Suggestions/29th-Mar-2006

From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Revive Buff

Suggestion has been Spaminated with 2 Keeps, 6 Kills, and 16 Spams. General consensus was that you should wait more then a few hours before suggesting a change to what Keven changed, and that you should give a suggestion, not choices. Velkrin 20:57, 29 March 2006 (BST)


Multiple Zombie XP Bonuses

Author Subtracted. Dickus Maximus 06:06, 29 March 2006 (BST)


Propaganda v2

Timestamp: 03:51, 29 March 2006 (BST)
Type: Building use
Scope: Survivors in powered libraries
Description: When inside a library with a running generator, the survivor player has the option to "Print Paper." (My university library was actually one of the primary places on-campus for printing essays and assignments.) What gets printed? Whatever the player wants -- a large text field next to the Print Paper button will permit any ASCII input up to 1000 characters (about two paragraphs).

After printing, you'll now have a new item in your inventory -- "First few words" (10), which takes up one block of space. "First few words" means that the first 15 characters or so of what you printed will appear in the item button. If you ever need to check the full contents, you can click on the item to read the entire printout. You get 10 copies.

What do you do with these? Post them on and inside buildings, on trees and so on. A pulldown will show up to allow this action: Post [this printout]. Once a printout is posted, it will show up underneath the block's description and underneath any graffiti as:

"A sheet of paper reading 'First few words...' has been nailed to the wall." [Collect paper]

"First few words..." is a link, which when clicked on causes the entire message to display in the message area, as if you were reading a newspaper. [Collect paper] is an action button which when clicked will cause the printout to be copied to the player's inventory as an item. It can then be read from inventory like any newspaper or book.

A printout can be collected repeatedly once it has been posted, but as soon as someone else posts a printout the first one disappears. There can only be one printout on a surface at any time.

I see a number of possible purposes for this feature:

  • Spreading the word about your group
  • Spreading the word about the suburb's barricade plan
  • Distributing concise game tips to new players
  • Creating fake newspapers for fun ("CAIGER SURVIVORS PREFER CREW SWEATERS TO TRENCHCOATS, SURVEY SAYS")

and probably many uses that others will come up with which I can't foresee.

Votes

  1. Keep - Author vote. Would be fun to see how this gets used. --John Ember 03:51, 29 March 2006 (BST)
  2. Keep But it should cost a few AP (maybe 5?) to print the paper, equal to the cost of finding a spray can. A good idea that allows people to leave messages beyond "Keep Cades At VS". Players could put their own names at the beginning of the message so people can see whether it's worth taking a paper based on the author. And since I know somebody's kill vote will ask this: No, you don't get a sheet of magic paper that duplicates itself. The person is printing out several stacks worth. But rather than make it 10 exact things Ember, you should randomly have people run out of papers, just like a spray can peters out. --Jon Pyre 04:40, 29 March 2006 (BST)
    • Re - Right, those 10 copies are more like 10 stacks of indeterminate count. I see your point about the AP, but I'll just point out that this requires a powered building. In cases where you have to track down fuel and a generator first, the AP cost could be much higher than what it takes to find a spray can. But you get what I'm after and that's great. --John Ember 05:29, 29 March 2006 (BST)
  3. Keep - Oh.. the naughty things my characters will write.. hee hee hee. Besides, we need a use for the local library.. "Knowledge Is Power!" and did all paper use disappear with the coming of the zombies? Posters it is! --MrAushvitz 00:55, 29 March 2006 (BST)
  4. Kill - Talk about useless... (All screeds are equal???) --Gene W! - Talk 06:18, 29 March 2006 (BST)
  5. Keep - I like it, but agree there should be some AP cost. It'll be interesting to see what goes up. --Theblackgecko 06:42, 29 March 2006 (BST)
  6. Keep - sounds fun --Dark Wingstalker W! 09:23, 29 March 2006 (BST)
  7. Keep - A hesitant yes. But do try and include zombies in the fun. Maybe give them an option to tear down the posters with their claws if they disagree with what is printed. Just a thought. -- Andrew McM W! 09:29, 29 March 2006 (BST)
  8. Keep - Nice addition for flavour and could help the metagame. Death cultists will love it. The description seems unclear but there should be an AP cost for posting. - Davedavinson 09:33, 29 March 2006 (BST)
  9. keep - Nice idea, lets see if my sig works this time--xbehave 14:03, 29 March 2006 (BST)
  10. Keep - The only obstacle to the keepage is the upcoming "Avenues is viewing" papers... oh well --McArrowni 14:25, 29 March 2006 (BST)
  11. Keep -- Great idea, I also think there needs to be a larger ap cost(3-5) to cut down on the amount of spam, and to make sure that if someone does post, it isnt taken down in 1 hour. If someone coppies it off a wall can they repost it somewhere else?(multiplying the coppies) that would make sence.--Kirk Howell 14:45, 29 March 2006 (BST)
    • Re - Hmm, it's an interesting idea, and it does match up flavor-wise. The problem with that is you could easily supply hundreds of coordinated STREETS spammers with just one printing. I think I like keeping a cap on how far the multiplication can go. Though if this ever gets implemented, do consider making that suggestion. --John Ember 20:33, 29 March 2006 (BST)
  12. Keep Sounds good, but I think you should lower number of copies you get after printing. 5 will be more than enough --EnForcer32 15:40, 29 March 2006 (BST)
  13. Keep - Man, I am so going to create a Malton version of The Onion --Reverend Loki 19:27, 29 March 2006 (BST)
  14. Keep - Yep, great idea, something else to waste ap's on rather than reviving people :) WiredDeath 19:44, 29 March 2006 (BST)
  15. Keep - Love It! What if they could be relocated like a chain letter... --Spraycan Willy MalTel 21:07, 29 March 2006 (BST)
  16. Keep - Love it too. I agree with whoever said zombies should be allowed to tear them down too, if they don't like what's said. Peterblue 22:02, 29 March 2006 (BST)
  17. Keep - Give liabrarys a use... 343 23:13, 29 March 2006 (BST)
  18. Keep Like it. Also, a printout will fall from the wall after five days. Jtico 23:27, 29 March 2006 (GMT)
  19. Keep Zs should be able to tear down notices, but not read them. DavidMalfisto 1st April 2006 (GMT)
  20. Keep - Awesome for those new groups looking for recruits. --Cyberbob240CDF
  21. Keep Great idea, though 1000 chars is a bit much (but these get finetuned before implention, if they get implented)--William Raker 17:19, 11 April 2006 (BST) 16:07, 8 April 2006 (BST)
    • Tally - 20 Keep, 1 Kill, 0 Spam - 04:43, 13 April 2006 (BST)

XP for Reviving

{{suggestion|

suggest_time=04:51, 29 March 2006 (BST)| suggest_type=Balance change| suggest_scope=Survivors| suggest_description=Inspired by an above suggestion by Porgon. Since reviving costs an extra 10AP now it seems fair that the xp earned be higher as well. I suggest that reviving a zombie gives 10xp. At a ratio of 1xp earned to 3AP spent in finding and using the syringe this is by no means an overpowering buff. And scientists could use a better xp gain compared to combat characters.| suggest_votes=

  1. Keep Author vote. 10xp isn't that much and scientists could use a boost in that regard. --Jon Pyre 04:51, 29 March 2006 (BST)
  2. Keep Seems fair enough --mikm W! 04:57, 29 March 2006 (BST)
  3. Keep i agree eitehr more xp or reduce the revic\ve cost to 5ap--[[User:ericblinsley] 05:07, 29 March 2006 (BST)
  4. Keep - Reviving has become more difficult; it should award more XP to reflect this. --John Ember 05:24, 29 March 2006 (BST)
  5. Keep -Banana Bear4 05:31, 29 March 2006 (BST)
  6. Kill - Will change vote when I can get 20 XP for making a syringe--Bermudez 05:35, 29 March 2006 (BST)
  7. Keep - Since combat revives have probably become a non-issue now (why put yourself at an AP disadvantage two times out of three?), I see no problem in giving more XP for revives.--Guardian of Nekops 05:57, 29 March 2006 (BST)
  8. Keep - I don't want to see new NT scientists screwed. BUT it would be fair for you guys to vote "keep" on above zombie XP suggestion, since we're being fair today. Spread the love. --MrAushvitz 00:55, 29 March 2006 (BST)
  9. Kill - Will change to keep when I can get XP for cracking 'cades, opening doors, walking, and for the 5 extra AP I spend every day because I've been headshot.--Jorm 06:03, 29 March 2006 (BST)
  10. Kill -- Revives have never been a primary XP source for scientists. Or even a secondary source. Revives do not exist to give XP. That's what DNA scanners are for. Revives exist to return survivors to the fight. They give XP now, yes, but it's a BONUS. If you really want to help scientists level, suggest that medics get 10 XP for healing with First Aid and 15 with Surgery, because those are things that people actually DO use for earning XP. furtim 06:14, 29 March 2006 (BST)
  11. Kill -- Sorry, but revives were NEVER a good source of XP gain. XP:AP efficiency is now 0.16, compared to 0.24. DNA Scanning is where it's at, with an efficiency of 4. If you want to tweak it so that the efficiency stays the same, it should give 7.3 XP instead of the current 5. --ism 06:19, 29 March 2006 (BST)
  12. <Kill - Server load. Tracking all those searches? Impractical. --Gene W! - Talk 06:22, 29 March 2006
    • Invalid Vote Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
      :Your comment shows that you either failed to read the rules, failed to comprehend the suggestion, or both. This vote does not count. --Rozozag 21:49, 29 March 2006 (BST)
    • and it shows that neither have you, because you do not have the authoraty to strike out votes. Further more it is said that it is not a very good reason to vote kill (in this case double so, as it has no impact on server load at all) but there are cases where it is justified.--Vista W! 22:29, 29 March 2006 (BST)
  13. Kill - See the first half of what furtim said. Velkrin
  14. Kill - I wanted to vote Spam... Balance change?? You can ride your high horse all day about how the game is "balanced" whenever a person suggests something that would improve a zombie's abilities. But the instant something changes that can shift a little power to zombies, you're claiming that it's unfair. Boo Freaking Hoo. Dickus Maximus 06:40, 29 March 2006 (BST)
    • Re Actually I think the change is a good idea. I felt that reviving had become too easy, though my human character won't like it much. But I think that as the AP cost has risen the xp rate should rise too. 10xp is in line with the bonus xp gained with any other action that turns someone into a body. --Jon Pyre 15:55, 29 March 2006 (BST)
      • Re - I just don't think that you should get any more XP than you do now. Reviving is the single most powerful thing that the survivors have: being able to turn zombies back into people. That's reward enough. Dickus Maximus 18:58, 29 March 2006 (BST)
  15. Keep - Scientists are the weakest survivor class. I don't think some of the Kill voters are even reading this suggestion.--The General 08:17, 29 March 2006 (BST)
    • Re - The weakest survivor class is Medic (Soldier). You seem to neglect DNA tagging and Healing, which are the primary XP sources for scientists. --Siddhant 08:42, 29 March 2006 (BST)
    • Re - Military still gain XP far easier than scientists. At least medics can buy military skills cheaply.--The General 10:33, 29 March 2006 (BST)
    • Medics are kick-ass, they get a cross over skill combined cheap military skills, and its a sub class, just look at the statistics page under scientists. somehow for all those asome Xp gaining ways they are by far the least experienced class of the game. just fact, not theory. --Vista W! 11:16, 29 March 2006 (BST)
  16. Keep - scientist have the least amount of XP of all characters, this would help without overpowering, And because the XP/AP is still rather low people wouldn't start reviving for Xp gain. Dickus maximus, where has jon claimed it was 'unfair'? Jon pyre made feeding groan, I just thing he has a more all-encompassing view of balance then your rather narrow one. you see this changes nothing about survivor-zombie interaction, but uses the re-balance between them to also try to fix the fact that scientist are the slowest faction of the game to level by far. Two birds in one stone, The mechanics in a game are slighty more complex as 'this helps zombies or this nerfs them' as you seem to think.--Vista W! 11:31, 29 March 2006 (BST)
  17. Keep - The current changes makes the NT class almost useless. This goes and makes it a little more worthwhile... (but just) - Jedaz 13:52, 29 March 2006 (BST)
  18. Kill - Combat gets XP but has no other effect on the game, but revive have such an effect that they shouldnt be used to get XP, i think the small XP they have atm is fine--xbehave 14:07, 29 March 2006 (BST)
  19. Keep - Make a crappy source of xp into a slighly less crappy source of xp? why not? --McArrowni 14:29, 29 March 2006 (BST)
  20. Kill You have the most powerful action in the game...returning survivors from zombie status. Isn't that good enough for you?--Mookiemookie 15:07, 29 March 2006 (BST)
  21. Kill - My original NT character leveled up really fast by DNA Extraction. The new change will increase the number of zombies available for extraction, so NT's will have a large source of XP. You'd have to bump revive XP up to 30 or 40 to match that. --Dickie Fux 15:14, 29 March 2006 (BST)
  22. Keep - Not overpowered at all, considering a revive takes at least 30AP now. A combat character can easily earn 50+ XP in the same amount of time. The main in-character job for NT techs should be reviving dead survivors ("curing the zombie plague"), they should get some decent XP for doing it. --Norcross 18:34, 29 March 2006 (BST)
  23. Kill - Revivification has never been a XP earning task, and the recent nerf of reviving hasn't changed that fact. Want good XP? You have scanners, FAKs and to a lesser extent, Tagging for that. Bringing a fellow survivor back to life should be its own reward. -Nubis 18:37, 29 March 2006 (BST)
      • Tally - 12 Keep, 11 Kill -Nubis 18:39, 29 March 2006 (BST)
  24. Keep - OK as is, honestly I'd make it worth 15 XP myself. --Reverend Loki 19:35, 29 March 2006 (BST)
  25. Kill - Reviving is to recover fallen comrades not an xp source. That is what DNA tagging is for. --Technerd 19:34, 29 March 2006 (BST)
  26. Kill - I played as a scientist for several months, and I had great ways of earning XP. Reviving isn't for XP, it's to get back a fallen comrade. Using the DNA scanner, I could get even 60 XP in a day at lower levels where other classes are struggling to get enough FAKs for 30XP. --TheTeeHeeMonster 21:02, 29 March 2006 (BST)
  27. Keep - I don't think some of the zombie players voting "kill" realize how ineffective DNA scanning can be when 90% of zombies say "SPECIMEN SCANNED ALREADY" Even with this update, scientists will still be underpowered. I will change my vote to "kill" if DNA scanning becomes more effective.--Rozozag 21:09, 29 March 2006 (BST)
  28. Kill - Revivification isnt about getting exp, its about raising the dead. Roztag, even the most dim witted and unlucky scientist can find a couple o untagged zombies, especially since the DNA extractor flag on a zombie is unset when that zombie logs in or refreshes the screen (Either with a refresh or an action). While in yon distant past a case ye may have had, in these modern days such an excuse is foolish, at best, and way beyond reasoning. Each time ive created a scientist charcter they have routinely been able to gather 50+ exp on their first day. --Grim s 21:44, 29 March 2006 (BST)
  29. Keep - would bring Necrotechs more experiance points. --Deathnut STRIKE!]|RAF|W! 22:59, 29 March 2006 (BST)
  30. Keep - Finding people to scan is extremely hard in heavily populated areas. This new fix has hurt my necrotech severely.--TheBigT 23:30, 29 March 2006 (BST)
  31. Kill - once there is more xp like 25 to 30 then i wll change my vote --Nuts monk 00:23, 30 March 2006 (BST)
    • Tally - 16 Keep, 14 Kill, 0 Spam
  32. Keep - This gives people some insentive for revives. --Swmono 15:00, 31 March 2006 (EST)
  33. Moo- It's been done now --Rozozag 02:13, 1 April 2006 (BST) Not an actual vote. Velkrin 04:45, 13 April 2006 (BST)
  34. Note - Suggestion has been implemented in the game. Dickus Maximus 05:22, 12 April 2006 (BST)
    • Tally - 17 Keep, 14 Kill, 0 Spam - 04:45, 13 April 2006 (BST) CHANGE HAS BEEN IMPLEMENTED PRIOR TO VOTE ENDING

}}


Reduce AP for making a syringe

Spam by 9 out of 13. Give new features some time before suggesting changes. --Brizth W! 15:22, 29 March 2006 (BST)


XP Bonus for Infection

Timestamp: 06:12, 29 March 2006 (BST)
Type: XP bonus for zombies who infect a survivor
Scope: Zombies
Description: If a zombie infects a survivor who was not infected before with a bite, the zombie gets 1 XP. The bite attack is about the same percentage as finding and using a first aid kit.

Votes

  1. Keep - Author Vote. Pretty straight forward. Dickus Maximus 06:12, 29 March 2006 (BST)
  2. Kill - Not to be overly caustic, but next we'll have an XP proposal for breathing.--Gene W! - Talk 06:27, 29 March 2006 (BST)
    • Re - Like I stated above, this is because humans get 5 XP for using a FAK, which is relatively the same percentage as a bite. If you get XP for healing an infection, you should get XP for causing one. Dickus Maximus 06:36, 29 March 2006 (BST)
      • RE - Ahem. They do. --Gene W! - Talk 05:36, 30 March 2006 (BST)
  3. Kill - I voted nay on a withdrawn proposal earlier today for the same reasons. If players vote Yea / Nay for the same reasons on a proposal, it's a Dupe.--Theblackgecko 06:46, 29 March 2006 (BST)
    • Comment - Yes, comments arn't allowed outside the talk page but I'm clearing something up for the new guy so bear with me. Gecko, you need to provide a link to the skill you're saying this is a dupe of. If it was withdrawn, then there is no skill and thus your dupe vote is invalid. Velkrin 06:57, 29 March 2006 (BST)
      • Thanks for the info. I changed my vote from Dupe (which was inappropriate) to Kill.--Theblackgecko 09:37, 29 March 2006 (BST)
  4. Keep - Without a link, it's not a dupe. If voting was not completed, it's not a dupe. Besides, the other one also suggested XP for killling a Zombie Hunter, bringing down barricades, and infection. This is a different suggestion, and it's a good one.--Guardian of Nekops 07:00, 29 March 2006 (BST)
  5. Kill -You already get 4 XP every time you infect somebody, infection is a side effect of bite, not it's main purpose. Why should you get more XP for no extra action on the characters side?--Vista W! 08:28, 29 March 2006 (BST), Dickus Maximus, You don't get XP for healing a infecting, you get it for healing HP, just like Bite gives XP for causing HP damage.
  6. Keep - Yes, infection is the main purpose of bite.--ramby T--W! - SGP 08:44, 29 March 2006 (BST)
  7. Kill - There is no main purpose for bite. It's a quick(er than hands) way to get decent attack rating, healing method and enemy debuff in one AP. Zombies don't really need more XP yet, and the effect on the enemy is good enough. Then again, harmanz get XP for tagging, and I guess this could be seen in the same light... --Leit 11:35, 29 March 2006 (BST)
  8. keep - Zombies need more xp, and it seams fair that infecting some gets you a few extra points than, just whacking them. --Xbehave 13:01, 29 March 2006 (BST)
  9. Keep - Infection is cool because it's the only thing zombies can do other than simply claw over and over again. --Sindai 15:31, 29 March 2006 (BST)
  10. Kill Because you already get 4 xp for infecting. There's really no reason to use bite other than infecting someone, your xp gain and damage is greater with hands and zombies don't care about health that much. In a way infection is the equivalent of DNA extracting: it gives you about the same xp and it's only worth doing to a person once a day. And I'd bet the miss ratio of bite is about equal to extracting already scanned/rotted zombies. --Jon Pyre 15:49, 29 March 2006 (BST)
  11. Kill - I aggree with Jon Pyre. No extra XP needed. --Lordofnightmares 17:10, 29 March 2006 (BST)
  12. Keep - Looks fair to me. --Reverend Loki 19:40, 29 March 2006 (BST)
  13. Kill - I was going to vote keep because i didnt know that infection gives you xp...but now...I agree with all of the above. No extra XP needed. --WiredDeath 19:58, 29 March 2006 (BST)
  14. Keep - XP bonus for "spreading the love", seriously though survivors get 5 xP for healing their buddy, zombies should get some XP for making more zombies.. --MrAushvitz 12:40, 29 March 2006 (BST)
  15. Keep - What's next? XP just for tagging buildings? For reading books? For identifying the dead? What? that's been done... then I guess this is ok --McArrowni 20:31, 29 March 2006 (BST)
  16. Kill - As has been stated there is already an XP gain. Infection tends to be a late skill so this wouldn't help zombies early on (which is when gaining XP as a zombie actually is a problem) -- Davedavinson 20:36, 29 March 2006 (BST)
  17. Keep - Survivors get XP from tagging, DNA extraction, healing, reviving, reading, and body dumping IN ADDITION to combat. Zombies need other XP outlets but, being SEVERLY limited in what they can do, have very few of them. Personally, I liked the original version that included XP for destroying a barricade (dumping bodies and reviving are their own reward, yet you get XP for them...)--Pesatyel 20:40, 29 March 2006 (BST)
  18. Keep - While I'm voting this do you 10XP for killing someone with an infection.http://wiki.urbandead.com/index.php/User:Peterblue 22:08, 29 March 2006 (BST)
  19. Kill - There is no reason for this to be added... people get infection later on and there should be something to help lower level zombies, not the veterans. --TheBigT 23:39, 29 March 2006 (BST)
    • Tally - 10 Keep, 9 Kill, 0 Spam
  20. Kill - What TheBigT said. --Cyberbob240CDF 16:11, 8 April 2006 (BST)
    • Tally - 10 Keep, 10 Kill, 0 Spam - 04:45, 13 April 2006 (BST)

2 Profile Descriptions, 1 Living, 1 Dead

This suggestion has been declared a dupe with 3 Dupe vote (including my own) 1 Author Keep, and a Spam. If you're going to suggest something, please make sure it's not already in the game. Velkrin 20:45, 29 March 2006 (BST)


XP Bonus For Barricade Destruction

Timestamp: 17:12, 29 March 2006 (BST)
Type: XP bonus for zombies who destroy barricades
Scope: Zombie XP Bonus, Perfect For Newbies
Description: XP Bonus For Barricade Destruction

As it is the subject for the day, this is one other suggestion of how to get zombies XP for "doing what they do" and "doing what they have to do."

This is not intended to give them an XP advantage, hardly, but to balance things out. Seeing as humans have a greater, easier variety of getting "extra XP" than zombies: FAK use on another survivor (+5), The various NT tech uses, books, dumping bodies outside, etc.

  • From now on, whenever a zombie finishes off the very last level of a barricade's destruction, they gain 3 bonus XP. This is the bonus "incentive" and "reward" for the destruction of survivor barricades.

Many may argue taking down such barricades are a reward in and of themselves. However, survivors gain 5 XP for using an FAK on a fellow survivor, which only costs 1 AP and 1 item. The longer, time consuming destruction of a barricade, is hardly comparable to 1 AP, gain 5 XP. So this bonus is a very small reward comparatively. Survivors putting up barricades, allows them to stay alive longer, avoiding zombification, that is a much greater reward for them, in and of iteself.

Zombies need to bypass barricades just to get at the survivors, and it is hardly 100% that a survivor may even be in the building chosen. Survivors, need merely step outside to find a zombie somewhere to attack, and start harvesting XP.

So, without explaining it's need any more than is nessesary, this is an important way for zombies to harvest XP. Especially during a "seige" surely that is a time when a zombie horde should be getting some experience while tearing at a building, for days or weeks at a time! Otherwise it is just a number of characters using all their AP, gaining little or no experience in the process.. quite pointless.

This is also a "reward" for zombies working together as a zombie mob (the "flip side" of the FAK use, helping their own fellow humans.) The zombie who has taken down the barricade may not have much or any AP remaining for entry and attack, but they still receive something for their efforts. Zombies cannot search and find items to boost their XP by other means.. this "newbie XP bonus" would definately make zombies more worthwhile, and playable.

Votes

  1. Keep - Author Vote. Pretty straight forward. MrAushvitz 17:12, 29 March 2006 (BST)
  2. Dupe - See this, this, this, this (peer reviewed), and this. The exact details may differ, but the general intent -- XP for breaking barricades -- is the same. --Dickie Fux 01:24, 30 March 2006 (BST)
    • RE - (Bows to Dickie's linking skills.) Ah, so, but does similar intent, and the initial philosophy behind it, make all things along the following lines a "Dupe." There are subtle differences to those prior suggestions, one of which would have granted a MUCH higher bonus than mine overall, so sorry, not "quite" a Dupe. So very similar, and yet. Not quite the exact same thing. As there will be so many "chainsaw" suggestions until a more "reasonable" one is made, so will this one continue until it is accepted in one form, or another. But do you agree or disagree with this idea? MrAushvitz 17:12, 29 March 2006 (BST)
  3. Kill - Dickus Maximus' suggestion (before he dumped it) gave 2 XP. I think that is better. And just because it is a dupe doesn't make it a bad idea. How ELSE are zombies gonna get other XP sources?--Pesatyel 01:26, 30 March 2006 (BST)
  4. Dupe - Ya, basically the same thing as many others. Velkrin 02:51, 30 March 2006 (BST)
  5. Dupe Nothing new. In this case 5xp is close enough to 2xp or 3xp or whatever the other suggestions put forward. --Jon Pyre 02:56, 30 March 2006 (BST)
  6. Dupe - It's been done before. Done a lot. Just because there are cosmetic differences doesn't make it any more viable or less viable than what has been seen already. -Nubis 02:59, 30 March 2006 (BST)
  7. Dupe - its a dupe. --Cinnibar 03:45, 30 March 2006 (BST)
  8. Dupe This suggestion is not substantially different from the prior indicated suggestion. Timid Dan 15:45, 30 March 2006 (BST)
    • Tally - 1 Keep, 1 Kill, 6 Dupe - 04:46, 13 April 2006 (BST)

Hit The Books!: XP Bonus For Book Use

Timestamp: 17:45, 29 March 2006 (BST)
Type: XP bonus for book use, in powered buildings
Scope: A further use for books, newspapers, poetry,
Description: Hit The Books!

To make the "science" classes a little less unapetizing to new players, I propose an "alternate" XP bonus, which stacks with existing XP bonuses, for survivors. This is NOT a skill.

Characters whose starting character class was a NecroTech Lab Assistant or Doctor, OR any other character who possesses at least 3 science skills are granted the following additional XP bonus:

Whever your character is in a "powered" building of the following types: Library, Museum, School, Cathedral, Church, Mansion; your character is granted the following bonus: Whenever you use a book, poetry book or newspaper, whenever that item is "used up" or gone as a result of use, you gain an additional +2 XP. In this manner, it is assumed your character is trying to conduct some manner of research, between-the-lines news, or source of inspiration that hopefully leads your character to some kind of hidden advantage against the zombies.

  • This bonus, albeit a meager one, can be easily accomplished for the "booksmart" player who may be searching for a number of items anyways.. the character may be examining scientific and theological subject matter simultaneously.. anything that might explain events that brought about the zombies to begin with, and how to eliminate them.
  • The basic "balancing" reason behind this is, there are 6 "science" skills.. but 9 "millitary" skills (one of which is "Free Running", a much needed skill to ANY survivor character, especially a scientist who wants to live through this!)
  • But taking a "science" character will mean to complete your skills tree it will be the longest road of all.. 2325 XP to finish!
  • This is a meager bonus, but it does allow characters to use items they may be finding anyways.. and it is an additional reason to have "powered" buildings of other specific types. "Think Tank" safehouses. Note: NT Buildings were not included on purpouse, their research tends to be more "hands on" and imbedded in the sciences, test and results, in short they might miss a lot of the "outside" causes to the zombification process.

Votes

  1. Keep - Author Vote. Yeah, yeah, but hey, it's true when you start as a scientist it's the "long" route for a survivor. Just an optional bonus, people will use it though, while learning a lot of "News" flavour text. MrAushvitz 18:12, 29 March 2006 (BST)
  2. Kill Makes reading books as good for xp gain as attacking. --Jon Pyre 02:54, 30 March 2006 (BST)
  3. Keep - I was going to say Kill on account it gives too much XP, but...it requires a powered building. And a powered building that no one bothers to defend at that. Powered buildings basically throw out a neon sign saying "SURVIVORS INSIDE, PLZ DONT KILL OKTHX ^___^" to any zombie wandering by. As a matter of fact, I think this would be more dangerous than gaining XP by combat. --Snikers 03:17, 30 March 2006 (BST)
  4. Kill - Too much XP for too little effort. --Cinnibar 04:02, 30 March 2006 (BST)
  5. Keep - How novel! (Pardon.) "Reading in better light is good for you!" --Gene W! - Talk 05:44, 30 March 2006 (BST)
  6. Kill - With the search rate as high for books as it is in the library, this "ability" is essentially an XP farming device. If you get XP from half of your turns reading a book as a scientist, you'll get 100 XP with this skill. Just no. Dickus Maximus 06:07, 30 March 2006 (BST)
  7. Spam Idea unsalvagable. Free XP for very little effort. Timid Dan 15:43, 30 March 2006 (BST)
  8. Keep - What's this? Giving XP for items which enhance RPing but have no (or next to no) in game use? A suggestion that isn't adding a new weapon or character class to the game? Rock... I mean "Read" on! DavidMalfisto 18:01, 1st April 2006 (BST)
    • Tally - 4 Keep, 3 Kill, 1 Spam - 04:47, 13 April 2006 (BST)