Suggestions/28th-Apr-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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Restless Dead

Timestamp: 00:58, 28 April 2006 (BST)
Type: New Zombie Skill
Scope: Standing up is easier if there are many living survivors nearby
Description: Restless Dead

Appears on zombie skills tree just under Scent Fear, adds no benefits to your human character. Has no additional prerequisites.

Your zombie has this annoying tendancy to rise from death faster, especially when there are a lot of the living nearby. It costs you 2 less AP to stand if there are at least 3 living survivors at your location.

  • Synergy bonus: If your zombie also has the Brain Rot skill, you are able to stand if there are only 2 or more survivors at your location.

The basis for this is simple, your zombie gets very stimulated by the living being in close proximity to them (their smell especially.) This allows them to "dig deep" and move just a bit faster, to get to their next meal.

Votes

  1. Keep - Author vote. Can make things interesting if your zombie just got headshot in a safehouse and you have just enough AP to stand again and do a few things. Also a penalty, of sorts, for survivors who fail to dump the bodies quickly enough. --MrAushvitz 01:58, 28 April 2006 (BST)
  2. Kill There is already a zombie skill for standing up fast, and quite franklly, how fast do your ecommend the zombie stands? I'm ok wiht this slightlly, except there already is a skill for standing up using less AP, and there stilla re people out there in the world who use dial up; and some play Urban dead. It would utterlly suck if the zombie stood up while your apge was loading, and he got a few hits in on you. Other then that, there is a sound idealism for this skill, but it falls under the Memories of life skill tree.--G4361 22:58, 27 April 2006 (EST)
  3. Kill we already have ankle grab introduceing this will make head shot compleetly worthlessAvicm 02:27, 28 April 2006 (BST)
  4. Kill - No.. You are wanting something that I consider way to powerful for nothing. If you were to phrase it that they stood with only 25 or 30 XP because they didn't get enough time to regenerate, or that they were dazed and confused by coming back to zombie life so quickly for the first 30 seconds, or something along those lines when you already have a skill for getting up faster, or you are wanting to completely eliminate ankle grab and replace it with this.. Then maybe I would take the time to consider the possiblity of voting Keep. But as Avicm already stated your trying to make head shot completely worthless. --Steel Hammer 02:38, 28 April 2006 (BST)
  5. Kill Don't nerf headshot. --Zaruthustra-Mod 02:47, 28 April 2006 (BST)
  6. Spam Don't nerf headshot. Don't nerf ankle grab. --Jon Pyre 03:00, 28 April 2006 (BST)
    • Re - I fail to see how any skill that compliments a similar skill nerfs it, if anything it stacks with ankle grab (under applicible situation.) It's such a meagre AP saving this skill... but apparently it's considered overpowered. But hey, whatever. --MrAushvitz 04:31, 28 April 2006 (BST)
  7. Kill Ankle grab. It used to always take 10 APs to stand up. Live with it. --McArrowni 03:05, 28 April 2006 (BST)
  8. Kill- So wait, Ankle Grab lets me stand up and gain an AP for it with survivors in the room? I'm afraid I can't support getting AP for performing actions. If that's not what you're saying, and Ankle Grab only works as normal, then please don't nerf it. --Guardian of Nekops 03:55, 28 April 2006 (BST)
    • Re - That's a stretch of logic since my exact wording was "it costs 2 less AP to stand.." Keep it simple, we're not going to add double negatives and come up with a posotive here, I should have also written minimum cost to stand would be 1 AP regardless (that way it can never be 0 or less.) --MrAushvitz 04:31, 28 April 2006 (BST)
      • Not a stretch of logic at all. Using logic instead of common sense, sure. (I was being sarcastic with the AP reward, actually. Not called for, perhaps.) However, this is useless in all but name for Ankle Grabbers, and I don't think zombies need or want it.--Guardian of Nekops 04:56, 28 April 2006 (BST)
  9. Kill - I'm no fan of headshot, but don't nerf it --CPQD 04:17, 28 April 2006 (BST)
  10. Kill - So now Zombies get 1AP for standing up? Thats just rediculous (Costs 1AP normaly with Ankle Grab, -2AP = -1AP. So that means they gain 1AP!) - Jedaz 06:43, 28 April 2006 (BST)
  11. Kill - Standing up before they dump your body is the bonus. --ism 08:06, 28 April 2006 (BST)
  12. Kill - nerfs headshot.--Vista W! 12:38, 28 April 2006 (BST)
  13. Spam - What Jedaz said. --Cyberbob240CDF - Arb --W! 12:40, 28 April 2006 (BST)
  14. Kill - What Jedaz said. --Abi79 The Abandoned 12:48, 28 April 2006 (BST)
  15. Kill - This would happen much too rarely, as most survivors dump right after they kill, and usualy do not like sleeping in the street. -- Buncy T GBP 13:22, 28 April 2006 (BST)
  16. Kill - What they all said. --Mookiemookie 14:22, 28 April 2006 (BST)
  17. Kill - We already have Ankle Grab... G F J 14:42, 28 April 2006 (BST)
  18. Spam - Nerfs headgrab and ankle shot Timid Dan 15:08, 28 April 2006 (BST)
  19. Spam - So there are headcrabs in Malton now? Time to break out the trusty crowbar for a few rounds of Headcrab Baseball! --John Taggart 15:18, 28 April 2006 (BST)
  20. Spam - son of a gun! We already have a skill that makes life easier for zombies!!!!! Shouldn't this be spaminated by now?- Mattiator 17:02, 28 April 2006 (BST)
  21. Spam - Stop making suggestions that are almost never useful. The only time there'll be that many humans standing over a dead body is huge realtime combats, where dead bodies will be tossed outside ASAP anyway. --Sindai 17:04, 28 April 2006 (BST)
    • Re - Sigh, well I thought it would be a fun skill for assaulting larger safehouses. --MrAushvitz 17:08, 28 April 2006 (BST)
  22. Spam - Holy Headcrabs, Batman!--Wifey 17:05, 28 April 2006 (BST)
  23. Spam Zombies can already undo all 40-50 AP worth of damage a survivor does to them at the cost of only 1-6 of their own AP. Thats what makes them so dangerous, but reducing it to either a cost of 3 AP or a gain of 1 AP is just too much! Survivors are already in big trouble if they don't dump a body before it can stand up again, so all this does is serve to overpower zombies.--Volke 17:53, 28 April 2006 (BST)
    • Re - If a maxed out zombie is fighting a noob who can't hit the side of a barn, I suppose. Oh, that must be why FAK's heal so much for just 1 AP! --MrAushvitz 18:23, 28 April 2006 (BST)
  24. Kill - Not bad, but needs cleaning up. The suggestions should state specifically how it interacts with Ankle Grab (stand up for no AP? AP Gain, as the math works out? Or if standing up is always at least 1 AP, state as much.) --Reverend Loki 20:09, 28 April 2006 (BST)
  25. Spam Read the Suggestions Dos and Do Nots page. Stop posting ****ing stupid ideas. Don't mess with AP. Don't factor in "hordes". DavidMalfisto 23:31, 28 April 2006 (BST)
    • Re - Don't factor in hordes? --MrAushvitz 04:02, 29 April 2006 (BST)
  26. Kill - Interesting idea, but there is very little need for it.--Xavier06 14:34, 10 May 2006 (BST)

Powered Suburbs

this suggestion has been Spaminated with 7 spams and 1 keep, for not making any sense, unless laser towers of doom are added to the game --CPQD 06:26, 28 April 2006 (BST)

  • Yeah, the Brotherhood of Nod really needs to set up a base in Malton - that way we can get their Laser Fencing and Obelisks of Light to help us defend against the zombie hordes . . . --John Taggart 15:20, 28 April 2006 (BST)

I don't see why we need these comments. There was no mention of laser towers in the suggestion. This is just rude IMO. --McArrowni 16:30, 28 April 2006 (BST)

Agreed. Stow it boys. --Grim s-Mod 17:01, 28 April 2006 (BST)

Nails

Timestamp: 17:25, 28 April 2006 (BST)
Type: flavour
Scope: All
Description: This is an item for flavour. It can be found in junkyards, warehouses, and mall hardware shops. It allows survivors to nail items to a wall. it does not overide grafiti. You can nail as much stuff to a wall as you want. anybody can use nails, and everybody can nail things to walls. An example of what you would see upon entering a building: "You see a crucifix nailed to a wall. Below reads "Revive point. Sway patiently" If there is more than one thing nailed to a wall, you will see "You see multiple items nailed to a wall. [Click] for list." Survivors can pull down items off of the wall, "You pull the shotgun shell off of the wall and throw it away." I think this would add a nice touch. How many people have wanted to make a weapons gallery in the museum or display the syringe they used to get 60 zombies with?

Votes

  1. Abstain - Do you mean that you can trade by nailing things to the wall, or are all things pulled from walls lost forever?- Banana-\(o_-o)/-Bear 17:28, 28 April 2006 (BST)
  2. Kill - We have enough "...to a wall" messages as is. @BB4: Items pulled from a wall are lost forever. --Cyberbob240CDF - Arb - W! 17:32, 28 April 2006 (BST)
  3. Spam - So I can nail a shotgun shell to the wall? Have you actually tried anything like that in practice? Do you still have all ten fingers? Timid Dan 18:12, 28 April 2006 (BST)
  4. Re Who cares if it's unrealistic? So are necro syringes. Mattiator 20:50, 30 April 2006 (BST)
  5. Keep - And may the lord god allow us to smite the STREETS, in his name... --MrAushvitz 18:18, 28 April 2006 (BST)
  6. Kill - What Cyberbob said. G F J 18:20, 28 April 2006 (BST)
  7. Kill - Why? There would have to be really good explanation for allowing players to nail a pistol to a wall before I'd vote keep. Also, if you can find a way to use a syringe on 60 zombies, then nail it to a wall (have you used syringes? They're one use only..) I'd be impressed! --Intx13 18:53, 28 April 2006 (BST)
  8. Kill I think I will nail this empty pistol and newspaper to the wall...for some reason. --Jon Pyre 19:16, 28 April 2006 (BST)
  9. Kill I would only keep this under one condition, if there was another item that was implemented at the same time-annoying comic relief. Cus who hasn't walked out of an otherwise good movie wanting to nail that guy to the wall? --HamsterNinja 19:53, 28 April 2006 (BST)
  10. Kill I agree with Timid Dan, How the hell do you nail a generator to a wall? Even better-how do you nail a bottle of beer to a wall without it smashing? --John Z. Delorean 21:55, 28 April 2006 (BST)
  11. kill - so we can waste ap to nail stuff for other survivors to get it? This is just like trading interplayers, zerger abuse it might happen. :/--Changchad 21:11, 28 April 2006 (BST)
    • Re - If you pull something off the wall you throw it away. I thought of that. Mattiator 20:50, 30 April 2006 (BST)
  12. Kill Everything that's been said before. DavidMalfisto 23:33, 28 April 2006 (BST)
  13. Kill - what David said... --Steel Hammer 06:38, 29 April 2006 (BST)
  14. Kill - I'm not as spam-phobic as some people, but it should have some useful application. For all the griping about STREETS graffiti, spray cans still provide a useful way to communicate about revive points, barricades, PKers, and the like. Since everyone of a sufficient level can probably acquire all the items you could nail to the wall, what possible use would there be in showing that stuff off? There's no +10 Syringe in this game...--Xavier06 14:43, 10 May 2006 (BST)

Wanted!(alternative)

Timestamp: 18:00, 28 April
Type: Game mecanic + skill
Scope: Survivors
Description: Summary: Survivors can call in to the local police station and report their PKers. Others can access the PD computer and find who is "wanted" in that suburb.

Reporting: you can report a PK when your revived and you can report any murder you witness

  • Reporter has a cell phone
  • Only murders less than two days old can be reported
  • The suburb has cell phone coverage (the mast is powered)
  • Police station must be powered
  • A button is added to the end of the murder / you have been revived message
  • Reporting costs 2AP (because u have to deal with their dam automated system)

Hacking: A new civilian skill, hacking, allows players to discover access the police database.
Looking up reports:

  • Can only be done in a Powered police station in the suburb
  • Costs 1AP
  • Has a 60% chance of success- brings up a list of the last 10 murderers, each with a profile link
  • Has a 10% chance of purging – all users in the police station would see a message "<profile> accessed the computer system then it crashed"
  • The remaining 30% of the time nothing happens- “you were unable to crack into the system”

Deleting reports:

  • Can only be done in a Powered police station in the suburb.
  • Costs 1AP
  • Has a 50% chance of success- "<profile> accessed the computer system then it crashed"
  • Has 5% chance of perfect attack – nobody notices anything and the list is just cleared
  • Has a 45% chance of nothing happens- “you were unable to delete into the system”

When a PKer is killed while still on the (in their suburb) list, they cannot report their murder, they are however removed from the list.
Details:
above are the basics, here are some specific details that did not belong anywhere else. IF no police station is available when a report is made then the caller is told their call could not be connected (costs 1 AP). When a generator is destroyed, there is a 30% chance that the list is erased. IF more than 1 station in a suburb is powered when a report is made they all receive the report. For suburbs with no police station there will be no ability to report murders at this time, this may create PKing suburbs. The same murder can be reported several times but will only appear on the lists once. Due partly to the GUI system but also so that you don’t waste half your AP reporting murders, when you wake and see several murders then you can only report one.
Dupe:
Well basically, I liked Wanted! but Id preferred it with a few changes, and I feel it is different enough to not be a dupe.
There is no change to the GUI of urban dead
there is no reward for taking out PKers
PKers may go and erase the records, but as this can also happen by accident, you cannot be sure if it was deliberate

Meta-gaming:
if accepted it will bring part of what is atm meta-gaming into the game itself, this will help everybody. Non-meta gamers have a new feature. Meta-gamers have an easier time confirming reports, and if they do not think its effective enough then they can still keep their old methods. PKers have a valid and fair way of erasing their reports; this system will also reduce usage of Meta gaming so a careful PKer may have an easier time. Also s a game feature, YOU guys, the people voting on this will then have the power to rebalance and adjust the feature if its found to be too pro/anti PKing(which its not as its completely balanced IMO)

Votes

  1. Kill - "This is the Malton Police Department. While we appreciate that we are in the middle of a zombie apocalypse, and deaths are frequent and impermanent, we are perfectly happy for people to report their own murders. Have a nice day." --Matson Jade 18:12, 28 April 2006 (BST)
  2. Keep - Let there be wanted posters, that thy streets shall be cleansed of the STREETS spraypaint, and it was good.. --MrAushvitz 18:20, 28 April 2006 (BST)
  3. Kill - I prefer the other "Wanted" suggestion. G F J 18:22, 28 April 2006 (BST)
  4. kill- I love you! :0 this suggestion rocks I love that Pkers like me can hack the system and get rid of the files buuuuut its a kill becuase I like the other one better mix the two and youve got your self a deal and what happened to the tag on my name the skull? I liked that- Deadeye207 18:24, 28 April 2006 (BST)
    • re - Mix how?i left this on the talk page for a couple of weeks and am very open to feedback, i too liked the other one however i think it got rejected--xbehave 18:34, 28 April 2006 (BST)
  5. Kill - Takes the focus away from a zombie apocolypse. --Mookiemookie 18:26, 28 April 2006 (BST)
    • re - PKing is already a significant part of this game, PKer lists are already around for players to check, this suggestion isnt goin to change players into cops it may change how they do thier police work tho--xbehave 18:37, 28 April 2006 (BST)
      • Re - No need to make it more so. Kill. --Mookiemookie 19:20, 28 April 2006 (BST)
  6. Kill - WAY too complicated for my liking. --Intx13 18:56, 28 April 2006 (BST)
  7. Keep - Given how many factors have to be in place for a murder report to be filed and researched, and the likelihood of reports being deleted whether through sabotage or regular use, I suspect this is actually too underpowered. But I'm going to keep it because I like the overall flavor and the hacking is a nifty twist. --John Ember 18:58, 28 April 2006 (BST)
  8. Spam - Way too complicated, and I'll second on the wierdness of the fact that people can report thier own murders and it's taken at face value by the police. That's just so wierd. It's like paying money to report a robbery or something. Or driving to the police station to report that your car is stolen. Timid Dan 19:04, 28 April 2006 (BST)
      • ReThe reporting your own murder thing isnt that wierd, you come round from not being a zombie, you rember all your skills and then bam you rember who killed you--xbehave 20:00, 28 April 2006 (BST)
        • Re How can it be considered murder if the victim isn't dead when the crime is reported? It makes no sense. Timid Dan 20:25, 28 April 2006 (BST)
  9. Kill Overly complicated. Too many "a % chance of this" going on. --Jon Pyre 19:17, 28 April 2006 (BST)
  10. kill - I liked the previous one better, and to be honest, in the real world the police will really not be bothered to solve those 'murders', but instead trying to control the zombies--Changchad 21:09, 28 April 2006 (BST)
  11. Keep - I believe in a zombie apocalypse whomever wanted to keep law and order running would try to modify police deparments to better fit the new environment, which could amount for most flavour failure (if any) of this suggestion. As for the mechanics, they are not that complicated IMO (they had to be a little complicated for it to work, but that's understandable). --McArrowni 23:04, 28 April 2006 (BST)
  12. Kill KISS. DavidMalfisto 23:35, 28 April 2006 (BST)
    • ReERM perhaps my explanation is too thorough, its 3 actions, each action is like reading a book, it has 3 possible outcomes, these outcomes add up to 100% (something happens everytime). I mean i dont see peoples head exploding when they search and there are 5/6 probabilities, what is complicated about the suggestion? in short murder reported>player looks at list/Pker erases list.--xbehave 02:24, 29 April 2006 (BST)
  13. Kill The PKer's life is hard enough as it is. --Rozozag 23:46, 28 April 2006 (BST)
    • ReCNR? if you think about it, PKing is actually made easier, because you can erase your tracks, and unless your an actuall hacker you cant erase the meta gamming list, so dont take this the wrong way but your wrong!--xbehave 02:24, 29 April 2006 (BST)
  14. Keep - Great.. And we can use the nails to print out the wanted posters and nail them to the walls... lol.. Cool Idea. --Steel Hammer 06:42, 29 April 2006 (BST)
  15. Keep -Liked the old one...with a few changes. Like this one. Probably should only work from suburb to suburb, meaning the murder is only reported in the police stations in the suburb murder happened in. Don't know if you meant to put this in, if it was implied, or I just missed something, but that seems essential. If my assumption is incorrect, I'd have to reverse my vote, however.--Xavier06 11:56, 30 April 2006 (BST)
  16. Kill - not a bad idea, but too game-changing and complex -- Mettaur 16:54, 7 May 2006 (BST)

Riot Shield

Timestamp: 18:39, 28 April 2006 (BST)
Type: Item
Scope: Non Combat Survivors
Description: This is a new item called a Riot Shield it is found at a 5% Rate in Police Departments. If you think that the rate is too high or too low then please let me know.

This item works by simply having it in your inventory. It lowers the attack rate of any melee attack against your survivor by 5%. There is however a catch to using this item, in order for your survivor to get the defense benefit they may not have any Pistols, Shotguns, Knives or Fire Axes in their inventory ammo is however allowed.

So if a player wants to get a defensive bonus then they need to throw away all of their weapons.

Votes

  1. Spam - Not needed and overly/underly powerful - --ramby T--W! - SGP 18:41, 28 April 2006 (BST)
  2. Kill - Why the catch? If it's because the suggestion would get rejected as overly powerful without it? If so, it's a band-aid for a significant problem with the suggestion. As it is, it's kinda random to require that the user drop all their weapons (especially since they're searching a police department to find it... it would be search, find pistol, drop pistol, repeat...). -Intx13 18:50, 28 April 2006 (BST)
  3. Kill - I'll vote keep if it's defensive modifier is taken down to 3% (have to be fair to zombie bites, and low level zombies who worked hard to get into this safehouse), and there is a message to the attacking player telling them your riot shield is making it difficult for them to hit you (no secret defense they should be able to see you're a hard to hit target in hand to hand.) Otherwise I think it's quite balanced for players who don't want the guns and like to mix it up close with zombies. Riot shields should be search rate of 2% as well, so they aren't too, too easy to find. (It was used very effectively in 28 days later, so I'm all for it!) Oh, if you resubmit it, include a nightstick at police departments (same as length of pipe, but you know, just cool to find 4%.) --MrAushvitz 18:52, 28 April 2006 (BST)
  4. Spam - waaaaay too powerful, even with the restriction. There's no reason to have something like this in the game at all. Timid Dan 19:02, 28 April 2006 (BST)
  5. Spam - Your last sentance is my justification for my vote. "So if a player wants to get a defensive bonus then they need to throw away all of their weapons." That's utterly ridiculous.--Mookiemookie 19:18, 28 April 2006 (BST)
  6. Kill ^Yeah. A player without weapons...so we'd have dedicated healers and revivers running around with big transparent hunks of plastic. Seems out of flavor. --Jon Pyre 19:20, 28 April 2006 (BST)
  7. Kill - I cannot think of any logic, in-game or real-world, that would justify requiring no weapons to use this shield. They were made to be light weight and used with a weapon, and it just sucks as a game mechanic. What WOULD be fair, though, is to restrict weapons use to one-handed weapons (definitely pistols, crowbars, pipes... basically, anything but shotguns and fire axes) while you have a riot shield. You would have to drop the shield to use an axe or shotgun. --Reverend Loki 20:15, 28 April 2006 (BST)
  8. spam - Follow up Loki, also the shield will decrease 5% of attack? As in like...0.25 of damage is stopped by the shield? This will get the entire system's calculations get messed up. Also if it is not decrease the 5% of attack, but the likelyness of attack, nah, why would a shield make other people's attack less likely to hit, surely having a big shield will make other's easier to hit, as it is harder to move with a big thing in your way? --Changchad 20:59, 28 April 2006 (BST)
  9. Spam - So my bullets go right through your shield? That means your riot shield is really crappy and wouldn't protect you from my Fire Axe. Make it affect guns next time and I'll vote kill because it would then at least make sense although still be broken It was a bad idea 2 months ago its a bad idea now. --Teksura 22:39, 28 April 2006 (BST)
  10. Spam - No one would EVER use it. Everyone has SOMETHING that they can attack with, even scientists! -- Buncy T GBP 23:15, 28 April 2006 (BST)
  11. Spam - When an idea doesn't work except when it's nerfed next to uselessness, it usualy is too broken to work. In this case, it's not nerfed next to uselessness, because a scientist can still get the newbie-unfriendly bonus. And that makes it broken for those characters, IMO. The problem with lowering attack rates is that they hurt newbies a lot. This takes away a quarter of a lvl 1 corpse's hits against a scientist wielding this (5% of 20% is 1/4). For this reason I believe that not using reductions in other people's to hit chance should be put in the suggestion's do's and don't... but that's another matter --McArrowni 23:20, 28 April 2006 (BST)
  12. Kill As above.DavidMalfisto 23:37, 28 April 2006 (BST)
  13. Spam' You actually think people will dump all their weapons for a 5% defensive bonus? Tokakeke 23:56, 28 April 2006 (BST)
  14. Kill You do realize that in real life cops use riot shields while using a pistol, right? Besides...just bad. --Private Oxymoron 01:34, 29 April 2006 (BST)
  15. Kill - Author Vote, yeah it'a a bad idea but I had to post it or else I wouldnt stop thinking about it. --Starsaver 22:33, 29 April 2006 (BST)

Necrotic Contagion

Removed by author for a bit of an overhaul, and more lubricant. More "survivor friendly" version follows. --MrAushvitz 23:49, 28 April 2006 (BST)


Bayonets

Timestamp: 23:02, 28 April 2006 (BST)
Type: Item
Scope: Survivors w/ firearms
Description: When this item is found, a player may click on it to "equip" it to a shotgun. It works like reloading a shotgun, precedence is given to weapons with more shells loaded. The item can not be taken off until it is "used up" - when this item is equipped, shotguns have a 15% chance of doing an extra 4 damage. When "Knife Proficiency" is bought, this chance increases to 30%. This helps balance the "more ammo, easier to find, more damage (6 shots x 5= 30 damage total)" pistol against the "less ammo, not as easy to find, less damage (2 shots x 10 = 20 damage total). A shotgun with this equipped is still statistically weaker, but has an extra incentive to use. Note that the shotgun with the bayonet cannot be used as a melee weapon - the bonus can only happen when a shotgun round connects with an opponent. Therefore, here is the basic summary:

1. Bayonet attached in same way as reloading a shell, and with same precedence (when having multiple shotguns).

2. Bayonet lasts for 10 turns (shots).

* If shotgun round misses, this does not count as a turn
* If chance for extra damage fails, this counts as a turn
* If both connect, this counts as a turn

3. Base chance for extra damage is 15%, increased to 30% with Knife Proficiency

4. Bayonet does extra 4 damage if both shotgun round hits and the extra damage "roll" succeeds

5. Helps balance shotgun vs pistol, as well as gives incentive for Knife Proficiency

6. Shotgun must be able to fire (has ammo, etc) for there to be a chance of the bayonet doing damage. While it doesn't make sense that you have to have ammo for the bayonet to even have a chance of hitting, we don't want people running around using it as a poor man's fire axe.

I hope this is clear, if not I'm happy to discuss it in the comments.

Votes

  1. Keep - author vote. For reasons outlined above. Tokakeke 23:02, 28 April 2006 (BST)
  2. spam - Caught Not Reading on the rules? I may ask? We really dont want any over powered, and complicate things do we. This will totally screw up the existing system and mess up the server load. --Changchad 23:05, 28 April 2006 (BST)
    Re - Seems as if you're the one not reading the rules. I outlined exactly why this is not overpowered. You are making :accusations of imbalance without backing them up, and server load is not an adequate kill vote, much less a spam vote. Tokakeke 23:08, 28 April 2006 (BST)
    • I am sorry, so 4 more damage is in no way overpowered? Well still, so are you saying a max of 65%*30%=22.75% chance of 14 damage? Therefore what we have is out of 10 attacks, you can get 65 of damage, with possible 27.3 more damage? Therefore totally you can achieve 92.3 of damage from 10 shotgun shots with this? Where as the previous amount is 65 damage from 10 shotgun shots? The pistols, 65% in 10 shots, you can get 32.5 damage. I think that the current shotgun can punk more zombie ass than pistol, you sure about it being not as good as a pistol? And the current issue that you pointed out is already the comprised blalnce with the current situation of shotgun being more advantaged in terms of damage out of the same about of ap used.--Changchad 23:20, 28 April 2006 (BST)
    • From Firearms - Some people favor the Shotgun over the Pistol, since it deals twice as much damage. The advantages end there. Shotgun Shells are found on a per-shell basis at roughly the same rate as Pistol Clips. Therefore for every shell you find you will find 6 pistol rounds. The frequent reloads will reduce the number of AP available for actual attacks, unless one carries several loaded shotguns. In addition, the "max" requires 300xp to get to. Also, for each unit of ammo, this does 14 damage even if it hits EVERY TIME. Pistol? 30 damage. Even if we considered two units of ammo (a full shotgun), the max is 28 damage, compared to 30. Tokakeke 23:34, 28 April 2006 (BST)
    • If you think about it, do people actually care about it when they are stocking up? Most people stock up before attack anyway, it's not like they will reload during attacks and realise they don't have enough ap and need to camp out in the streets. And yes, they do carry several loaded shotguns, its not uncommon. Therefore the attacking period is the more considered part, and the stocking phase is not really that much of a concern, and the max requires 300xp, but a good amount of the population aleady have those skills. That reloading in the per-shell basis is just another comprimise that I mentioned previously to make pistols and shotguns level. And the 30 damage done by pistol, how many ap used? 6? With reloading? 7? The 20 damage done by Shotgun (without your 4 extra, with it it being 28)? 2? With reloading? 4? The difference of 3 ap, one ap for reload, another to blast. How many damage now? 30 without the extra, with one ap to spare. 42 damage with the extra, still one ap to spare.--Changchad 23:59, 28 April 2006 (BST)
  3. Spam - Shotguns already do enough damage, and a 30% bonus to do an extra 4 damage is game breaking. 14 damage 2/10 shots? That's almost an extra 10 HP, which is a 5th or 6th of a survivor's total health. No. -- Buncy T GBP 23:19, 28 April 2006 (BST)
  4. Keep - Not nearly enough stabbings in Malton. I say Keep, it's beautiful. --MrAushvitz 23:19, 28 April 2006 (BST)
  5. Kill- I normally don't even bother to vote kill on suggestions like these, since I know they don't stand a chance anyways, but this is just terrible. No. Just no. I wouldn't be doing my civic duty to this game if I left this suggestion un-killed. --Rozozag 23:41, 28 April 2006 (BST)
  6. Keep - Shotgun bayonets exist. This gives a reason for Knife Combat. This narrows the gap between the "all conquering pistol" and the "use-this-when-your-enemy-is-on-8HP" shotgun. I don't see the reason for Spaming this. I was very close to voting Kill, but looking at the numbers... it's a Keeper in my book. DavidMalfisto 23:45, 28 April 2006 (BST)
  7. Keep - As it stands, I would toss all my shotguns if it didn't mean cutting my search odds in half. Pistols are the clear choice with an MBR of 1.22; shotguns average only 0.79 MBR. This addition would bump that average slightly, and only slightly. I get 0.93 MBR, but that's without figuring in the AP needed to find and equip the bayonet (suggestion didn't include the search odds). So it's probably even less of a boost than that. This is not a game-breaking addition and I feel shotguns need the boost. --John Ember 01:08, 29 April 2006 (BST)
  8. Kill Bayonets? This isn't a civil war era game. --Jon Pyre 01:46, 29 April 2006 (BST)
  9. Kill Agreed. --Grim s-Mod 02:20, 29 April 2006 (BST)
    Re - "Even in modern warfare, bayonets are still used as weapons because, although most combat occurs at a distance, troops are always required to close with an enemy to "mop-up". British forces for example performed bayonet charges during the Falklands War and the invasion of Iraq [1]." Nobody's using artillery on the zombies, so why the hell wouldn't they use bayonets?Tokakeke 17:12, 29 April 2006 (BST)
  10. Kill - With prejudice. Also, I suppose this 4 dmg suffers no deduction from flak jackets? For the record, shotgun lower ammo find rate means nothing. You just search till you fill your inventory with ammo and use nothing but the shotgun unless you run outta ammo or low on APs and 1 hit needed for kill, in which case you will use the pistol. There's a reason why shotgun is the most used. --Certified=Insane 04:14, 29 April 2006 (BST)
  11. Kill - No bayonets, please.--Mookiemookie 15:11, 29 April 2006 (BST)
  12. Kill - What everyone else already said. --Steel Hammer 06:44, 29 April 2006 (BST)
  13. Kill - What's been said Timid Dan 13:48, 29 April 2006 (BST)
  14. Spam - Forward the infantry! After they engage the enemy in hand-to-hand combat, send the light cavalry in to slash at their flanks. --Cyberbob240CDF - Arb - W! 15:18, 29 April 2006 (BST)
  15. Kill - Shotguns cannot mount Bayonets in real life.And besides you dont shoot someone when you go to stab them with a bayonet.So makes no sense.Just stick with the fireaxe its what its here for --LCpl Mendoza 15:47,29 April 2006 (EST)
  16. kill - I'm pretty sure shotguns generally don't have bayonets, DavidM's assertion above to the contrary. --Bulgakov 16:05, 3 May 2006 (BST)

Necrotic Contagion (With Body Handling Addition)

Timestamp: 23:46, 28 April 2006 (BST)
Type: New Zombie Skill
Scope: Survivors who handle your body may become infected, a lot of zombies with this skill at same location can infect passerbys.
Description: Necrotic Contagion

Appears under zombie skills tree just under infected bite, adds no benefits to your human character. No additional prerequisites.

Whenever your zombie is a dead body (but not a revived body), you have a chance of causing infection in survivors who spend too much time at your outdoors location. (The sun and rain gives the body a chance to "ripen" for maximum effect!) This is even more true for survivors who handle (move) your body!

Even in death, your zombie causes problems for the living, as your dead body just reeks of contagion and decomposition. Fortunately for safehouses, this only applies to outdoors locations (better heat and wind conditions to compliment the bouqet.)

  • Each zombie with this skill adds a base of 0.25% chance per survivor AP spent at this location of infection. (1% for every 4 zombies with this skill.) The maximum infection per AP spent chance caps out at 5% (20+ zombies with this skill, 10+ with this skill and brain rot), to allow a reasonable chance to "run by" and not get infected, but staying too long it is a eventual infection certainty. (The cap solves the muliply times a thousand and a billion rule.)
  • This chance is increased further for zombies with the brain rot skill, each zombie with brain rot and this skill adds 0.50% chance per survivor AP spent (1% per 2 zombies with this skill and brain rot.)

Per Survivor AP Spent

This does not include Survivor AP spent on speaking (although you should cover your mouth) to allow survivors to communicate "Oh crap, these bodies are infected, get out of here!", or free running (you can't get infected so easily if you aren't quite so close to the ground.) This includes every AP used by a survivor other than speaking, and the test is made for each AP spent, based on the "infected body count." (So those DNA scans and revives can be really harsh in some places!)

This skill makes it quite horrifying and a real danger to get too close to very, very large zombie populations. Because from a distance you can see a lot of zombies, but only up close can you see all the bodies.

Anti-Grief Stipulation: Standing Up Is Safe

Any revived survivor who stands up does not get checked for infection, at least with the AP they spent standing up. This is to avoid "griefing" of survivors who had to wait so long to get revived from being infected if they already weren't. (That and the AP costs associated with standing up, there would be such an unfair possibility of being infected for newbies!)

Handling The Bodies

This skill has a low static chance of infection just for being in the area of the bodies themselves. Moving these infected bodies, that is considerably worse.

Survivors who click on the "dump the bodies" button are tested for infection for all of the zombies they dumped (as a group) for their 1 AP spent. But the chances of infection are '10x normal (so the max. cap is now 50%!) (Mind you, you'd have to get rid of 20 or 10 zombies with 1 click of the button to get that high level of risk. 1 contagion zombie is 2.5%, a brain rotted one is 5%, use your safest gloves.)

This means clearing your safehouse of bodies is risky, but safer for everyone else involved, but the survivor already gains 1 XP per body dumped, so now there is a risk associated with that.

Seeing The Bodies

One (very legitimate) concern was you couldn't "see" how many bodies there are at a location, until you step onto it (stepping blind into infected areas.) This was unfair because it allowed no defense against this skill. Therefore with this skill's implimentation survivors (and zombies) will now be able to see how many bodies are in each square directly adjacent to the one they are at. But you can only see the bodies if you are outside. (Therefore survivors can now communicate to one another about which sights are "Contagion Hotspots" and should be avoided. So now survivors and zombies can see bodies as well if close enough.

Reasons:

  • This is a "payback" skill, because survivors are able to move a zombie's body outside (which is fine, but this is the cost associated with saving your safehouse from the zombie getting up later.)
  • This is a strange zombie mob skill of sorts, zombies benefit from all those not-so-fresh corpses. If a survivor goes to a outdoors location to kill zombies and there's a lot of bodies there, they just might get infected during their zombie hunting efforts!
  • This also is a reason for zombies to possibly give "chase" to survivors who pop in and out of buildings, they haven't been outside as long as you have and you might chase them past an area just stinking of infection! Might make "life" more fun for zombies.
  • Perhaps in time with the creation of this skill, others may suggest items to make it safer (like surgical masks, HASMAT suits etc.) But for now this skill is posted "as is" with the increased range of sight for body counts to balence things.

Votes

  1. Keep - Author Vote. A zombie skill that is enhanced by brain rot. Pretty it ain't. Needed, it is. Experienced zombie hunters carry more than a few FAK's, why not make them work a little harder for that XP since they have so many more XP options. The survivors rule the indoors, zombies rule the outdoors! You can't get infected with this skill if you're using free running, so don't worry! --MrAushvitz 23:46, 28 April 2006 (BST)
  2. Keep - I love this suggestion. Infected bodies are a great idea. Tokakeke 23:54, 28 April 2006 (BST)
  3. Keep - I would prefer insted of seeing the actual number that it only be a color symble to the zombies representing how high the danger leval was. I. E. red high, green safe. --ramby T--W! - SGP 23:57, 28 April 2006 (BST)
  4. Keep - Piles of dead bodies laying around should affect people in some way. --Dickie Fux 00:37, 29 April 2006 (BST)
  5. Kill - While the idea isn't bad, what's to stop hordes from killing each other at strategic points to continuously infect people in the area? Not to mention zerging abuse, even with a 300 XP cost.--Pesatyel 00:48, 29 April 2006 (BST)
  6. Keep - ^^^ It's not nearly that powerful. No horde would waste all their AP for a tiny chance to infect survivors when they could break into a building and do it with their teeth. Also the text at the beginning implies that this only works on bodies outdoors, but the rest of it seems to assume that it applies indoors as well, which is it? -Sindai 01:31, 29 April 2006 (BST)
  7. Keep - Who would suspect the bodies? Good work Mr. A. --TheTeeHeeMonster 01:37, 29 April 2006 (BST)
  8. "Spam Good lord, are all you people insane? He's giving zombies the power to infect people by literally sitting on their asses and doing nothing. How in any sense can it be balanced to have a 5% chance of getting infected with each AP the survivor spends? That would just penalize scientists and newbies, that rely on zombies outdoors for xp. And don't you zombie players want to encourage survivors to go outside? How are new zombies supposed to level up? Also survivors have to dump bodies. Don't penalize players for something they need to do. --Jon Pyre 01:50, 29 April 2006 (BST)
    • Re - Tossing bodies out is something they need to do, but they gain XP for it, let's just add an element of danger to it. And how much XP are zombies gaining sitting on their asses and doing nothing? --MrAushvitz 04:07, 29 April 2006 (BST)
  9. kill - Dont like the idea of something for lying around dead--xbehave 02:12, 29 April 2006 (BST)
  10. Keep - Sindai, I think he means there's no chance of infection from bodies inside unless you dump them. While we do want survivors to go outdoors, we want them to fear big hordes of zombies even more. If the body counts are implemented as suggested, it'll be easy enough to go around the worst blocks. Unless those bodies are all piled around your favorite safehouse... can anyone say "Caiger Mall"? Bwahahahaha. (Good thing there's a cap.) --John Ember 02:14, 29 April 2006 (BST)
  11. Spam - See Pyre's rant. Velkrin 02:17, 29 April 2006 (BST)
  12. Spam - Agreed with Jon Pyre. Its also giving away an infection for free. Something for nothing = spam. As for the rest of you voting keep: Are you even reading the suggestion? Or are you just voting keep in the hope he will be content with a suggestion in peer reviewed and go away? --Grim s-Mod 02:18, 29 April 2006 (BST)
  13. Keep Insane? Only slightly. --Cerebrus13 02:25, 29 April 2006 (BST)
  14. Spam - Jesus Christ on a pogo stick. Did anyone besides Pesatyel, John Pyre, Velkrin, grim s, and myself actually read it? - CthulhuFhtagn 02:49, 29 April 2006 (BST)
  15. Spam - No...not a free action...NOOOOO! --Cyberbob240CDF - Arb - W! 03:26, 29 April 2006 (BST)
  16. Spam I want my MTV --Stroth 04:06, 29 April 2006 (BST)
  17. Keep - Since when this is a free action? Heck, how is this even an action? Unless you would consider bodybuilding an action? Or Brain Rot maybe??? It's a passive skill, that's all. After all, if you manipulate bloody corpses without any sanitary equipment, you SHOULD get infected, especially if the zombie was a carrier for the infectious bite virus. --Certified=Insane 04:17, 29 April 2006 (BST) Edit: Woah, didn't think i'd vote for one of his suggestions, seeing as how they usually are...
  18. Kill - I agree with Jon's Rant completely. And the rest of you need to learn how to read. Talk about unbalancing a game. --Steel Hammer 06:52, 29 April 2006 (BST)
  19. Spam - It's still spam. Pyre covers the relevant points well. Timid Dan 13:49, 29 April 2006 (BST)
  20. Spam - What the rest of the Spam Camp said.--Mookiemookie 15:12, 29 April 2006 (BST)
  21. keep i think this makes sense, after all they aint exactly healthy! i do think a 50% chance is to high; but then what are the chances of throwing out 10 de-animated rotters at the same time? anyway this might make people a little more cautious and fearful and that is always a good thing...--Honestmistake 18:15, 29 April 2006 (BST)
  22. Spam Horde based free lunch that punishes seige defenders for doing sensible things rather than charging outside with 25 shotguns. Wow, another GREAT Mr A suggesion. Do me a favour and post this on Desensitised - then you'll get the reaction that I'd like to type. DavidMalfisto 23:46, 29 April 2006 (BST) [Edit] And as to what Certified=Insane said, find me one existing skill that lets you do damage to someone else at 0 AP cost. Even Infected Bite makes you have to hit with a bite attack - this is something for nothing. DavidMalfisto 23:48, 29 April 2006 (BST)
    Tally 9 Idiots Keep, 3 Kill, 9 Spam, 22 Total. DavidMalfisto 23:53, 29 April 2006 (BST)
  23. Kill - I think something like this would be good flavor-wise and logical (riddle me this: how did the first zombie get infected? hmm?), but making it chance of infection per AP spent and 10x odds for dumping corpses is too high. It should be checked once, on entering a problem zombie-occupied square, and handling corpses should maybe double your odds--at least until some HAZMAT gear finds its way into the game. In other news, I swear I recall reading somewhere that suggestion queue comments should be kept constructive, and not resort to ad hominem attacks.--Bulgakov 16:16, 3 May 2006 (BST)