Suggestions/17th-Jan-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.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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17th-Jan-2006

VOTING ENDS: 31st-Jan-2006

Timestamp map.cgi Pages

Whoops... I came up with a dupe. Apologies all around, and thanks to Signal9 for catching it. No thanks to Jak Rhee for the unnecessary personal slur, and his (albeit interesting) commentary on the educational system of Pennsylvania.

Now I just need to play this off as a "great minds think alike" thing :) --Intx13 06:12, 17 Jan 2006 (GMT)


Protect the Suggestion Template page

Removed suggestion, go here instead: Requests_for_protection --Brizth 07:56, 17 Jan 2006 (GMT)


Street Fighter/Martial Artist

Removed by author.

Profile Picture

4 Spams and it's gone. Immature people + pictures = bad combination. --Brizth 16:33, 17 Jan 2006 (GMT)


Wristwatch

Duplicate of Peer_Reviewed_Suggestions#Watches --Brizth 20:00, 17 Jan 2006 (GMT)


Lookout Posts

Timestamp: 19:59, 17 Jan 2006 (GMT)
Type: Fort improvement
Scope: Armouries
Description: As only one square in the fort complex is actually a building, the large building upgrade does not apply to it. What if, however, it did apply? Anybody, whether a survivor or a zombie will be able to view the rest of the fort whilst inside the armoury. This means that, as the entire fort takes up the screen, human defenders or zombie occupiers can get a heads up. So, basically, anyone inside the armoury can see anyone in the surrounding blank fort spaces.

Votes

  1. Keep - Author vote. I think it adds a very slight tactical edge to forts for both sides. -- Andrew McM 20:15, 17 Jan 2006 (GMT)
  2. Keep - Well, if the fort is basically just open space (which it seems to be) this makes sense. And I like the idea of people actively looking around. --Pinpoint 20:13, 17 Jan 2006 (GMT)
    • Re - Heh. I always thought of the open fort spaces as breached walls, fences and buildings. -- Andrew McM 20:17, 17 Jan 2006 (GMT)
  3. Keep - This would go nicely with other fort suggestions, and isn't overpowered. --Matthew Stewart 20:15, 17 Jan 2006 (GMT)
  4. Keep - This is the perfect fix for the fact that forts can't realistically be barricaded beyond VS (since free-running can't be used). It gives survivors a slightly better chance at defending forts, but doesn't change the overall challenge. And of all things, it's also realistic. A hearty keep from me. --Intx13 20:15, 17 Jan 2006 (GMT)
  5. Keep I like it! Makes sense and adds a tiny bit to the value of the fort. Well done! - Nicks 20:17, 17 Jan 2006 (GMT)
  6. Keep - Since there are only two forts/armories in Malton, making them more easily defensible doesn't seem too unfair. It's only unfair to the people who are right outside trying to break in at the time of the update. Plus it seems reasonable that a fort would be easier to defend than a mall or hospital. Or nightclub. Nathan DelMonaco 20:19 17 Jan 2006 GMT
  7. Keep - As long as it only affects vision (since the point of forts was that you can't freerun into them) --Signal9 20:25, 17 Jan 2006 (GMT)
  8. Keep - I think this is a good, balanced idea, to make forts worthwhile. Benpage26 20:30, 17 Jan 2006 (GMT)
  9. Keep - i'd still rather see any of these peer reviewed fort overhauls go into the game - but as long as these new fort suggestions aren't actually bad, i'll keep voting keep until something is added to make forts better than name only. --Firemanstan 20:42, 17 Jan 2006 (GMT)
    • Re Me too. Now that the large building upgrade has made shopping malls (quite rightly) weaker, forts need to be more defensible. I'm thinking of suggesting a massive overhaul to Forts quite soon. It involves, in no particular order, barricadible squares, infirmary, storeroom, lab, more descriptions, corner towers, gatehouse,this suggestion, etc, etc. It probably has less chance of getting through. :) -- Andrew McM 21:09, 17 Jan 2006 (GMT)
  10. Keep - Forts should be the highly defensive locations of the game as they are military forts. But since they offer very little in terms of searchable items, malls are still the best spots to find things. By making Forts the best places to wait out a siege it encourages survivors to pull a Helms Deep and run to the safe spot, rather than sit on the item farm all day. Better for Zombies, better for Harmanz. --Mekteef 21:46, 17 Jan 2006 (GMT)
  11. Keep - I approve of this suggestion. --Reverend Loki 22:00, 17 Jan 2006 (GMT)
  12. Keep - Forts do seriously need a reason to be held - at the very least, this would make it easier to do so.--Arathen 22:43, 17 Jan 2006 (GMT)
  13. Keep Yay. AllStarZ 22:50, 17 Jan 2006 (GMT)
  14. Keep- Yup fighting to keeps forts seem hardly worth it not to say do-able Drogmir 04:54, 18 Jan 2006 (GMT)
    • Tally -- 14 Keeps, 0 Kills, 0 Spam/Dupe. -- 09:55, 18 Jan 2006 (GMT)
    Keep - They should let you see 4 squares and double the range of binoculars if they are implemented. --Mr NoName - Like his other votes below. Voted after deadline. Velkrin 05:46, 22 May 2006 (BST)

Antidote Vial

Timestamp: 21:35, 17 Jan 2006 (GMT)
Type: Item / Balance change
Scope: Survivor
Description: Antidote is an item used to cure infection in a single use, it can only be found in Necrotech Labs and when used on other infected survivors, the administer earns 10XP. Using FAKs (First Aid Kits) no longer cures infection in a single use (perhaps multiple uses, say 3 FAKS?) The use of a FAK will hold off the HP damage caused by infection for 10 or 15 moves/action point usage (excluding speech) This would help balance up the NecroTech Lab Assistant character class, as one of the harder starting character classes because of their vunerability at lower levels. Because they start the game with the ability to identify NecroTech Labs. This gives them an advantage in being more likely to find antidote vials. But perhaps, to help balance things, restrict all characters to being able to carry a maximum of 5 Antidote vials or restrict the use of the DNA Extracter to one use per zombie. This should prevent NecroTech Lab Assistants in getting too much of an XP advantage. But would help their vunerability to attacks (infection in particular), if they can easily cure themselves.

Votes

  1. Kill - It's already good as it is, let's try and keep it simple. --Arcos 21:47, 17 Jan 2006 (GMT)
  2. Kill - Don't punish the players, finding new ways to do old things is bad, etc. --TheTeeHeeMonster 21:47, 17 Jan 2006 (GMT)
  3. Kill - Arcos beat me to it. --Poodge 21:48, 17 Jan 2006 (GMT)
  4. Kill - I like the flavor of having a special serum to cure infection - as it fits the genre (bandages never stop infection in zombie lore). However - this is overly complicated and would throw things wildly off balance. Let's just assume all FAK's in Malton come with the antidote... --Blahblahblah 22:02, 17 Jan 2006 (GMT)
  5. Kill - thats adding a whole lot of grief to the game just to make a class more attractive --Vista 22:03, 17 Jan 2006 (GMT)
  6. Kill - Infections are annoying enough without needing special serums to remove them. Instead of giving wierd new powers to the lab assistants... why not give them, say, knife mastery and a special knife called a scalpel? --Mekteef 22:16, 17 Jan 2006 (GMT)
  7. Kill No. AllStarZ 22:29, 17 Jan 2006 (GMT)
  8. KIllRhialto 22:35, 17 Jan 2006 (GMT)
  9. Kill - Overly complex, no need to have special inventory limit, and DNA extractors already only work once/zombie/24 hours.--Arathen 22:45, 17 Jan 2006 (GMT)
  10. Kill - Seems like you're doing something old in a new (and overly complex) way. Velkrin 23:24, 17 Jan 2006 (GMT)
  11. Kill - While I like the idea of making Infectious Bite just a little more dangerous, THIS suggestion is just too complicated. Lower the XP received for curing to 5 (like a FAK), no restriction on carrying (there isn't one on anything else, why here?),
  12. Kill - Isn't this a dupe? It's actually worst than the other similar suggestions I've seen about this... --McArrowni 02:42, 18 Jan 2006 (GMT)
  13. Dupe - Yes, it's a dupe. See both Suggestions/6th-Nov-2005#Antiseptic and Antiseptic's Dupe, Antibiotics. The current system works just fine. Leave it alone. Bentley Foss 04:37, 18 Jan 2006 (GMT)
    Dupe - And if I didn't see the link I would have introduced it to my good budy Spam. --Mr NoName 00:22, 1 Feb 2006 (GMT)
    • Final Tally - 0 Keep, 12 Kill, 1 Dupe- 17:32, 23 May 2006 (BST)

Will to Live

Removed by author after he realized he was suggesting something that already existed.