Suggestions/18th-Apr-2007

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Net

Withdrawn to talk page - Fuster 00:21, 19 April 2007 (BST)


Electrician Skill: Wirecutter Use

Timestamp: Jon Pyre 11:02, 18 April 2007 (BST)
Type: Skill
Scope: Survivors
Description: Here's an idea for a use for wirecutters. First off, add a street lamp to all street squares. It would have two conditions. Either on: "A lit street lamp is here" or off: "A dark street lamp is here". A lit street lamp gives survivors +10% accuracy on their attacks in that street square. It doesn't provide any benefit to the squares around it.

The city grid is off but survivors can light up the lamps by running cables from generators in adjacent buildings. You'd need to find a new item in factories, warehouses or hardware stores: "electrical cable". Just go in any building with a generator that has an adjacent street square, select on your wirecutter's new drop down menu the direction of the street square (N, W, S, NW, etc) and for 5AP the wiring will get used up and you'll move from the building to the street square of your choice. The lamp will now have a new description: "A dark street lamp is here. A cable runs to it from the building to the north." Inside the building you'd see "A generator has been set up here. A cable runs from it to the south." A lamp can have multiple cables running to it, one from every building it is next to, and a generator can have cables running in multiple directions.

If any one of the generators connected to the lamp is fueled the lamp is on. If none are running, or the lamp isn't connected to any generators at all then it is off. If a generator is destroyed the cable between it and the lamp is also destroyed and removed from the descriptions. Cables can't be attacked, to sever that link to the streetlight you have to destroy the generator it comes from.

Lighting street squares would be a useful activity in the case of revive points. Revive points are the one outdoor location a survivor need fight in for reasons other than xp gain. This would be a useful buff for scientists, and increase the level of strategy and coordination to maintain a revive point. Zombies outnumber humans now but of course to balance this out they might need another buff or skill.

Using wirecutters and cabling in this way should require a civilian Electrician skill.

Keep Votes
For Votes here

  1. keep/change - I like it, i think 5% and for firearms only would be better, it does needs to be more visible but otherwise a good idea. --Honestmistake 18:21, 18 April 2007 (BST)

Kill Votes

  1. Kill\Change I'm sorry but giving an extra 10% to attacks is just way too overpowering. For flavour purposes I like it, and congrats for trying to come up with some use for those bloody wirecutters. The streets of malton are clogged with huge piles of the discarded damn things.--Seventythree 11:10, 18 April 2007 (BST)
  2. Kill - First, there isn't all that much trouble as is to kill zombies with brain rot at revive points; this suggestion would more likely result in people "xp farming" the revive point than any meaningful benefit. Second, Zombies apparently have visual ability equal to survivors; why do they not get the same bonus from the same source as (say) a fireman using an ax would? Third, this seems to ignore the large ball of light in the sky we primitives without electricity call "the sun"; it already lights up most streets fairly well for many hours each day. Fourth, revive points should be indoors, where you can already have electric lights and yet get no attack bonus for it. --S.WiersctdpNTmapx:oo 12:35, 18 April 2007 (BST)
    • Re Survivor attacks normally require more precision. A bullet or even a swung axe has a smaller chance of connecting than a swinging arm. That's why sight should make more of a difference for them. Also zombies seem to rely at least as heavily on scent. --Jon Pyre 14:07, 18 April 2007 (BST)
  3. Change - 10% is too much, especially considering that there's no day/night cycle. Also, why can't the cables be attacked? And shouldn't the square light up, so that it can be seen, just like a lit building is? Honestly, I really don't see this working without a day/night cycle - and even there, that's tricky to implement because of the time zones thing. I disagree with Swiers, though - killing zombies outside is stupid if you have maxed out skills - but otherwise it's not stupid at all. --Funt Solo Scotland flag.JPG 12:37, 18 April 2007 (BST)
  4. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:28, 18 April 2007 (BST)
  5. Kill - A 10% attack bonus is a little too much and it doesn't really make sense that the cables can't be destroyed. --ZombieSlay3rSig.pngT 13:45, 18 April 2007 (BST)
  6. I would vote keep, but... It's incomplete. Just specify the search rates/encumbrance for the cable and I'll vote keep. Rotters can disrupt revive queues way too easily (they can make someone waste 60+ AP just by standing there!). This won't solve the problem, but it will reduce it's effects. And you might want to make the street squares visible on the map in the same way that a powered building is (it's not like people won't be able to tell the difference, since you can't set up generators in street squares). --Reaper with no name TJ! 15:55, 18 April 2007 (BST)
  7. Kill - This is garbage. This just buffs trenchies (now 10% more useless!), which (a) encourages moronic survivor play, making things too easy and boring for experienced zombies, (b) annoys newbie zombies, the only ones that really suffer from trenchies, and (c) doesn't actually do anything strategically significant for either side. --Mold 18:19, 18 April 2007 (BST)
  8. Kill - I like this suggestion, but there are a few issues, as mentioned above: it should affect zombies as well, needs search rates / encumbrance, street name should be lit up (like buildings) to show that it is powered. I think 10% is fine and I like how cables can't be attacked, it encourages the zombies to attack the adjacent buildings. Perhaps it could cost 5-10 AP to set up the cable since its a little more work to wire a cable from a generator to a street lamp a block away than it is to just set up a generator. --Gm0n3y 20:40, 18 April 2007 (BST)
  9. "Zombes are the majority" is a weak argument. But I digress. 10% is too much. Does that mean survivors would have a PENALTY if the lights are off? And what about zombies?--Pesatyel 04:30, 19 April 2007 (BST)
  10. Kil As above. --User:Axe27/Sig 05:47, 28 April 2007 (BST)

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Something about the encumbrance thingy in the tips

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 18 April 2007 (BST)
Type: More tips for the newbies!
Scope: Survivor and zombie newbies!
Description: When my friend started playing UD yesterday, he had no clue of the encumbrance thing, how much each item takes up, and stuff of the like. What I suggest is adding something about the encumbrance system in the tips. Simple enough.

Keep Votes

  1. Yup. I'll vote kill for my own suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 18 April 2007 (BST)
  2. Keep - Sounds easy enough. The tips should also be put in newspapers too, if they aren't in there already. --ZombieSlay3rSig.pngT 13:47, 18 April 2007 (BST)
  3. Keep - Anything to help the poor newbies! --Ducis DuxSlothTalk 14:45, 18 April 2007 (BST)
  4. Keep - I would say that it's incomplete due to how non-specific it is, but since the suggestion itself is really nothing more than a flavor change (and these kinds of general flavor changes don't really need to be specific), it's good enough for me. --Reaper with no name TJ! 15:57, 18 April 2007 (BST)
  5. Keep - Sounds sensible. --Black Mask 17:31, 18 April 2007 (BST)
  6. Keep - This suggestion is pretty vague but I agree with it regardless. UD is viciously newbie-unfriendly, helping them get along rather than quitting in frustration is a Good Thing. Info helps. --Mold 18:22, 18 April 2007 (BST)
  7. Keep - Mold said it well, the game could certainly be a little friendlier about many things, this among them. Mr Bound 19:01, 18 April 2007 (BST)
  8. Keep - Just keeps the tips up to date I guess. I don't recall, but does UD even have a beginner's guide? If not, that is definitely needed. --Gm0n3y 20:43, 18 April 2007 (BST)
    That would be my HelpBook suggestion that hasn't been implemented... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:52, 19 April 2007 (BST)
  9. Keep Not fair if new players don't know the rules.--Seventythree 22:41, 18 April 2007 (BST)
  10. Keep -small and helpful --Vista 09:24, 19 April 2007 (BST)
  11. Keep Vote changed due to answer given below. - BzAli 11:10, 21 April 2007 (BST)
    Keep Ha ha, I can see this working out. As soon as newbies spawn, "You find a small pamphlet blow by your feet. It says, "Zombie Survival - For That Up-and-Coming Zombie Apocalypse we Know is Going to Hit - By Kevan." you open it up and read whats inside..." - Heavy DDR 08:09, 7 May 2007 (CEN) Vote posted past deadline. --ZombieSlay3rSig.pngT 00:12, 12 May 2007 (BST)

Kill Votes
??? Are we talking about the newpaper stories/tips here? - BzAli 15:16, 19 April 2007 (BST)

Uh...no. I'm talking about the tips newbies get when they first sign up. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:03, 20 April 2007 (BST)
In which case I'll change my vote. Now done. - BzAli 11:10, 21 April 2007 (BST)

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CCTV revision 1

Timestamp: Seventythree 22:45, 18 April 2007 (BST)
Type: New Static Item
Scope: Survivors
Description: Ok, revised version of CCTV cameras. Found in mall tech stores 3% of the time, police stations 2% of the time and at warehouses 1%. They take up the same encumbrance as radios and consist of 3 cameras and a monitor. These cameras can be destroyed by people outside by selecting attack cameras from the attack menu. Being fragile, cameras are destroyed by a successful hit. There is a 10 % chance of hitting a camera, and once hit and destroyed the number of cameras remaining is displayed in brackets next to the attack cameras selection. (for example Attack: cameras (2 remain)) When placed in a powered building (which takes 5AP and also sets up the cameras as well as the monitor) it creates a new button next to the broadcast button. Clicking on this button costs one AP and will display a message based on how many players are outside the building. Due to the crappy nature of the cameras and monitor it is impossible to tell weather the players are zombies or survivors, or, indeed exactly how many players are out there. The message would also state how many cameras are still operational. The message would look like this.

There are (1, 2 or 3) cameras still operational. Peering at the grainy pictures on the monitor you can detect roughly 10 to 20 indistinct figures outside

The number displayed would work like this. 1 outside - There is one Indistinct Figure outside

2-10 Outside There are a handful of Indistinct Figures outside

10-20, 20-30, 30-40 there are 10-20 (or 20-30, or 30-40) Indistinct Figures outside

40 plus There are too many indistinct figures outside to count.

The monitors set up in buildings are destroyed by ransacking and can be attacked and destroyed the same as radios. If the monitor goes, so do the cameras. If the cameras go, the monitor does too.

Keep Votes

  1. Author KeepHope this clears up some of the problems. Thanks for reading.--Seventythree 22:45, 18 April 2007 (BST)
  2. Keep/Change - I think the to hit should be whatever it normally is for the weapon type, and that zombies should get XP for smashing each camera. Otherwise, the limits on numbers viewed, and the high set-up cost out-weight the issues of X-Ray vision. --Funt Solo Scotland flag.JPG 22:58, 18 April 2007 (BST)
  3. Keep - Personally I'd prefer first one for simplicity, but I like this one fine too. --S.WiersctdpNTmapx:oo
  4. Keep - Looks even better and I voted keep last time if my memory serves me right. --Heretic144 23:36, 18 April 2007 (BST)
  5. Keep - Assuming this gets destroyed by ransack, this sounds good. I would use the same 1/2 regular hit % as generators though, for simplicity sake. --Gm0n3y 23:56, 18 April 2007 (BST)
  6. Keep - Yeah, that's a keeper. Edited to add that I agree with Honest Mistake. It makes more sense for a ransack to destroy the monitors inside, thus necessitating reinstallation, than to believe in zombies forming a human pyramid outside the building to reach and destroy the camera.The Hierophant. 01:04, 19 April 2007.
  7. Keep - Yeppers, easier to kill. --Ducis DuxSlothTalk 01:55, 19 April 2007 (BST)
  8. I believe there is a suggestion like this in reviewed, but not a complete dupe...but if there is...I seem to like this one best. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:11, 19 April 2007 (BST)
  9. Keep - I'd keep the to-hit percentages as they are. They seem fine.--Vista 09:22, 19 April 2007 (BST)
  10. keep - i like it, it clears up the problems people had before (mostly) but i would strongly prefer the cameras to only die if the building is ransacked and only be fixable if the inside and outside are zed free! --Honestmistake 12:18, 19 April 2007 (BST)
  11. Keep I totally disagree with HonestMistake. The ability to smash them from the outside swings me 100% to the keep-vote. - BzAli 15:18, 19 April 2007 (BST)
  12. Keep - with these limitations it won't disturb anything, so why not? --Duke Garland 19:48, 19 April 2007 (BST)
  13. Keep -Sounds cool.--Grigori 21:08, 19 April 2007 (BST)
  14. Keep - see below - Jonny12 talk 22:35, 19 April 2007 (BST)
    Keep - Agree with all above. Improperly signed. --ZombieSlay3rSig.pngT 00:14, 12 May 2007 (BST)
    Keep - I like it. --User:Axe27/Sig 01:56, 10 May 2007 (BST) Vote posted past deadline. --ZombieSlay3rSig.pngT 00:14, 12 May 2007 (BST)

Kill Votes
Change - I like this. I just think the tohit should be 20% and there should be a maximum number of cameras you can set up. (because if there's 5 then that's 50AP disappeared to destroy them all). Otherwise, I think this could be a viable x-ray situation. Jonny12 talk . w(m)^∞ 22:55, 18 April 2007 EDIT: Sorry, I'll read it next time. Ignore the bit about maximum cameras! Jonny12 talk 22:59, 18 April 2007 (BST)(BST)

RE (it is ok for me to RE, isn't it?) Essentialy, i had the destroy cameras at 10% because as there are only three it would only take 30AP to knock them out, on average. I can change that to 20%, or higher if there are any other people agreeing with you. Personaly I'd love to have people looking out of the CCTV to see there is one camera operational. There are too many indistinct figures to count. It'd scare the cacky out of you! P.S thanks for everyones help with this, by the way. --Seventythree 00:03, 19 April 2007 (BST)
Fair enough, well consider this a keep from me then. Jonny12 talk 22:35, 19 April 2007 (BST)

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Reading A Newspaper Earns You One XP

Timestamp: S.WiersctdpNTmapx:oo 23:24, 18 April 2007 (BST)
Type: item improvement
Scope: newspapers
Description: As the title says; reading a newspaper would earn you one XP.

Newspapers are now supposed to include pamphlets with tips for survivors. If reading random old books can help you learn how to survive (by earning XPs for skills), it seems likely that reading information specifically intended to aid you in surviving a zombie apocalypse should do the same.

On a game balance level, this is purely newb-friendliness. Newbs are the ones who most often find newspapers (while searching hospitals for FAKs), and are the ones who need the help earning XPs, and (flavor wise and play wise) are the ones who would benefit from them. More expereinced characters have better ways to earn XP's, and don't search so often in places where newspapers are found (they generally prefer mall drug stores vs hospitals).

Keep Votes

  1. Keep/Change - books have a chance of earning you XP. Newspapers should be the same. Otherwise - it's so demoralising to get newspapers when you're a new player - as if the God of Games is shitting in your breakfast cereal. Anything that alleviates those poo-flakes is a good thing. --Funt Solo Scotland flag.JPG 23:30, 18 April 2007 (BST)
    • Well put. But books have a depressingly low chance for XP gain, so hopefully the newspaper would be a bit higher chance, if not a sure thing. Even if a sure thing, its just ONE xp, fer godsakes; more a nice flavor to cover the poo stink than a fresh bowl of cerial. --S.WiersctdpNTmapx:oo 03:44, 19 April 2007 (BST)
  2. Keep - Makes sense. --Heretic144 23:38, 18 April 2007 (BST)
  3. Keep - makes sense, and I always agree with the god of voting (funt) --Wooty 11:38, 19 April 2007 (BST)
  4. Keep - Sounds acceptable. --ZombieSlay3rSig.pngT 23:46, 18 April 2007 (BST)
  5. Keep - Thank god! a use for those bloody things!--Seventythree 00:07, 19 April 2007 (BST)
  6. Keep - Me likez --Graaj 12:49, 18 April 2007 (GMT)
  7. Keep - Sure, why not? --Ducis DuxSlothTalk 05:18, 19 April 2007 (BST)
  8. Keep - Poor, poor newbies, scrounging around desperately...and newspapers have encumbrance too, so they should do something!--Lachryma 02:01, 19 April 2007 (BST)
  9. Keep - a better way to give them use than using them as weapons... --Storyteller 02:02, 19 April 2007 (BST)
  10. Semi Keep as Funt. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:09, 19 April 2007 (BST)
  11. Keep Hurray for newb-friendliness. - BzAli 15:20, 19 April 2007 (BST)
  12. Keep -Looks good. --AlexanderRM 23:50, 20 April 2007 (BST)
  13. Keep - Excellent idea! -- Kai Tan Sying Malton Rangers 15:39, 27 April 2007 (BST)

Kill Votes

  1. Kill - So close, but it needs to have a chance of failure, otherwise the xp/ap is too high. Pretty much as Funt, it should be the same % as books (although this does nerf books so perhaps a slightly lower %). --Gm0n3y 23:51, 18 April 2007 (BST)
    • I seem to find a newspaper or FAK every third search, which makes me figure its about .25 xp per AP (3 searching, 1 to read). That doesn't seem all that high. Am I figuring wrong? Books have a low return because- well, libraries have old books about stuff that will usually have no bearing on survival. Libraries are intentionally UN-useful, I suspect, which is another reason books aren't better. --S.WiersctdpNTmapx:oo 03:51, 19 April 2007 (BST)
  2. I'm inclined to think survivors don't need ANOTHER XP outlet, but this would help newbie. However, I think the %chance should be the same as the book XP. The XP benefit should be low BECAUSE the player gets the benfit of useful tips.--Pesatyel 04:37, 19 April 2007 (BST)

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