Suggestions/4th-Mar-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.
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Network Restoration

Timestamp: 01:07, 4 March 2006 (GMT)
Type: Skill
Scope: Survivors, Newbies,
Description: Here are two things I think would be great: Turning more new players onto the wiki and allowing in character communication here, and encouraging a sense of community between players that share shelter. I know it took me a while to figure out people actually had conversations on the wiki like we do, at first it seemed just like a compendium of strategy guides. Here's a way to make the wiki more accessible by incorporating it into gameplay itself.

The skill Network Restoration would be a subskill of NecroNet access. This high level skill would allow advanced players to restore the computer networks in buildings that would logically have a computers and an previously existing database: Necrotech buildings, Police Stations, Hospitals, Armouries. When power is on a player with this skill can for 1AP "Restore Network".This amends the building description to have the following line beneath the generator message:

The building's computer network is functioning.

The link "computer network" would be an ordinary hyperlink leading to a chat page on the wiki for specifically that one building. So the Bosley Police Department building's link would lead to a new page on the wiki:"Database_Bosley Police Department." It'd open this link in a new window. Players could use the space as they like, and might even develop page rules as we have here at suggestions. It would allow more roleplaying and communication, but primarily it would allow discussions between allies on the wiki to not be metagaming, it'd foster a sense of community among players by automatically establishing a chat area for major safehouses, and it'd aid new players by helping bring them into the Urban Dead community by giving them an easy way to have extended discussions and roleplaying with the people that are in the same place as them in-game, the last being something the standard forums lack mostly. This wouldn't make survivors more powerful as the ability to set up your own chat pages here already exists, but this would aid the technically inept and inexperienced. When the network is restored it remains so until the generator is destroyed, that would require someone to plug everything back in. The generator simply going out of power would remove the sentence with the link from the room description but if power is brought back it'd come back without having to be restored. This skill doesn't give any new powers to survivors they don't already have, it just fosters a sense of community and roleplaying by making the UD wiki more accessible.

Votes

  1. Keep Author vote. Doesn't give survivors any powers they don't already have, but it helps out new players and lonely players. This would fufill a function forums do not, forums are a great place to discuss a new skill or the game in general but not as good to talk about an individual building that isn't particularly famous. Caiger Mall gets its own discussion threads on the forum, random police department does not. If you tried to start a thread just for the denizens of a random building like that it would be A) hard to find and B)Hard to keep up before more general discussions pushed it out of the way. This allows wiki discussions to be very specific, and helps players find their way that might not realize all this wiki is good for. And since it is a high level skill that aids lower level players mostly it is a way for the more senior players to help welcome new players into the community with open arms. --Jon Pyre 01:16, 4 March 2006 (GMT)
  2. Keep - Seems like a good idea for directing new players to the Wiki. --ALIENwolve 01:44, 4 March 2006 (GMT)
  3. Keep - This suggestion makes my brain tingle with pleasure. On a different note, it's been a LONG time since Kevan implemented anything (Feb 4th, 28 days ago), and that was merchandise. Any ideas why? --Agent 24601 03:39, 4 March 2006 (GMT)
  4. Kill - There is no point. Besides, the wiki is not a discussion forum, its an information source. --Grim s 03:53, 4 March 2006 (GMT)
  5. Keep - A suggestion can have a "point" other than just combat advantage. This is a great idea, and certainly hurts no-one. I would prefer for it to be a straight Science skill, rather than requiring NecroTech employment (surely there are sys admins that don't work for NecroTech!) but since it would be used primarily by high-level players anyway that's hardly a problem. It would be really cool if you had to use the skill to edit the Wiki page, but that might be difficult to implement. --Norcross 04:00, 4 March 2006 (GMT)
  6. Keep - Um. Er... Wow. That's a great idea. --Cinnibar 04:17, 4 March 2006 (GMT)
  7. Keep - Of course the wiki page would be available to anyone at any time (generator or no generator) just by clicking on the WIKI button. But this suggestion would point newbies in the right direction. --Jim Stevens 04:26, 4 March 2006 (GMT)
    • Re' Right. --Jon Pyre 04:41, 4 March 2006 (GMT)
  8. Kill - new wiki users would be nice. I don't think this is the way to get them though. And what about zombos? nothing for zombos -Banana Bear4 04:55, 4 March 2006 (GMT)
  9. Keep - Sounds like a great, realistic, not-too-unbalancing idea. --Erados 05:38, 4 March 2006 (GMT)
  10. Keep - Good idea and yet another use for generators. --Cybrgrl 05:40, 4 March 2006 (GMT)
  11. Keep - Making more active members of the Wiki is good :) --Lord Evans W! 09:44, 4 March 2006 (GMT)
  12. Kill - Having a skill just to put a second wiki link on the page seems unnecessary. How is the link that's already there for every player not enough? And what sort of discussion would even occur on each building page? Humans already have the communication benefits of spraypaint and fully understandable speech. That seems plenty. --Navigator 10:09, 4 March 2006 (GMT)
  13. Spam - Help! No one is clicking on the wiki link that is there on every page. We'd better make a skill that allows you to add another wiki link that the same people probably won't click on anyway! Rhialto 12:02, 4 March 2006 (GMT)
  14. Kill - no thanks. If you want to, just put the link directly on the title of the building, but this is a waste of AP. --Janzak 13:19, 4 March 2006 (GMT)
  15. Keep - i agree with this because like someone else said another use for generators and the waste of AP is the same than just talking in the building so your not wasting AP --Joey Donuts 09:06 4 March 2006 (EST)
  16. Keep - Thats really a smart idea, every building would have its own page, and existing groups could link to and edit those pages. for example Broadbelt grove's page would be linked to DHPD Broadbelt precinct page. ^_^ sweet idea that will get more players to join groups. --Kirk Howell 14:25, 4 March 2006 (GMT)
  17. Kill - As Grim said, this ain't a discussion forum. Everyone can make a new group and advertise it ingame, but by making a comunity for a game where a town is under siege and where the survivors have lost their friends/family due to the zeds...I don't know, but it just doesn't sound all right to me. Sorry. --Abi79 14:55, 4 March 2006 (GMT)
  18. Kill -What you want is an official IC-forum instead the OOC informal ones we got. Grim S is right the wiki is an information source, not a discussion forum. Although it can be used for it, it's just not particulary suited to do the job you want it to do. The idea you want to achieve is a likeable one. the solution you propose for it just isn't right for it though.--Vista 15:16, 4 March 2006 (GMT)
    • Re It wouldn't be just for chatting, it would allow people to make building histories, building politics, have debates, elections, write scientific papers about the nature of zombism, keep a daily log, all kinds of things. It'd also be fun to enter a building that had been abandoned long ago, power up the computer and learn about the groups and survivors that had once flourished there before the zombies drove them away. That's why I think the wiki would be better than a forum, it would allow the building denizens to create whatever kind of society they like. --Jon Pyre 16:16, 4 March 2006 (GMT)
  19. Keep - Great idea. Each group could have a kind of talk page for their building. --TheBigT 15:27, 4 March 2006 (GMT)
  20. Keep -LtMile 15:29, 4 March 2006 (GMT)
  21. Keep - I would be more keen to see it in the civillian skill tree. Thta way it would be accessible to all for the same cost. -- Andrew McM W! 16:40, 4 March 2006 (GMT)
  22. Kill - Doesn't provide a way for zombie players to participate. --Dickie Fux 16:48, 4 March 2006 (GMT)
    • Re Zombies are not humans. They should have different skills and abilities. Otherwise I'd like my survivor to get "Saving Groan" and "Brain Not-Rot." One of the chief advantages zombies have is anonymity, I wouldn't want to take away that. --Jon Pyre 16:50, 4 March 2006 (GMT)
      • Zombies should be anonymous in game, but should be an equal part on the meta/community level. The way your suggestion works, survivor participation on the wiki would increase without any increase in zombie participation. --Dickie Fux 17:39, 4 March 2006 (GMT)
  23. Kill - My problem with this is that it provides an official link to metagaming. If people want to metagame, they should have to find their own groups, which really isn't that hard. Also, this makes talking free to anyone who's in a powered building, not to mention telepathy, unless you can somehow rig the chat window to close if a person leaves the building. --Pinpoint 16:54, 4 March 2006 (GMT)
    • Re You aren't using AIM in the zompocalypse, you're leaving messages in the computer system. They'd be doing exactly what we're doing right now, and we aren't using telepathy. --Jon Pyre 17:01, 4 March 2006 (GMT)
  24. Keep - Sounds good to me! Indirectly, you could meet new contacts for your 'cell phone' use (players you want to chat/co-ordinate with. All good. --MrAushvitz 10:30, 4 March 2006 (GMT)
  25. Keep - I like it, 'specially the building history idea.--HVLD 17:51, 4 March 2006 (GMT)
  26. Kill - this would create too many problems. And eventually there would be another skill to see who went into the page discussion and deleted everything. Kind of like generator smashing. Not worth the hassel.--Uncle Willy 18:05, 4 March 2006 (GMT)
    • Re The great thing about wikis is that vandalism is easy to fix. Just replace it with an older version from the history. --Jon Pyre 18:08, 4 March 2006 (GMT)
  27. Kill - As far as I can tell destroying the generator does nothing. The link is removed in the UD window, you can still access the talk page for that building if you have bookmarked the page or written it down somewhere... seems awful wasteful. Destin Farloda 19:49, 4 March 2006 (GMT)
  28. Kill - Seems like it would create nigh-useless junk pages on the Wiki. Velkrin 20:37, 4 March 2006 (GMT)
  29. Kill - A wiki is not a chat room. And buildings shouldn't have chat rooms anyways.--Mookiemookie 21:10, 4 March 2006 (GMT)
    • Tally 16 Keep, 11 Kill, 1 Spam
  30. Keep - I like it - --ramby T--W! - SGP 01:45, 5 March 2006 (GMT)
  31. Keep - I think it's a great idea. Fun, and would add to the history of the game. --Blahblahblah 19:20, 6 March 2006 (GMT)
  32. Kill/Change - If it's for n00bs then why make it a high level skill, If it's not a skill then it will be incredibly overused. --Freakarama 17:41, 16 March 2006 (GMT)
    • Tally - 18 Keep, 13 Kill, 1 Spam 05:23, 27 March 2006 (BST)

Trains

Timestamp: 22:05, 4 March 2006 (GMT)
Type: New Feature
Scope: Survivors and Railway Stations
Description: I always wanted to see working railway stations in the game, so here's my suggestion.

When you enter the railway station, you see something like "You are inside X Railway Station. You see a train on a platform, looks like it is damaged." You can enter into the train by clicking "Enter the train" button (1AP) then, using wirecutters, you can fix it's systems (1AP). Building's internal description will change to "You are inside X Railway Station. You see a train on a platform, looks like is is fixed." All you must do now, is to place a working generator inside the train. A generator will work for 30 minutes insde the train, so there won't always be a train waiting for you on every railway station. Person, who placed generator inside the train will choose destenation (he is a driver now) where train will go from a list of suburbs. Room description will be changed again to "You see a train on a platform, it is ready to leave to <destenation>" and any survivor will be able to enter this train, until there will be 10 people inside. The train will leave as soon as driver will press "Go" button (remember, he has only 30 minutes after generator is placed). Traveleing by train cost 10AP for all the survivor inside. Traveling by train is not the same as teleportation, it will take 30 minutes, so when someone is on a moving train, he'll see the same screen, as when he is sleeping, except the message will be different.

  • Generator is automatically discarded after train has arrived.
  • Train can't leave if there are zombies inside.
  • Zombies can attack trains the same way they attack barricades and generator.
  • When zombie attacks train, he is damaging both train and generator inside, so you will need to fix train again and place another generator.
  • Only suburbs with Railway Stations will appear in suburb list. If suburb has more then one railway station, train will arrive to closest station.
  • Survivors and zombies inside trains are displayed in Railway Station's description as all the other people, except their names will asterisked ("There are 8 zombies here. 3 zombies inside the train" for zombies)

I don't think that trains will unbalance the game and make traveling too easy, because you need Wirecutters, Generator and Fuel Can to start the train and they are not easy to find. Traveling is not instant, it cost 10AP and not many people want to go to suburb they don't know... but some of them need this. P.S. sorry if there are many grammar mistakes, my english is bad.

Votes

  1. Keep - This is pretty useless really--it's much more efficient to just walk. As such, implementing it is pretty low priority. However, I think anything that gives players more to do is a good idea. So if kevan gets to all the really good suggestions, this might as well go in.--'STER-Talk-Mod 22:42, 4 March 2006 (GMT)
  2. Kill - This would provide a phenomenal movement advantage for humans, allowing them to immediately reinforce any suburb they choose, and for only a handful of ap. --Grim s 00:16, 5 March 2006 (GMT)
    • Re As I said, it is not easy to find things required for traveling, so traveleing actualy cost more then just 10 AP. And only 10 people at once can use the train. This isn't such a high number. --EnForcer32 06:12, 5 March 2006 (GMT)
  3. Kill - Whoa, this is a neat idea but has several things I think are very bad. One player controls ten ap of everyone on the train. bad. Players disappearing, even for just 30 minutes. bad. no driving with zombies on train. bad. A lot of work for a little product bad. Spirit of the suggestion. Great. -Banana Bear4 00:21, 5 March 2006 (GMT)
    • Re Yes, one player controls every passenger's APs, but if you don't want to go somewhere you don't know, just don't sleep in the train. Driving with zombies will make huge advantage for them, cuz any zombie-spy will be able to transfer zombies from his group anywhere. --EnForcer32 06:12, 5 March 2006 (GMT)
  4. Kill Silly and the implementation of it is wonky. And moving all over the map for the cost of a few APs is bad.--Mookiemookie 00:28, 5 March 2006 (GMT)
    • Re Re-read the suggestion and my Res above. And just think about it: you were in Dakerstown, now you are in Miltown. Will this give you huge advantage over zombies? No. Where is the negative effect of this suggestion? --EnForcer32 06:12, 5 March 2006 (GMT)
  5. Keep - It is a waste unless you want to go from one edge of the map to the other. That being said, it would be nice to have some other form of transportation and it would take atleast a days worth of AP finding the materials and setting up the transportation so it is balanced. I know my numbers are right... as for those other people, maybe their calculator is broken. Anyway good suggestion and I think this will provide another building for survivors to actually try to guard. --TheBigT 02:52, 5 March 2006 (GMT)
  6. Keep - Author vote. I just like flavour of my idea :) --EnForcer32 06:12, 5 March 2006 (GMT)
  7. Keep - This could be nice not to mention zombies could just set up camp in Train stations and attack incoming Survivors making it important to hold the train stations--Rogue 5 March 2006
  8. Kill - I like the premise of trains, but I think we can do a bit better. I log on only once a day. I don't want to wait a half hour after I press the 'drive train' button before I arrive at my destination. I would prefer to see something more like individual transportation instead of mass transportation. It could be set up so that a generator must be set up in both the arriving and leaving destinations. If the generator is destroyed then the station becomes unusable and unreachable.--Jim Stevens 23:32, 5 March 2006 (GMT)
    • Re You don't get it. You don't need to set up generatot inside building, ypu need to set it up inside train itself. Does it matter for train, if railway station has lights on? no, I think no... And you don't need to wait for half hour if you will travel for your LAST 10 APs... you will just log back in the next day and you will be already at your destenation. --EnForcer32 17:29, 6 March 2006 (GMT)
  9. Kill - I actually like the way you are going with this. But I don't understand how you can load up 10 people on a train, if the train disappears when it leaves the station - you only have 30 minutes to get everyone on, and chances are slim you will find that many people on line in 30 minutes. I also don't think zombies being on board should stop it from leaving. There are a few things I'd like changed (no 30 minutes to leave -maybe 24 hours so someone can log out and log back in at their destination the next day as well as giving opportunity for more people to hop aboard-, zombies can travel too), but I like the basic idea. --Blahblahblah 19:32, 6 March 2006 (GMT)
    • Re 30 minutes for reason. If that taime would be changed to 24 hours, thers almost always be a train waitn for you to leave. So using a train will be too easy. 30 minutes are good if you are planning to leave and telling everyone (or sprapaint onto a wall) that next day you will leave at the X:X time, so everyone, who needs this, will get aboard. And how do you imagine riding on a same train with 9 zombies inside? Zombies should eat you. That's why I don't wanna to allow them to travel with living together ("It is too dangerous to leave" message will appear, maybe?)
  10. Kill - I like this idea, but i need a revision before voting a keep. First of all, fixing a train should take way more than 1 AP. Second, generator should not be discarded, that's silly. Howver, i could be depleted, needing a new fuel can. If those features were implemented, i'd be all for it though...
  11. Kill -- What Banana Bear4 said. Besides, who's to say that the rail connecting two stations are still operational? --Nov W!, Talk 07:32, 18 March 2006 (GMT)
    • Tally - 4 Keep, 7 Kill, 0 Spam 05:24, 27 March 2006 (BST)