Suggestions/2nd-Apr-2007

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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.
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DNA Scanner Improvement: # of Unscanned Zombies

Timestamp: Jon Pyre 05:05, 2 April 2007 (BST)
Type: Improvement
Scope:
Description: I think the scientist class could use a little boost now to aid in xp gain at early levels, especially now that Malton is mostly overrun by zombies and the military class is going to have a much easier time both leveling up and surviving.

I suggest that any player with Necrotech Employment and a DNA extractor in their inventory be told how many unscanned zombies are present at a location like so:

There are five zombies here. Two are unscanned.

Since Necronet Access allows for tracking of scanned zombies and DNA extractors can upload and receive data it makes perfect sense that Necrotech would inform scientists out in the field whether a cluster of zombies is worth their time. If every zombie is scanned there would be no additional message.

  • Note: While this would save scientists a single AP now and then they might spend extracting from a horde that's already been fully scanned what it would really be useful for is determining whether to bother scanning a brain rotted zombie or not. If there are 10 unscanned zombies present spending a few AP getting past a brain rotter makes a lot more sense than if there's only two.

Keep Votes

  1. Author Saves newbie scientists a bit of AP when leveling. --Jon Pyre 05:06, 2 April 2007 (BST)
  2. Keep - My first reaction was kill because I thought, how does the information that all Zombies have been scanned get to the scientist? Then I realized that it's through the same magic that it tells you when you actually scan the Zombies. This doesn't hurt anyone and gives scientists a much easier time. - JedazΣT MC ΞD GIS S! 05:49, 2 April 2007 (GMT)
  3. Keep -A logical extension of necronet.--Vista 09:53, 2 April 2007 (BST)
  4. Keep - Anytime a survivor logs into the game, they see both the name and HP level of everyone in the building and also the level of the barricades. For free. No AP cost at all. Free information is fine, and this suggestion makes sense. --Toejam 11:21, 2 April 2007 (BST)
  5. Keep - what Jedaz wrote above --Duke Garland 11:34, 2 April 2007 (BST)
  6. As everyone else above me. And maybe somebody below. -Mark D. Stroyer 15:42, 2 April 2007 (BST)
  7. Keep - If the NecroNet can tell you when all the zombies in a suburb are scanned, then it should be able to say how many in a small group have not been scanned. --ZombieSlay3rSig.pngT 16:27, 2 April 2007 (BST)
  8. Keep - Having played a scientist all the way to level 41 (or whatever max is) using soley scanning and reviving as XP gains, I can see the need for this. It will still be inferior to other methods of xp gain and it won't help with revives, so no balance issues. - Gm0n3y 18:50, 2 April 2007 (BST)
  9. Keep - The DNA extractor already knows when a zombie has been scanned. If all zombies in a block have been scanned and you try to scan the first one (and only the first one), it will tell you that they have all been scanned. So clearly, it can interface with the NecroNet remotely and tell how many zombies in the area have been scanned. From there, it should be a simple matter to do the math (since you can already tell how many zombies are in an area) and figure out how many zombies in the area have not been scanned. There is no reason that this information should only be available after you've wasted an AP, when the scanner clearly knows already which/how many zombies have been scanned. This isn't so much giving free information as it is fixing a clear design oversight.--Reaper with no name TJ! 20:38, 2 April 2007 (BST)
  10. Keep - However, it's exactly the sort of useful hack that might logically call for a skill to benefit from. Yes, the info is in the scanner, but the interface designers probably never anticipated active field use on the current scale, and saw no need to make the info immediately available. Call it "scanner diagnostics" or some such. Of course, that would somewhat negate the benefit to newbies. --S.WiersctdpNTmapx:oo 23:34, 2 April 2007 (BST)
  11. Keep - But maybe require a bit more advancement on the NecroTech skill tree.-Heretic144 01:32, 3 April 2007 (BST)
  12. keep - Good. Mattiator 04:05, 3 April 2007 (BST)

Kill Votes

  1. Kill - No free information. For this to work with the current system of DNA scanners/necronet, the scanners would have to leave some indicator of them scanning a zombie - an RFID tag, perhaps - that would be detectable by the scanner, even when it is not used. Something like that could be implemented as an upgrade to scanners (eg, you have to spend AP/XP to get it), but a free upgrade for everyone is bad. Besides, this really isn't much of an issue: at most, you'll lose 1 AP after all of the zombies are scanned. Scanning a zombie with Brain Rot causes much, much more AP to be lost. -Saluton 05:17, 2 April 2007 (BST)
  2. Kill - How could it tell you how many have not been scanned, when you have to physically shove the needle in to know?? --Ducis DuxSlothTalk 05:22, 2 April 2007 (BST)
    • Re Which zombies are scanned and where they are is clearly already saved by Necronet. And DNA Extractors can clearly send and receive this information, meaning they interface with Necronet remotely. Currently this is how extractors work:
    • Step 1: Poke zombie with extractor for DNA scan (probably also inserting tracking chip for the necronet map)
    • Step 2: Send signal to the network
    • Step 3: Network compares DNA to that on file
    • Step 4: Determines whether it's scanned already or not and if any zombies at your position remain unscanned.
    • Step 5: Sends information back to your extractor
    • There's no reason why this information given in step 5 should only be accessible after you scan a zombie. The Necronet network already has to have that information and the ability to send it to your extractor. --Jon Pyre 06:27, 2 April 2007 (BST)
    Re - Jon, are you thick or something? How can the necronet know if there are zeds who dont have a chip in them left in the pile? You have to scan them all to know... --Ducis DuxSlothTalk 13:00, 2 April 2007 (BST)
  3. Needs some discussion. And to Saluton, NecroNet already does that. When you call up the Net, it indicates there is a scanned zombie in square A. But if the zombie moves to square B and you call up the net a second time, it would indicate the zombie as being in square B because that is where it is when you call up the Net. So If I scan a zombie and the info is put into the Net, the Net HAS to have some way of detecting where the zombies are when the map pops up. Otherwise it would say something simple like "there are X scanned zombies within Y range of this NecroNet facility"). So there has to be some kind of "marker" on the DNA extracted zombie for the Net to detect.--Pesatyel 06:14, 2 April 2007 (BST)
  4. Kill - considering that the only way to get this info. currently is to power up and fuel an NT building within range, plus tag all the zombies with DNA extractors, and spend 1AP right there on pushing the button - this is too much free info. Apply a cost. --Funt Solo Scotland flag.JPG 08:58, 2 April 2007 (BST)
    • Re Actually this information is already given to scientists whether there are any powered necrotechs in range or not. If all zombies are scanned then scanning will only bring up the profile of the last zombie in the queue and tell you that all zombies in that location have had DNA samples taken already. What this would be most useful for is determining whether it's worth repeatedly scanning a brain rotted zombie to get past them. If that brain rotted zombie is the only one in the queue then why bother. But if there are 3 unscanned zombies after it it might be worth it to fail at your scan a few times to get that xp. The cost is that the scientists must still spend AP to get anything. This just gives information. Not experience. --Jon Pyre 09:12, 2 April 2007 (BST)
    • re - it's still free information. Apply a cost. --Funt Solo Scotland flag.JPG 09:45, 2 April 2007 (BST)
  5. Kill - I'm happy with the way it is, finding this info with the expenditure of a single AP per pile -- boxy T L ZS Nuts2U DA 10:28, 2 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Neuro-Toxic Bite v3.0

Timestamp: 10:00, 2 April 2007 (BST)
Type: New Zombie Skill
Scope: Zombies.
Description: A mutation of this zombie's Infectious Bite, coupled with the poor sanitation of a city besieged for over a year, have caused a unique neuro-toxic reaction:
  • Prerequisites: Level 10, Digestion, Infectious Bite
  • Effect: Any survivor infected by this zombie's bite also loses the ability to speak properly, until treated with a FAK (which, as normal, cures the infection). Instead, they speak as if they were a zombie with Death Rattle.
  • Notes: Mobile 'phone comms are okay as the survivor can still text normally. Radio or normal speech is effected.
  • A revision of the Peer Undecided Neuro-Toxic Bite v2.0.

Keep Votes

  1. Keep - Although I'd like an infected survivor to get their own language, rather than using zombie death rattle (but a minor point) -- boxy T L ZS Nuts2U DA 10:31, 2 April 2007 (BST)
  2. Keep - I like it. Makes infectious bite a little more entertaining (both for the attacker and victim). --Reaper with no name TJ! 20:53, 2 April 2007 (BST)
  3. author - hrmn - the crowd's got tougher since Version 2.0. Oh well. No fun for my zambah. --Funt Solo Scotland flag.JPG 20:56, 2 April 2007 (BST)
  4. Keep - I'd find this hilarious. But give 'em a language of their own... --c138 RR - PKer 01:15, 3 April 2007 (BST)
  5. Keep - yes, but how about a drunken language? Mattiator 03:41, 3 April 2007 (BST)

Kill Votes

  1. Kill - I don't think this is needed, it doesn't really make it fun for either side and infections are usually cured quite quickly - JedazΣT MC ΞD GIS S! 09:29, 2 April 2007 (GMT)
  2. Kill I'd rather see someone say "Yeesh, had a tough moment out there! Got nipped on the arm and infected, would sure appreciate a heal" then "ghrhhrrr mhrrrhrrr rrrrrrhrrrrrrr". Banter = good --Jon Pyre 10:38, 2 April 2007 (BST)
  3. Kill - O goody, more banana gangbangs. But I don't see what this does, Either the survivor has a FAK he would be using anyway to treat his Hp costing infection, or we would just gargle something instead of saying "infected, heal please" and be just as easily understood. I like new bite effects, but having it cured with a FAK makes it useless. And having it targeting survivor communications is not something I'm enthousiastic about. Zombies already outcomunicate survivors purely through mechanics (and yes their metagame communications can be awesome too) and while I would overlook that fo a good rewarding new effect this isn't it. --Vista 11:06, 2 April 2007 (BST)
  4. Change - NO, not death rattle. if there was just dropping of some consonants and/or modifying them - that could get my vote. next time use talk page to discuss before suggesting, please. --Duke Garland 11:30, 2 April 2007 (BST)
  5. Kill - No, don't nerf the thing that survivors have going for them, even if they don't use it well most of the time. --Ducis DuxSlothTalk 12:54, 2 April 2007 (BST)
  6. Kill -"If it gives characters, especially zombies or survivors, even a tiny little buff, it will almost certainly receive at least one kill/spam vote for that reason. --AlexanderRM 00:39, 3 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - I really don't see this as being interesting or useful at all. --ZombieSlay3rSig.pngT 16:30, 2 April 2007 (BST)

Pass me a beer

removed by author to make a revision --Duke Garland 12:46, 3 April 2007 (BST)


Repair skill

Timestamp: BartlesonJames 19:38, 2 April 2007 (BST)
Type: Skill
Scope: Affects survivors' ability to repair ransacked buildings, brings wirecutters into use.
Description: A new survivor skill: Repair. Only survivors with this skill, which could be a construction sub-skill, would have the ability to repair ransacked buildings. This follows the same idea that an unskilled survivor cannot effectively construct barricades. The second aspect of the Repair skill would be the ability to repair damage to a building type which cannot be ransacked: Junkyards. A Junkyard with a mended fence would not be impenetrable. Any survivor would be able to use wirecutters to once again allow access to a mended Junkyard.

Keep Votes

  1. Author I believe this could add an interesting new element to the game.BartlesonJames 19:38, 2 April 2007 (BST)

Kill Votes

  1. Kill Fence repairing is frequently suggested, and frequently shot down, for a number of reasons. For me, the most important is that it encourages zombie spies which would be needed to cut the fences.Oppenharpo 20:10, 2 April 2007 (BST)
  2. Kill- Survivors would be given an impenetrable fortress against zombies. Furthermore, they would all flock there because it would be so much more difficult to repair buildings already taken by the zombies. The game might lose the mall-centric aspect but become junkyard-centric. --Reaper with no name TJ! 20:27, 2 April 2007 (BST)
  3. Kill The first half is too hard on already flailing survivors, the second makes them invulnerable to all but PKers. --Jon Pyre 00:18, 3 April 2007 (BST)

Spam/Dupe Votes

  1. Spam/Dupe - the spammy bit is nerfing ransack-repair. That's a game breaker, right there. The rest of it is subsumed by the Peer Reviewed "Fences: New Rules", and therefore a Dupe. (Should be in frequently suggested, really, because of wire, wire, wire, wire, wire, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters, wirecutters and wirecutters) --Funt Solo Scotland flag.JPG 20:54, 2 April 2007 (BST)
  2. Spam - I rarely vote spam, but this deserves it. Survivors do not need impenitrable fortresses. And as Funt pointed out, the other part of the suggestion is a dupe. Also, don't suggest 2 unrelated things in one suggestion. Gm0n3y 22:43, 2 April 2007 (BST)
  3. Dupe - Per Funt's huge list. --ZombieSlay3rSig.pngT 22:51, 2 April 2007 (BST)
  4. Spam - Newbies can;t search as many buildings, and survivors with free-run get a fortess only a death cultist can open. Should be titled "shaft the newbies and zombies". --S.WiersctdpNTmapx:oo 23:47, 2 April 2007 (BST)
  5. Dupe - As per Funt - JedazΣT MC ΞD GIS S! 02:04, 3 April 2007 (GMT)
  6. WTFINVINCIBLESURVIVORSAFEHOUSES?!?!?!!? I rest my case. Mattiator 04:02, 3 April 2007 (BST)