Suggestions/17th-Aug-2006

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A fine way to estimate barricade age

Timestamp: Ron Burgundy 04:39, 17 August 2006 (BST)
Type: flavor, ways to tell how active a suburb is, ways to amuse Ron Burgundy
Scope: {{{suggest_scope}}}
Description: Here's the plan: add a timestamp to all barricades and ranscaks in the game and add a sentence in the room description about the state of the barricade or ransackness.

If the barricade hasn't been brought below "quite strongly" in a day or two, it should appear dusty to survivors and should smell mildly of human to zombies. If it has stood for three or more days, it should appear very dusty and smell strongly of human. If it's been brought down and built back up, it should appear clean and smell strongly of humans. The opposite would hold true for ransacked buildings, which would appear dustier and more abandoned, depending how long they'd been ransacked.

I know, I know, the last thing you'd be doing in a zombie apocalypse is sweeping, but dust tends to settle when there are no people stirring it up and really abandoned buildings tend to be distinguishable from buildings with squatters.

This sort of thing would help people on the ground by showing them where the action is. It's also a fine way to measure whether or not something is barricade strafed (which is a problem, if you look at the suburb page and the difficulty pinpointing Ridleybank's danger level). What's more, it'd be a good measure of survivor or zombie effectiveness- and that's especially helpful to the zombies. They'd know which places they'd hit recently and which places have seen recent survivor activity. That can go a long way toward making more zombies, and I think we can all agree that the game still isn't balanced.

Votes

  1. Keep Author vote - Just setting the mood. --Ron Burgundy 04:39, 17 August 2006 (BST)
  2. Keep - I actually see no real issue with it saying how dusty it is. It adds to the flavor of the game I reckon. - Jedaz 04:49, 17 August 2006 (BST)
  3. Kill Comment - I'll change this to an official vote when my question is answered. Does it appear dusty days after it's been put and not taken down or does it appear dusty when humans have not stayed in it in days? Also does brief free running count? Because survivors can just run throuh the buildigns once a day to make them appear to be full of harmanz. Sonny Corleone WTF RRF ASS 05:22, 17 August 2006 (BST)
    • RE: Its dust rating is changed only when the barricade level is taken below "quite strongly" and put back up again or when the place has been ransacked for a long time. Running through doesn't change the level and neither does taking it down to "very strongly." Survivor presence has nothing to do with how the barricades look, as long as their level isn't being changed. It starts back up again at "not dusty" when survivors rebuild the barricade from "quite strongly" or lower. Hope that answers the question! --Ron Burgundy 05:33, 17 August 2006 (BST)
      From the way you're saying it it does not change the barricade strafe problem. Instead it punishes zombies for not being able to take down every barricade strafed building in a couple of days. Instead it should be used as a sign to tell if survivors have been in it recently for a certain amount of time. Sonny Corleone WTF RRF ASS 05:38, 17 August 2006 (BST)
      Nah, I think it'll do something for the barricade strafing thing by making it obvious if a building has been rebuilt recently without making things too dangerous for survivors, like saying "they've been here within the last 3 days" would. I mean, the latter would really do us harm- and a freerunner would make it moot pretty quickly. This will allow zombies to see whether and how quickly things are rebuilt and, therefore, the effectiveness of survivors in the suburb. That is, it'll allow them to see if people are strafing or if they're really there in force. If survivors are in a suburb in large numbers, zombies will spend too much time dead to knock down barricades as effectively and they'll all grow old. If a place is being straifed again and again, they'll all be new and it'll be pretty obvious that survivors don't have the manpower to take buildings and hold them. I think that comes as close to solving the problem as one can get without completely destroying the decoy building strategy. --Ron Burgundy 05:53, 17 August 2006 (BST)
  4. Spam - NO X-RAY POWERS. Youronlyfriend 08:39, 17 August 2006 (BST)
  5. Keep - Although mostly flavor, I could see that. And you would know if a horde passed recently, or if a barricading squad came. --Gold Blade 14:37, 17 August 2006 (BST)
  6. Kill - "If it has stood for three or more days, it should appear very dusty and smell strongly of human. If it's been brought down and built back up, it should appear clean and smell strongly of humans." - So what ever I do, it smells strongly of humans? Well it sucks anyway. --Niilomaan GRR! 14:47, 17 August 2006 (BST)
  7. Kill - The knowledge of which ones have been built up recently could pinpoint safe-houses, or it could indicate dummy barricades. It doesn't add anything tangible, and the flavour isn't amazing. --Burgan 15:05, 17 August 2006 (BST)
  8. Spam - This would act as the generator's light. If you are in a building with an old barricade, the building is empty. Otherwise the building is full of meal.--Thari T/C/TJ! 14:39, 17 August 2006 (BST)
  9. Kill - What Burgan said. --DirskoSM 15:40, 17 August 2006 (BST)
  10. Kill - I don't think dust collects that quickly. Plus why would a Zombie care. They aren't maids! --Officer Johnieo 15:50, 17 August 2006 (BST)
  11. Keep - and Johnieo, dust can collect that quickly, it's 70% dead human skin cells. --Kiltric 18:19, 17 August 2006 (BST)
  12. Keep Perfect, you did a better job with this that I did! It isn't an X-ray power because barricades are "outside" of the building (may be attacked from outdoors of the location), the zombies can't "see" anything inside, just determine to some degree the "age" of the barricade (I made a zombie skill called "scent sweat" which meant brand new barricades had a smaell. The timestamp is perfect, if noone has touched this barricade in a while, good indicator it hasn't been attacked/rebuilt in a long time, no recent activity or movement or scents, zombies shamble on in search of the living... It is implied by several scent skills that zombies are attracted by smells and noises (and even being in close proximity to the living) no living, they wander off. --MrAushvitz 19:10, 17 August 2006 (BST)
  13. Kill -Mr. A actually makes a point. Unfortunately, the wrong one. Barricades are built on the inside of the building, so how would ANYONE outside see how "dusty" it was inside? The mechanics of having to break down the barricade before one can open the door and go inside don't change that.--Pesatyel 03:46, 18 August 2006 (BST)
  14. Keep As I understand it: Humans see dust inside, Zombies on the outside smell the scent of the humans. David Malfisto 13:27, 21 August 2006 (BST)
  15. Keep - Ron's right here, no dust on the 'cades means they're fresh, but dust covers without the claw marks simply screams SLEEP HERE! Hell knows how annoying it is as a human to sleep by accident in a really important building, or as a zombie looking around for a nice, juicy harmanz steak. ---Captain Leah- 15:10, 22 August 2006 (BST)
  16. Keep - What ________ said --Rozozag 21:15, 23 August 2006 (BST)
  17. Kill - This is two suggestions, not one. (One for barricade age, and another for an interior description linked to ransacking. Why wouldn't a building that has been abandoned for ages, but not ransacked, and not barricaded, be dusty?) --Funt Solo 12:50, 31 August 2006 (BST)

No One At Home? Forced Entry Degrades Strafed Barricades

Withdrawn, also minor page cleanup... Rheingold 08:22, 18 August 2006 (BST)


Point Blank Shot (Re-vamped)

Timestamp: 19:42, 17 August 2006 (BST)
Type: Zombie Hunter Skill
Scope: Flare gun buff, outdoors vs zombies only!
Description: Point Blank Shot

Zombie Hunter Skill (survivors only), requires level 10+ survivor to purchase. Adds no benefits to your zombie character.

Game Mechanics:

  • You have the nerve, patience and experience to get in close with "hard hitting" weaponry almost "point blank" against a zombie! Your flare gun accuracy increases by 7.5% when you are facing 5 or less zombies at an outdoors location. At any time there are more than 5 zombies at your outdoors location, this bonus is suspended, until there are 5 or less again.

Limitations:

  • This skill only works (adds it's flare gun bonus to hit): Outdoors, when targeting a zombie, and only if it is a group of 5 or less zombies. This in and of itself is a "best case scenario" use for the flare gun, not so well suited for indoors use... unless it's all you have left.
  • This skill's benefit is suspended (does not apply this skill's bonus) whenever: You are firing on a human target with a flare gun, there are 6 or more zombies at your location (some entered your location, got up, etc), if you are currently hit by "tangling grasp." (The last is made for balance purpouses, allowing zombies a method of self defense, if they are actively attacking this zombie hunter!)

Why?

  • It makes sense, a skill that buffs the flaregun (under certain circumstances), but requires level 10+ to be able to do, that prevents abuse significantly. You might even "say" your flaregun is a "homemade flamethrower" if you wish.
  • This allows zombies to use "feeding groan" more often outdoors, as some higher level survivors may find themselves "zombie hunting" outdoors with their favorite "incineration headshot" weapon.
  • This isn't a defensive skill (like barricading, healing, etc) it's an offensive one, and brings the flaregun a little more "on par" with some weapons. It allows experienced players a more active role in controlling the standing/active zombie population, up to and including foiling barricade destruction via direct assault. "You just messed with the wrong safehouse, ya hear me?"

Votes

  1. Author Keep - Pretty basic. Flare gun has a buff for picking off small zombie groups outdoors, gives them another reason to mob up for safety, and tougher survivors to not take any crap from those "Z's" Go Ash! --MrAushvitz 19:42, 17 August 2006 (BST)
  2. Kill - Another survivor skill? Oh joy... Also it's bit too complicated. --Niilomaan GRR! 19:54, 17 August 2006 (BST)
  3. Spam - only a 7.5% increase? Can you say w-o-r-t-h-l-e-s-s?--GageASS 20:07, 17 August 2006 (BST)
    • Re - The flare gun does 15 damage (12 vs flak jacket), and it was never intended to be a "reliable" weapon. This skill at least gives you a method of using it more consistently. --MrAushvitz 20:15, 17 August 2006 (BST)
      • Re - I find those flare guns all over the place don't I? Nope. This is pretty useless.--GageASS 20:27, 17 August 2006 (BST)
        • Re - The origional creation of this weapon, and it's search chances have nothing to do with me, just making the flare gun a slightly less useless item.. more fun to the game and all that jazz. --MrAushvitz 20:15, 17 August 2006 (BST)
          • Re - I still debate why the flare gun is even in the game, so useless improvements to it are out of the question--GageASS 21:46, 17 August 2006 (BST)
  4. Keep - I'll humor you and give you a keep for the reason that this, although its nice, will never get implemented.--Canuhearmenow 20:11, 17 August 2006 (BST)
  5. Kill - After doing the math, this almost works. Currently, a maxed flare gun does an average of 11.25 damage per 5 flares. This changes it to an average of 16.875. Make it a 10 percent increase and this definitely has my Keep. --Gold Blade 20:14, 17 August 2006 (BST)
  6. Kill - "…and it was never intended to be a "reliable" weapon."-Aushvitz QFT, QED. --Burgan 21:10, 17 August 2006 (BST)
    • Re - Correct, I really don't want to buff it more than 7.5% with one skill.. it does too much damage, I can't do it! Not even me.. nein! NEIN!!! --MrAushvitz 21:15, 17 August 2006 (BST)
  7. SPAM - I also hate the flare gun --Thari T/C/TJ! 21:56, 17 August 2006 (BST)
  8. Keep - teer running down cheek why does everyone hate the flare gun but me! muffled sob --Officer Johnieo 22:13, 17 August 2006 (BST)
  9. Keep - Nothing more fun than hitting a zombie with a flare gun. --Darth Sensitive 23:10, 17 August 2006 (BST)
  10. Kill - The flare gun just doesn't seem to be designed to be an effective combat weapon to me. It's a signal, which can be used as a weapon, poorly. As much for the flavour of it as anything. I think it runs against the purpose to make it a more reliable weapon. --Rgon 03:37, 18 August 2006 (BST)
  11. Kill -This actually makes some sense. Using a flare gun at point blank range probably WOULD be easier to hit. Unfortunately, this just wouldn't do anything. 10% to hit? Why bother?--Pesatyel 04:07, 18 August 2006 (BST)
  12. Keep - it makes good sense, although, in all fairness, I doubt Kevan will implement it. I do hate seeing people vote spam because "I hate the flare gun" -Kiltric 07:40, 18 August 2006 (BST)
  13. Keep - Nice idea. My only suggestion is that if used indoors against more than 5 zombies, there should be some chance of hitting something. I have used one several times and more often than not, in a high zombie environment I don't hit anything. Muppetlord 13:03, 18th August 2006 (BST)
  14. Kill - As Gage. David Malfisto 13:29, 21 August 2006 (BST)
  15. Kill - I like the current flavour of the Flare Gun as an emergency backup that might just save your skin in a tight spot. --Funt Solo 12:54, 31 August 2006 (BST)

Necrotech Security

Timestamp: 20:51, 17 August 2006 (BST)
Type: New Science Character Class
Scope: The "rank and file" non-lab NT employees
Description: * This character class is intended to be the "flipside" of the millitary character class: "medic" in that the medic is a Millitary starting character who starts with a science skill. Whereas this starting character is a science class character who starts with a millitary skill.

Necrotech Security

  • Starts with the Basic Firearms Training Skill, a length of pipe (baton, huge flashlight, etc.), a pistol, and 2 pistol clips.

This character starts with basic firearms skill, but will have to spend more XP for it's millitary skills development.. and yet will be able to take full advantages of the science skills (Necrotech employment, and so forth.)

Background: This is the "less friendly" more "hands on" arm of the NecroTech company.. in many instances employed to be the "front lines" against zombie incursions into their valuable research, and to prevent the loss of lab findings before they are uploaded to the company database.

A typical NT Security uniform is usually consisting of a dark navy blue corporate guard uniform, with a "silver" NT badge. Their "rank" tends to be one based on their current employment position and salary, rather than millitary or police ranking based on years of service and accomplishment. Many NT security rise in the ranks based on who and what they know, and can exploit, as opposed to lifetime achievement, but there are exceptions.

Many NT security forces are former "rent-a-cops", young thugs and criminals, and inspiring conspirators who were "normal" citizens of Malton prior to the outbreak. Many of which hope a connection to the NT company may save them from the ultimate fate of Malton.

Malton's police forces and NT Security don't usually get along so well.. but at times they do have "official" and "unofficial" ties, primarily because they need one another more than either side would admit.

Votes

  1. Author Keep - I just had to add a little of the "Company Geshtapo" to the feel of Malton, forgive me! Cool class though, allows for a crossover in the same way the Medic does! Take all the DNA samples you need, keep your gun handy, beat people who ask too many questions. --MrAushvitz 20:51, 17 August 2006 (BST)
  2. Keep - Not entirely sure what to make of this, but I have nothing against it! - HerrStefantheGreat 21:10, 17 August 2006 (BST)
  3. Kill - No, you should take away the pistol and clips. Otherwise this almost nerfs the cops. Good idea though. --Gold Blade 21:12, 17 August 2006 (BST)
  4. Kill - As a shady business NT would need to get it's hands dirty. Change it to a knife and knife combat skill, this a) gives them a use and b) makes it more in keeping with the 'thugs and criminals' side. Though kinife combat might need to be changed a little to stop this being too hard to level up with. --Preasure 21:30, 17 August 2006 (BST)
    • Re - So.. change the guard into a really weak version of the fireman, who uses a knife, a NT guard who shanks people. I don't feel like getting autospammed today, let's be "game applicible" here. Being a guard is all about clubbing the people.. Shooting the Z's. I can change the lead pipe into a baseball bat, same thing. The point of this is to have a science class character who starts with the firearm skill... different niche' entirely from the other characters. Very different from the police character (well unless it's a corrupted one, then they're a lot alike) --MrAushvitz 00:42, 18 August 2006 (BST)
  5. Kill - Geeks with guns... Hehheh. I'd still kill it. --Niilomaan GRR! 21:33, 17 August 2006 (BST)
  6. Kill - Change it like Preasure said and I'll vote keep. (Hmm, a Scientist class that can fight)--Canuhearmenow 21:52, 17 August 2006 (BST)
  7. Kill - change to Preasure's idea OR take away the pipe, but keep the gun --Officer Johnieo 22:30, 17 August 2006 (BST)
  8. Kill - At least don't start them with the extra ammo. Doesn't make sense to have them armed as well as the private class. Maybe give them an empty pistol. A little sly humour on the Rent-a-Cop idea doesn't hurt, right? --Rgon 03:23, 18 August 2006 (BST)
  9. Kill -Too much starting equipment.--Pesatyel 04:10, 18 August 2006 (BST)
  10. Kill - Change it to the pipe,pistol (6 bullets) and no extra clips to get my keep.Youronlyfriend 06:07, 18 August 2006 (BST)
  11. Kill - too powerful, just take something away, pistol or the baton, whichever. --Kiltric 07:43, 18 August 2006 (BST)
  12. Kill - No, it just wouldn't work--Some guy 17:43, 31 August 2006 (BST)

Ordnance

Timestamp: 22:09, 17 August 2006 (BST)
Type: New Millitary Skill
Scope: The ammunion finding equivilent of "bargain hunting"
Description: This skill is meant to be a more advanced knowledge of Ordnance, and to some degree Ballistics, and ammunition storage. In this game's application it means your character has advanced knowledge of ammunition for firearms and where best to find them throughout Malton. Not just what building to search in, but how to find what you're looking for more accurately (ledgers, reading ammunition boxes, shipping manifests, finding the right key for the heavily locked storage rooms, etc.) And in many instances piecing together "single" rounds scattered around to make a full "clip."

This is the ammunition finding equivilent of "Bargain Hunting."

Ordnance Appears on Millitary skills tree as a sub-skill of "Basic Firearms Training", adds no benefits to your zombie character.

Your character is very well suited to finding the correct kind of ammunition, in less time. All ammunition related searches are increased by 15% in malls, 25% in police stations and armouries, and 50% in junkyards and any "other" location where ammunition finding is possible (even if not yet known.)

  • This skill improves your search %'s for finding ammunition only, it does not replace existing search %'s with ammunition or anything of the sort... although you will be less likely to "find nothing" using this skill.
  • Yes, this skill does stack with "bargain hunting" meaning if you are searching in a mall gun store, and have both skills they add up to +40% for ammunition searching and +25% everything else. (Mall gunstores are already "safe" sources of searching, all things considered.)

Intentions: This skill, in and of itself does nothing to make you any more effective in combat, but it can save you some AP wasted on ammunition searching. It will also cut down on the frustration associated with having so many extra weapons in your inventory, only to drop many of them later after being emptied.

Votes

  1. Author Keep - I find it is needed, and yet another reasonable skill that buffs the millitary and police characters. Whom, without ammo, their survival chances drop significantly. http://en.wikipedia.org/wiki/Ordnance I did some research, just for yuks. By the way, the % increase is compared to the origional value... for example junkyard 1% (+50%) = 1.5% okay, okay? not 51%! --MrAushvitz 22:09, 17 August 2006 (BST)
  2. Kill - Searches are more than plentiful as-is YbborT 22:11, 17 August 2006 (BST)
  3. Kill - an extra 50% in junkyards? WTF? this is WAY overpowered! --Gold Blade 22:12, 17 August 2006 (BST)
    • Re - 50% better at finding ammunition in junkyard only. --MrAushvitz 22:16, 17 August 2006 (BST)
  4. Kill - Try limiting it to PDs and Armouries, malls don't need a buff. --Burgan 23:02, 17 August 2006 (BST)
  5. Kill - You got it all wrong! The whole point of guns is that you have to waste time searching for ammo! This would make guns so much better Ap wise that no one would ever use anything but a pistol! Plus malls are already over powered you don't need to add to THAT problem! --Officer Johnieo 23:04, 17 August 2006 (BST)
    • Re - Can do, only gave a slight bonus to the malls anyways. Can easily be removed and not missed. Otherwise it does seem reasonable. --MrAushvitz 00:47, 18 August 2006 (BST)
      • Re - True. What if you raised the Fort find rate too. Since they should have a lot of weapons. Also this could (??) be a Zombie Hunter skill. --Officer Johnieo 00:50, 18 August 2006 (BST)
    • Re - I suppose, a level 10 requirement would be a kick in the jimmies to lower level characters. Then again joe shmoe on the street probably doesn't know how to handle and take apart 15 different kinds of firearms. --MrAushvitz 04:17, 18 August 2006 (BST)
    • Re - how about this: It adds 0% to malls, 25% in PD's, 35% in Forts, and 30% in Junkyards. These aren't concrete, just trying to give you options. --Officer Johnieo 04:30, August 18 2006 (BST)
  6. Kill - Ammo is already easy enough to find. And that 50% increase in other locations, I understand what you're trying to do, but that's crazy overpowered. --Rgon 03:27, 18 August 2006 (BST)
  7. Spam - unsalvageable. Completely unsalvageable. --GageASS 03:45, 18 August 2006 (BST)
    • Re - It would seem we are discussing how to salvage it, with what is more acceptable in game terms. If it was in the game, I'm sure you'd probably use it, eventually. --MrAushvitz 04:19, 18 August 2006 (BST)
      • Re - I think everyone would use it. Too much. if the search rate in a junkyard is even 1% suddenly it jumps to 51%? No way, that is better than a mall--GageASS 04:55, 18 August 2006 (BST)
    • Re - Dude, +50% of 1%= 1.5%. --MrAushvitz 04:17, 18 August 2006 (BST)
  8. Kill -No malls. How does this interact with "other" items found at those locations? You might do better to make it possible, instead, to find ammo in "non-ammo" locations (ie. places you wouldn't normally find ammo).--Pesatyel 04:12, 18 August 2006 (BST)
  9. Kill - it's good, just needs some work, make the changes Johnieo suggested and I'm in. --Kiltric 07:46, 18 August 2006 (BST)

Reinforce barricade communication

Timestamp: 23:20 17 August 2006 (BST)
Type: Improvement
Scope: All buildings with barricades
Description: When barricades are reinforced, a line should appear stating who reinforced them, when, and to which level, QSB, EHB etc. So when you log in, you can immediately see who has been altering the barricades. Extremely important as survivor groups are having problems with humans changing barricade levels, making entry points disappear and leaving survivors stranded out in the open. This way we will know who changed the barricade levels and chase them out of the suburb.

Votes

  1. Kill - Creates too much spam! --Burgan 23:40, 17 August 2006 (BST)
  2. Dupe - Dupe a hundred times over. Someone else can provide the link. It still sucks because of the Spam factor. --Mookiemookie 23:42, 17 August 2006 (BST)
  3. Spam - Most likely a dupe too. --Niilomaan GRR! 23:56, 17 August 2006 (BST)
  4. Spam - I've said it once and I'll say it again (actually this is the first time). Spamatize it Captain! --Officer Johnieo 24:35, 17 August 2006 (BST)
  5. Kill - As idiotic as this may sound... I think this gave me a good idea... what if you could tag a barricade from the outside? The tag is lost when the barricade is breached, but still... gives you another place to tag. --MrAushvitz 00:49, 18 August 2006 (BST)
  6. Spamtastic - and probably a dupe. --GageASS 03:30, 18 August 2006 (BST)
  7. Spam - This would create a ton of spam, and hey, part of the fun is that you don't get a complete read out with detailed info on everything about everything that goes on. --Rgon 03:31, 18 August 2006 (BST)
  8. Dupe -In addition this, this, this, this, this, this, this and about four others that were spammed/duped out (so no links).--Pesatyel 07:29, 18 August 2006 (BST)
  9. KILL KILL KILL KILL KILL KILL KILL KILL KILL SPAM DUPE KILL KILL SPAM DUPE KILL - thats a kill by the way Blazefire 08:48, 18 August 2006 (BST)
    Invalid vote struck --Matthew Fahrenheit YRC | T | W! 09:42, 18 August 2006 (BST)
  10. Dupe - As above. David Malfisto 13:31, 21 August 2006 (BST)

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