Suggestions/8th-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.
  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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Logical fix [trivial]

Dupe of Fumble Those doors Open Already.The General 08:25, 8 March 2006 (GMT)


Open from Indoors

Removed by Author pending revision. Velkrin 19:41, 8 March 2006 (GMT)


Locks

Spaminated 10 Spams, My Kill, 1 Author Keep. --Deathnut RAF 20:15, 8 March 2006 (GMT)


New Skills

Removed by author!--DicktheTech 20:09, 8 March 2006 (GMT)


Healing XP gains

Timestamp: 20:35, 8 March 2006 (GMT)
Type: Balance change
Scope: Survivors
Description: The point of my suggestion is to help players that have the First-Aid and/or Surgery skill and don't actually receive any benefit from them. I think each healing skill level should add some XP gain for the player.

Using a FAK with no training should only give 4 XP, with FAK training 5 XP and 7 XP with surgery skill. Why? Well, medics start with FAK training, but what for? If there's only one wounded player with say, 10HP, and you have some FAKs, you want to use as many as possible to get XP. With FAK training, you don't get as much XP as you would without it. 7 XP for surgery might seem a lot, but keep in my mind this skill can only be used in hospitals, where finding FAKs isn't as easy as in malls and requires a working generator.

Votes

  1. Kill - Don't receive a benefit? Immediately, no, but in the long run... very much so. All this will do is create doctors who sit around and power-level into instant super-characters. There are more than enough to ways to gain experience, and you shouldn't need to pay someone to help out fellow survivors, doing it to be helpful or kind, or even selfishly looking for someone to take extra hits for you down the line, is sufficient. Also, this would be subject to vast abuse by other players. A skill that is absolutely not needed. Destin Farloda 22:05, 8 March 2006 (GMT)
  2. Kill - FAK are the only for some players to gain XP quickly.--Deathnut RAF 22:59, 8 March 2006 (GMT)
  3. Kill - Imagine logging in with a bunch of beat up survivors needing healing badly. Could make 350 XP in a day if the settings were right. -Kraxxis 17:50, 9 Mar 2006 (GMT)
  4. Kill -Althruïsm is good, getting rewarded for the same action despite the outcome is also good. Getting more XP when you're already reasonable high level isn't--Vista W! 00:24, 19 March 2006 (GMT)
    • Tally - 0 Keep, 4 Kill, 0 Spam/Dupe 05:14, 27 March 2006 (BST)

Religous Leader / Chaplain (Version 2, carefully revised)

Timestamp: 14:45, 8 March 2006 (GMT)
Type: Civilian OR Millitary Character Sub-Class
Scope: A slightly different character concept, whose perception of the zombie's motives are less scientific, more theological
Description: Specialized Character Class:
  • Only a maximum of 4 of this character class can be at the same location in Malton at any time!

If you try to move to any location where there are already 4 Religious Leader / Chaplain characters (in any combination of each their classes, up to 4 total) you get the message: "You sense your services are not needed here brother" but you lose no AP for attempting to move. (This limit may be doubled for a few "high frequency" locations such as the Kaiger Mall & outside the mall, Kevan's discretion)

You are any kind of religous person, from any religion for that matter. For your character's name, any title you choose "father", "deacon", "pastor", "sister", etc is appropriate for your character (you may not have even been ordained prior to the coming of the zombies, like if matters!)

Your character's driving goal is: this may be the apocolypse, or the "end times", and you are out to save souls (and lives) wherever you can. Your character will spend a lot of time tending to the needy, and a lot of preaching, trying to spread hope, and probably cursing at zombies.

There are 2 distinct kinds of character with these "General" skills, the "Religious Leader" who is a subclass of Civillian, and the "Chaplain" who is a sub-class of Millitary. Both have access to the same skill trees, with regards to their additional "character" skills.. but one is a Civillian and the other Millitary, which affects other skills' costs for purchasing.

Religious Leader: Starting equipment: Crucifix (or other religious symbol), Length Of Pipe (probably a candlestick!), First Aid Kit. Starting SkillS: Tend To The Needy

Chaplain: Starting equipment: Crucifix (or other religious symbol), Pistol, 1 Pistol Ammo Clip. Starting Skills: Tend To The Needy

The chaplain gets to start with a standard issue pistol, and has some training in it per se, but by no means is he considered skilled with it. That takes practice, preverably on some zombie.

Preacher skills are just a sub-tree of miscellaneous skills, other characters

CAN take them if they wish ('find' religion.) BUT for other character classes to buy the 1st skill on the "Preacher" skill tree costs an additional 400 XP (500 XP total). Additionally there are 2 Preacher skill trees, and the 2nd tree also costs +400 XP to get the 1st skill started as well, so it ain't cheap by any means! The 'crash course' in theology, and the various rituals and readings involved require time and practice. Once you've bought your 1st skill in the tree, the rest cost only 100 XP each.. for the "Religious Leader", and the "Chaplain", they're always 100 XP each.


  • Tend To The Needy -

Your character has a limitation against murder/harming other living characters. Your character gains NO bonus XP for killing any living human character (even a very evil one!) Your character gains 1 XP for every 5 Life you heal on any living human target. You do not gain this bonus for healing other "preacher" characters. "Heal thyself brother.."

  • Note: This skill may be made available under general skills under the name "Do no harm" which is a doctor/medic skill.

It would do the same exact effects and penalties.

  • Last Rites -

Skill tree just under "Tend to the needy" Whenever your character is at the SAME location as a living human or human undead character who was just killed (but NOT by you!) you have a button that says "Last Rites" appear. If you spend 3 AP to perform the ritual you gain 2 XP for a living human, and 1 XP for a zombie. You can only perform this ritual 5 times a day at most (for a maximum of 10 XP for 30 AP.) Note: you must perform it right after they died, you take any other actions, the button is not available, and it's "first come, first serve", only 1 preacher class character gets the XP for the ritual.

  • Bless this house.. -

Skill Tree Under "Last Rites" Level Requirement: 4 "Your character may spend 10 AP at any time to perform a blessing at this location. It is a button that says "Bless", and may only be performed once a day, and it affects this location ONLY. For the next 24 hours, all living humans at this location gain 1 additional Life whenever they consume Food or Wine. Additionally their chances of gaining XP when reading books is increased slightly. You cannot bless any location which currently has a zombie at it (inside or out). Any characters entering this location will read 'it seems unusually calm here, all things considered'. Any preacher class character who blesses and already blessed location just resets the clock to 0 for the 24 hour blessing. The benefits for this ritual may be more psychological based than any other source.. but who knows?

For some strange reason any character who has at least 1 zombie skill gains an additional 3 Life when consuming beer at this location, why remains a mystery. (Maybe 'god" hates a coward.. not sure.)

  • Rebuke The Damned -

Skill Tree Under "Bless this house.." Level Requirement: 5 for the Religious Leader (6 for the Chaplain) "Your character may spend (3 Times X) AP any time they are at the same location as any group of zombies, where X is their total numbers at that location.

By doing this you gain X XP for rebuking them, cursing them, and threatening great and terrible things will happen to them. It has no other effect per se, other than the game text 'A strange human approaches your zombie group and dances about moaning and hissing at you.. for a while.' humans see this as 'A street preacher approaches the nearby zombies and threatens and curses them. Also accusing them of all manner of impurity and hellfire.'

Your preacher character may only do this once per day, for every 5 levels of your character rounding up (level 1-5 once a day, levels 6-10 twice a day, levels 11-15 three times a day, and so on..)

This skill appears as a button at any location that you're at that has any zombies in it.. the button says "Rebuke".

3 Times X for simplicity sake is: 1 Zombie 3 AP for 1 XP 2 Zombies 6 AP for 2 XP 3 Zombie 9 AP for 3 XP 4 Zombies 12 AP for 4 XP 5 Zombie 15 AP for 5 XP 6 Zombies 18 AP for 6 XP And so on, there is no upper limit.. so long as you have AP to do it, and enough zombies to yell at.. it's all good. If there are too many zombies for your AP total there is NO rebuke button listed (too many of them to hear you..)

Each location in Malton may only have rebuke used on it once per 24 hour period, if you attempt to rebuke at a location where it has already occurred today you only use 1 AP and get the message 'The damned here have already been warned today..' "

  • House Of Healing -

Skill Tree Under "Rebuke The Damned" Level Requirement: 20 for non preacher character classes (10 for preacher class) Any church that your character is in is considered a "Hospital" for the purpouses of all characters with the "surgery" skill. But only so long as you meet all of the other pre-requisites required (a running generator, with fuel) and your character must posses the "surgery" skill themself, and at least 1 "doctor" or "medic" character class (also with "surgery " skill) must also be present at the church when you are. Yes, it's good for the cause to end your session inside a church.

  • Strike Thee Down! -

Skill Tree Under "I Shall Smite Thee!" Level Requirement: 8 for any other class, 6 for the Religious Leader (5 for the Chaplain) "Your character gains +10% to hit with any unarmed punch attack." So long as you have at least 1 crucifix in your inventory 1/4 of your level is deducted from your AP requirements to use 'Rebuke The Damned' (ex. levels 5-8 lowers cost by 2 AP, levels 9-12 lowers cost by 3 AP, levels 13-16 lowers cost by 4 AP.) This makes it possible for your character to aproach and rebuke larger zombie groups with your rebuke skill (or wait until their numbers are a bit depleted.)

  • Religious Fervor -

Skill Tree Under "I Shall Smite Thee" Prerequisite: Level 10 (8 for any preacher class) "Your character has only half the normal chances of being infected by any zombie attack or skill. If your character is ever turned into a zombie your character is listed as 'a zombie preacher' (indicated by your garb) so you may be revived sooner (maybe...)"

  • Blasphemy!!! -

Skill Tree Under "Religious Fervor" Prerequisite: Level 15 (10 for any preacher class)

"Your character gains +10% to hit with all attacks against any zombie when inside a 

church, hospital, or at any graveyard. "

RP Benefits: The street preacher believes that he/she is helping the cause. Perhaps they are! But in such a dire situation, many survivors look to anyone who can help them get through it. Many common suggestions when taunting the damned include referring to them as "unclean", "hellspawns" and the "fallen". Keep it clean, but by all means be creative!

Votes

  1. Keep - I've very carefully considered the skills, and application of these skills. They hardly unbalence the game, if anything the class is a bit weak.. but it has a lot of RP potential, and would do well in large groups of survivors. Other characters purchasing these skills we're talking 500 XP just to get on the tree to start with the 1st one.. but it's possible. The use of churches as a 2ndary hospital HAS happened before (in times of war, famine, drought, etc).. but it is also limited by the need for a doctor or medic at the location. If you vote against this please specify changes that would make this character concept more paletable or possible. ".--MrAushvitz 15:45, 8 March 2006 (GMT)
  2. Kill Spam- Well its a lot better than last time. However you still include some religious/mystical/magical effects which is a dealbreaker, say things about eating food, which isn't in the game, and say that something is up to Kevan, which is a cop out. Also, there's some things where you get .33 xp per ap, and I don't know why you would ever do this, as it seems inefficient, and you don't need a skill to taunt. A lot of this seems really to just add really unneeded skills. Still, its a far cry from the last one you put up here Well I'm convinced, its no good. I guess ol' banana was gettin' soft for a minute -Banana Bear4 23:01, 8 March 2006 (GMT)
  3. Kill Just does not belong in malton. --Deathnut RAF 23:06, 8 March 2006 (GMT)
  4. Spam Priests do not have magic powers. They cannot perform rituals to make churches into hospitals or make wine heal people. Also priests shouldn't get better at barricading or using guns by yelling at zombies. --Jon Pyre 23:08, 8 March 2006 (GMT)
  5. Spam No magic or divine effects. --Cinnibar 23:12, 8 March 2006 (GMT)
  6. Kill - Read as far as the limit of 4 per location before deciding on the kill vote. Any setup that can trap a character in a location based upon who they are surrounded by is bad. Reviewing the rest of it, don't think I would have voted for it anyways. --Reverend Loki 23:48, 8 March 2006 (GMT)
  7. Spam - No magic skills. Also, preventing a player from moving because of who's already there is dumb, as are new skill classes, skills that cost different amounts depending on their location in the tree, and characters that start with 900XP worth of skills. The skills that are listed are complicated and silly, and lest I forget, No Magic Skills! I don't think this suggestion is even remotely salvagable, and frankly should be added to the "Frequently Suggested (Crap That Will Never Pass)" list. BTW, my character is a chaplain, and I have no need for any of this stuff. Also, "Tend To The Needy" is stupid - giving up the major source of XP in the game, in exchange for getting 6XP instead of 5XP for using a FAK? And characters are supposed to want to pay 500XP for that??? --Norcross 00:02, 9 March 2006 (GMT)
  8. Kill - Way too complicated. --Dickie Fux 01:05, 9 March 2006 (GMT)
  9. Kill - Both the concept and the execution are just too weird. Many uses of mechanics that Kevan seems to have chosen to leave out of the game (though I can't speak for Kevan), and that doesn't justify their use. Why would there be only 4 chaplain at any location? Is the oddest of the bunch, but not the only one. --McArrowni 01:25, 9 March 2006 (GMT)
  10. Spam - You forgot to add Gandalf the White's Light of Istari attack in there somewhere. Please, no magic. -Kraxxis 17:53, 9 Mar 2006 (GMT)
  11. Kill - I'd like to see some Harman come out from behind his baricade to try to rebuke me! Then I could eat his BrAiNZ!--Jim Stevens 19:33, 11 March 2006 (GMT)
  12. Kill - Not very respectful to God or the clergy IRL. I'm one real-life Christian who wouldn't want to see this stuff in the game. Besides, Kevan would get suicide bombed by you-know-who for acknowledging Christ. --John Lee Pettimore 07:21, 12 March 2006 (GMT)
  13. Spam -Magical effects and limitations--Vista W! 00:26, 19 March 2006 (GMT)
    • Tally - 1 Keep, 6 Kill, 6 Spam 05:13, 27 March 2006 (BST)