction/Crowbar/GPS Unit and you've got my vote for sure. --Kulatu 23:47, 12 Nov 2005 (GMT)
  • Kill The hammer really should be a separate suggestion, and I'd vote kill on it. So, I can't vote keep on this, even though your original engineer made sense --McArrowni 15:56, 13 Nov 2005 (GMT)
  • Kill - Why did you change this one? It had potential. -Otona 08:25, 15 Nov 2005 (GMT)Otona
  • Kill - I like the latest Engineer best. --Squashua 16:35, 16 Nov 2005 (GMT)
  • Kill -- This version is good but stil lacks something --Nov 07:33, 25 Nov 2005 (GMT)

Remaining Inventory Display

Timestamp: 21:51, 12 Nov 2005 (GMT)
Type: Display change
Scope: Survivors, item screen
Description: This would display the amount of "free" space you have left in your inventory, letting you know how many more items you can pick up before you won't be able to carry anymore.

Votes

  • Keep - Voting for my own. It would make things a little easier and probably wouldn't take much in the way of system resources. - Ethan Frome 21:51, 12 Nov 2005 (GMT)
  • Keep - I see no reason why this is a bad idea. It helps the newbies who don't realize there is a limit to their inventory space. --Kulatu 22:05, 12 Nov 2005 (GMT)
  • Keep - Anything that makes the interface more intuitive and easier to use has my vote. --Jstoller 22:21, 12 Nov 2005 (GMT)
  • Keep I think we can all use this. Slicer 22:57, 12 Nov 2005 (GMT)
  • Keep Why not? Scyld
  • Keep I see no reason not to. -- Amazing 23:04, 12 Nov 2005 (GMT)
  • Keep I <3 interface updates. --Zaruthustra 23:43, 12 Nov 2005 (GMT)
  • Keep - Simple ideas win. --Fixen 03:19, 13 Nov 2005 (GMT)
  • Keep - Add a note about encumbrance and how much each item weighs. --Squashua 16:36, 16 Nov 2005 (GMT)
  • Keep - I already use a Firefox extension for this, but it should be part of the regular interface. --Dickie Fux 21:12, 21 Nov 2005 (GMT)
  • Keep -- Should be easy enough. --Nov 07:34, 25 Nov 2005 (GMT)
  • Keep, wow, how did i miss this? --Spellbinder 19:32, 25 Nov 2005 (GMT)
  • Keep - You probably don't need this vote anyways, but yeah, I like this idea too :p. --Lord Kelvin 21:29, 25 Nov 2005 (CST)
  • Keep - What I like about this idea is not only would it be useful, but it'd be easy to implement. --Xiombarg 07:18, 26 Nov 2005 (GMT)
  • Keep Thats nice, good work --Vellin 00:40, 27 Nov 2005 (GMT)

Additional advanced classes: Survivors (ie, Zombie Hunters)

Timestamp: 23:53, 12 Nov 2005 (GMT)
Type: skills modification
Scope: Survivors over level 10
Description: Right, well this is only a concept of how skills can be handled in the future; I'm not going to reel off a large list of shiny new skills as they'd most likely be shot down. Currently, we only have one "advanced" class available for survivors over level 10. Also, one of the common complaints I see is that survivors will eventually and inevitably collect all available skills, becoming homogeneous in skill regardless of initial class.

A way of solving this would be to introduce new advanced classes, each with their own skills and subsets. The catch would be that only ONE advanced class can be chosen. This variety in skills would give players plenty of choice to accommodate their play style. A few examples include:

For any humans over level 10

  • Zombie Hunter: Speaks for itself really, the classic "all-round" class containing a general set of aggressive skills ("Headshot")
  • Group Leader: A charismatic survivor who has lived through it all and has amassed a following due to the recognition of their heroic deeds. Skill set is similar to that of the Zombie Hunter but leans towards concerning itself with group welfare and morale.
  • Scavenger: For paranoid survivors who puts their needs over that of others, constantly worrying about never having enough of everything. Skill set caters soley to the individual, in particular their search ability.

For military classes over level 10

  • Tactitian: For those who have seen enough zombie attacks to recognise certain patterns, being able to introduce tactical knowledge into their actions. Skills are mainly defensive, including those which are area-related.
  • Combat Veteran: Complementing the tactician would be the gung-ho glory hogs who prefer to simply kick zombie ass. The skills available would be purely aggressive, brutal but lacking the subtlety of the zombie hunters.

For science classes over level 10

  • Zombologist: For those who have studied undead matter and the Malton phenomenon so extensively as to consider themselves experts on the subject. Skills lean toward the research side of things as they strive to understand all they can about the undead, including alternative means of dispatching them..
  • NecroTech Inner Circle: Your assistance over this trifling incident has pleased your superiors, therefore you have been given the privilege of accessing the inner, shadowy workings of NecroTech. Survivors in this class can look forward to climbing up the Necrotech ladder, accessing prototype equipmemt and bypassing security measures to access new data, including the Necronet.

Well there you go; no specific skills, but you can see how any future skills can be sorted into these categories. Of course, this should be pretty low in the list as there are more urgent features to add before something like this. For the long term though, what do you think? It's not perfect (one problem would be the number of people already with headshot..) but can this model be improved at all? Oh, and PLEASE don't kill this suggestion purely for the fact that zombies have no classes and this would unbalance the game. I'm well aware of that but seeing as better people have come up with like a bajillion different zombie classes, plus the fact that this won't be happening anytime in the near future it'd be a safe bet to say that there would be zombie classes to counter-balance these. Thanks for reading!

Votes

  • Keep Creator's vote, and why not? :) --Kehraus 23:56, 12 Nov 2005 (GMT)
  • Keep, Good suggestion and well thought out. This skill or skills as a suggestion is a good way to enhance the game and extend the playability of the survivor characters who have very few skills.--Boron 00:07, 13 Nov 2005 (GMT)
  • Keep - I like, it gives more individuality to different survivors and means that the survivors aren't all the same. As it is, high level survivors are all the same and that just isn't any fun! --Kulatu 00:10, 13 Nov 2005 (GMT)
  • Keep - I usually hate chained suggestions, but you chained it to mine so I'll forgive ya ;). Seriously though, an excellent suggestion. Meta classes will provide sustainable endgame fun and encourage teamwork without complicating the game. Two things. One: Shouldn't civilians get something? They should get a class that highlights their versatility. Civilian defense corps or something. Two: Zombie hunters should be substantially different. Possibly they could specialize in keeping zombies down instead of killing them. great suggestion, consider this Kevan! --Zaruthustra 00:27, 13 Nov 2005 (GMT)
    • RE - I agree, the Civilians definitely need classes of their own. Maybe a Scavenger class who can search for individual items as well as just a blanket search? Just an idea for one. --Kulatu, 00:55, 13 Nov 2005 (GMT)
    • - Whilst I did consider a "civilian" category of classes, I realised that just anyone and everyone is classed as a civilian (including the science & military types in a way, meaning that they aren't just confined to their specific adv. classes), it's a wide band that covers everything that military and science can't cover. With that in mind I decided to group all civilian classes under the "human" category for convenience. Taking the two examples, any civilian has the power to take on the roles of leadership or to don the mantle of a self-acclaimed zombie hunter. For the record you can picture the "human" category being the largest due to so many different civilian-types, like your scavenger :). Agreed with your viewpoint on the zombie hunter Zaruthustra, there's a difference between hunting and outright killing so I decided to keep the Zombie Hunter dabbling in a little bit of everything with their skills, making it a civilian class. --Kehraus 01:17, 13 Nov 2005 (GMT)
  • Keep-Variety in choice is never a bad thing, plus this opens up some new skills, which is even better.--Vladmyre 03:17, 13 Nov 2005 (GMT)
  • Keep - Good variety. Very well thought out, and very creative. This should be the major project after the mechanics of the game is completely fleshed out. Thumbs up, mate. --Fixen 03:21, 13 Nov 2005 (GMT)
  • Keep - Once again someone takes an idea I was convinced was crap and turns it into steel. Yeah, not gold, it's not THAT good, but you can do a lot with steel, too :). --McArrowni 16:01, 13 Nov 2005 (GMT)
    • RE - I hot-rolled your mom last night. I liked her stress-strain curve. -Otona 08:30, 15 Nov 2005 (GMT)
  • Keep Yay diversity! X1M43 06:40, 15 Nov 2005 (GMT)
  • Keep - I like it. Makes later game interesting. -Otona 12:29 AM (Seattle), 15 Nov 2005
  • Keep - Would like to see more proposals as eloquent and as well thought-out as this one. It is sad that you have to be so apologetic to the voters, explaining to them that there is untapped potential, but people are uneducated sheep, and I'm glad you realize it. --Squashua
  • Keep - There are no specific details here, so there isn't really anything to keep, but the framework is nice. --Dickie Fux 21:16, 21 Nov 2005 (GMT)
  • Keep -- Sounds like a long term development thing. --Nov 07:38, 25 Nov 2005 (GMT)
  • Keep -- I welcome the diversity. I'm tired of surviors being nothing but overpowered zombies with nothing to differetiate them.