Suggestions/27th-Nov-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.
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Barricade removal tweak

Timestamp: BBM 16:50, 27 November 2006 (UTC)
Type: Game mechanics tweak
Scope: People attacking barricades from inside
Description: When inside a building, I propose that you gain a percentage (possibly 5-10%) boost to accuracy when attacking barricades.

If you think about it, there's the wall of the building, then a large pile of rubble that's being added onto from inside. Therefore, it would be easier to remove that rubble when you're removing it from the inside. Another way of thinking of it is when faced with a stack of biscuits, it's easier to take the top one off than take the bottom one out. I don't really reckon this would cause a problem with PKers and such, as there would still be more efficient ways to disrupt safehouses than dismantling the barricades, but this would give people a useful boost when for example dealing withover-barricaded entry points.

Keep Votes

  1. Author Keep --BBM 16:50, 27 November 2006 (UTC)

Kill Votes

  1. Kill i agree with funt solo below, but thats not enough to give this a spam. i h8 it when people misuse the spam vote. --Poopman9 20:02, 27 November 2006 (UTC)
I am pretty new here, but looking around it looks like there are three ways to vote. Keep means Yes. Kill means No. Spam means No, and I stomp my foot! lol nosimplehiway--Nosimplehiway 06:41, 5 December 2006 (UTC)
  1. Kill If your stated intent is honest, then make it only have an effect when barricades are above VSB. Also, 1 h8 using #s instead of l3773rs.--Burgan 20:11, 27 November 2006 (UTC)
  2. Kill Crowbars already provide a method for dismantling barricades easier. --Jon Pyre 20:40, 27 November 2006 (UTC)
  3. Kill - It would be nice if we could implement something like that for people trying to maintain UBP standards but zombie spies would create too much of a problem. Besides, if the removal of barricades should be easier from the inside it's because you can move the objects in the way rather than having to hack at them with weapons or claws. --Wfjeff 21:16, 27 November 2006 (UTC)
  4. Kill - This idea is interesting, but zombie sympathizers can abuse this. My solution of the overbarricade problem is to designate buildings that shouldn't be barricaded at all and periodically broadcast messages advising new survivors to get Free Running. Zombies would probably ransack such a building, which would work to our advantage. This hoard of zombies would also be good XP for newbie scientist... Eh, I probably should refrain blabbing nonsense, lest my vote be struck as spam. --Wikidead 02:21, 28 November 2006 (UTC)
  5. I could see doing this only as far as VS. Any farther and it would be as the spammers say.--Pesatyel 04:24, 28 November 2006 (UTC)
  6. Kill - Too prone to abuse. --IrradiatedCorpse Atom sig.png 15:42, 28 November 2006 (UTC)
  7. Kill - Does more harm than good. Also, in my RPG head, the doors open out and all the barricades are outside (its the only way to explain the fact that survivors can get into buildings that are barricaded at VS or below but zombies can't; they have to maneuver around barricades that are on the outside) to prevent zombies from accessing the door. --Reaper with no name TJ! 17:57, 28 November 2006 (UTC)
  8. Kill - Idea has logic, but BAD rammifications with PKers and Z-Spies. Sorry, Suggestion MUST DIE. Daniel Hicken 06:22, 5 December 2006 (UTC)
  9. Kill - Yeah, what Daniel said. Nosimplehiway--Nosimplehiway 06:41, 5 December 2006 (UTC)
  10. Kill - Daniel is right and thanks for giving me an idea that could work
  11. kill I don't like it. Asheets 15:55, 11 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - I like barricades for one reason- they keep zombies oout of my safehouse. I hate barricades because zed spys and cheats, Pkers and other people can 1. overbarricade them so I spend all day knocking them down so people can get in and out, or 2. they are knocked down by survivors so zombies can get in easier. Why should I want this then in a seige? No. In normal game? No. NO! --MarieThe Grove 17:59, 27 November 2006 (UTC)
  2. Spam - it's already in PR as a zombie skill: Uncontainable. However, I'm spamming because it shouldn't be easier. Who would use this? Z-spies in a siege. Overpowered / unbalanced. --Funt Solo Scotland flag.JPG 18:03, 27 November 2006 (UTC)
  3. OMG!!!1 ZOMBY SPIS LOLZ!!!1121!--Labine50 MH|ME|P 18:47, 27 November 2006 (UTC)
  4. Spam' - Are you honestly so blind to the obvious effects this would have with zed spies and zergers. This will be bad.--Mr yawn Scotland flag.JPG 19:15, 27 November 2006 (UTC)
  5. Very, very strong spam - Zerg rush, kekeke, and ZOMG CROWBAR. --Joe O'Wood TALKCONTRIBSUD 21:58, 27 November 2006 (UTC)
  6. This is totally....utterly....SPAM! Way too overpowered! --Axe Hack 04:30, 28 November 2006 (UTC)

Auto-Reload

Removed as a Dupe with 3 Dupe votes. --Funt Solo Scotland flag.JPG 15:06, 29 November 2006 (UTC)


Change junkyards into zombie jails

Timestamp: Asheets 21:32, 27 November 2006 (UTC)
Type: improvement
Scope: players in and around junkyards
Description: In my opinion, this is a suggestion for junkyards, wirecutters, and fences that does not create a complete anti-zombie safe haven (the complaint for most suggestions involving junkyards/fences/wirecutters these days). In fact, I think that this might cause some strategies to be re-thought if this suggestion were to be implemented.

My idea is to replace barracades at junkyards with fence repairs accomplished via wirecutters. Barracades would not be allowed to be built in junkyards; instead, the repaired fence would serve as the barricade itself -- with levels of "loosely" to "extremely heavy" retained. Free running would still be allowed at levels from "open fence" to "very strongly fenced". Zombies would have to bash at the fences to tear them down.

The key point to this change, however, would be to make it so that fence repairs could be done from the outside as well as inside with the wirecutters. That way, zombies who conquer and occupy a junkyard could be trapped inside until they could bash their way out.

A side effect would be that humans with free running couldn't leave until they cut/bash the fences back down to "very strongly"; humans without free running would have to bash/cut the fences all the way down to leave.

Of course, the trick is to convince zombies/humans to invade and hold a junkyard. I believe the trick to this would be to make the junkyards better resource points (to motivate humans and zeds to enter and hold these areas) by increasing the search percentages for items.

Keep Votes

  1. author keep Asheets 21:32, 27 November 2006 (UTC)
  2. Hmmm... - Interestish. I'm all for wirecutter suggestions. Especially good ones. -- Cheeseman W!ASBTalk 21:38, 27 November 2006 (UTC)
  3. Sure, why not.--Labine50 MH|ME|P 00:27, 28 November 2006 (UTC)
  4. YAY!!! - i think i suggested this b4, but it was shot down just because i'm me. I want to see this implemented. --Poopman9 00:44, 28 November 2006 (UTC)

Kill Votes

  1. Kill - it's not a dupe of the one Joe links to. However - wirecutters shouldn't be able to repair fences. --Funt Solo Scotland flag.JPG 22:20, 27 November 2006 (UTC)
    What if "wirecutters" were renamed to "lineman's tool"? Asheets 00:01, 28 November 2006 (UTC)
  2. You need Construction for this, right? Essentially, this is worse than barricades, as you need an otherwise-worthless item, which is illogical, anyway, to create them, escape is harder, and barricading from the outside and trapping zombies is not very useful. -Mark 00:43, 28 November 2006 (UTC) Odd... Both our votes are number 1. -Mark 00:44, 28 November 2006 (UTC)
  3. Kill - Noteworthy suggestion, but, as Funt put it, wirecutters shouldn't repair fences. Find a better use for wirecutters. --Wikidead 02:21, 28 November 2006 (UTC)
  4. Kill Wirecutters SHOULD be able to repair fences. You're snipping some fencing off a roll to replace the area torn out. I don't like the idea of trapping zombies. --Jon Pyre 03:17, 28 November 2006 (UTC)
It wouldn't be a permanent trap, as the zeds could bash their way out. Humans with the proper tools on the outside couldn't stay there forever and grief without other zeds eventually eating them. Asheets 17:01, 28 November 2006 (UTC)
  1. Kill If you want wirecutters to do something new, let them cut the power to generators without destroying them! (Bwa-ha-ha-HA!!!) Sorry, had to do that... --Uncle Bill 03:29, 28 November 2006 (UTC)
I suggested that idea already... got spammed PDQ Asheets 17:01, 28 November 2006 (UTC)
  1. Gee! Why don't we allow the wirecutters to kill people as well, Asheets? --Axe Hack 04:35, 28 November 2006 (UTC)
  2. Kill For reasons already listed. If you want to go trap zombies, go barricade the Fort Creedy Gatehouse. --Sgt. Expendable JG
Sounds like my idea has already been implemented elsewhere. I wonder how well it is playing out... Asheets 17:01, 28 November 2006 (UTC)
  1. Kill - Even if it weren't for the fairness issues with trapping zombies indefinitely, increasing the search rates still wouldn't make junkyards enough of a valuable resource for people to bother using them. It's too easy to go to existing resource points and get the items you're specifically looking for. Besides in a siege situation there would be too many zombies waiting outside for survivors to barricade other zombies in without getting killed. --Wfjeff 18:56, 29 November 2006 (UTC)
    RE The trap is not permanent -- zeds could bash their way out. Asheets 16:00, 11 December 2006 (UTC)
  2. Kill - All this would do is assure that no one ever enters a junkyard again. And, btw, you do need wirecutters whether you are repairing, building or removing a chain link fence. Usually you sort of tie the panels of chain link onto the post, and the you use heavy gauge wire cut to length and plyers to do it. Ah, the skills you gain living in suburbia! lol--Nosimplehiway 06:53, 5 December 2006 (UTC)
  3. Kill - You do realize that the whole premise of this suggestion is moot, given that Zombie players will also see the news that they're jails, and won't go anywhere near them? Or did you not consider that fact? Daniel Hicken 06:57, 5 December 2006 (UTC)
    RE Yes, I did. That's why I've proposed that search percentages be upped to persuade humans to try to hold the place, thus drawing zeds to take a risk. Asheets 16:00, 11 December 2006 (UTC)
  4. Kill - Daniel is right again, sorry but I'm dropping you a line on your talk page. I need someone smart to bounce ideas off of.--Wbleak24 06:20, 6 December 2006 (UTC)

Spam/Dupe Votes
Dupe. --Joe O'Wood TALKCONTRIBSUD 22:00, 27 November 2006 (UTC)

  1. Spam - What Funt said. --Joe O'Wood TALKCONTRIBSUD 22:23, 27 November 2006 (UTC)
  2. Spam - Oh yes, lets trap poor newb zombies whom are just trying to level up.--Mr yawn Scotland flag.JPG 06:46, 28 November 2006 (UTC)
    I don't believe it is a permanent trap, nor is it any worse on newbs than anyone else. It MIGHT be a bad thing for newb humans who get trapped -- I'll grant that. Question, though... why is the vote "spam" instead of "kill" on this basis? Asheets 17:01, 28 November 2006 (UTC)
  3. Spam - I'm with Mr Yawn on this one. Imprisoning beginners sounds like a good way to kill the game. --IrradiatedCorpse Atom sig.png 15:33, 28 November 2006 (UTC)