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Nursing (revised)

Timestamp: Jon Pyre 03:21, 15 November 2006 (UTC)
Type: Skill
Scope: Survivors, Civilian
Description: During the plague two groups of people treated the sick: the doctors, and the nurses. These nurses were often untrained volunteers, simply ordinary people that risked their lives and stayed behind to tend the sick, unwilling to abandon anyone.

The civilian skill Nursing would allow survivors to tell reviving bodies apart similar to Scent Death and drag them, one at a time into any building they are in front of as long as it is barricaded Very Strongly or less. This essentially works like a reversed form of Feeding Drag, and only applying to revived bodies. Once dragged into a building the person is visible to all not as a body but as part of "X unconcious patients are present." Patients could no longer be dumped outside. If a person is revivified inside a building they can still be seperated from any bodies present and marked as a patient, they just won't be moved.

If dragged into a building suited for tending the sick, one with many beds, chairs or benches in close proximity the patient's individual names would be visible. These buildings would be hospitals, necrotech buildings, hotels, motels, stadiums, churches, cathedrals, railway stations, and mansions. Their names would be arranged in the following manner related to what's already visible:

  • Building description: (survivor names)
  • X unconcious patients are present: (patient names)
  • Generator/transmitter info
  • X Zombies Present

Patient names would be profile links with their current health visible if you have Diagnosis. Their starting health would be, as it is currently for the just revived, half their maximum health. They can be targeted for healing or attacks by anyone, except they can't be reduced below half their maximum health. The syringe formula is still active in their bodies and restores their body too quickly for their health to drop below that point.

If the building is ransacked any patients blend back with the bodies and can no longer be targeted, and they can be dumped outside. They retain whatever their health was at the time of the ransack.

This skills is useful for bringing people indoors in case all entry points are barricaded up later, and lets everyone start healing them by spending FAKs. In return you'd have to keep weaker barricades on these buildings, and prevent them from being ransacked. Technically nursing isn't directly a healing skill, it's just the ability to recognize who's alive, bring them in, and point them out to others. This is pretty useful but doesn't give away anything for free. Letting people wake up from their comas indoors recalls the starting scene of 28 Days Later.

Keep Votes

  1. Author Time to dole out a little TLC. I tried to make the building list more appropriate and I think I have all the obvious choices. Of course one or two more buildings could always be added or taken off the list before implimentation but that's pretty minor in the grand scheme.--Jon Pyre 03:25, 15 November 2006 (UTC)
  2. Keep I think this skill has the potential to be very useful. Its the kind of skill that generous people would use. And if they don't want to use it, they don't need to buy it. There are plenty of skills that people buy and never use, but they'd wish they had it the one time they really needed it. Flailing Gesture, anyone? Schizmo 06:57, 15 November 2006 (UTC)
  3. Keep I think it would have the interesting side effect of encouraging revive points at resource buildings. Thats makes for good zombies targets. --Max Grivas JG / M.F.T. 08:39, 15 November 2006 (UTC)
  4. Keep - "Hello, I am a newbie Doctor. Oh crap! My skills are useless! Oh, wait, hang on, this building is full of unconcious people, all probably very badly injured. Let the healinating begin!" --Gene Splicer 09:04, 15 November 2006 (UTC)
  5. Keep - I like it - non-rotters could use it to mount an over-complicated Trojan Zambah attack. --Funt Solo 13:10, 15 November 2006 (UTC)
  6. Keep - Nice suggestion. I find I have to disagree with Saromu's reasoning, though. This would make surgery more useful because it would give people more reason to go to hospitals, since there would be more people they could potentially heal. --Reaper with no name TJ! 14:24, 15 November 2006 (UTC)
  7. Keep The changes make this a great suggestion now --Garrett Fisher 15:02, 15 November 2006 (UTC)
  8. Keep, as it would make it easier for newbies without diagnosis to find injord people. --BBM 15:18, 15 November 2006 (UTC)
  9. Keep- Great skill for hospital baased groups. Rolo Tomasi 15:33, 15 November 2006 (UTC)
  10. Keep - There, its my vote read it and move on. --MarieThe Grove 15:51, 15 November 2006 (UTC)
  11. Keep - Sounds like a winner. --IthacaMike15:52, 15 November 2006 (UTC)
  12. Keep - I like it. This nicely balances out the huge zombie advantage of 1 dump per 1 body. Bentley Foss 17:10, 15 November 2006 (UTC)
  13. Keep - Good, I think this used in conjunction with surgery by high lvl characters who are interested in revive/heal members of their group quicker rather then xp will be a huge boost.--John Blast 17:25, 15 November 2006 (UTC)
  14. Keep - It was fun seeing the evolution of this suggestion, from a auto recovery skill for humans to this... Anyway, nice idea. --GhostStalker 20:17, 15 November 2006 (UTC)
  15. Keep - What Gene Splicer said. The easier we can make it for newbie survivors - especially those who go into the medical profession - to get on their feet, the better. Booyakasha! --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 21:31, 15 November 2006 (UTC)
  16. Keep - All good.--Mr yawn Scotland flag.JPG 21:45, 15 November 2006 (UTC)
  17. Keep - I can think of a few times where this would have been nice. --Sgt. Expendable 22:55, 15 November 2006 (UTC)
  18. Keepo - Ditto --Officer Johnieo 23:56, 15 November 2006 (UTC)
  19. Keep--J Muller 00:06, 16 November 2006 (UTC)
  20. Keep - This is a good idea and I would use it.--Leutinuet Benjamin 01:03, 16 November 2006 (UTC)
  21. Keep - The bodies will most likely be redumped outside, and eventually it will be a very rarely used skill. Nevertheless, a good suggestion. --Wikidead 01:43, 16 November 2006 (UTC)
  22. Keep - Nifty idea, and well thought out and thorough. I'd love to see it, and would certainly find use for it. Good call on not allowing patients to be dumped (I was worried about easy XP farming for a moment, until I read more carefully). --Rgon 02:54, 16 November 2006 (UTC)
  23. Keep - Well done!! - Nicks 03:01, 16 November 2006 (UTC)
  24. Much better. My only additions would be that you CAN'T cure Infection this way (it would nerf the skill to much I think). And if your going to allow patients be attacked, why not allow them to be killed as well?--Pesatyel 05:01, 16 November 2006 (UTC)
  25. Better. --ExplodingFerret 15:14, 16 November 2006 (UTC)
  26. Keep - I like the idea of saving your best friend from a horde of hungry zombies--Zombie Spray 10:09, 17 November 2006 (UTC)
  27. Keep - Good idea, low-impact, makes in-game sense.--Klentis Maccabee 14:54, 17 November 2006 (UTC)
  28. Keep I love it! --Tahoe 06:58, 19 November 2006 (UTC)
  29. Keep Good for the lower level players that happen to get dragged out. Nicely thought out. -StealthPenguin KOS | PK | RR | HATP | CFT 00:51, 27 November 2006 (UTC)

Kill Votes

  1. Kill - This makes it too easy on survivors. You only have to worry if a very large horde is in your area in the first place. I don't like this for multiple reasons but mainly because Zeds can't do anything to reviving bodies anyway. At least not until they stand up. --Carl Panzram 23:44, 16 November 2006 (UTC)
  2. Kill - Humans need yet another powerup? Chronolith 05:59, 19 November 2006 (UTC)
  3. Kill - yeah, like the stupid humans need yet ANOTHER way to get ahead of zombies. Braggledorth 22:36, 19 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Not important. Just a wasted skill. --Sonny Corleone RRF CRF DORIS Hunt! 03:25, 15 November 2006 (UTC)
    • Re I wouldn't call it wasted. It lets you recover and heal patients now so that when they stand up later they aren't stranded outside, low on life, and infected. The only downside is that you need to find them in front of an appropriate building and spend several FAKs on them. No freebies but it sure as heck it worth doing. --Jon Pyre 03:30, 15 November 2006 (UTC)
      I don't see people using this. The Surgery skill is pretty worthless as it is. No one goes specifically to Hospitals to heal people. --Sonny Corleone RRF CRF DORIS Hunt! 03:33, 15 November 2006 (UTC)

Bottles of Alcohol

Spaminated with 10/14 Spam votes.--Gage 04:03, 16 November 2006 (UTC)

Let the booze run freely

Timestamp: Certified=InsaneQuébécois 16:17, 15 November 2006 (UTC)
Type: Major improvement ;)
Scope: Survivors
Description: This was somewhat inspired by my suggestion in discussion, which I know would never passed so I didn't bother trying. I want factories to start producing booze (again)!

Proposed change: Facotires can now have their production lines restored. Anyone with the construction skill can, for 20 AP, "Restore the production line" of factories that aren't ransacked. If it is done, eveyone who is inside while it is powered can "Produce a bottle of beer" for 2 APs. Hardly overpowered ;). If you want any actual game mechanics about that, 3 APs to heal 1 HP won't bring you far, but that ain't the point. This is just a suggestion to add flavour to factories. Factories who are powered and have the production restored have "You can hear machines inside" added to the exterior description.

Ya can't refuse the booze! Might not serve much right now, but who knows, later, if some limited form of trading is allowed, we could deal in booze!

Keep Votes

  1. You cannot refuse the booze. -Certified=InsaneQuébécois 16:17, 15 November 2006 (UTC)
  2. Keep Although not all factories made Booze. Im for each factory producing an "Item" (yes including three or four that make those damn Newspapers). Conndrakamod TDHPD CFT 16:26, 15 November 2006 (UTC)
    • Re: That's actually a good idea. Perhaps another day I'll work on the idea. -Certified=InsaneQuébécois 16:49, 15 November 2006 (UTC)
  3. Keep Beer good--Apex 16:43, 15 November 2006 (UTC)
  4. Sure. Go for it. -Mark 18:19, 15 November 2006 (UTC)
  5. Keep - But not all factories should produce booze. Some factories should make other things - weapons, ammunition, generators, fuel cans, that sort of thing. But other than that minor quibble, I'm all for it! Flavor (and utility) for the WIN! --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 21:28, 15 November 2006 (UTC)
  6. Keep - Not a bad idea, but heed the wise words of everyone who voted "kill" because they certainly know what they are saying. Also, make this a skill (Urban Dead hasn't had a new skill in too long of a time). --Wikidead 01:43, 16 November 2006 (UTC)
    A friend of mine had an idea that there should be a skill called "Engineering" that allowed people to make ammo (and maybe guns too) for some amount of AP. I was going to post this on his behalf, but apparently, this idea is already in circulation because of you. Thanks for saving me some time! --Wikidead 01:49, 16 November 2006 (UTC)
  7. Keep - Brilliant! I like beer, I like making beer, and here's the possibility getting that going in Malton! I call a factory. Really, it's not the most useful addition in the world, but I like the flavour of it. --Rgon 02:44, 16 November 2006 (UTC)
  8. Keep - Alcohol is good flavor, and I like the concept. Perhaps we can try and get factories producing other goods too, eh?--Leutinuet Benjamin 03:23, 16 November 2006 (UTC)
  9. CHUG!!! CHUG!!! CHUG!!! - New skill: start liquor store--Zombie Spray 10:22, 17 November 2006 (UTC)
  10. Keep OOO FREE BEER AND GUNS, I LIKE THIS IDEA! --Ltpotter 22:42, 17 November 2006 (UTC)

Kill Votes

  1. Kill Actually I can. Not that factory use is a bad idea, but it'd make more sense (and actually be useful) if you could build things like generators, transmitters, radios, firearms, and ammunition. Perhaps each factory would have a pre-determined purpose. For instance a gun factory couldn't make generators. And then some factories would make nothing and say something like "This once was a diaper factory. You see real reason to restart production." --Jon Pyre 16:22, 15 November 2006 (UTC)
    • Re: I know every factory producing booze is unrealistic, but some of the other items that it would realisicly produce are way more powerful, and would require complicated mechanics to keep "balanced", and then alot of people would kill or spam because you are "assured sucess" of creating some useful items. So I just suggested for "beer", as it's flavourful, not junk (yet not useful), and it's realistic (to a certain point). -Certified=InsaneQuébécois 16:48, 15 November 2006 (UTC)
  2. Item Change - OK I really like the main idea but booze is not the best item to use in my opinion- no-one wants it so its useless. I think generators/fuel cans sort of thing would be better but for a higher AP cost of course. --MarieThe Grove 17:51, 15 November 2006 (UTC)
  3. Change - make it specific factories for specific items - and balance the construction cost so that it doesn't kick the pants out of searching. --Funt Solo 19:30, 15 November 2006 (UTC)
  4. As Marie said, make it useful and we might buy it. Something that produces items like firearms or gennies might be a bit overpowered, but a refinery could be good... --Garrett Fisher 20:31, 15 November 2006 (UTC)
  5. Kill - Its an idea with great potential, but i think that factories should have "types" that make different products and make it more useful, but not overpowering (like guns, ammo etc etc)--Mr yawn Scotland flag.JPG 21:50, 15 November 2006 (UTC)
  6. Kill - What they ^ all said. --Sgt. Expendable 23:00, 15 November 2006 (UTC)
  7. Change I agree with everyone who says beer is a bit too useless for a factory. Whatever it produces it has to be something that gets used up, like Ammo. Perhaps instead of 20 AP to start the factory, its 10 AP to start the factory, and then like with Syringes it costs AP to make the item. Maybe 10 AP for a pistol clip or 5 for a shell, something of that nature.Schizmo 00:06, 16 November 2006 (UTC)
  8. The main problem with factories creating "good" items, like generators, is that they will become way to plentiful. The find % for such items is low for a reason. A better way might be that the working factory either allows a person to "find" stuff that might not normally be found or give an increased search rate.--Pesatyel 05:05, 16 November 2006 (UTC)
  9. I disagree slightly with Pesatyel, if it takes more ap to make an item than it takes to find then the overall prevalence will reduce, but they will appear more frequently where they are actually useful. That is, a Mall will rarely be without a genny if they are produce-on-demand, but you will see less randomly lit High-Rises and Libraries. I'm voting kill because I'd like to see different factories than just beer. Such as Gennies, shotguns and pistols, radios. Not Fuel Cans though. --Gene Splicer 10:46, 16 November 2006 (UTC)
  10. Eh, I just don't like it at all. Such a lot of AP to make something useless (and if it wasn't making something useless, it'd likely be overpowered). --ExplodingFerret 15:19, 16 November 2006 (UTC)
  11. Kill - Factories require huge staffs, shipments of inputs like hops, maintenance, lots of things other than electricity and one guy with the construction skill. The fact that Malton is quarantined makes it impossible. Now moonshine, that you could do. Set up a still and start bootlegging. I would vote keep for that. --Wfjeff 22:06, 27 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam- 1. Are you telling me that everyone of the 500 plus factories in Malton make booze?? 2. This is a apocalypse, not the industrial reveloution. --Officer Johnieo 23:59, 15 November 2006 (UTC)
    • Revolution!!! ;) -Certified=InsaneQuébécois 00:33, 16 November 2006 (UTC)
    • Viva la Revolution!! Jenx 21:56, 29 November 2006 (UTC)