Suggestions/9th-Nov-2005

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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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9th November, 2005

Reload

Timestamp: 00:50, 9 Nov 2005 (GMT)
Type: Optimization
Scope: Survivors, Server Load
Description: Creates a button in the interaction menu that automatically reloads all empty guns with any ammo in your inventory. Reloading still takes the same amount of AP. Will reload according to inventory order. This was inspired by the Search X times idea, as I feel we need to automate certain tasks like this so we don't have so many stupid page refreshes. I would also suggest at the same time kevan add a stop command to the code to end the statement if none of the guns in your inventory were empty.

Votes

  • Keep Totally forgot that I get to Vote for my own suggestion. --Vellin 02:24, 15 Nov 2005 (GMT)
  • Keep Simple, doesn't affect gameplay balance, makes things easier for player and servers.--'STER 00:56, 9 Nov 2005 (GMT)
  • Kill, you know, i find it funny that people want to streamline this things because they "don't want stupid page refreshes." Well i dunno about you guys, but i know that i'm sure as hell going to hit that 160 limit. things like this just allow me and lots of others more moves per day. Buttons like this are NOT going to change the load on the DB.--Spellbinder 01:08, 9 Nov 2005 (GMT)
  • Keep How would it not change the load on the server? As long as we're talking about the same as Search X times, it takes the same number of AP and charges your IP the same, right? I say keep it. It doesn't give extra to anyone. Shadowstar 01:30, 9 Nov 2005 (GMT)
  • Keep What 'STER said -Kitty soft 13:54, 9 Nov 2005 (GMT)
  • Keep - The only problem is that unlike search X times, you do not know before hand how much AP you are losing, unless you count it, and you could make mistakes. But I think it's the player's own damn problem if they let it happen to them. ��McArrowni 15:47, 9 Nov 2005 (GMT)
  • Keep - @ Spellbinder: buttons like this are going to change the load on the DB. Data is withdrawn once, it is modified in the server RAM, and it is returned to the DB once. Presumably the current method is the classic request-response model, meaning the data goes back and forth between server and database with each page load. Just add a counter to increment the IP hits and you're taken care of.Bentley Foss 23:29, 10 Nov 2005 (GMT)
  • Keep What Bentley Foss said. Brizth 11:42, 11 Nov 2005 (GMT)
  • Keep Brilliant idea. Jonesy 16:44, 11 Nov 2005 (GMT)
  • Keep - Press a single button that puts all my ammo into my guns? Great idea, but first, fix the problem where I have all my guns loaded and when I click an ammo it reloads a loaded gun and I lose all the ammo I had already put in that gun. --Squashua 17:45, 14 Nov 2005 (GMT)
    • RE Yeah, I hate that too. Although I never actually have all full guns, but I have reloaded a pistol with 3 shots and lost those 3 bullets. If kevan implements this, it might be nice if he fixes the code to end the statement if there are no empty guns in the inverntory. --Vellin 02:25, 15 Nov 2005 (GMT)
  • Keep This redueces server load and makes things faster and easyer for survivors without actually incresing their powers. --Stroth 23:11, 20 Nov 2005 (GMT)
  • Keep - Great idea. --Flaunted 16:00, 22 Nov 2005 (GMT)
  • Keep -- Good idea. --Novelty 16:31, 22 Nov 2005 (GMT)
  • Kill - There's lots of checks involved with this which are probably CPU-intensive (check how many clips are available for how many non-full pistols, calculate the AP cost and check if the user has enough AP, put ammo first into the empty ones, then the pistols with the least ammount of bullets in them etc.). So I agree with Spellbinder on this one. Madalex 12:35, 23 Nov 2005 (GMT)

Flavor Text

Timestamp: 02:32, 9 Nov 2005 (GMT)
Type: Interface
Scope: Players
Description: Changes attack and damage messages players see. Replaces the current text of "X attacks you for Y damage" or "You attack X for Y damage" with a bit more descriptive text, such as "X blasts you with a shotgun for Y damage" or "You club X with a baseball bat for Y damage". If possible, several different descriptive lines could be used in random fashion. So, if you hit a zombie two times with an axe, you might see "You chop a zombie in the chest with your axe. They take 3 damage" and then "You hack at a zombie's face with your axe, they take 3 damage". Kills could also get flavor, ie.: "Your axe cleaves through a zombie's head, they take 3 damage and die". Of course, victims of attacks will see similar messages. "X bludgeons you with a crowbar, you take 2 damage" or "A zombie bites down on your arm, you take 4 damage". Hopefully this wouldn't take too much work to implement and I don't see it bogging down the server a whole lot.

Votes

  • Keep Simple rewording of some of the different attacks shouldn't be that difficult to do. i like that part. i also agree that it shouldn't bog down the server very much. i meen its not an egg or a baby, it will not brake so easly that we need to tippy toe around--Spellbinder 02:39, 9 Nov 2005 (GMT)
  • Keep This would be interesting. However the damage between each other should be displayed in a second, less detailed way. "You hack at a zombie's face with your axe, they take 3 damage" "zombie-3" ALIENwolve 02:46, 9 Nov 2005 (GMT)
  • Keep- This is good, and even better than it sounds. Currently, I'm fairly sure if someone attacks you, then dies before you log in, it'll say a zombie attacked you. With this, you'd know what hit you. --McArrowni 03:04, 9 Nov 2005 (GMT)
  • Keep- Good idea, as long as it doesn't slow the server down too much. --Shadowstar 03:33, 9 Nov 2005 (GMT)
  • Keep. --LibrarianBrent 03:45, 9 Nov 2005 (GMT)
  • Keep Why not? Kitty soft 13:51, 9 Nov 2005 (GMT)
  • Keep Jirtan 14:00, 9 Nov 2005 (GMT)
  • Keep, If we had a positive alternative to Spam, I think this suggestion would warrant it ^_^. --Lucero Capell 17:47, 9 Nov 2005 (GMT)
  • Keep, THe RP stands for Roleplay --Adrian 17:55, 9 Nov 2005 (GMT).
  • Keep- I wouldn't complain if my combat messages were a bit nicer to look at.--Arathen 23:25, 10 Nov 2005 (GMT)
  • Keep It would really add flavour to the game and have more meaning when you shoot a zombie and it only says "you attack the zombie for 5 damage", another good idea is on guns if you miss it should say something like; "your arm shakes as you shoot, the bullet ricochets off another building and misses." --Carfan7 23:39, 11 Nov 2005 (GMT)
  • Keep - I like it. Hope the random select doesn't affect the server too much. --Seagull Flock 18:31, 12 Nov 2005 (GMT)
  • Keep No comment. --Squashua 17:45, 14 Nov 2005 (GMT)
  • Keep Why not? --Novelty 16:32, 22 Nov 2005 (GMT)
  • Keep 'Nuff said. Madalex 12:36, 23 Nov 2005 (GMT)

Name Unspecified

Timestamp: 05:50, 9 Nov 2005 (GMT)(hope I did this right... )
Type: Skill+Item, or just Skill
Scope: Survivors
Description: The scientist, using an item plus( or merely) this skill, gets to see who is inside every building in the area. Very changeable, and even potentially a skill tree if necessary. (Only one building, randomly, three buildings, whatever) Makes the skittish, usually weaponless beginner scientist find allies easier. Good for all people involved, usually. "Zombies in the building? Aaah!" or "Die!" "Or, oh no, that helpless soul is surrounded..! Mayhap he needs a healthpack.." So he uses radar, GPS unit, wireless laptop +satellite, common sense. I thought it to be a good skill mechanically and gameplay wise, anyway, to be able to see what areas surrounding you to avoid, or where allies are. I'll remove it after a few more kill votes and work on something else.

Votes

  • Kill--Sorry, but it sounds like this would be a drain on the server. In-game, I don't know how the scientist would "wire" the surrounding buildings when he's holed up somewhere...unless he's tapping into a pre-existing surveillance network, which seems sort of out-of-genre. X1M43 05:54, 9 Nov 2005 (GMT)
  • Kill - Not only is this bad, but wiretapping is a military skill used by spec ops.
    • RE - I should have mentioned this in the above post, but what he's thinking of is not called wiretapping, because wiretapping is when you wire a phone line to listen in on a conversation. If I'm correct, I believe what he's suggesting is refered to as "Spiking" a building. Its basically where you run a small camera through a building on a wire to view the inside before special forces enters the building. --Vellin 01:27, 12 Nov 2005 (GMT)
  • Kill, heh heh heh, and how would you expect to wiretap anything when there are no phone lines, nor even basic electricity, to use? (and its a bad idea) --Spellbinder 16:43, 9 Nov 2005 (GMT)
  • Kill - HEY PETE! LETS WIRETAP A PHONE LINE IN HOPES THAT SOME IDIOT THINKS THAT HE CAN STILL USE THE PHONE! Um... no. Phones are off. I really dont think people are going to go work at the local phone company during a war with the undead. And if u mean a camera tap, that would be stupid. Unless theres a camera in every building, and those cameras are linked to one central area or a central area, this idea is going to crash and burn.--AllStarZ00:56, 10 Nov 2005 (GMT)
  • Kill - Putting aside the illogical description and concentrating on the skill itself, the idea of exploiting the current "freerun-out bug" is not bad. The point is that there's already a very similar proposed skill above (Rooftop Access) which is better conceived. If I have to choose this or the other, I say the other. --Seagull Flock 18:36, 12 Nov 2005 (GMT)
  • Kill - I'd prefer to have the ability to [peek out of/into] a building without going in, but even then a barricade makes the concept wonky. --Squashua 17:47, 14 Nov 2005 (GMT)
  • Kill Makes no sense, and too powerful. --Dickie Fux 17:33, 21 Nov 2005 (GMT)
  • Kill - when the hell did the scientist get superman's xray vision? --Flaunted 16:03, 22 Nov 2005 (GMT)
  • Kill -- AP saver, could be unbalanced. Not in the "spirit" of the game.--Novelty 16:34, 22 Nov 2005 (GMT)
  • Kill 'Nuff said. Madalex 12:37, 23 Nov 2005 (GMT)

Camoflage

Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: When a survivor aquires the Camoflage skill, they will be able to hide themselves in the area with a button similar to the "barricade" or "search" button. It could read something like: "You gather together some books and hide." with the specific item being whatever may be in the area, as with barricades. It takes 2 or more AP to camoflage yourself, and if you STAY camoflaged, it will take 2 AP to move from block to block. (OOC it's to keep the skill in check, IC it's because you have to move slowly and concentrate on staying hidden.) What does this do, you ask? Well, both survivors and zombies on any OTHER block than the on you are on will not see you in the list of players on that block. In other words, a horde of the undead would be oblivious to you until you step onto the same block as them, at which point they will see you as being in the room and on the map view. If you remain camoflaged and leave that block, they will not know in which direction you left and won't be able to give chase. As I say, this will take 2 AP to change blocks. Camoflage can be turned on and off at will using the aforementioned button, and being attacked will also toggle your camoflage off. To make a long suggestion short, think of it as 'barricading' yourself against people on surrounding blocks being able to see you, and you can move in secret for a larger AP cost.

Votes

  • Kill, Takes too much AP if this one done with 1 AP I would vote keep. --THOR 05:54, 9 Nov 2005 (GMT)
  • Kill, If you had enough AP to do this, you could simply barricade yourself into a building instead.--Milo 15:42, 9 Nov 2005 (GMT)
  • Kill, had to revise my message. This is a good idea, but impractical because it makes it hard for zombies to find you in the only place you can't already hide: the streets. Thus it denies new zombies their main source of xpMcArrowni 16:18, 9 Nov 2005 (GMT)
  • Kill, You're not a ninja, you're not a ninja, you're not a ninja. In fact, you're a warm blooded animal that zombies are hunting. AND this skill is just for people to hide from zombies. No, you may NOT hide from the zombies. --Spellbinder 16:46, 9 Nov 2005 (GMT)
  • Kill - see comment above by Spellbinder. --Seagull Flock 18:38, 12 Nov 2005 (GMT)
  • Kill - You're not a ninja, but you ARE a "Zombie Hunter". Of course, I'm not crazy about this skill; I'd prefer to see a "Disguise as a Zombie" skill(like "Shaun of the Dead" or the comic "The Walking Dead" use), and provide Zombies with a Skill that lets them see those who are disguised. --Squashua 17:50, 14 Nov 2005 (GMT)
  • Kill- Sure, you disguise yourself as a pile of books, which somehow sticks together (dental floss?), and walk to the next Auto Repair Shop. No one will notice the pile of books moving, anyway. And aren't zombies supposed to be albe to scent life? Sorry, didn't appeal to me. Monstah 23:10, 19 Nov 2005 (GMT)
    • Re: Heh. Made me chuckle, good one. In my defence though I merely wanted people to hide initially with a message to show they successfully camoflage themself, then it would be assumed that moving from place to place was more like a skulking sneak behind something else. Scent can only do so much, I don't know if it's strong enough to lead a zombie to the exact square foot you're hiding on.. I dunno. No arguements about the kill vote, though. -- Amazing 01:58, 20 Nov 2005 (GMT)
  • Kill - I think it's well-balanced, but zombies don't rely on just sight to notice humans. Squashua's Disguise as a Zombie would be a nice re-work. --Dickie Fux 17:37, 21 Nov 2005 (GMT)
  • Kill - dont zombies smell human flesh? --Flaunted 16:04, 22 Nov 2005 (GMT)
  • Kill -- See above.--Novelty 16:34, 22 Nov 2005 (GMT)
  • Kill 'Nuff said. Madalex 12:39, 23 Nov 2005 (GMT)

Defile

Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: So survivors get to spray paint messages, right? What if zombies could defile buildings and places with their blood, bile, and general gore? Zombies with this skill would see a button similar to the spray painting message, but instead of spraying a message, there would be a drop-down box with Blood, Bile, Spit, and whatever else in it. When a zombie defiles an area, the area description will change akin to when a survivor spray-paints. "There is a massive amount of black, rotted blood smeared against the wall." is an example of how messages could read. Defiling would take away fluids and such from the zombie, so PERHAPS a HP cost would be in order. Something like 1 AP and 1 HP to defile any given block. This part is highly open to suggestion, though and shouldn't be considered a solid part of the concept. There could also be bonuses for defiling certain areas (like churches, maybe monuments -- and graveyards, as per voter suggestion) and there could also be a life-span for the marking. IE: The effect wouldn't be perminent, which would open a building up to being defiled again by a different zombie. Buildings already currently defiled could be immune until this time limit is up. Edits: This idea has some support behind it. I want to respect those voting in the affirmitive and make the concept better through voter suggestions. Options: For a higher AP cost there could be EXP for defiling churches and graveyards. Alternately, for a lower AP cost (of 1) there could be no EXP bonuses at all. Perhaps you could only defile areas with a CORPSE in the block, using the corpse's blood, innards, etc. - This makes sense because you cannot talk in an empty block, so not being able to defile in a block without corpses shouldn't be too far off.

Author's note: I should have said this in the first place, but I kind of picture it like this: "Someone has spraypainted Don't wear shoes today! on the wall, which is covered in putrid chunks of congealed bile." Of course replacing the message with whatever is tagged there, and the type of grossness with whatever a zombie has used to defile the area. I don't see why tagging and defiling can't live together. -- That said, ignore this note if you think they shouldn't. It's not a revision of the idea, just an add-on thought late in the game.

Votes

  • Keep - Ooh, I like that idea. --Shadowstar 03:30, 9 Nov 2005 (GMT)
  • Keep - I do like it except for the last part about the defile immunity for a time period. That would be hard to do and survivor tags can be sprayed over instantly, so why not zombie "tags." Probably should also give a XP bonus for defiled graveyards.
  • Keep this is brilliant and adds "horror movie" atmosphere--Matthew-Stewart 05:11, 9 Nov 2005 (GMT)
  • Keep - Agreed, Just a fun use of AP that adds flava. --Zaruthustra 05:26, 9 Nov 2005 (GMT)
  • Keep - For that little vandalistic freak in all of us (poops on the stairs). --AllStarZ 12:42 AM, 09/11/05 (EST)
  • Kill, why not just let zombies use firearms and move the whole survivor skill tree over to zombies. --THOR 05:54, 9 Nov 2005 (GMT)
  • Keep, awexome. --LibrarianBrent 05:54, 9 Nov 2005 (GMT)
  • Keep, could be placed in the memories of life skill tree. but it seems that as written defiled squares would soon out number sprayed ones. This is likely too complicated but perhaps the act of killing a survivor would afterwards allow the zombie this ability on the square where it killed for 1AP. --bbrraaiinnss 06:06, 9 Nov 2005 (GMT)
  • Kill - I plain love the design behind it. But as written indeed zombies would end up being able to graffiti better than humans. IMO that's just wrong. There needs to be a bigger HP cost, or the need to kill something right before defiling a block (I don't care if it works after a ZKill, myself). McArrowni 16:15, 9 Nov 2005 (GMT)
  • Keep Yes, mcarrowni is correct that this would make zombie tags alot more powerfull then human tags, so therefor should NOT give xp, however, i'm perfectly fine with zombie tags being more powerfull. after all, its a TAG. --Spellbinder 16:48, 9 Nov 2005 (GMT)
  • Keep I like it, though this is less like tagging and more like a dog marking territory. It would give humans a clue of the amount of zombie presence (or lack thereof) in an area. And the explanation for adding it now could be that zombies have putrified to a point where they can expel bodily fluids. I do have a problem with the 1 HP/AP thing because as far as balance goes, it takes a lot of AP for humans to find and use spray cans, but this should be added for the sole reason that Ridleybank would be completely covered within an hour.--Insomniac By Choice 17:39, 9 Nov 2005 (GMT)
  • Keep- I like this. Perhaps zombies should be able to actually "write" (alibet poorly) with MoL/Death Rattle/Some subskill - and to prevent the "survivor spraypaint overwritten" thing perhaps walls could have more space for multiple smears/tags/ect.?--Arathen 23:37, 10 Nov 2005 (GMT)
  • Kill or Change While the idea of merely making an arrow pointing in a direction would help zombies organize better (since the current only way is through metagaming), I think that it should be kept seperate from human tagging and not prevent either side from writing on anything. After all, they each have their own seperate ways of expressing their plans and ideas, so as such, they should have their written communications seperate, too. --Volke 04:47, 13 Nov 2005 (GMT)
  • Keep As I see it, it's just an atmospheric addition that fits well. I approve. --G026r 04:57, 13 Nov 2005 (GMT)
  • Keep - There is no harm to adding this ability, but somehow I would like to see it revised, just not sure how. --Squashua 17:52, 14 Nov 2005 (GMT)
  • Keep - Amazing is amazing. Monstah 23:11, 19 Nov 2005 (GMT)
  • Keep Is it kosher to delete those votes that are obviously without merit? Anyway, I suggest that a building can be both sprayed and defiled simultaneously, so ammo-less zombies don't go around covering every ammo-using spray (someone probably said this). Also perhaps zombies could see who left the mess, like an animal marking territory. --Donggrip 11:45, 20 Nov 2005 (GMT)
  • Keep - Nice. Zombie vandals. Use it several times to cover over human spraypaint. --Dickie Fux 17:42, 21 Nov 2005 (GMT)
  • Kill - as currently written. Time period refreshes on places are a huge db hit. Let them be permanent, and the smears take the place of graffiti. Either a decent bit of damage to the zombie (5 HP, since a zed doesn't care about dying much) or a corpse in the block seems like a good requirement. Survivors can graffiti over them. The 'occupation' of a suburb could be measured by the proportion of graffiti/smears; there's graffiti on almost every block of Malton, now, so some way of removing it seems reasonable. With these revisions, I would change my vote to keep. --RSquared 17:57, 21 Nov 2005 (GMT)
    • Re: Yeah, I would remove the time limit if so much time hadn't passed and so many votes handn't been cast by the time I decided.. lol. X) -- Amazing 19:20, 21 Nov 2005 (GMT)
  • Kill or Change - This is not a bad idea, but 1 HP is not enough. zombies will go thru and kill all of the messages humans write. What about only if zombies had this option right after they killed a human...meaning they would use human blood. (also: they would need memories of life so they could remember how to write) --Flaunted 16:09, 22 Nov 2005 (GMT)
  • Keep -- Zombies need alternative ways of levelling up too. --Novelty 16:37, 22 Nov 2005 (GMT)
  • Kill - Far too vague for my taste. Madalex 13:56, 23 Nov 2005 (GMT)
    • Re: Lemme know if you have any questions I can answer on the discussion page. :) -- Amazing 00:35, 24 Nov 2005 (GMT)
  • Keep -- OMG Amazing u hav such grate ideas. :X (author's vote. heh.) -- Amazing 04:10, 24 Nov 2005 (GMT)

Crossbow and Arrows

Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Weapon, Ammo, possibly skills
Scope: Survivors
Description: The crossbow, found in sporting goods stores, would act like any other projectile weapon in that you will need to find arrows to reload it, and you can shoot zombies with it. Beyond that basic explaination, here's the interesting part: A zombie struck with an arrow would not only take the normal damage, but there will also be a 5% or 10% chance of the arrow STICKING in the zombie, causing it to lose 1 HP for every action as an infection would do to a survivor. Arrows would have a 15% or 20% chance of falling out of the zombie's rotten body with each action. Arrows should be prevented from sticking in a zombie that already has one in it. There could also be additional "Archery" skills that would enhance use of this weapon. The default could be 5% to hit, and 2 damage.. IF players could then buy skills later on to enhance these numbers. There could in fact be a whole tree dedicated to archery. Increasing chance of a hit, increasing damage, and increasing chance of it sticking. IC, better chance of an arrow sticking would of course be explained as hitting the "bullseye" of the chest or midsection.

Votes

  • Kill - Do humans really need this? Aside from beefing humans more being completely unneccesary, the flavor of having crack squads of archers roaming malton going robin hood on the zombies is just bizzare. --Zaruthustra 04:16, 9 Nov 2005 (GMT)
  • Kill - While we're at it, lets throw in a longbow! No seriously. Its a good idea in a Real Action zombie game, but its just stupid in a turn based one like this. i mean, you might as well use a gun. --AllStarZ 23:39, 8 Nov 2005 (EST)
  • Kill, pointless. --LibrarianBrent 05:58, 9 Nov 2005 (GMT)
  • Spam - THis is garbage to elite playaz. --THOR 23:39, 8 Nov 2005 (EST)
  • Kill, the bullseye would be in the head--Spellbinder 16:50, 9 Nov 2005 (GMT)
  • Keep - It's not bad if you remove the sticking arrow thing, make it a Civilian skill tree and tune the damage/hit chance not to overlap with axes and knives. --Seagull Flock 18:45, 12 Nov 2005 (GMT)
    • Re: - Thanks. I definitely plan to rework and re-submit this after the two weeks is up. The arrow-sticking was basically a counter-point to infectious bite, but it won't be included when I rework the concept. I think I have a way to make it better next time while being less complicated. -- Amazing 18:05, 13 Nov 2005 (GMT)
  • Kill - I am not keen on the Zombies constantly losing HP thing. --Squashua 17:55, 14 Nov 2005 (GMT)
  • Kill - I like adding variety, but I don't think there would be a benefit here over other weapons. --Dickie Fux 17:44, 21 Nov 2005 (GMT)
  • Kill -- Another Ranged weapon? No. --Novelty 16:38, 22 Nov 2005 (GMT)
  • Kill - 'Nuff said. Madalex 13:25, 23 Nov 2005 (GMT)

Necronet

Timestamp: 04:34, 9 Nov 2005 (GMT)
Type: Skill and Item
Scope: Scientists
Description: This skill would implement a new skill and item, perhaps a laptop/PDA/alternate use for the existing cell phone. Having the network technician skill and item would allow you to see zombies that have been DNA tagged as such, or show their real name. Since tagging zeds already shows you their name/class and sends the info to necrotech this fits smoothly with the backstory. Since the state flag already exists this shouldn't add to server load either. Also it would add an interesting flavor to scientists.

An additional idea is having the player's necronet linkup compile all the tagged zombies in your current suburb and then list their names (not location) or generate a threat level based on the number when it is used. I find this idea so appealing since it would give scientists something scientific to do instead of sitting around in hospitals acting as medkit/syringe vending machines, and it would give a real reason to go tag zombies.

Votes

  • Kill - Um, just a few flaws. One: Laptops run on electricity. Presuming that theres a zombie outbreak, I really dont think that you are going to have access to electricity. You have batteries? they will run out. Two: How the hell can u figure out a zombie's name? Three: Ruins the survivalist atmosphere of it all. If u can detect a zombie assault, then u can run away and avoid a big fight, and if u have a laptop, you can essentially plan out which area to avoid and so can consistently avoid zombies for the whole time u play. --AllStarZ 04:38, 9 Nov 2005 (GMT)
    • RE: Ok.... One: We already have DNA extractors and GPS units that must run on magic pixie dust, so we can fudge this too. Two: This is already an in game feature, I guess you haven't played scientist. Three: If you can avoid a zombie army by knowing only that a small percentage of them are somewhere within 20 blocks of you, bravo. I dont think think this is really an issue though. It is mainly a way to track vague threat levels and factions, as well as a RP device for scientists. --Zaruthustra 22:39, 11 Nov 2005 (GMT)
  • Keep Isn't that the point of being a scientist? They aren't any good at combat, so you've got to avoid conflict as much as possible when playing one. I could see the batteries for the laptop becoming a mechanic (you'd have to keep finding them as they run out), though. Not knowing WHERE the zombies are, and the fact that it only detects tagged ones, is a nice drawback. --Arcibi 15:52, 9 Nov 2005 (GMT)
  • Keep This is interesting to me. Indeed, scientists need stuff to do. McArrowni 16:12, 9 Nov 2005 (GMT)
  • Keep, Agreed --Adrian 17:51, 9 Nov 2005 (GMT). -
  • Keep I love this idea, but it could still use some tweaking. In response to the battery/electricity argument, we have GPS units that require batteries, but we never have to recharge or find new batteries for those, why would we with this? --Lucero Capell 17:52, 9 Nov 2005 (GMT)
  • Keep/Change: Love this idea but why not make the skill give the ability to hack into terminals in NT buildings. Bish bash bosh, energy problems solved as we can fob it and say that NT have back-up generators. Sorted :) --Kehraus 18:51, 9 Nov 2005 (GMT)
  • Keep - Can you vote on your own idea? I think you can vote on your own idea. I'm voting on my own idea. --Zaruthustra 17:33, 10 Nov 2005 (GMT)
  • Keep - Even though you voted Kill on Gunsmithing, I don't hold it against ya. :) --Skullhunter 06:32, 11 Nov 2005 (GMT)
  • Keep - I think it's going to be hard to implement (needs some more tables in the DB to keep track of DNA tags), but I like it. --Seagull Flock 18:49, 12 Nov 2005 (GMT)
  • Keep - having official, UD-based trackers generated by player actions are pretty neat-o. --Squashua 17:56, 14 Nov 2005 (GMT)
  • Keep - Alright, now my scientist will be useful from time to time (besides the whole syringe thing :3). Love it! --Kyreon 10:27 AM Nov 18 2005
  • Kill - Awesome idea, but needs some tweaking. Yes to batteries, or tie in to generators. Maybe provides the number of zombies in the vicinity. --Dickie Fux 17:50, 21 Nov 2005 (GMT)
  • Keep -- Sounds interesting. --Novelty 16:39, 22 Nov 2005 (GMT)
  • Keep - Anything which actually uses the data gathered by the DNA scanners is good. Madalex 13:28, 23 Nov 2005 (GMT)

Trail-Marking

Timestamp: 09:25, 9 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Communication, Gathering players together
Description: To use this skill, the zombie would activate it and then move. For the next 3-12 blocks the zombie moved, a trail is left. A trail disappears after a day or three. This skill also allows the zombie to see the age of trails, using a system similar to how the barricades' strength is shown -- 1-2 hours could be 'fresh', 3-9 for 'new', 10-23 could become 'old', 24+ could be 'faint'. The trail would show up as an addition to the room's description for all to see, something along the lines of "An (age) trail has been marked here, leading from (block of origin) to (next block on the path).". Using this, zombies could have an additional in-game way to gather eachother together; especially in locations whose names the zombie speech filter would make impossible to decypher. It would attatch to the Memories of Life skill tree, along with Death Rattle.

Votes

  • Kill - Very complicated, for very little payoff. --Uborkapete 14:57, 9 Nov 2005 (GMT)
  • Spam, Zombies are not smart enough to coordinate activities use forums for that. --THOR 05:54, 9 Nov 2005 (GMT)
  • Spam, Very poor idea. overly complicated. Second prize at the ugly fair.--Spellbinder 17:11, 9 Nov 2005 (GMT)
  • Spam, 9 zombies pass.. and you get 9 different messages? Poor server --Adrian 18:29, 9 Nov 2005 (GMT)
  • Kill - Unlike the others, I'll be nice. Not crazy about the idea; this is a lot of info for the server to track. --Squashua 17:58, 14 Nov 2005 (GMT)
  • Kill - Definitely no spam, but too complicated. I don't think zombies follow other zombies, they follow the scent of flesh. --Dickie Fux 17:52, 21 Nov 2005 (GMT)
  • Spam -- Fourth spam. --Novelty 16:40, 22 Nov 2005 (GMT)
  • Kill - Not an shining example of K.I.S.S. Madalex 13:29, 23 Nov 2005 (GMT)

Free Running

Timestamp: 11:57, 9 Nov 2005 (GMT)
Type: Skill
Scope: Everyone
Description: This (exisiting) skill should be a Civilian/Miscellaneous skill, not a Military skill, and should thus be moved to the appropriate place in the skill trees.

Votes

  • Keep, the idea has merit, so i put it down as keep, however, i severly doupt this will get changed. --Spellbinder 17:22, 9 Nov 2005 (GMT)
  • Keep/Change, I agree, however i think crossing buildings through roofs is something a bit military... --
  • Kill, It seems to me the premise of Free Running is jumping through windows, from roof to roof, etc. You know, the kinds of things the military would have to be able to do to properly avoid enemy fire and get into a secure building. You show me a civilian that has ever had to jump from another building to get to work, or into Wal-Mart for that matter. Your suggestion has merits, but it seems logical to keep it as is. ----Arcos 18:57, 9 Nov 2005 (GMT)
  • Kill, To respond to the person above, I think he wants it moved because free running (a split off of parkour) is an urban sport originating in europe and embraced by youth. It involves using the urban environment as an obstacle course and seeing how you avoid being impeded by it. I vote kill because the mechanics here are fine, even if I agree the flavor is a bit off. --Zaruthustra 20:04, 9 Nov 2005 (GMT)
  • Keep - actually, i saw a documentary about free running. its a sport with teenagers or older people in more suburban cities in any country, especially USA. AllStarZ 00:59, 10 Nov 2005 (GMT)
  • Kill, military need to move fast to avoid stff.--Redemptionx8 07:10, 10 Nov 2005 (GMT)
  • Kill - Sure, anyone CAN jump from building to building, but anyone CAN have firearms training. As above, military folks are much more likely to be quick and agile than regular people are. So, it makes sense the way it is, methinks. --Ethan Frome 22:50, 10 Nov 2005 (GMT)
  • Keep - There is nothing inheriently military about this skill. --Squashua 17:58, 14 Nov 2005 (GMT)
  • Keep - As noted above, Free Running is an urban sport and not inherently military. Besides, this skill looks out of place on the Military list, and I think all characters should have access to it at a reasonable cost.
  • Kill - I dont see civilians moving from building to building without steping outside.--Deathnut 05:17, 17 Nov 2005 (GMT)
  • Keep - I work at a homeless shelter, and I know even the non-military guys here can find a way from building to building easily. --Dickie Fux 17:55, 21 Nov 2005 (GMT)
  • Keep - arguments above for keep make sense to me, I wondered some why it was military... Also there is a definite imbalance of skills with most in the military tree. --Thorbrian 8:18, 22 Nov 2005 (GMT)
  • Kill -- Bad idea to change this now. --Novelty 16:41, 22 Nov 2005 (GMT)
  • Keep - Simply to put this question on Kevan's radar. Madalex 13:32, 23 Nov 2005 (GMT)
  • Keep - It is actually very easy for normal people to free run. The average person could do it, if they had the right mindset i.e. can be bothered.--Chanb 13:48, 23 Nov 2005 (GMT)

Motorbikes

Timestamp: 11:15, 9 Nov 2005 (GMT)
Type: New Item
Scope: Survivor Movement (and possibly combat)
Description: MotorBikes:

CAN BE FOUND AT:

  1. Garages and Auto Repair shops.

PROVIDES:

  1. Survivor movement from square to square for ZERO action point...

REQUIRES:

  1. Fuel - like guns need ammo.
  2. For each square moved by motorbike - use one fuel point instead of 1 AP.

EXTRA FUEL:

  1. If you already have a motorbike and you find another - you siphon off the fuel.
  2. If you find fuel cans you can also gain more fuel.

RESTRICTIONS:

  1. While you have a motorbike in your possession you CANNOT cross barricades - just like zombies can't.
  2. But you CAN still enter unbarricaded buildings (otherwise how do you get more fuel?).
  3. It MIGHT also cost 2 APs to move from square to square if you have no fuel left.

NUMBER OF ITEMS: Several options:

  1. (a) it counts as 2 items, like a shotgun,
  2. (b) it allows you to carry an extra 5 items
  3. (c) simply count as 0 items...

AS A WEAPON:

  1. You could allow attempts to use a motorbike to run down victims - like a weapon.
  2. Unlike movement it WILL cost an Action Point as well as fuel.
  3. Maybe include a fumble chance in which you lose your motorbike in a bad attack.

SKILLS:

  1. Motorbike skills could improve attack percentages...
  2. ... and perhaps also allow you to cross very light barricades???

PLAY BALANCE:

  1. Would be really neat for "scout types" to cross large areas of the board. This would be the main advantage.
  2. But it would also cause certain player groups to tear down barricades themselves - so they can also stay in buildings.
  3. Allowing them skills to cross very light barricades gives them a chance to hide.
  4. The search for fuel is likely to counter act any other advantages.
  5. Really this just like spending ages searching for ammo before going out with a shotgun, rather than just using a fire axe, but with disadvantges too.
  6. Frankly player movement is not a huge part of the 50 AP budget - searching for items is.
  7. Overall motorbikes will be a mixed blessing, but good for Role Play perhaps.

UNANSWERED QUESTIONS:

  1. What is the effect on a zombie of having a motorbike? Do they simply lose it in death?
  2. Should restrictions apply to motorbikes inside multi-square buildings? Or do we want the youth of today riding through the malls?

Votes
...

  • Kill I was going to suggest something similar, but this version seems quite unbalanced game-play-wise. Possibly movement along the lines of Crazed Runner would be more in-line. --Squashua 12:50, 9 Nov 2005 (GMT)
  • Kill ... Shadowstar 14:47, 9 Nov 2005 (GMT)
  • Keep *sing*Motorbreath, is how I live my life, I can't take it any other *CHUMP* argghh, my head! get off of my head! *notices people* Oh, hum, given the barricade restriction, it doesn't look that bad. These would have to be abandonned fairly often. McArrowni 16:31, 9 Nov 2005 (GMT)
  • Kill and next, why not suggest tanks? M16s? Nukes? mabey GOD$#@$ PIXIE #$@&ing DUST so we can FLY?--Spellbinder 17:16, 9 Nov 2005 (GMT)
  • Kill, Not like this. --Lucero Capell 17:55, 9 Nov 2005 (GMT)
  • Keep The search for fuel and the barricade requirements make it seem to me that it'd be balanced, and also movie-authentic. In zombie movies, vehicles aren't constant things--they're useful for maybe a half-an-hour and then you have to leave them behind or they get blown up or whatever. This fits with how everyone will use them then drop them if they want to get inside. The benefits of unlimited movement will also be affected by the IP limit.--'STER 19:45, 9 Nov 2005 (GMT)
  • Keep but only for really high level hunters and get rid of the attack quality makes it easier for humanswho cant find safehouse or who are searchihg for a new one, also fuel takes should provide much and an extra AP cast for going through zombe infested blocks User:Dignant 14:11 Nov. 10 (GMT)
  • Keep I think this game could use something like this. Doesn't seem terribly imbalanced to me. It's all a matter of if Kevan wants to program it, but as a suggestion it's good. Slicer 01:10, 11 Nov 2005 (GMT)
  • Kill - as Lucero Capell says, not like this. 1 - No weapon. 2 - The APs exist to avoid hitting map.cgi heavily, and I can already imagine everybody going up and down the city with their motorbikes and crashing the server. There could be a workaround though to save the suggestion, even if it's not very elegant: when you get the motorbike object, to move you insert the coordinates from a dropdown box (i.e. "2 west", " 5 north") and get there at 1 AP cost. This way the server is would be safe. The drawback is that it's like being teleported. :) --Seagull Flock 18:59, 12 Nov 2005 (GMT)
  • Spam - To make this work realistically would take so much work. --Dickie Fux 17:57, 21 Nov 2005 (GMT)
  • Spam -- Way too much work. Where are you going to park the motobike when you head inside a building? --Novelty 16:42, 22 Nov 2005 (GMT)
  • Kill - Simply as we would see a suggestion for cars next. Madalex 13:36, 23 Nov 2005 (GMT)

Ear Shot

Timestamp: 13:36, 9 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombie Crowding/Movement, Slightly Balancing other human skills other than military
Description: Zombies with this skill will listen more to the silence and can hear shotgun's blasts from 4-blocks away, and pistol shots from 3-blocks away;(edit) This will only show the LAST heard shot and will note the time so there wouldnt be a spam of messages after logging in.

This would cause zombie groups to scatter and possibly waste AP if too zealous to follow gun shots. Also, this would make it so Military users would have to be hastey about being outside and going into too populated areas, causing too much noise could bring the crowds to you.

Votes

  • Keep - Personal Vote, Unless there are shotgun muzzles im not aware of, you'd think you could hear a shotgun blast across the street. --daviblight 13:36, 9 Nov 2005 (GMT)
  • Keep ^ agree. Jirtan 14:21, 9 Nov 2005 (GMT)
  • Keep - as long as it doesn't affect the server too much to add those messages all over the place, anyways. Though, I think a name change would be appropriate. Looking at the name, I expected some wierd survivor skill that hit a zombie's ears. Shadowstar 14:51, 9 Nov 2005 (GMT)
  • Kill Unbalanced, only should be implemented if survivors can hear zombies clawing at barricades since their inside a bldg somehow they can see a flare but cant hear the barricades being torn apart except to see a message when and if their destroyed. Thor 14:21, 9 Nov 2005 (GMT
  • Kill hahaha, can you even imagain the spam that would show up when you log in?--Spellbinder 17:17, 9 Nov 2005 (GMT)
  • Kill But change it so it shows only the last shotgun/pistol shots (because a zombie's attention could be diverted that way) and you might have a winner. --Arcibi 17:51, 9 Nov 2005 (GMT)
  • Keep Ideally, this shouldn't have to be a skill, and survivors should be able to hear gunshots as well. In practice, keeping it as a skill prevents the map page from getting clogged. McArrowni 00:42, 10 Nov 2005 (GMT)
  • Keep - Change from a skill to just a standard mechanic change. --Squashua 18:00, 14 Nov 2005 (GMT)
  • Kill - Zombies follow flesh, not gunfire. --Dickie Fux 17:59, 21 Nov 2005 (GMT)
  • Keep - "Zombies follow flesh, not gunfire." Technically zombies follow highly strategic and generally coordinated plans of taking out major buildings first and everything else second... but thats besides the point, zombies traditionally go for anything signalling life and civilization, I.E. lights, sounds,and people themselves. Im pretty sure any zombie can figure out guns mean people, people mean food, or it means to stay away... same for humans btw... because guns in general are usually the representative and diplomate of human power... --Ringseed2 05:12, 22 Nov 2005 (GMT)--Ringseed2 17:59, 21 Nov 2005 (GMT)
  • Kill -- Zombies are supposed to be brainless... --Novelty 16:44, 22 Nov 2005 (GMT)
    • Re: Then how do they have memories of life...?--Ringseed2 17:13, 22 Nov 2005 (GMT)
      • RE: Good point. I'm not changing my vote though because I just don't like it. --Novelty 17:19, 22 Nov 2005 (GMT)
  • Kill - I imagine you hear shots all the time in Malton. Madalex 13:38, 23 Nov 2005 (GMT)

Feign Death

Timestamp: 15:05, 9 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombie Defense
Description: A Zombie with this skill would spend X APs (1 to 5 depending on what y'all think of this Skill) to "fall down" and play possom. It would cost the Zombie as many APs to stand up as it normally would (10 APs or 1 AP if he has Ankle Grab). As long as the "Feign Death" Zombie performs no action, all visitors to the square (see enhancements below) will think that there is just one more dead body laying around.

Additional enhancements to Feign Death could include:

  1. 1) unsuggested counter-skill for survivors to detect feigning Zombies and attack them
  2. 2) unsuggested counter-skill for survivors to damage bodies
  3. 3) All Zombies or Zombies with a particular (possibly unsuggested, or an addition to an existing) skill (or above a certain level) can spot feigning zombies.

This skill would aid starting-out zombies who do not have Lurching Gait, or old-hand survivors who turn into zombies and are at the mercy of any and all headshot-mavens. This would not be a subskill.

Votes

  • Kill, Why not just give yourself STEALTH this is not splinter cell for zombies! --THOR 05:54, 9 Nov 2005 (GMT)
  • Kill, Edit: oops, misspelling. here: NO HIDEING FOR ZOMBIES!!!--Spellbinder 17:18, 9 Nov 2005 (GMT)
  • Kill, So your zombie would have the willpower to resist his flesh eating nature and resort to gorrila warefare? oh how about zombie suicide bombers?!--bbrraaiinnss 17:34, 9 Nov 2005
  • Kill, Too unbalanced. Spellbinder, we're not talking about hiding from zombies, we're talking about hiding for zombies. I do like the idea, try and find something more balanced and we'll see at that point. Perhaps a penalty for as long as the zombie is feigning death (no APs gained)? --Lucero Capell 17:58, 9 Nov 2005 (GMT)
  • Keep The reason this is here is obvious, yes stealth. How many times in the films have people just been snuck up on? Zombies lie down. Close eyes. People get close. Raar! I do not see at all how this is "too unbalanced". Explain your reasons on the discussion page. --Squashua 19:20, 9 Nov 2005 (GMT)
  • Kill, I can do this all ready. Sometimes I have my zombie character lie around for days after being killed and I only get up when someone wanders by.--Skullhunter 20:21, 9 Nov 2005 (GMT)
  • Re - I have my zombie character lie around for days after being killed - Note the AFTER being killed. This involves no killing and therefore avoids potential XP loss from headshots. Discuss on Discussion page. --Squashua 20:39, 10 Nov 2005 (GMT)
  • Kill While I do like zombie ninjas and even that sudden "oh no!", the inability to shoot bodies on the ground (something I would do in a zombie filled apocalypse) makes this overpowered.--Matthew-Stewart 18:39, 11 Nov 2005 (GMT)
    • Re So... I take it you didn't read the part under additional enhancements: unsuggested counter-skill for survivors to detect feigning Zombies and attack them? --Squashua 19:52, 13 Nov 2005 (GMT)
  • Kill The reason this is unbalenced is becuase zombies will simply lie down before logging off, and therefore, will be 100% invincible until they log back on the next day. This could also be abused by hordes that wish to take on large human groups since they can walk up to the safe house and lie down. Thinking there was just a bunch of deaths there, the humans will likely not get suspicious, and even if they do, announcing and fleeing won't save those in the safe house who get on at later times of day from getting massacred by the, as Matthew-Stewart put it, zombie ninjas. --Volke 08:43, 13 Nov 2005 (GMT)
  • Keep - Standard zombie movie concept. Should have a steep AP cost, like 4 or 5. --Dickie Fux 18:02, 21 Nov 2005 (GMT)
  • Keep/Change - I agree that something is needed to mitigate the dangers of headshotting (which discourage people from playing zombies); if the skill were only usable at certain locations (Necrotech buildings? Cemetaries? Churches? Only squares without humans?), it would balance better. --Guy Ruffian 18:08, 21 Nov 2005 (GMT)
  • Abstain -- There really should be an abstain vote too. --Novelty 16:45, 22 Nov 2005 (GMT)
  • Kill As Volke said. Also, if you fear to be headshot, hide from them pesky humans. Madalex 13:44, 23 Nov 2005 (GMT)

Flamethrower

Timestamp: 18:14, 9 Nov 2005 (GMT)
Type: Weapon
Scope: Survivors
Description: A flamethrower, working on gas cans, which would allow it 3 shots each; 65% chance of hit (full skill.. will need a part of skill tree) and 15 damage. However there is a risk factor... bad use of it may give you a 10% chance (when you miss) that you will ignite the gas can which you are using. Result, 10HP for each can you are carrying. So if you carry to much... you have a good chance of getting yourself killed. IMHO a nice weapon with a great risk factor.

Votes

  • Kill Not a bad idea, really (though I'm not entirely sure it fits the genre), but 65% for 15 damage is too great, even with the danger factor of using it. Needs reworking. --Shadowstar 19:43, 9 Nov 2005 (GMT)
  • Kill Agreed. Has to be much less damage/AP, although the idea of a powerful weapon that may hurt you is good.--'STER 19:52, 9 Nov 2005 (GMT)
  • Kill I would vote keep but I dont like the idea that a weapon harms you even after gaining so much skill too me. should be resubmitted though. --THOR 19:43, 9 Nov 2005 (GMT)
  • Kill, high risk weapons SHOUT out unbalanced. more to the point i honestly think you just saw that nobody had posted a sugestion about flamethrowers and wanted to be the first one--Spellbinder 20:25, 9 Nov 2005 (GMT)
  • Kill, As stated above. --Lucero Capell 20:43, 9 Nov 2005 (GMT)
  • Kill As cool as flamethrowers are, I highly doubt the military is going to bring one into a residential area such as Malton, even if many of the residents are undead. --Arcibi 22:15, 9 Nov 2005 (GMT)
  • Keep, although my vote won't change anything, I have to say that it's a pretty cool idea. --LibrarianBrent 06:18, 10 Nov 2005 (GMT)
  • Kill - Seems overly powerful though the risk might make it balance out, but I think the numbers need to be crunched more. --Squashua 18:02, 14 Nov 2005 (GMT)
  • Keep, this idea can modified so it fits; it can act exactly like "infectious bite" except that it's for the human side. Zombies will lose 1 HP for each AP that they're on fire. BUT a zombie's attack will be twice as strong if he hits a survivor while he is burning, and has a chance of setting the survivor on fire too, where the survivor will succumb to the flame quicker than the zombie will. --Eddo36 21:44, 19 Nov 2005 (GMT)
  • Kill - Borderline spam. Way too powerful, even with the risk of damage. --Dickie Fux 18:05, 21 Nov 2005 (GMT)
  • Kill -- I'm of the opinion that humans have enough ranged weapons in the game. --Novelty 16:47, 22 Nov 2005 (GMT)
  • Kill - where the hell would you actually find something like this in city? Madalex 13:47, 23 Nov 2005 (GMT)

Death Knell

Timestamp: 18:21, 9 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This is a zombified version of sending up a flare. Zombies with this skill will spend 1 AP on letting out an unearthly, inhuman howl that can be heard on the two layers of surrounding blocks. (IE: The blocks around their current location, and those one block beyond) It's a bit weaker than a flare because you won't be able to hear it more than a couple blocks away. You can see a flare, which makes it so easily visible from afar as opposed to hearing a scream with no visuals. This would be a good skill for zombie hordes calling their kind, ratting out a hidden nest of survivors, or those who want to let their victims know they are coming. One could give this a 2 AP cost to prevent yell-spamming.

Votes

  • Kill, Do Zombies really need flares? And are zombies who's 'language' is grunting, oh and are half decomposed.. able to scream? Sorry but I don't like it. --Adrian 18:25, 9 Nov 2005 (GMT)
  • Keep This is a worthy addition, if only for the purpose of making the game a bit creepier, imagine if you are tucked in your safehouse and then hear 10 zombie screams from nearby, now THAT would make me move sharpish. --DarkRyNo 19:12, 9 Nov 2005 (GMT)
  • Kill Stop posting survivor skills renamed to zombie skills! If youw ant survivor skills play as a survivor not a brain dead zombie.--PooBear 23:38, 8 Nov 2005 (GMT)
    • Re: Flares aren't a skill. It's different from a flare in many ways. -- Amazing 19:53, 9 Nov 2005 (GMT)
  • Kill Not that I don't think it'd be kinda creepy and scary, but zombies aren't banshees. --Shadowstar 19:45, 9 Nov 2005 (GMT)
  • Kill It is different than flares I see your edit and agree. the concept itself is still idiotic that somehow zombies get a magnified voice box renewed and full of life. Please remmember their zombies and should be decomposing not regenerating like vampires.--THOR 19:43, 9 Nov 2005 (GMT)
    • Re: Thanks for taking the time to see it's different, I do appreciate it. :) As for the voice box thing, I kind of looked at it more from the mental angle. Like Memories of Life, zombies would suddenly learn to call out in a louder-than-standard groan. But a well voiced Kill, for sure. -- Amazing 06:01, 12 Nov 2005 (GMT)
  • Kill, Zombies don't need flares. In any shape or form. Also, zombies don't scream.--Spellbinder 20:27, 9 Nov 2005 (GMT)
  • Kill What's the deal with some people about making survivor skills for zombies? If both sides have skills that do the same thing, what's the difference? --Arcibi 22:16, 9 Nov 2005 (GMT)
  • Keep Would help zombies communicate ingame. Humans can say what they want perfectly, but it's still hard for zombies to say where they just opened up a safehouse and this skill is pretty short range anyways.
  • Keep - Excellent way to rally zombies; easier than having human agents shooting flares. --Squashua 18:03, 14 Nov 2005 (GMT)
  • Keep - Flavour is borderline, but if it replaces zombie spies with flares... --McArrowni 18:45, 14 Nov 2005 (GMT)
  • Keep - Voting for my own idea to bring it closer to a tie and maybe then an approval. :) -- Amazing 19:03, 14 Nov 2005 (GMT)
  • Keep - Better than flare. --Dickie Fux 18:09, 21 Nov 2005 (GMT)
  • Kill -- Urgh more spam? No thanks. Imagine the increase in server load and bandwidth. --Novelty 16:49, 22 Nov 2005 (GMT)
  • Kill - Given that flares aren't used as signaling devices, why would zombies need one? Madalex 13:49, 23 Nov 2005 (GMT)
    • Re: Flares are used as signaling devices. That is the actual purpose of Flares.. Striking out vote as misinformed, but anyone else feel free to unstrike it if you think it's not justified. -- Amazing 00:40, 24 Nov 2005 (GMT)
  • Kill - Not every survivor skill/item need equal zombie skill (and other way around too). And I find this skill even more useless than flares, as you can use the flares as weapons. Brizth 23:55, 23 Nov 2005 (GMT)

Brass Knuckles

Timestamp: 19:25, 9 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Basically, this is an item to add 1 damage to punches. Worn akin to the flak jacket so you can't put on more than one pair at a time. Punching is pretty weak and useless at this point, but you can get a pretty good percentage for hitting with it - so this could come in handy in certain situations. Could be found in police buildings (confiscated from criminals) OR "tougher" areas like Junkyards or Clubs.

Votes

  • Keep Punches need some way to be more powerful--after all, your average person may be pretty ineffectual at using their bodies for combat, but not everybody is. This, or some sort of martial arts, or a kick skill, I don't care what, but it should exist. Obviously, the strongest it ever gets still shouldn't be as strong as melee combat with a weapon, it just shouldn't be useless.--'STER 19:55, 9 Nov 2005 (GMT)
  • Kill the punch is kinda there as a joke in the first place. with the same % that you can get a fireaxe or a GUN, i don't want my searches wasted on finding a pair of brass knuckles.--Spellbinder 23:25, 9 Nov 2005 (GMT)
  • Kill - IMO, needing an item to make punch good makes it even more pointless... if you're going to get an item, get an axe, or suggest a better knife McArrowni 23:31, 9 Nov 2005 (GMT)
  • Keep This would be a good item to have and should be upgradable of course. This would go well in the Martial arts Skill Tree -- tHOr 06:03, 10 Nov 2005 (GMT)
  • Keep - A minor change that adds some flavor to the game, giving people some RP leeway. Doesn't present any hardware issues, either. Bentley Foss 23:37, 10 Nov 2005 (GMT)
  • Keep-Eh, I'd pick up a pair, just for the heck of it.--Arathen 23:54, 10 Nov 2005 (GMT)
  • Keep - This is a great way to get around those who would cry "Waah, ninja!" if a Martial Arts Skill was proposed. --Squashua 18:09, 14 Nov 2005 (GMT)
  • Keep - Not an urgent addition, but no harm done by adding it. Don't find in PDs, though, only clubs and bars. Maybe certain neighborhoods only? --Dickie Fux 18:14, 21 Nov 2005 (GMT)
  • Keep -- This should be a purely human item and zombies shouldn't be able to use it. --Novelty 16:50, 22 Nov 2005 (GMT)
  • Kill This would seriously mess up the search odds. Madalex 13:50, 23 Nov 2005 (GMT)

Smiting

Timestamp: 21:25, 9 Nov 2005 (GMT)
Type: Survivor Skill
Scope: Zombie Hunter skill
Description: This skill adds a +1 damage to all melee attacks only. As a Zombie Hunter the player has become adept at close quarters fighting and can now deal an additonal +1 damage with melee weapons. Over time the player has gained enough experience fighting zombies to use melee weapons in a more deadly manner. This doen not affect the % modifier to hit only the damage.

Votes

  • Kill Not a bad idea, but it overbalances the melee skill. As stated before, the idea behind the low damage on melee is to keep people from being super powerful. Guns provide the higher damage at the cost of having to search for and carry more ammo. I don't mind the three damage; I'm actually more annoyed by the 40% chance to hit but I know that won't change any time soon. --Torvus 22:16, 9 Nov 2005 (GMT)
  • Keep Doesnt overbalance and Torvus your a whining idiot. Dont complain in suggestions about the game please use the talk page by clicking the discussion tab at the top of the page. Also you dont know the idea behind melee weapons unless your Kevan so stop thinking you have the KRESKIN SKILL that enables you to read minds.--Th0r 22:16, 9 Nov 2005 (GMT)
  • Kill I agree with tor that it overbalances melee. Without a corresponding gun skill this just makes melee too good by having high damage and no reload/ammo. The balancing is how it is because kevan wants it that way. --Zaruthustra 22:07, 9 Nov 2005 (GMT)
  • Kill Agree for the above reasons and Th0r, you're an idiot who apparently flames anyone who doesn't agree with you. State your reasons for your vote about the skill in this area, not your opinions about other people's opinions. Nobody cares. --Pyrinoc 22:27, 9 Nov 2005 (GMT)
  • Kill, well, so far apprently its four idiots who want to kill this supposedly "good" idea, and only one noble and shineing beckon of truth and justice that is Th0r. *rolls his eyes*--Spellbinder 22:50, 9 Nov 2005 (GMT)
  • Kill, as has been stated, overbalances melee weapons. I'm all for giving them a chance, but this is a bit much. --Lucero Capell 22:51, 9 Nov 2005 (GMT)
  • Kill, overpowered melee. Also, Thor got banned. --LibrarianBrent 06:17, 10 Nov 2005 (GMT)
  • Keep - it's only +1 damage to melee (read: Axe) and requires you to be at least a Level 10 Survivor with enough XP to purchase this skill. Not as overbalancing as everyone seems to think. And enough of this immaturity, people. --Squashua 18:12, 14 Nov 2005 (GMT)
  • Kill -- this only messes up the balance... --Novelty 16:53, 22 Nov 2005 (GMT)
  • Kill - As Spellbinder said. Madalex 13:52, 23 Nov 2005 (GMT)

"Ace" Skills

Timestamp: 10:58, 9 Nov 2005 (GMT)
Type: Set of skills
Scope: Survivors
Description: A set of Zombie Hunter skills, possibly where only one of the set can be taken and the others become unavailable:
  • Killing Blow: the wielder can empty an entire pistol clip into the target, with reduced chance to hit per each bullet.
  • Both Barrels: the wielder can empty both barrels of the shotgun into the target, with reduced chance to hit per shell.
  • Sever: the wielder of a knife can cut a zombie's hamstrings, physically damaging the zombie so as to move more slowly. Reduced chance to hit, but a success temporarily eliminates Lurching Gait (I don't know. 20 AP/10 steps worth?)
  • Cleave: the wielder of an axe can split a zombie's head open, inflicting a bit of XP damage (3, to parallel the axe's normal damage?). Again, reduced chance to hit.
  • Crush: the wielder of a blunt weapon can crush a zombie's head, extending the time it takes them to regenerate (eliminates Ankle Grab for the next stand-up). Has to be used as the final strike.

Votes

  • Kill - Do the AP dance! Dont. Mess. With AP (cha cha cha). Dont. Mess. With AP. Not terrible ideas but they got some serious mechanics issues across the board. --Zaruthustra 01:13, 10 Nov 2005 (GMT)
  • Kill, *dances*--Spellbinder 01:20, 10 Nov 2005 (GMT)
  • Killl - Changed my vote from Spam. Some of these are borderline ok/bad. Some are still just plain bad (a whole freaking clip? 30 damage in one shot?). MORE xp damage? Still, crush is last rites done a bit less badly, and sever is maybe, just maybe, not too horrible. McArrowni 01:24, 10 Nov 2005 (GMT). changes: McArrowni 15:31, 11 Nov 2005 (GMT)
  • Kill/Spam, hahaha. --LibrarianBrent 06:14, 10 Nov 2005 (GMT)
  • Spam What he said. --Lucero Capell 15:34, 10 Nov 2005 (GMT)
  • Keep Needs some work, but I like the idea of a specialized zombie-hunter attack. Perhaps make them a subset of a skill such as Signature Weapon - where a Zombie Hunter chooses one weapon as his specialty (for example, specializing in shotguns/axes/knives/baseball bats/etc), which would be a mutually-exclusive skill (for example, if you had Signature Weapon: Axe, you couldn't also have Signature Weapon: Shotgun, and you could only take Ace Skill: Cleave to represent your familiarity with, and preference for, the chosen weapon). Also, some of the ill effects should be one-shot things: for example, Sever's hamstringing effect would last only until the zombie next rose, likewise Crush's one-shot negation of Ankle Grab (if a zombie with Ankle Grab dies again after rising from a Crush finishing move, Ankle Grab comes back into effect unless it's been finished off with another Crush.) --John Taggart 15:55, 10 Nov 2005 (GMT)
  • Kill - but only because the description is rather vague. What are the hit chances for the different skills after the reduction? BTW, I think this time the Don't Mess With APs dance is a bit out of place. Sever, as the already suggested Paralytic Bite, isn't that bad, but it's useless if the attacked zombie doesn't have Lurching Gait. Or does it doubles the effect? In this latter case the dance would be definitely appropriate. --Seagull Flock 19:57, 10 Nov 2005 (GMT)
    • Re: - If I'm reading it right, both Sever and Crush would only apply to those who already have Lurching Gait and/or Ankle Grab, and after the next stand-up both abilities come back into play (unless neutralized by another Sever/Crush). I mean, that's the logical way it would be done. (PS: Perhaps we could discuss what a reasonable reduction in accuracy for other skills might be over on the talk page.) --John Taggart 20:41, 10 Nov 2005 (GMT)
  • Keep The axe idea is a good suggestion that it removes 3 xp and 3 hp it should ahve always been that way since hitting someone in the head with an axe would cause brain damage. I would like to see this as a seperate suggestion for zombie hunters. I suggest that so it will get all keep votes, there are alot of ideas there and zombie players dont like any survivor edge skills that aid them to begin with.--GodofGames 01:44, 12 Nov 2005 (GMT)
  • Kill - I like some of these; others are a little unbalanced (like the ones involving AP reduction). This should be revised, rewritten, and resubmitted. --Squashua 18:18, 14 Nov 2005 (GMT)
  • Kill - Zombie hunters don't need a hundred super skills. --Dickie Fux 18:18, 21 Nov 2005 (GMT)
  • Spam -- Third Spam vote. Should really have one different suggestion for each of the skills. Hard to vote yes to one and no to another with the current format. --Novelty 16:55, 22 Nov 2005 (GMT)
  • Spam A bunch of suggestions, all of them vague. Madalex 13:54, 23 Nov 2005 (GMT)