Suggestions/4th-Sept-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.
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Binoculars for New Scouts

Timestamp: 00:11, 4 September 2006 (BST)
Type: Balance Change
Scope: Scouts
Description: All starting Scout characters have binoculars in their starting equipment, in addition to the flare gun.

With the addition of binoculars to the game, I felt that it would be in character to give the scout class the binoculars to start the game. In fact, I believe that this was discussed in the original suggestion for binoculars. Kevan could simply state that the military has decided to issue binoculars to the pathfinder units being sent into the fray. This does not bring the scout above the three item limit for starting classes.

Votes

  1. Keep - Author vote --OmegaPaladin 00:11, 4 September 2006 (BST)
  2. Keep - Just too obvious. --Gold Blade Hunt! 00:12, 4 September 2006 (BST)
  3. Keep - this is a goodness--Gage 00:12, 4 September 2006 (BST)
  4. Keep Great idea. -- Andrew McM W! 00:25, 4 September 2006 (BST)
  5. Keep - Flare Guns are borderline useless (especially for a newbie) anyway. --YbborT 00:26, 4 September 2006 (BST)
  6. Keep - Keeptastic! --Paradox244 W! TJ! 00:28, 4 September 2006 (BST)
  7. Keep - Aye aye, cap'n! --Funt Solo 00:37, 4 September 2006 (BST)
  8. Keep - Go for it. Scouts are impossibly #### as they are just now, for anything other than zerging. I've tried starting 'em off and gotten nowhere. This will help. --c138 00:43, 4 September 2006 (BST)
  9. Keep - Pure Logic, I like it --Dgn 00:47, 4 September 2006 (BST)
  10. Keep - Sounds good. --halomarine34 01:22, 4 September 2006 (BST)
  11. Keep Something actually useful for scouts instead of the one shot nothing but spam flare gun. --Jon Pyre 01:24, 4 September 2006 (BST)
  12. Keep - Makes a whole lot of sense to me.--Blue Command Vic 01:55, 4 September 2006 (BST)
  13. Keep-Gives Scouts a purpose, makes sense, I like it. --Grigori 02:58, 4 September 2006 (BST)
  14. Keep - Makes sense. --Burgan 03:03, 4 September 2006 (BST)
  15. Keep Though seeing the message "you fire at the zombie for 15 damage. They take a headshot and die." is cool, ya can't do that at lvl 1, and it's real hard to level as a scout. Though the binoculars won't help... they'll make the newb scout more useful to others. -Certified=InsaneUG 03:23, 4 September 2006 (BST)
  16. Keep - More Scouties!!! Youronlyfriend 05:28, 4 September 2006 (BST)
  17. Keep - Can't argue with that. Now why didnt I think of it Blazefire 06:12, 4 September 2006 (BST)
  18. Keep - Sure, altough I must tell to Certified=Insane that scouts have a nice (altough not the faster) experience path: healers in an EHB hospital. --Matthew Fahrenheit YRCT+1 06:43, 4 September 2006 (BST)
  19. Keep - Intelligent, sensible, and flavourable. --BBM 12:38, 4 September 2006 (BST)
  20. Keep - Duh! --Niilomaan GRR!M! 13:20, 4 September 2006 (BST)
  21. Keep - Pretty obvious. --Nob666 14:25, 4 September 2006 (BST)
  22. Keep - YAY! Scouts could use the binoculars! --Axe Hack 16:06, 4 September 2006 (BST)
  23. Keep - great, I just wish old scouts would recieve them too. --Kiltric 16:57, 4 September 2006 (BST)
  24. Keep - Good idea.--None Fin 17:04, 4 September 2006 (BST)
  25. Keep - You get a thumbs up from The Badman! You should be proud. - The Badman Bob06! 18:01, 4 September 2006 (BST)
  26. Keep - Jumping on the Bandwagon. AllStarZ 19:13, 4 September 2006 (BST)
  27. Keep - Why didn't I think of that? --Gene Splicer 19:35, 4 September 2006 (BST)
  28. Keep - Makes perfect sense. The flare gun is useless anyway. Giving them a decent item like other classes is most certainly needed in this game.--Mr yawn 20:45, 4 September 2006 (BST)
  29. Keep - It looks like it's going to be a close one, so I'll help out.--Labine50 MHG|MalTel 21:11, 4 September 2006 (BST)
  30. Keep - Great Idea! --Max Grivas JG,T,Max4Mod,F! 21:18, 4 September 2006 (BST)
  31. Keep - *Jumps on the bandwagon* --Pinpoint 21:53, 4 September 2006 (BST)
  32. Keep - Absolutly. Makes sense that someone called a scout would have Binos. --SirensT RR 23:21, 4 September 2006 (BST)
  33. Keep - Scouts are trash, and really need all the help they can get. Still doesn't solve the problem of their having no XP source, but meh. --ZaruthustraMod 23:52, 4 September 2006 (BST)
  34. Keep - The bandwagon has left the station, I Repeat, the bandwagon has left the station! --Officer Johnieo 24:08, 4 September 2006 (BST)
  35. Keep - Well, yeah. Pretty obvious. --Rgon 03:59, 5 September 2006 (BST)
  36. Keep - anything which gives the scout a little help is good -Dog Deever TNec 11:54, 5 September 2006 (BST)
  37. Keep - s'good --Some guy 18:53, 5 September 2006 (BST)
  38. Keep - WHOO! SOMETHING EVERYONE CAN AGREE ON! Agent Heroic 19:35, 6 September 2006 (BST)
  39. Keep - I don't have a problem with a starting millitary class having a set of binoculars... all good! Besides, he is a scout for god sakes. MrAushvitz 21:45, 6 September 2006 (BST)
  40. Keep - Sounds like a good idea, especially since giving new players a useful item to their survival can never hurt. Werewolf32 15:36, 9 September 2006 {GMT)
  41. Keep - What more can I say? For my reasoning see the votes of everyone above. - David Malfisto 14:32, 13 September 2006 (BST)
  42. Keep - Just add to the band wagon. - Jedaz - 23:36/25/04/2024 11:26, 15 September 2006 (BST)
    • Tally - 42 Keep, 42 Total. --Funt Solo 13:45, 16 September 2006 (BST)

Flashlight

Resubmitted without the random weaponage --Gene Splicer 22:08, 4 September 2006 (BST)


The Underworld [Initial Concept]

Timestamp: 22:01, 4 September 2006 (BST)
Type: New Level
Scope: Urban Dead
Description: An entire subterranean level of Malton.

The Pitch #1 (role-playing)

A wounded zombie, battered and confused, climbs into the crypt beneath a cemetery to gnaw on grisly bones, whilst it's brethren stumble through the sewers in search of fresher meat, unperturbed by disease and the choking stench. Survivors, desperate to escape the slaughter and madness in the city above, hide out in old emergency sub-stations, built to power Malton's half-finished nuclear shelters.

The Pitch #2 (game-playing)

There are more survivors than zombies (5:4). A common complaint is the zombies don't get enough love in terms of new and exciting ways to play the game, or that being a zombie is somehow considered losing. Part of the idea in introducing this suggestion was to help redress the balance. The Underworld has been designed as a location in which zombies, not survivors, have a natural tactical advantage (but not a game-killing one).

Initial Concept

The Underworld would be the same size as Malton (100*100 blocks), but would additionally have impassable locations (i.e. solid rock) that nobody can move through. The ratio of impassable : passable locations would be decided at a later design stage, as would the new map. Imagine a series of subway, utility and sewage tunnels linking locations such as subway stations, sewage plants, sub-basements, nuclear bunkers, NecroTech safehouses, cellars, power substations, caverns, crypts and sewage plants.

There would be various entry points allowing players to move from ground level (the current map) to the underworld.

At this stage, I'm asking for votes on this initial concept, without any additional rules. If this is accepted, I'll introduce other suggestions regarding movement, visibility, entry/exit, new locations, new skills, new items and so on.

(I'm aware this breaks two of the rules of suggestion-making: firstly, this is arguably not a completely defined suggestion and secondly, we're not supposed to link suggestions. The reason I'm doing it this way is because there are so many new rules that may stem from this one. I want to find out if the concept is worthwhile pursuing, or if it will only live on in my fevered imagination.)


(For interest only, not as part of this initial suggestion, there is an exploration of further rules on my user page, and an ongoing discussion on the suggestions discussion page.) [Logistical Edit]--Funt Solo 14:54, 6 September 2006 (BST)

Votes

  1. Keep (Author-keep) It's my idea, so I want to keep it. --Funt Solo 22:02, 4 September 2006 (BST)
  2. Keep - I suggest anyone who's thinking of voting "Spam/Kill - incomplete" check out his talk page... he's put a lot of work into this, and it's damn good--Gene Splicer 22:07, 4 September 2006 (BST)
  3. Keep - On the initial concept. Further suggestions will be voted on according to their own merit. --Pinpoint 22:08, 4 September 2006 (BST)
  4. Keep - I've been waiting anxiously to vote keep on this. --Max Grivas JG,T,Max4Mod,F! 22:16, 4 September 2006 (BST)
  5. Keep - What I readed looks nice. This is a Keep, but I wuold really like to see a new, more complete suggestion about this. --Matthew Fahrenheit YRCT+1 22:29, 4 September 2006 (BST)
  6. Keep - This looks like a real good idea --Deras 22:33, 4 September 2006 (BST)
  7. Keep - Looks awesome, and I really want to see some more space to fight in... Besides, isn't it strange we have all these railway stations, yet no rails? Onikage Wolf 22:47, 4 September 2006 (BST)
  8. Keep - Had a look over the version in the discussion page. This would ROCK if implemented. --c138 RR 23:06, 4 September 2006 (BST)
  9. Keep - Interesting concept. I love the idea of having a whole new side of Malton to explore. --SirensT RR 23:18, 4 September 2006 (BST)
  10. Keep - awsome, hope this gets put in. --Kiltric 23:32, 4 September 2006 (BST)
  11. Keep - sounds like barrels of fun.--Gage 23:35, 4 September 2006 (BST)
  12. Keep - I too have had a look at the entire designs for the underworld... and wow. You almost deserve a keep for sheer ambition and imagination alone. The only concern is that it would completely change Urban Dead. Good or bad thing, eh, I dunno yet. -- Andrew McM W! 23:36, 4 September 2006 (BST)
  13. Keeptastic! I would love to see this implemented. --Darth Sensitive Talk W! 23:57, 4 September 2006 (BST)
  14. Keep - All aboard the keep wagon!! --Officer Johnieo 24:11, 4 September 2006 (BST)
  15. Keep (though not defenitive) You play too much Nexus Wars... Unsure how this would effect gameplay, I'll review my vote later... -Certified=InsaneUG 00:21, 5 September 2006 (BST)
    Re I'm unsure how it would effect gameplay as well, so I understand your reservation. (I've never heard of Nexus Wars.)--Funt Solo 00:34, 5 September 2006 (BST)
  16. Keep - Keep keep keep keep keep keep keep keep........... --Axe Hack 00:24, 5 September 2006 (BST)
  17. Keep- I like this. Newb suggestion FTW! --Grigori 00:39, 5 September 2006 (BST)
  18. Keep - Except the name...Underworld was a terrible movie--Admiral Ackbar U! WTF 00:59, 5 September 2006 (BST)
    Re Admiral "It's A Trap!" Ackbar - pleasure to meet you, sir. Consider it a working title. (And I've not seen Underworld.)--Funt Solo 01:10, 5 September 2006 (BST)
    Re- Don't. It's a total trap--Admiral Ackbar U! WTF 01:46, 5 September 2006 (BST)
  19. Keep - Loads of fun for everyone! --Paradox244 W! TJ! 01:36, 5 September 2006 (BST)
  20. Keep- I like the idea of sneaking between NTs and assaulting various buildings in secret from below. Karloth vois RR 01:59, 5 September 2006 (BST)
  21. Keep - Pending a more cmoplete, official version of it, yes, this seems like it might be an interesting addition. Or complete revamp, depending on how you like to look at it. --Rgon 04:02, 5 September 2006 (BST)
  22. Keep - Awesome. I love the whole concept. Cyberbob  Talk  04:04, 5 September 2006 (BST)
  23. Kill Let me get this straight...a series of linear tunnels that restrict movement and make it hard to move to a safer location. Why would any survivor want to go there? And why would any zombie want to go where there are no survivors? --Jon Pyre 05:41, 5 September 2006 (BST)
    ReThe tunnels don't have to be as restrictive as you imagine. Zombies would want to use it to hide out and operate sneak attacks. Survivors would need to scout it to defend themselves.--Funt Solo 08:26, 5 September 2006 (BST)
  24. Keep - Needs a reason for survivors to want to go down there though, perhaps stuff that can't be found above ground or a shortcut from place to place? Otherwiae, cool idea but it may be a bit too "Big." --Trevor Fitzgerald 01:03, 5 September 2006 (EST)
    ReGreat idea on shortcuts - they could compliment the above ground Free Running network. Thanks. (The idea for having stuff that isn't above ground is already in place - just haven't figured out what the cool stuff is yet).--Funt Solo 08:26, 5 September 2006 (BST)
  25. Keep - On the initial idea... Youronlyfriend 06:21, 5 September 2006 (BST)
  26. Keep - I've always wanted sewers in this game. It'll need some work to implement, sure, but it would add a whole new dimension to the game. –Xoid STFU! 08:34, 5 September 2006 (BST)
  27. Keep - This was so close to spam that it was almost scary. But... --Niilomaan GRR!M! 08:41, 5 September 2006 (BST)
  28. Keep - Holy crap, a major addition that I actually like. Survivors would need some more incentive to go down there, so plentiful of resources could do the trick. No survivor has been down there so there should be more items there than above ground. More items, but more risk. --Nob666 09:40, 5 September 2006 (BST)
  29. Keep - Brilliant idea, adds a whole new tactical dimension -Dog Deever TNec 11:56, 5 September 2006 (BST)
  30. Keep - I love this idea :) --Marie 12:02, 5 September 2006 (BST)
  31. Keep - Excellent - Bango Skank T W! M! 13:54, 5 September 2006 (BST)
  32. Keep - I rarely vote unless the suggestion is brilliant or insane, in this case the vote speaks for itself. - Etherdrifter 13:59, 5 September 2006 (BST)
  33. Keep - This could turn out Brilliant or Utter HorseDung.. I hope it ll be the former.. This could also give a renewed potential to wire cutters! I'm curious --Dgn 14:34, 5 September 2006 (BST)
  34. Keep - This idea does some raw. But it also has potential to develop into a really nice element in the game. So i vote keep. --Mr yawn 16:20, 5 September 2006 (BST)
  35. Keep - Damn good--Some guy 19:02, 5 September 2006 (BST)
  36. Keep - I love it.--Canuhearmenow Hunt! 20:18, 5 September 2006 (BST)
  37. Keep - I love this so far, and I checked out your talk page too. You deserve some kind of Wiki badge of honour. If I could make templates, I'd do you one myself. - HerrStefantheGreat 21:06, 5 September 2006 (BST)
  38. Keep - You get a keep, for now. Having read your idea on your talk page I have some concerns about the items you suggest suddenly being destroyed, it could easily make things to hard for survivors down there and very easy for the zombies, but then again, I am guessing thats sort of what you want, an area for the people crazy enough to venture into the dark... - Whitehouse 22:09, 5 September 2006 (BST)
  39. Keep - The best suggestion I've seen in a long time Jonny12 Talk W! Hunt! 22:27, 5 September 2006 (BST)
  40. Keep - Although a little too... big if you know what I mean, but I definitely like it. The Badman Bob06! 12:24, 6 September 2006 (BST)
  41. Keep - NW gets Purgatorio, we get the underground. Fair 'nuff.
  42. Keep - Perfect, a later suggestion was made regarding your idea that the #1 entry/exit points to the underground should be train stations (ie.. undergorund transit lines) If the entire map of under malton was based (just for starters) on connecting all railway stations, that would give us a very easy "starting point" to work with. Also, zombies should definately have combat advantages down there over humans... either that or I suggest that all living humans suffer a +1 AP movement penalty underground, that zombies don't (unless they buy a skill to counter it.) Simple enough. MrAushvitz 21:44, 6 September 2006 (BST)
  43. Keep - Voted see the other idea for my reasoning. - David Malfisto 14:34, 13 September 2006 (BST)
    • Tally - 42 Keep, 1 Kill, 43 Total. --Funt Solo 13:47, 16 September 2006 (BST)

Flashlight V1.01

Timestamp: 21:08, 4 September 2006 (BST)
Type: Item
Scope: Survivors, unpowered buildings
Description: Flashlights would be a two slot item (coding restrictions, see Firearms) capable of carrying 10 charges.

Clicking on a Flashlight in an unpowered building performs one boosted search for 1AP, and expends one charge. Clicking on an empty flashlight costs no AP and gives you the message "The batteries are dead". Clicking on a flashlight in a powered building costs 1AP and "charges" your flashlight at the generator, bringing it back up to 10 charges. Clicking on a full Flashlight costs no AP and gives you the message "This flashlight is fully charged".

Using a Flashlight has a 5% chance to cause the message "You see light flickering inside the building" to be sent to everyone outside the block.

If full darkness is ever implemented in any form, a charged Flashlight would minimise the negative effects, but for every AP spent on any action except speaking, you would lose one charge from your most uncharged flashlight(as with firing guns).

Flashlights would be found in Electronics stores, Factories, Autoshops, Fire Stations and Bars.

Notes:

  • Location dependant item effects already exist: Wirecutters and Generators are two examples.
  • The flickering message would be implemented as a 5% chance to find a "nothing" object, the finding of which causes a flicker message to appear outside, as opposed to an item being added to your inventory. This removes the server-hurting requirement of a seperate roll per search.
  • The boost from a flashlight should obviously be lower than the boost from being in a powered building, as it is easier to find things with the lights on than in the dark with a torch. It should also be greater than 10%, otherwise you make a net loss from your flashlight (1ap for charging + 10ap on searching + 2 used slots Vs. 11AP spent on regular searches). Given all this: The boost would be equal to 2/3 of the boost from a generator, assuming that the boost from being in a powered building is substantially greater than 15%. If the boost from generators is lower than this, this can be remedied by increasing the number of charges held by the Flashlight, thereby reducing the impact of the recharge overhead. I appreciate that this is a rather fuzzy way of defining the boost provided, but untill the size of the genny boost is locked down, it's the best I can do.

Votes

  1. Kill - Again. No powered searching without generators. C'mon, a little risk is okay. Really. Also, infinite usage is really a killer. --Pinpoint 22:14, 4 September 2006 (BST)
  2. Keep - These do not replace generators, they compliment generators and increase the likelyhood of generator destruction. Their usefulness is limited to extending a generators area of effect. --Max Grivas JG,T,Max4Mod,F! 22:27, 4 September 2006 (BST)
  3. Kill - I don't think that searching needs to be made easier at all. My vote wuold be Spam, but I kinda don't feel like it. --Matthew Fahrenheit YRCT+1 22:32, 4 September 2006 (BST)
  4. Keep - I'd still rather it was a throwaway item, like a spray can. (I'm not sure about the role-playing of "charging up a flashlight" - I can't do that.) --Funt Solo 22:33, 4 September 2006 (BST)
  5. Spam - ZOMFG Flashlights = dumb--Gage 22:53, 4 September 2006 (BST)
  6. Keep - you should also be able to smack it with a 50% chance of getting one extra charge out of it. --Kiltric 23:37, 4 September 2006 (BST)
  7. Spam - Learn from past suggestions(In this case my Flashlight Version 2 suggestion)! People do not like anything that boost the search rate even by a little. I learned that the HARD way. And shouldn't this be version 3 if I made a version 2??? --Axe Hack 00:22, 5 September 2006 (BST)
  8. Kill - This should be a throw away item. All charges gone, it's dead. --Officer Johnieo 00:25, 5 September 2006 (BST)
  9. Kill I don't think having a flashlight to increase search odds makes the game more fun, and a boost isn't really needed in that regard. --Jon Pyre 00:50, 5 September 2006 (BST)
  10. Kill- Next we'll be duct taping them to our submachine guns--Admiral Ackbar U! WTF 01:52, 5 September 2006 (BST)
  11. Kill-Well thought out, but I just don't like powered searching without installing a generator. Sorry. Karloth vois RR 02:33, 5 September 2006 (BST)
  12. Keep - I like the idea. Funt Solo makes a good point, that it might be better as a throwaway item, as a sidenote. --Rgon 04:07, 5 September 2006 (BST)
  13. Kill - Duct taping them to our machine guns? Can we really do that :) ? Youronlyfriend 06:25, 5 September 2006 (BST)
  14. Kill - No thankyou. - Jedaz 06:32, 5 September 2006 (BST)
  15. Kill - Searching is effective enough with the generator alone. Good move on the charging part though. --Nob666 09:31, 5 September 2006 (BST)
  16. Keep - although I also believe it should be throwaway (Your battery is dead) -Dog Deever TNec 12:01, 5 September 2006 (BST)
  17. Kill - The generators are an interesting concept as it requires a minimum of cooperative action. (or at least has a slight potential for it) These flashlights are a pure solo thing. Nice idea but Id like more cooperative play instead of less. I do like the Duc Tape idea.. Someone should propose that. "Duc Tape, enables you to tape anything to anything .. like a book to a zombie or a GPS to a wall or .." LOL, nevermind :) --Dgn 14:38, 5 September 2006 (BST)
  18. Kill - I'd like it more if you could recharge it by using findable batteries. And having to load flashlights once it runs out. But even then it'd still suck.--Mr yawn 16:19, 5 September 2006 (BST)
  19. Kill - It just doesn't seem that useful... --Paradox244 W! TJ! 21:14, 5 September 2006 (BST)
  20. Spam - Stop it with the flashlight suggestions already. No boosts to search, 'K? –Xoid STFU! 02:25, 6 September 2006 (BST)
  21. Spam - Umm... no? The Badman Bob06! 12:35, 6 September 2006 (BST)
  22. Kill -Isn't too bad. I'd up the "flickering" chances substantially (5% is nothing) and decrease the "charges" to, like 2. The trade off is that a generator automatically (for the most part) indicates the presence of survivors. This would give a...similar...boost, but not with enough penalties that a generator provides.--Pesatyel 05:04, 8 September 2006 (BST)
  23. Keep - I think it's a good idea.--CrimsonD 07:37, 14 September 2006 (BST)
    • Tally - 6 Keep, 17 Kill, 23 Total. --Funt Solo 13:48, 16 September 2006 (BST)