Suggestions/16th-Jul-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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Looting

Timestamp: 06:48, 16 July 2006 (BST)
Type: Skill
Scope: Survivors, Civilian
Description: At first you were safe in the malls, huddled with your companions for safety. But the malls fell, and your allies perished. At last you were alone, wandering through abandoned suburbs. Fending for yourself, doing what you needed to survive.

Subskill of Shopping. A survivor with the Civilian skill Looting is hardened, used to being isolated, and self-sufficient. When in a building that is entirely unoccupied, by either zombies or other survivors, they gain a 10% boost to their search rates. This does not stack with the bonus generators provide or with Bargain Hunting. This skill is useful for the lingering survivors in suburbs that have been wiped out, and for those migrating through desolate areas.

Votes

  1. Keep Author vote. Useful in the less populated suburbs, or recently demolished suburbs, and encourages survivors to spread out. --Jon Pyre 06:48, 16 July 2006 (BST)
  2. Kill - I agree with Bob. Also, what happens if the building is ransacked? --Matthew Fahrenheit YRC | T | W! 06:51, 16 July 2006 (BST)
    • Re If the building is ransacked they still get the 10% bonus, but also suffer whatever penalty ransack gives. Although since the building is unoccupied anyway they should just repair it. --Jon Pyre 07:19, 16 July 2006 (BST)
      • Re - It's ok, but when survivors are alone they spend all their AP moving and/or barricading, not searching. I mean, they may be hardened and isolated (trenchies, ha!), but they're not crazy. --Matthew Fahrenheit YRC | T | W! 07:26, 16 July 2006 (BST)
  3. Kill - I don't know, although survivors do need a boost with-in the next few weeks I don't belive that this is it. This skill would be practialy useless I reckon because most resource buildings are usualy occupied and other buildings wouldn't give you what you want as easily. - Jedaz 06:55, 16 July 2006 (BST)
  4. Kill - I think this has potential, but as Jedaz noted, wouldn't be very useful -- and where it would be useful, it might be overpowered. As they say, no stopgap balancing measures. Perhaps let there be no more than 10 people in a building, and lower the boost to 5%. –Bob Hammero ModTP! 07:03, 16 July 2006 (BST)
    • Re Perhaps this should be more powerful but it isn't intended as a stopgap. There will always be overrun and abandoned suburbs. That said, making it work for small groups of people isn't a bad idea at all. --Jon Pyre 07:20, 16 July 2006 (BST)
  5. Keep - I like it, but please explain how it wouldn't stack with any other search bonuses. You mean that having any other bonuses, like being in a powered building, would nullify this effect entirely? --Kiltric 10:56, 16 July 2006 (BST)
    • Re It would nullify it if the bonuses you receive are equal to 10% or greater. Otherwise if you had a 5% bonus Looting would bring it up to 10. --Jon Pyre 16:17, 16 July 2006 (BST)
  6. Keep Doesn't stack with other bonuses? Then it's ok I guess. Rheingold 12:00, 16 July 2006 (BST)
  7. Keep - Will encourage survivors in isolated areas. As the game is now, there are huge areas where the only way to gain XP is for the zombies to cannabilise each other because only insane survivors stay there, and they don't last long --Boxy 13:49, 16 July 2006 (BST)
  8. Kill - Powered searches is already unbalanced. Sonny Corleone WTF 16:18, 16 July 2006 (BST)
  9. Kill - Seems like a way to easily get around the effects of ransack, and thus nerfs that skill. --Ember MBR 16:21, 16 July 2006 (BST)
    • Re It only works when there are no zombies present. Ransack requires zombies be present. --Jon Pyre 16:54, 16 July 2006 (BST)
  10. Kill - I don't get the in game justification, why would being used to being alone make a survivor more successful at searching.--The General-W! P! Mod20:08, 16 July 2006 (BST)
    • Re Less interference. When's it easier to shop at the mall? On an ordinary weekday or Christmas Eve? It's also easier to loot when you aren't competing with anyone. --Jon Pyre 23:01, 16 July 2006 (BST)
  11. Keep - If you don't think this is useful, then spend time in Kempstarrrbank. David Malfisto 20:20, 16 July 2006 (BST)
  12. Kill - Ditto with The General. Thari 21:16, 16 July 2006 (BST)
  13. Keep -As with David. I've spent time in Kempsterbank and places like it. --Grigori 21:37, 16 July 2006 (BST)
  14. Keep - Would encourage survivors to move around a bit --Gene Splicer 22:05, 17 July 2006 (BST)
  15. Keep - People may be having balls in their malls and stadiums, but we back-alley suburbanites know how hard it can be to make do in barely populated suburbs. I agree with the above. --Kenny Matthews 07:37, 22 July 2006 (BST)
  16. Keep - It makes sense for survivors not to steal in front of other survivors. Plus, it gives people a chance to grab stuff they have trouble finding in a suburb where generators are frequently GKed. --Marcus Payne 00:51, 26 July 2006 (BST)
  17. Keep - RP reasoning needs a bit of a tweak, but I'm not going to kill your idea for it... Keep --Adrian 19:03, 26 July 2006 (BST)
  18. Keep - Helps with not needing a generator to find a generator. --Max Grivas JG,T,P! 19:34, 26 July 2006 (BST)
  19. beer - i propose a toast to all idiots who think this is a usefull skill!! *clanks* now i must shoot you all!! in closing, this idea is stoopid --Poopman9
    • Invalid vote. --Brizth M T 19:09, 28 July 2006 (BST)
  20. Keep - i think this would spread out survivors, which is dangerous, but needed right now. Also, this could help sum1 who needed to flee from a mall seige or something. (The zeds are w8ing for every1 to retreat to caiger, and then kill us all!!) SDorry for the bogus vote --Poopman9 15:31, 29 July 2006 (BST)
  21. Keep - I see this as a benifit to both zombies and to survivors. For the survivors, it encourages them to sperad ou and be more active, so that they can get more stuff. For zombies, it helps by giving them easier targets, so they dont die when they try to go in a buildin caus theres like 100 survivors sitting there. --Gold Blade 22:50, 29 July 2006 (BST)
    • Tally 13 Keep, 7 Kill, 1 Beer, 20 Valid votes, 21 votes in total. --Xoid 07:17, 6 August 2006 (BST)

Light!

Timestamp: 07:09, 16 July 2006 (BST)
Type: Skill/Improvement
Scope: Survivors
Description: Attention: In order to aid its operations the military has restored light to Malton, transferring power from outside the city. The restored circuits do not include buildings and generators will still be needed for the time being.

Generators are currently counter-productive, providing few benefits and immediately alerting zombies to your location. Considering that decoy barricades are difficult to set up now due to the recent ransack upgrade using power turns any building into a deathtrap. The new semi-restored power grid would allow for hiding once more.

One building in each suburb would become a power substation. This would just add a line to the description of the building inside and out saying something like "The wall bears the logo of Malton Electric." Inside the building would be a transformer, which would have the same durability as a generator. However the transformer is part of the building and is never deleted but merely broken and inoperative. If the building is not ransacked it could be repaired by survivors with a new science skill, Engineering, for the cost of 10AP. This would require the player have wirecutters in their inventory (to cut new lines to replace those damaged).

When the transformer is repaired it powers the street lights in every square of the suburb. This is visible by a one line addition to the area description. The additional lights serve to mask the few bulbs turned on inside buildings. When the suburb's transformer is fixed you cannot tell if a building is powered from outside. This would be a useful boon to survivors but hard to maintain as you'd have to keep control of a single specific building. It should make for some fun battles, and be more worthwhile than powering phone masts.

Votes

  1. Keep Author vote. This is a useful and balanced game mechanic meant to make power usage non-suicidal now that the distributed defense strategy has been taken away. --Jon Pyre 07:09, 16 July 2006 (BST)
  2. Kill - Does it give the benifits of powered searches or does it just change the descriptions of the buildings? Either way I'm voting kill either way because it's either overpowered or underpowered. - Jedaz 07:14, 16 July 2006 (BST)
    • Re It does not give the benefits of powered searches because the lights are only outdoors. All it does it change the description of outdoor squares. --Jon Pyre
  3. Kill - Ok, this have no sense now. If this powers the street lights, nobody will confuse them with the lights from INSIDE the building. And if it powers some lights that the building has and magically don't affect searching, why it doesn't power the inside lights? Were the electricians clueless and connected them to some other power plants? --Matthew Fahrenheit YRC | T | W! 07:16, 16 July 2006 (BST)
    • Re A lighted window is more visible in a dark city, like a candle in your basement. The same candle is hardly noticeable in the middle of the park on a sunny day. In a city that has three street lights blasting on every street a few lit indoor bulbs aren't so obvious. --Jon Pyre 07:26, 16 July 2006 (BST)
  4. Kill - In my experience, they may be less obvious, but they're still pretty obvious. And what about during the day? --Rgon 07:30, 16 July 2006 (BST)
    • Re I figure since Malton has no day/night schedule, and lights are noticeable all the time, the benefit of additional light would also be constant. --Jon Pyre 07:36, 16 July 2006 (BST)
  5. Kill - The fact that the transformer can never be destroyed completely is what kills it for me. I think a better idea would be if the transformer were something that had to be "built," by having 5 people present, each with a generator, and each having to expend 5 AP (25 AP total cost). Otherwise, I could easily see all of the popular suburbs turning into mini Caigers, and the zombies being forced into only the less-popular suburbs. –Bob Hammero ModTP! 09:21, 16 July 2006 (BST)
    • Re The transformer isn't so much an item as it is an immense construct that takes up a room of the building. Using generators to fix it is like using parts from a car to fix a battleship. I figure the onus of searching isn't necessary, the real struggle should be who has control of this building. --Jon Pyre 16:21, 16 July 2006 (BST)
  6. Kill - come back with a revision, I like this, but please elaborate on what kind of damage system would apply to the transformer, and maybe just make the probability of a zombie seeing activity in a building be cut to 50-50, since it is possible they would notice, but less likely. --Kiltric 10:59, 16 July 2006 (BST)
  7. Kill you're replacing the current disadvantage of powered searches (building is conspicuous) with another disadvantage (must control and maintain suburb substation). Rheingold 11:37, 16 July 2006 (BST)
    • Re Exactly. This isn't a freebie. --Jon Pyre 16:25, 16 July 2006 (BST)
  8. Keep - Good idea, that will encourage co-operation to keep a central building (I suggest the phone mast, which doesn't seem a priority now, be used) barricaded and repaired. This also gives another building for the zombies to concentrate on in their efforts to take a suburb -- Boxy 13:57, 16 July 2006 (BST)
  9. Kill - Stupidest thing since Greedo shooting first. Sonny Corleone WTF 16:19, 16 July 2006 (BST)
  10. Kill - You say generators provide few benefits and turn lit buildings into deathtraps; I say they provide massive benefits and have nearly no disadvantages. I disagree with your premise, and thus don't think this is needed. --Ember MBR 16:25, 16 July 2006 (BST)
    • Re Except for the search bonus generators provide no real benefits. Making syringes at the cost it takes to find one? Telling zombies everything you say on the radio? And the search bonus is very small and I haven't noticed any difference. That's what power does, it gives survivors some toys that don't really help them survive and marks their building as the #1 target. --Jon Pyre 16:56, 16 July 2006 (BST)
      • Re - Just as an example, the MBR on the pistol jumped from 1.22 to 1.71 following powered searching. Generators gave humans an attack as efficient as the zombie's claws, whereas before searching provided a real check on firearms. It used to take me 3 days to restock ammo; now it takes one. --Ember MBR 18:55, 16 July 2006 (BST)
  11. Kill - powered search bonuses are nothing? I think it's huge--Sig.PNGtalk 17:46, 16 July 2006 (BST)
  12. Keep - Makes sense. Good flavour. Well balanced. David Malfisto 20:24, 16 July 2006 (BST)
  13. Keep - Been waiting for something like this. --HighlandZHunter I.U.S.S 12:11, 24 July 2006 (BST)
  14. Kill - Started out fyne, got worse as it progressed... Grab the power-station repair idea, and invent somethign out of it, that had potential... sorry but the rest made no sense...--Adrian 19:06, 26 July 2006 (BST)
  15. Keep - Simple burb oriented goal. --Max Grivas JG,T,P! 19:38, 26 July 2006 (BST)\
  16. I h8 Cats - i really do!! they tried to steal my pizza once!! --Poopman9
    • Invalid vote. --Brizth M T 19:09, 28 July 2006 (BST)
  17. kill - This is nerfing a disadvantyage with another one. Not needed, even though the power station repair part was ok --Poopman9 15:32, 29 July 2006 (BST)
  18. Kill - I am a bit mixed about this, but im leaning twords no. It just makes it too hard for zombies. Also, the transformer semms like more trouble than what its worth. going a bit off but still staying on, why would the military decide to power the streets and leave the buildings? --Gold Blade 22:44, 29 July 2006 (BST)

Advance NecroNet Training

Withdrawn by author, I can't belive that I forgot to add in where it would be located on the skill tree. Will re-submit tomorrow. - Jedaz 11:55, 16 July 2006 (BST)


Estimate Occupants Of Other Corners Of Large Buildings

Withdrawn in favor of other suggestion with exact count. Rheingold 01:26, 18 July 2006 (BST)


Maggot Plague

Spaminated with 7/7 spam votes. Most users did not undertand what the suggestion was trying to get at--Sig.PNGtalk 19:08, 16 July 2006 (BST)