Suggestions/RejectedDecember2005

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This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.

Contents

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_moved, and then timestamp it with <nowiki>~~~~~</nowiki>.
  4. replace "suggestion" with "prejection.

So, the new template should look like:

<nowiki>===Suggestion Name===
{{prejection</nowiki>|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_moved= 04:30, 22 Nov 2005 (GMT)|
}}
<nowiki>----</nowiki>

Peer Rejected Suggestions

1st December 2005

Dismemberment

{{prejection| suggest_time=04:57, 1 Dec 2005 (GMT)| suggest_type=Random event| suggest_scope=Zombies| suggest_description=This is mostly a flavor based addition. When a zombie successfully kills a person, they have a 20% chance of dismembering them and taking a limb to use as a blunt force weapon. These could have the attack power of somewhere between 3 and 5 HP. Of course, limbs dont do well under pressure, so after maybe, 5 hits on something, it says, "The arm you are carrying falls apart. It is now useless." Just remember, this is mostly flavor, but adds 2 items: Severed Arm, Severed Leg. Maybe we could add severed heads? one time use throwing item, like the flare for zombies. The chances of getting a specific part is equal to each other.| suggest_moved= 23:10, 1 Dec 2005 (GMT) }}


Drag

{{prejection| suggest_time=17:40, 1 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Allows survivors to drag dead body one square for 10 AP. Implimented by button with drop down menu for direction (N, NE, E, S... etc.) Takes 10 AP because bodies are heavy, and to prevent dragging bodies halfway across the map. Path to server would look like: Command request; check for body; move body and survivor one square in specified direction; deduct ap. Would allow groups of survivors to create zombie free areas, but would also encourage zombie mass hording (which would make Zeds more about to co-ordinate). Server load would be no greater than any other new skill.| suggest_moved= 19:51, 1 Dec 2005 (GMT) }}



Allegiance Change Problems

{{prejection|

suggest_time=01:46, 1 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Zombies| suggest_description=Imagine this situation: A large group of Survivors is fighting a large group of Zombies. A bunch of the Survivors get killed and they stand up as Zombies. The problem is that the new Zombies could simply keep fighting for their previous side which would make having killed them pointless. This is unfair because it makes Zombies, along with being a smaller group, much weaker.

I suggest that Zombies are not allowed to attack other Zombies until they have gained the "Memories of Life" skill. I know this would hurt a lot of Zker groups but I still think it makes sense.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Unrelenting Faith

{{prejection|

suggest_time=04:19, 1 Dec 2005 (GMT)| suggest_type=Survivor Skill| suggest_scope=Survivors| suggest_description=Use of the Crucifix, as a way so that the zombie ability of scent trail doesnt work on players with the crucifix.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Revision to Ankle Grab

{{prejection|

suggest_time=04:44, 1 Dec 2005 (GMT)| suggest_type=Zombie Skill change| suggest_scope=Zombies with Ankle Grab skill| suggest_description=Okay, I understand this is a touchy subject. So if you do end up voting kill for this prejection, please include a short reason why(I know it's not required). I also know there is a prejection or two on the vote queue regarding Ankle Grab, but I personally think my prejection has some merit above the others.

I think everybody, even zombies with the skill, have come to terms with Ankle Grab and the imbalance the ability to stand up, at any time, at the cost of 1AP brings. I know many believe zombies often get the short end of the stick, and I happen to agree with that point of view -- however this is not a prejection about that. Okay, on to the show.

I propose that Ankle Grab not effect the AP cost of standing up at will. But instead, based on a timer, automatically revive the player at a set time interval, at the cost of no AP. A second life per day, if you will. Could also automatically revive all zombies with the skill at midnight GMT (or whenever the server resets IP hits and whatnot). This way, when a zombie falls, the player could make the active choice of spending 10AP, or wait till he automatically revives later on. I think that about covers it.

Edit: Okay, I see now that I'm being slightly misunderstood. Reading above, I see why that is. When I said "automatically revive[d]" I meant, the player can, from that point on, choose to be revived for 0AP. He won't automatically stand up to waste his second life or anything. It's just that he only gets one killed once per time interval and still reap the benefit of Ankle Grab.

Addendum: This may not be appropriate to tack onto this prejection, but later on in the night I had the idea where the time interval is something significantly smaller. Like one hour after death. So technically the skill could be used 24 times a day, if they selected to revive once every hour. Is an hour really that long? Just so long as the skill isn't used immediately.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Zombie NPC's

{{prejection|

suggest_time=11:13, 1 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Zombies| suggest_description=It's become very clear that zombies are massively outnumbered by survivors and the reasons for this have been discussed extensively elsewhere. Given that this is supposed to be a "Zombie Apocalypse" game, I think we need more zombies out there! As a survivor, I'm spending more than half my turn just trying to find a zombie to attack, they're so scarce. Is it possible to introduce very simple NPC Zombies who would have basic thought patterns like moving toward a random survivor, attacking a random survivor in the same location or attacking the last survivor who attacked them?

The trend seems to be more and more toward survivors being the majority and this takes a lot of the challenge, purpose and fun/flavour out of the game. I would think the current situation will tend toward creating more PK'ers who are just looking for something to do! I realise with the anti-NPC stance that has been taken over other prejections that this is probably not going to be a popular one, but at the very least it needs to be discussed otherwise I think the game is just going to collapse with an eventual survivor "win" situation...| suggest_moved=06:00, 27 April 2006 (BST)| }}


Bonus Stacking

{{prejection|

suggest_time=12:35, 1 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Survivors and Zombies| suggest_description=I saw the zombie's killing hunters for bonus xp thing and decided this might be a better idea. For every type of level person you kill, you get your 5xp bonus, plus 1 minus thier current level. so if you kill a level 1, u only get 5 xp, but level 2, u get 6 xp. so if u are a zombie and kill a level 20 human survivor, you get 5xp + (20-1) = 24xp. It just makes sense that you get more experience by defeating higher level people. By the way, this works for both zombies and humans, but the bonus stacking doesnt apply for survivor vs survivor and zombie vs zombie. Dont say this is a copy of somethin cuz i couldnt find a single thing about this except for the zombie's killing hunters thing. One more prejection i could make would be to take away xp for PK? nah...| suggest_moved=06:00, 27 April 2006 (BST)| }}


Open Window

{{prejection| suggest_time=6:48, 1 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors and Zombies| suggest_description=A last ditch effort, for surviving and dying alike. Imagine a survivor down on his luck, low on AP and stuck in some of those endless stretches of Heavily Barricaded buildings. With this skill he could find salvation in an overlooked window, or half opened garaged door, the possibilities are endless. As well with your friendly Zed shuffling along, seeing the same "opportunity". This skill adds whole new level's of excitement! no longer are people "screwed" or people "saved". Modifications can be a VERY low success rate, I'm talking 1-5% maybe higher, or maybe a higher chance for survivors since they have better perception. No one is TRULY safe... | suggest_moved=06:00, 27 April 2006 (BST)| }}


Hardened Flesh

{{prejection|

suggest_time=14:28, 1 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=So you bought brain rot and never picked up a flak jacket. What is a zombie to do? Why, buy Hardened Flesh of course! Hardened flesh provides permanent body armor to tough zombies who've been around a bit. It would provide protection that is better than the flak jacket, 40% rounded down. The prerequesites for this skill would be Brain Rot (as the gray matter gets tougher, so does the flesh) and attaining level 15. This would not stack with a flak jacket.

As always with zombie skills, I don't have much hope for this prejection but perhaps someone will piggyback on this idea to come up with something better.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Trip

{{prejection|

suggest_time=15:40, 1 Dec 2005 (GMT)| suggest_type=Zombie hunter skill| suggest_scope=ankle grabing zombies| suggest_description=If a zombie uses ankle grab to stand up in the same square as a Zombie hunter with this skill, there is a 75% chance of failing their atempt to stand up and still spend their 1ap. The thing is that they stand up so quickly that they are unstedy. This action would not use ap and would not stack. This alows people to keep zombies from standing up long enough to throw out a window. NOTE: this means that on avrage you will stand up in your first 4 trys. Stands up automaticly after 10 ap are spent this way.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Today's Exhibit(REVISION)

{{prejection|

suggest_time=17:43, 1 Dec 2005 (GMT)| suggest_type=improvement| suggest_scope=Museums| suggest_description= (Oh, Ive noticed a lot of concern about this interfering with the focus on the zombie inbalances situation, I never really thought of it because I knew theyd put this off until the most important things were solved. Rest assured that if this does pass, it should be put for a thing to do once everything that must be put in is taken care of.) Alright, this is my second revision and this prejection involves making museums a more interesting place to go, yes museums are naturally boring places to go but at least with this you can get a decent souvenir. And please forgive me on how long it is, I wanted to put lots of detail to make it understandable and clear for each item.

Now, I understand most of these items have no real purpose, that is very true... but there are three reasons I give them: 1: Even in a survivalist game people naturally horde wealth, it’s just instinctive, and some people would want to role-play that out… 2: Most of the items I put in here were useless for two reasons, one being that it makes it harder to get to the useful items, the second being not everything has to have a specific function. 3: Perhaps we can have something on there page that shows how much they have so they can brag about how wealthy they will be when they get out of here, because gathering wealth means you have hope for the future.

Obviously, there is no way the could have completely stripped every museum of all there items, they could have overlooked stuff, they did not have much time… and I believe what they were referring to when it says it’s been looted is the exhibit items. Now, as it says there is nothing usefully lootable in the museum, and following my list of stuff that is mostly true.

  • Artwork: Once a priceless picture of some artist and now a recent addition to your personal collection. It stated that there was some European and African art. It is true that it would be hard for a person to walk around Malton with a few paintings, but if you pointed that out then you would also have to concede to the fact that people normally cant walk around with 10 shotguns on there back either... But artwork would in fact have a use, like a generator, paintings can be added to a building and give the area a nicer look to state that somebody cares for this building, also it might give a description to how many paintings are here like ornate or if none exist then nothing would change from normal… some flavor text would be all that was added… In addition it might take two of your inventory to carry a painting.
  • Statue: Like the artwork I talked about above it would create a nicer look to a building. This I can see being more likely used in malls as they have more room for statues and less room for paintings. This too would have show increases in the number of statues in the building, yes this has no have no real use but some people really care for there homes and I’m sure a few would like their place to look very wealthy.
  • Historic Items: (I have no clue where Malton is but it sounds like it would be in the modest of America. And would probably include frontier items, imported items from around the world.) If its in Britain as people say (and there not just saying its Britain so it eventually becomes Britton) Then I really wouldn’t know what kinds of historical stuff would be found in there museum, but Malton just seems to have a Mid-Eastern America feeling to it for me… but Ill try to put items that can be found in most of the areas Malton is likely to be.
  • Heavy weapons: Well whether this is in Britain or America you’d probably find the heavy weapons of world war two, only problem is not only have they been dismantled so they no longer work and even then there is no current ammo existing for them even the armories. But anyone who wants a heavy weapon can be pointed to the nearest museum, poor saps... (Dickie Fux helped create this idea, basically the same as the swords and axes idea, in a sence they are wall hangers. Im sure a few people would like an enfield(enfields rox) placed on there headquarters wall.
  • Medieval armor: This is an actually useful item but hard to get, it would have penalties like restricting 2ap per movement like a zombie, (Yes medieval people were quite adept at moving in armor, but the people likely to find these suits are not from that period and also not fully meant to wear that suit.) They also wouldn’t have the ability to wear Bulletproof Vests. They would however gain a damage reduction of 1 vs. attacks lower than 4. Similar to Bulletproof Vests but not the same. Now, we all know the reason the Full Plate went out of use, but now we are facing an opponent that uses attacks that this armor was built to protect against an enemy where the gun is no longer in use. Now please understand that I’m not saying that this be the new armor for humanity, all it would be is a real low chance like, a 1% chance prize at the end of all the other "valuables" they would have to go through to find it. (Dickie Fux anded to this part, basically somebody mannages to get a second suit of armor, so what do they do with it? rather than ditching it on the street they set it up in the corner of there headquarters.)
  • Swords and Battle Axes: I do not know if anyone cares for this one, all it would really be is an alteration to machete but does the same thing. Perhaps a bit more powerful if enough people think it should be, but if this passes I think somebody could come around and make a prejection for it. Adding to that it would be almost as hard to find a sword as the armor. (From the great idea of Dickie Fux, Basically these medieval weapons are the equivent of there modern counterparts, however I am sure these would be great to both have personally or on your wall because they look honestly nicer. If that is too much we can keep them just for wall hangers, but for how hard it would be to aquire them I think it wouldnt be so much of a trade off when there modern conterparts are easier found.)
  • Jewelry, good for zombies and humans alike, what is it good for, being rich of course. Perhaps it can do something to the character, even in real life people wear Jewelry not because it is useful but because it looks nice and perhaps it makes people stand out, which is what its ment to do really. Perhaps at some point somebody could take that idea further to include cloths, might be a little more interesting to see that rather than who has what feats… not saying you’d see them just a description is all… this is also not something I’m stressing, don't kill just because of it…

(Also please don’t kill solely on the basis of that it would mean the death of the servers, and I didn’t intend this as a way to shove the armor in. And again most importantly please forgive me for putting such a long prejection.)(Now including correct spellings of britain, I hope)| suggest_moved=06:00, 27 April 2006 (BST)| }}


Names

{{prejection|

suggest_time=18:18, 1 Dec 2005 (GMT)| suggest_type=Rule| suggest_scope=New Players| suggest_description=Could we make the names fit into RP? I know you can't change everyone's name.. but just the new players are forced to choose a correct name otherwise getting character deleted? I'm sick of hearing people called "Zombie Girl123" and names with numbers, or even the ones which sound like robots.. this is an MMORPG for crying out loud. Even the zombies had names before they died... immagine your parents looking over a newborn and going.. "I name him.. CoolguyZombie42" I know there aren't enough names to go around.. but this is an international game.. you can mix surnames and names to form many combinations, from the local country.. COuld we have more RP please?| suggest_moved=06:00, 27 April 2006 (BST)| }}


Gangrenous Rot

{{prejection|

suggest_time=18:22, 1 Dec 2005 (GMT)| suggest_type=Zombie Skill, Subset of Infectious Bite| suggest_scope=Zombies| suggest_description=If a zombie hits you with a melee attack, the resulting wound becomes gangrenous from the virus. You loose 1 HP per action until cured. Speaking does not cause a loss in HP. Anyone can cure gangrenous rot with a FAK. A survior cannot have multiple gangrenous wounds. If a survior is infected and gangrenous, they loose 2 HP per AP spent. 1 FAK cures both infection and Gangrene at once.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Facial Slash

{{prejection|

suggest_time=20:20, 1 Dec 2005 (GMT)| suggest_type=science skill or military skill| suggest_scope=Survivors| suggest_description=If a survivor with this skill uses a knife to succesfully attack a zombie, the zombie loses their scent. Would be useful to necrotechs who don't want to be tracked down via scent trail.| suggest_moved=06:00, 27 April 2006 (BST)|

  • Keep - This is NOT a ridiculous idea, gang. Kevan could make bookoo $$$ if he (1) sold street names and building names to advertisers and (2) inserted useless garbage items with actual product names You dig through the trash but only find some empty Frito Lay Potato Chip bags. --Squashua 17:11, 14 Dec 2005 (GMT)

}}

Delete Inactive Players

{{prejection|

suggest_time=02:07, 2 Dec 2005 (GMT)| suggest_type=Interface| suggest_scope=Server| suggest_description=The server's been slowing down lately, especially because the database size is getting larger and larger with people abandoning characters and making new ones. Although I don't think this will help much, I suggest that we delete the players that haven't logged in for 30 days or more.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Drop last item in list first

{{prejection|

suggest_time=02:28, 2 Dec 2005 (GMT)| suggest_type=Interface| suggest_scope=Inventory| suggest_description=If there are multiple items (e.g. wire cutters), and you drop a pair of wirecutters; currently, the firt pair of wirecutters in the inventory gets dropped. If I am quickly looking through my inventory, it's mildly annoying when my non-consumable inventory keeps getting shuffled around when I drop redundant items.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Smaller Inventory size

{{prejection|

suggest_time= 03:05, 2 Dec 2005 (GMT)| suggest_type=No clue| suggest_scope=Inventory| suggest_description=For added realism, we should lower inventory size. I mean, what man would be able to carry around like 20 shotguns and walk around the city? I say that inventory size should be cut down to 30, and possibly implement a backpack idea? Im not sure, Ill leave others to work that out.| suggest_moved=06:00, 27 April 2006 (BST)| }}


Innate Skills

{{prejection| suggest_time=21:35, 1 Dec 2005 (EST)| suggest_type=Skill| suggest_scope=Survivor Characters for the moment, ideally zombie characters as well| suggest_description= At the moment, this prejection would only appy to Survivors, since they can be divided up into individual classes. I am a supporter of zombie classes as well, but since they do not yet exist, I'll just work this out to pertain to survivors. This idea involves giving each character class a skill that they have automatically, and that is unique to their class. This would help differentiate between classes and make it desireable to choose some of the more under utilized classes. The only possible issue I can see is with players already in the game who would have wanted a different class had they known what the innate skills were.

  • Private: Martial Discipline- +3% to hit with all attacks. This reflects the Military Training of the private which would lend itself to improving combat effectiveness. While 3% may be a bit low, it's designed to not overpower the Private's already overwhelming combat prowess at the start of the game.
  • Scout: Rooftop Access- A skill logged in the Peer Reviewed prejections page. Scouts have the option of getting on the rooftop when entering a building. While on the rooftop, they can see anyone outside the building, but cannot see inside the building. Characters inside the building see the Scout as being inside, but characters outside the building cannot see the Scout at all. It would take 1 AP to get on the roof, and 1 to get off.
  • Medic: Medical Rationing- Medics, being trained to work in hostile situations, can stretch out the supplies in a FAK longer than they are intended. Lets a FAK be used twice before it's exhausted.


  • Doctor: Medical Experience- Makes EXP gained equal to HP restored. Makes leveling up for Doctors much easier. EDIT: This was supposed to be in, but I left it out: If a character has less than 5 HP missing, healing grants 5 EXP. This makes sense, since it encourages Doctors to heal the most heavily wounded first.
  • Necrotech Lab Assistant: NecroNet Locator- Displays the location of all Necrotech buildings in the suburb the Assistant is in. It appears at the bottom of the screen as "NecroNet Locator: (x,y)."


  • Cop: Enforcer- Human/Human PKing in the same building/block as the Cop is displayed as an event, i.e. "John Smith attacked John Doe for 3 damage". This could be a potentially usefull skill for anti-PKers, but doesn't overbalance an already powerful class.
  • Fireman: Emergency Entrance- Firemen with Fire Axes get a +10% (could be modified) bonus when attacking Barricades. If this seems like a relatively weak advantage, it's to reflect the major advantages that Firemen already have.
  • Consumer: Specific Search- A skilled logged in the Peer Reviewed prejections page. Consumers can select which item in a area to look for. This doesn't increase the chances of finding an item period, just the chances of finding one item over the others. |

suggest_moved=06:00, 27 April 2006 (BST)| }}

2nd December 2005

Maggots Everywhere!

{{prejection| suggest_time=17:45, 2 Dec 2005 (GMT) Vermillion| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Requires level 10 and Vigor Mortis. Spending 10 AP and 10HP a zombie has a 30% chance (including Vigor Mortis bonus) to deal 5 points of damage to EVERY human at the same location. A chest grenade if you will, with hideous flesh eating maggots instead boring old explosives. I think this would be a fun skill to have especially when assualting ha-man hambargar strongholds but It could also be unbalancing. So maybe make it useable only once every 50AP? The 10HP cost and relativly low hit chance means it wouldn't be used with just day to day prowling. What do you think?| suggest_moved= 20:01, 2 Dec 2005 (GMT) }}



Wall of Corpses

{{prejection|

suggest_time=03:46, 2 Dec 2005 (GMT)| suggest_type=Skill (subskill of Memories of Life)| suggest_scope=Zombies| suggest_description=This skill would be similar to the Construction skill, but would work much differently. A zombie with this skill could take the dead bodies inside or outside a building (zombie must be in the same area as the bodies in order to use them) to form a Wall of Corpses in front of that building. A minimum of five dead bodies must be on the ground in order to make the wall (makes sense, as you can't build a wall with just one body) and they must all be on the same side in order to build the initial wall. Because dead bodies are real players, they will be used randomly. If you are part of ten dead bodies lying on the ground when a wall is built, you have a 50% chance of being used for the wall.

The AP cost to build the initial wall would be 1 AP. After that, any zombie with the skill could spend an additional AP to add more bodies (one for each AP spent) to the wall, provided they have the skill. Being that the wall prevents entry by humans due to its overwhelming stench, the wall can never have so many bodies that zombies are unable to climb over it.

The only way humans could dismantle the wall is by dragging away each corpse one at a time, so that it becomes just another dead body outside the building (or inside, provided some human is inside the building when the wall is made). When the wall has only five corpses in it, dragging away one more removes the wall entirely. The cost to drag away each corpse is 1 AP, with no roll to determine success. A wall with 100 corpses would take 96 AP to dismantle; no more, no less.

The twist to it is that, being that the wall is made up of actual game players, if a player that is part of a wall stands up, he is no longer part of that wall. If all the players that make up a wall stand up, the wall is gone.

I know that many players are opposed to counter-skills, but I really think this is unique enough to merit being in the game.


EDIT: Perhaps a "Wall" of Corpses doesn't make the most sense, so replace Wall with Pile or Mound. The basic idea is piled corpses causing a stench so powerful that humans can't bear to climb over it to get in the building.| suggest_moved=06:02, 27 April 2006 (BST)| }}


powered consturctions.

{{prejection|

suggest_time=07:19, 2 Dec 2005 (GMT)| suggest_type=Skill/item| suggest_scope=Survivors | suggest_description=Using a skill that comes after construction. We will call in wielding skill for this, I am not particularly attached to it so it can be changed to whatever.

Namely you get to use a new item, an electricity powered wielding equipment, using that equipment in a powered building allows for the creation of a reinforced barricade. Name for every item added you have the chance to make it stronger by reinforcing it.

It could be reinforced by ether:

A: Dropping the accuracy on attacking a barricade

B: Increasing the amount of items in the barricade

Or

C: increasing the number of times the reinforced piece takes to be knocked down 9Ether way works ok)

The only thing is, if you don?t have the wielding training you can ether:

A: not us it

Or

B: not use it properly and increase the chance of knocking an item off of the barricade..| suggest_moved=06:02, 27 April 2006 (BST)| }}


Looting

{{prejection|

suggest_time=15:27, 2 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Civilians/Military| suggest_description= (Its just so large I decided to bold things of key detail)Based on Kevan?s Simulator there are three groups, the Zombies, the Civilians in the middle, and the Military. Because of the current simplicity of the game there are currently two sides, the large amount of humans and the small amount of zombies. The reason for the imbalance is not so much that zombies are weaker, but that the civilians and the military who are two separate groups with different ideals are currently combined. They both are working together towards ridding the zombie swarms from Malton; however they are also directly in conflict with each other. With this it is stating the beginnings of a separation between the civilians and the military.

The first step to this difficult seperation is a change in the XP gain of the civilian to differ from the military. One which would support key distinctions between the two and is brought up in the very start of the game. The method is by giving civilians an alternative to fighting, one which is unique to civilians since they are in fact civilians, and goes along with the games ideas. That is accomplished by Looting, it is the act of acquiring goods that do not belong to you. The game mechanics would follow these guidelines: Looting would be half as affective at gaining XP as the amount of total effort it would take to find ammo, load the weapon, search for and kill the target, and returning home. The reason for this half-gain ratio between looting and combat would represent a lesser risk the civilian is takes by looting since people learn faster when in direct danger. ?Let the military go fight the zombie swarms all they want, that?s what the military is trained for, but well protect our homes!?

The direct affects of looting:

This would create a situation where there are fewer people on the frontlines, fewer people attacking zombie and giving headshots which would also indirectly mean a indirect gain in the zombies gain of XP. Looting in this current prejection would bring about the conflict between military and civilians that is already said to be in place and I qoute, "Military quarantine units have closed Malton's borders and are moving in to eliminate the looters, to forcibly evacuate those civilians who still refuse to leave their homes." From this I am assuming that the vaccines are at such a point that the quarantine is letting out people they adminster the cure to and why we have no NPCs, civilians are here because they chose to stay "forcibly removed," therefore those who are not the military are those who are either looters, or civilians who are resisting there own removal which makes them just as bad. If you are a looter, and if your a civilian whos spent more than several months in Malton you probably are, you will be eliminated... That means YOU are under Martial law fokes, which makes military troops your, Judge, Trial and Executioner. And they have orders to shoot looters alongside zombies. That will put a third to maybe even half of both the the civilian and military sides working against each other, with zombies still in unity, that creates a definate advantage and solves zombie numbers without making the zombies powerful.

Questions:

?How could a person learn any of the skills human?s posses by simply looting?? The answer to that lies in the same way a private can stand outside everyday, shoot a few rounds into a zombie and walk home.

?Where could you loot since there none of the buildings were left untouched?? That is not totally true, but I shall ask a question in return, what place in malton is sheltered, would contain valuables, and is a place all players avoid? The housing districts, and they are at every corner of the city. This would create a situation where the civilian has to go outside, leave his protective home, much like he would if he was shooting a zombie? which would also benefit zombies... and be actively seen by the military.

Lastly and most importantly is this question, ?What about the vast imbalance this would create against zombies when people in non-zombie infested areas to the point they become filled with high level civilians?? My response is that would be, these people who normally would be looting are instead going into zombie hot zones, shooting zombies, barricading homes, and making it much more difficult for zombies in general, while still gaining more XP than they would by looting. This also decreases the overall affectiveness of the humans but without making the zombies overpowered.

Predictions: If this takes place there would be civilians with their main base as malls and military would first acquire of the two forts as bases and perhaps a few controlled malls, the malls are more numourous, but forts with all the upgrades they are expected to get would be far stronger and give better weapons than either the police stations or the malls. The police, the firefighters, and the docters, all are protectors of the city, but they would have to decide who they are protecting the city from.

Future ideas: I plan to use this as a springboard for the museum and that items could be found within, as people decorate there homes which would give some experiance, the military could label them contraband, which would affectively destroy the item as it is taken away and the military gains experiance for it. This would create more disention between the two as those who loot the items are more likely to attack military members that come to close to there home. Military members would be more likely to attack civilians in hostile areas for known attacks on military members.

In most zombie horror movies military troops are and yet are not your freinds, the fall of craiger has been a victory to the survivor side, now would be the time the military command would start evicting civilians... those that dont comply will be shot, this creates resistance groups for the civilians, you absolutely do not know what happened to the people who were taken out of the quarentine... One of the true themes of zombie horrors especially when dealing with man playing god, is that the government is corrupt and cares nothing for its populous, its a scary thought to wake up one day and know your expendable, because as weve seen a person who hasnt been bitten can become a zombie, and that may mean that the only way to destroy the virus is to destroy the person too, you might get a vaccine and become a human again... but you can still jump off a building and turn right back into a zombie. With this would come with a larger the seperation between the civilians and military, a new class of looter to the civilians, a skill for looting, and a way for zombies to grow without becoming overpowered. Civilians and military troops can still work together, the cultists have proven that two sides can work together.

I am honestly not trying to pull a fast one on you all, I genuinely hope this is an effective solution to our troubles. Instead of looking at the zombies to figure out the problem, I hoped to try taking a new approach of looking at the survivors instead. I don?t mind redueing this again several times; just give your views? Oh even if this doesnt pass I would like to thank Jon Pyre and quite a few people who voted in the Today?s Exhibit prejection thread? if they hadn?t been so inventive about ideas I would never have put this together, and I think this is a great idea, in that it took much effort and stuff... (yea its dumb but if I did anything less I'd feel I was stealing credit.)

I really do understand this would mean so much work, many changes, but I hope that this would mean less work in the long run and overall a better game. If this is too much for Kevan to work on the he simply wont even if it passes, but I believe this is in some part what he was suggesting would happen since he put this on the front. | suggest_moved=06:02, 27 April 2006 (BST)| }}


Contagion

{{prejection|

suggest_time=15:53 Dec 2 2005| suggest_type= Skill| suggest_scope= Bite Victims| suggest_description= Infections cause 2 hp damage/AP spent. Level 10 skill with brain rot and infectious bite as prerequisites| suggest_moved=06:02, 27 April 2006 (BST)| }}


Jaws of Death

{{prejection|

suggest_time=15:53 Dec 2 2005| suggest_type= Skill| suggest_scope= Bite Victims| suggest_description= Bites which result in infections deal double damage (8). Level 10 skill with brain rot and infectious bite as prerequisites. Edit; only the first bite against a victim is infectious. Afterwards they already are infected.| suggest_moved=06:02, 27 April 2006 (BST)| }}


Pirate

{{prejection|

suggest_time=17:09, 2 Dec 2005 (GMT)| suggest_type=Class| suggest_scope=Survivors| suggest_description=Arr, it be a Pirate! Or at least a man with a neurological disorder that has made him absolutely CONVINCED that he is in fact a pirate. Pirates start with a Kitchen Knife, Hand to Hand Combat (he has spent far too much time threatening his landlady with his plastic sword and hook) and a Bottle of Beer (every good pirate needs booze, arr!) Because of his disorder, he cannot speak normally. His speak box is replaced with a drop-down box with the following four choices: Arr! Aye Matey! Ahoy! Avast!| suggest_moved=06:02, 27 April 2006 (BST)| }}


Responsible Drinking skill tree V.2

{{prejection| suggest_time= Mattiator 17:17, 2 Dec 2005 (GMT)| suggest_type= Skill| suggest_scope= Everyone| suggest_description= Do not put spam because of the title. I created the original. My new idea is that responsible drinking increases the chance for Alcohal to heal HP by 20%. The next skill in the tree is Bartending, which increases the chance to find alcohal. Yes I know Bartending is the exact same as the original responsible drinking, but I think it's more useful because of the Moltov Cocktail prejection-to-be-implemented. Another idea for branch skills is toxication. What it does is increases the amount healed by alcohal by 1 hp. I am willing to add and remove different skills from the tree and change the percentages| suggest_moved=06:02, 27 April 2006 (BST)| }}


Up2Date Newspapers

{{prejection|

suggest_time=21:12, 2 Dec 2005 (GMT+01:00)| suggest_type=Improvement| suggest_scope=Everyone| suggest_description=Insted of the random articles in the newspaper it could show recent information like "suburb completely overrun" or "clan suddenly disappears"| suggest_moved=06:02, 27 April 2006 (BST)| }}


Zombie Bacon

{{prejection|

suggest_time=21:24, 2 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Everyone| suggest_description=The addition of 'bait' to draw zombies. The idea is to have something that draws the zombies to you. Currently, people use flares to do notify hordes, but what about something more permenant like a 'bacon'-like object that draws zombies as an individual basis. On the zombie's screen, they can see 'You smell bacon to the north.' If they reach the bacon, they gain some sort of bonus (like extra AP or extra HP or extra attack damage or hit percentage). Zombie hunters could use this as bait to draw individual zombies into traps. Once a single zombie reaches the bacon, the bacon smell goes away, so you get singles. Zombie spys could use this to mark popular buildings, so there would have to be a mechnism to remove the bacon as well.| suggest_moved=06:02, 27 April 2006 (BST)| }}


Muscle Recovery

{{prejection|

suggest_time=22:30, 2 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=As the zombies continue to roam the streets, thier muscles gain strength over time to begin to regrow muscle mass. This is viable since zombies can be brought back to human, which means they arent really rotting corpses. After a zombie gains this skill under Vigour Mortis, all zombie attacks deal double damage. This would make the Bite up to 8 HP per bite and the claws go up to 6 HP per bite, which balances out with the shotgun and only goes 1 over the pistol for humans.| suggest_moved=06:02, 27 April 2006 (BST)| }}


Screach

{{prejection|

suggest_time=22:56, 2 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=If bought Screach adds the attack Screach to the attack menu. If used it deals 1 damage and temporarily "deafens" player so they don't here anything someone says untill they are healed with a FAK.(first aid kit)| suggest_moved=06:02, 27 April 2006 (BST)| }}


3nd December 2005

'Alternate Food Source'

{{prejection| suggest_time=04:56, 3 Dec 2005 (GMT)| suggest_type='New Skill'| suggest_scope='Zombies'| suggest_description='Taken from the Undecided section.

It isn't beyond the realm of possibility that some animals would not still be in the city. Zombies need another outlet for XP and going after animals is not outside the realm of zombie genre (ROTLD 2, Resident Evil, Shaun of the Dead). The suggestion is to add a button for zombies to "Hunt Small Prey" (or just "Hunt Rat"). The skill would have a 15% chance of locating a rat in a Cemetery, Park, Wasteland, Junkyard, Warehouse or Railway Station. Cost would be 2 AP (until acquiring Lurching Gait, then 1 AP).

Effects: Zombie gains 1-3 XP (thinking 2, actually) and has a 50% chance of regaining 1 HP (managed to grab a big, plump rat).

Survivors: Survivors could hunt also (same locations/odds), then use the animal as a distraction (it would go into their inventory as "rat"). The zombie could choose to use 2 AP (or 1 with Lurching Gait) to automatically catch and 1 AP (total 3 or 2 AP) to eat the animal to gain the XP (and the possible healing) OR ignore it and go after the survivor. In a horde situation it would, obviously, be "first come first served" in catching the rat if multiple zombies try for it (unless more than one rat is released). I'm aware there IS a possibility for abuse with this part. Counters could be:

1) Survivors could only use it if at 20 HP or less (to try and escape). 2) Forgetting the survivor part entirely.

Benefits: Zombies get an extra XP source (and, maybe healing). Use for areas like the Cemetery (that currently have no uses).

Possible changes: Instead of 50% chance, just automatically gets 1 HP.'| suggest_moved=09:20, 19 Dec 2005 (GMT) }}


Paralytic Bite (Not a repeat, just thought the name applies)

{{prejection|

suggest_time=06:41, 3 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=A skill that has Infectious Bite as a prerequisite. If a zombie with Paralytic Bite attacks an already infected suvivor their maximum AP is reduced to 49 until they are healed with a First Aid Kit. Every time when I'm bitten and infected the infection doesn't matter to me because I'll heal the damage immediately and obliterate the infection. Logging in and finding I only recovered up to 49 would actually hurt me in a small way that wouldn't inconvenience me too much. However if a zombie does this to ten people in a safehouse it's equivalent to losing 1/5th of a fully rested person for the day. Not too shabby. This is a way of making bite attacks have some small penalty for suvivors that aren't foolish enough to go around without a health kit. It wouldn't unbalance the game too much because many suvivors don't wait for full AP and they would be unaffected. It can help zombies as a whole out without greviously harming any one suvivor.| suggest_moved=09:23, 19 Dec 2005 (GMT) }}


Insatiable Hunger

{{prejection|

suggest_time=06:50, 3 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Uses Digestion as a prerequisite. Allows a zombie to use digestion to exceed their normal health by a small amount. A zombie that would come back to life with 50hp after dying could use Digestion to raise their life a bit above their base health. Maybe 5 higher? One with bodybuilding could go a little bit over 60. I don't think it's unbalancing and it lets zombies prepare for imminent beatings. Yay skill progression?| suggest_moved=09:25, 19 Dec 2005 (GMT) }}


Drop Items at Death

{{prejection|

suggest_time=11:17, 3 Dec 2005 (GMT)| suggest_type=Game Mechanic| suggest_scope=Survivors| suggest_description=Drop Items at Death

  • Functionality: When a survivor is killed, the survivor loses all items in his or her inventory.
    • Possible Flak Jacket Exception: This suggestion is grounded in the idea that zombies aren't going to go out of their way to carry bags of items since they likely lack the competency and cognitive thinking to do so (hence their inability to use the items). Since a flak jacket is already on the player, however, the zombie would likely not have the competency to go out of its way to take it off.
  • Reasons for Implementation:
    • Role Play and Realism: It doesn't make a whole lot of sense that a survivor who is killed and zombified would still carry around his duffel bags of guns that he cannot use, first aid kits he cannot heal with, and newspapers he cannot read. Again, this is subject to the possible Flak Jacket exception described above.
    • Does not Unduly Weaken Survivors: This suggestion would obviously weaken survivors, but not to an undue degree. Survivors should rightly suffer a penalty at death beyond the current 20AP loss penalty (to stand up as a zombie and to stand up when revived)--something to give further reward to those survivors that are able to survive. Items are replenishible, and this consequence can be avoided by not dying. It is thus an avoidable consequence that is co-extensive with the survivors' defined goal of survival.
    • Does not give Undue Boon to Zombies: Zombies would benefit from this suggestion, but again, not to any undue degree. Zombies would still face the main sources of their angst in full force, namely individual weakness, effective barricades, Zombie Hunters, etc. Zombies would not suddenly receive a reprieve from revived characters immediately jumping back into battle since freshly revived survivors often have to take a day or so to rest up and heal HP/charge up AP anyway. The difference this suggestion would make would not be one of kind, but merely one of degree.|

suggest_moved=09:29, 19 Dec 2005 (GMT) }}


Injured Leg

{{prejection|

suggest_time=15:20, 3 Dec 2005 (GMT)| suggest_type=Damage| suggest_scope=Survivors| suggest_description=Similar to the infectious bite(not really but anyway), this is a random event that happens at a 2% chance to the Survivor when attacked by a zombie. When this occurs, the survivor is supposedly bitten or slashed in the leg, and is now limping. Until healed with a first aid kit, the player must spend 2 ap per move to go from block to block. This only takes away 2 ap when walking, not attacking or anything else. It adds a bit of realism to it, not much else. | suggest_moved=09:31, 19 Dec 2005 (GMT) }}


Stamina (Improved)

{{prejection|

suggest_time=16:10, 3 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Everyone| suggest_description= This skill increases your AP by 10 and is under Bodybuilding. It would carry over to zombies and everyone would benefit. I am willing to change the AP increase as wanted but I think this skill is balanced.| suggest_moved=09:32, 19 Dec 2005 (GMT) }}


Additional skill effectiveness

{{prejection|

suggest_time=16:50 3 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Everyone| suggest_description=Given the skill fields, military, scientific, etc...when someone completes and has all the skills in one section they should get an additional boost to their attack, search,whatever the skill deals with. Say for example the military skills...when someone has earned all of them they should get a boost in each category within..so either greater chances of hits when shooting, slicing, etc..or a slightly stronger attack or bite...something of that nature. Then the same thing can be worked out for searching, healing, etc.| suggest_moved=09:39, 19 Dec 2005 (GMT) }}


Chain (New Version)

{{prejection|

suggest_time=17:59, 3 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Barricading specific buildings/Wire-cutter use| suggest_description=Many buildings at the beginning of the game were lock/chain/fenced-in and required wire-cutters to enter, now that all such areas are open wire cutters have no use. I suggest an item called “Chain” which can be found at auto repair shops, factories, junk yards, and mall hardware stores which when use at one of the previously sealed sites makes it sealed again and requires wire cutters from survivors to open. This section of the idea has already been suggested. However what makes my suggestion different is that to zombies only the chain appear as an object not unlike a barricade, they have the option of “attacking the chain” just like they do a barricade. How many objects the chain counts for would be up to Kevan, though even one would be of use (zombies average of 5 AP per object due to 20% success rate). For a survivor it would require free running (to bypass) or wire cutters (to destroy chain) to gain entry to that building. I believe this would be simple to implement and uses existing mechanics in the game.

  • Option: There is a variant item for each type of building to correspond with how it was originally sealed (padlock, fencing repair kit, chain) and is only usable on that type of building.
|

suggest_moved=09:34, 19 Dec 2005 (GMT) }}


Shoot through Hoarde

{{prejection|

suggest_time=19:36, 3 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters| suggest_description=The zombie hunter learns how to fire his shotgun to better use; when he attacks a horde with a shotgun, there is a (amount of zombies*2)% chance, that if he misses, he will hit another zombie for 5 damage. "You miss the zombie, some pellets hit the zombie behind him". Would be one way of despersing a hoarde without getting too unbalanced.| suggest_moved=09:35, 19 Dec 2005 (GMT) }}


Reset the Bloody Game

{{prejection|

suggest_time=21:53, 3 Dec 2005 (GMT)| suggest_type=You heard me...| suggest_scope=Reset the Bloody Game!| suggest_description=Reset everything, all items, characters, fences, etc etc etc. Wipe the slate clean and give us a fresh start!| suggest_moved=09:37, 19 Dec 2005 (GMT) }}


Male/Female

{{prejection|

suggest_time=22:33, 3 Dec 2005 (GMT)| suggest_type=Flavor| suggest_scope=Everyone| suggest_description=For pure flavor, next to people's names, there could be the boy/girl symbol. Not my greatest idea, and don't really care if it is shot down. I just think it is interesting how everyone on UD is an it.| suggest_moved=09:38, 19 Dec 2005 (GMT) }}


4th December 2005

Boss Zombies

{{prejection|

suggest_time=01:25, 4 Dec 2005 (GMT)| suggest_type=Game Mechanic| suggest_scope=Zombies with Brain Rot| suggest_description=I started this game as a zombie and have stayed a zombie purist (ie. No bodybuilding or flack jacket). Now that I have Brain Rot, I must say the game has stalled quite a bit. Zombies have no items, and now I have nothing left to do with my XP.

Urban Dead is simply a more interesting game from the survivor perspective. I’d like to give us zombies something to shoot for by essentially adding some zombie “items”. Please note this suggestion is a work in progress, just testing the idea here, not the specifics (yet).

These enhancements would cost 100 XP like a skill, could only be bought by zombies with Brain Rot, and for balance reasons would be lost forever when killed by a headshot (can be repurchased with more XP). Trust me, we get headshot a lot. It’s a b***h now, and my suggestion will make it even more frustrating.

As far as the enhancements themselves, think Resident Evil “boss zombies” here. The following are simply suggestions and are merely the sort of thing I’m thinking of, please do not simply ‘kill’ because of balance issues on a particular one, and your suggestions for others are welcome. Zombie Tentacle – zombie is more effective vs barricades. Zombie Claws – claws pierce flack jackets to negate bonus. Armored Skin – same bonus as flack jacket (does not stack). Zombie Growth – same as bodybuilding (does not stack). Monstrous Fangs - +2 to bite damage.

For additional balance, survivors could be given an XP bonus for killing a “Boss Zombie”.

Reasons to keep: Gives maxxed out zombies something to collect, something to do with XP, and new goals – a raison d’etre. Makes the game more interesting and complex for zombies. There is already an inventory system, so it would not increase server load. Because all enhancements are lost in a headshot (along with lots of XP), and they are all expensive (100XP), game balance can still be easily preserved. Also because enhancements will occasionally be lost, the epitome of zombieness can never be permanently reached, so career zombies will always have a goal.

--Duke Ferris 01:25, 4 Dec 2005 (GMT)| suggest_moved=09:40, 19 Dec 2005 (GMT) }}



Jumping off buildings

{{prejection|

suggest_time=18:43, 4 Dec 2005 (GMT)| suggest_type=Balance CHange| suggest_scope=Survivors| suggest_description=The main idea is this.. NO JUMPING OFF BUILDINGS; and the reasons are below:

1) You'r in a room full of people, and you decide to jump out of the window to your death, do you think in the middle of a zombie apocalypse they are really going to let you?

2) Why should i fall kill you when (if you have bodybuilding) you need 20 hits with an axe, 6 with a shotgun or 12 with a pistol to die?

3) WHy should you rise as a zombie? You killed yourself, what happened to the virus? Where did it come from?

4) If you didn't want to get revived.. tough. but BRAIN ROT. its there for a reason, also zombies aren;'t meant to want to be revivied. But survivors do not have a "jump back to life button".

5) Roleplay > Oh I just came back to life.. hmm.. i prefer to be the stupid decomposing mass of flesh i was before.. bye bye *jumps*

6) What is the only way to break a siege? Revive everyone.. then they all jump and HEY PRESTO... a bunch of new zombies again.. ah bliss| suggest_moved=06:10, 27 April 2006 (BST)| }}


Neck Bite

{{prejection|

suggest_time=20:09, 4 Dec 2005 (GMT)| suggest_type=Skill/ balance change,| suggest_scope=Zombies| suggest_description=this would come after infectious Bite on the skill tree and would make it so the victim lose 1 HP per Hour (or half hour whatever seems more fair) Via a 10% chance of working, often in zombie movies you see acahracter getting bitten in the neck and bleeding out, thats what this is based on, and this would help create a better balance as human players are increasingly outdoing zombies, alternatively maybe the wound would heal up in half a day or a day. Im a survivor and Im dissapointed to see a lack of challenge| suggest_moved=06:10, 27 April 2006 (BST)| }}


5th December 2005

Drugs

{{prejection|

suggest_time=02:58, 5 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description=This item could be found in parks, warehouses, outside. On use, all melee damage are doubled in the next 5 AP, but the chance to hit would drop 10% and the "search the area" button would be disabled for the next 20~30 AP. If Drugs are used again WHILE the effects of a first dose didn't wear off the bonus won't be gained, but the time penality will stack. | suggest_moved=06:12, 27 April 2006 (BST)| }}


Holiday Hiding (improved)

{{prejection|

suggest_time=11:04, 5 Dec 2005 (GMT)| suggest_type= Improvement| suggest_scope= Anyone who stays dormant for more than 5 days| suggest_description= As I understand it, anyone who remains inactive for five days - be they a zombie, a human, or a dead body - currently becomes invisible and invulnerable until they log on again. I think that when people re-log on in this case, they should now appear in a random part of the map. Surely, as it stands now, the 700+ corpses outside Caiger Mall could sit there indefinitely, 'invisible', while the players create new zombies to terrorise other areas. The defenders would be pinned down forever by the knowledge that one day many weeks from now they could find a huge army suddenly appear out of nowhere! If everyone came out of hiding in random locations instead, this would remove the potential to keep huge pinning-armies around buildings, or hide invisible armies (humans or zombies) inside buildings, ready to leap out on the new unsuspecting inhabitants later. This random reappearance could represent the fact that people are not going to remain completely static when in hiding (see Osama Bin Laden for example: in hiding but moving all over the place!), while after/over 5 days the corpses/zombies are re-animating and sneaking away under cover of darkness, or - if the person never re-logs on - bio-degrading... I suppose, to make it fair on people who don't want to end up miles away from their old HQ, THEY SHOULD RE-APPEAR NO MORE THAN 2 SUBURBS/20 BLOCKS AWAY FROM THEIR LAST LOCATION (a day's walk, while the zombie army would arrive with enough time for defenders to prepare for a seige, or try to flee - like in the movies.| suggest_moved=06:12, 27 April 2006 (BST)| }}


Crawl

{{prejection|

suggest_time=12:28, 5 Dec 2005 (GMT)| suggest_type= Game Mechanics| suggest_scope= Any Character in corpse state| suggest_description= 'Crawl before you walk' Allows low level players or crawl out of danger. When A freshly killed human, zombie, or newly revived zombie is lying on the ground, instead of standing up for 10AP, they can crawl into the next block at a cost of 4AP.

  • Advantages:
    • This allows for low level survivors who were killed in a suburb overrun by zombies to crawl to a safe house after being without having to stand up and get killed all over again.
    • This allows zombies with 99xp to crawy away from a survivor strong hold before standing up and risk getting head shot by zombie hunters.
    • This allows for zombies who die but want to be revived to get there with out getting killed repeatedly by his former comrads.
  • Possible abuses:
    • Zombie corpses could crawl and mass in a wasteland adjacent to a building then stand up walk next door and attack catching a stronghold off guard.
    • Crawlers can play dead and spy in an area feeding intel to alies outside the game.
  • Mechanics and Balance issues:
    • This would not affect game balance as it could be used equally to achieve both Human and Undead objectives.
    • It would still require 10AP to stand up.
    • For recently revived players they will still take 1pt damage per move from their infection.
    • While crawling characters will appear as a corps and as such will not be able to speak, drop items, or take any actions other than stand up.
    • Crawling will be done by simply clicking on destination square while lying on the ground. A pop message will appear warning that "Crawling to the another city block will cost 4 AP are you sure you don't want to stand up?"
    • A character can crawl in to/out of a building only if the doors are wide open. Otherwise they must stand up first.

| suggest_moved=06:12, 27 April 2006 (BST)| }}


Devour Brain

{{prejection| suggest_time=12:56, 5 Dec 2005 (GMT)|

suggest_type= New Skill|

suggest_scope=Zombies|

suggest_description=A new Zombie skill. When a zombie delivers the final killing blow to a survivor, the zombie will then crack open the skull of the freshly dead corpse and partially devour it's brains. If this occurs, the Zombie will gain an extra 5HP. THis could be a subskill of Digestion. Like so: .Digestion .Brain Eater (requires Digestion) .Infectious Bite (seperate from Devour Brain, but still requires Digestion. This is a finishing move such as Headshot (it doesn't remove XP, don't worry), and encourages Zombies to see fights through to the end. It could also be a boon to low and mid-level Zeds, and help them stay in the game. | suggest_moved=06:12, 27 April 2006 (BST)| }}


Scent Skills Revised

{{prejection|

suggest_time=17:21, 5 Dec 2005 (GMT)| suggest_type=Skill alteration| suggest_scope=Zombies| suggest_description= Scent Fear now has the effect of Scent Blood. Survivors can gain Diagnosis without having to put points into a skill before it- why do zombies have to? Scent Blood now lets a zombie know if there are over 5 survivors in the building they are next to (same block). This will add some action to those boring safe houses but still protect small groups just trying to get by.| suggest_moved=06:12, 27 April 2006 (BST)| }}


More XP for scanning Brain Rot Zombies

{{prejection|

suggest_time=17:33, 5 Dec 2005 (GMT)| suggest_type=Mechanics| suggest_scope=DNA Extractors| suggest_description=As it stands right now, the Necrotech Scientist is one of the hardest classes to play as. Necessary combat skills cost 150 XP. The DNA Extractor can get decent noncombat XP only if no survivors have been in the area recently, otherwise all the zombies will be tagged and no XP gained. And on top of this, Brain Rot screws even further with the only decent source of XP for the low-level Scientist by making it harder to scan. I've lost count of the times I've wasted five AP or more scanning a Brain Rot zombie, only to finally have a successful scan tell me that the specimen was scanned recently, meaning I'm getting no XP for this.

I am suggesting an increase in the XP gained from a successful scan of a Brain Rot zombie. This makes sense RP-wise; after all, a more difficult task would result in more experience, right? Instead of the usual four, scanning a Brain Rot zombie would result in 5 XP gained.| suggest_moved=06:12, 27 April 2006 (BST)| }}

Getting up again

{{prejection|

suggest_time=19:06, 5 Dec 2005 (GMT)| suggest_type=Balance change| suggest_scope=Zombies| suggest_description=I suggest two prejections 1] Ankle grab should cost 5 AP to get up... its too unbalanced otherwise.. also there should be a delay before you get up again..

The delay should be equal to minutes /final damage. So if you get shot dead by a shotgun, 10 mins down until your body repairs; 5 mins for a pistol ect... if you jump out of a window.. equal to the active damage done. This is to prevent people dying, and getting up again and again until the person who's killing them runs out of bullets and gets killed. Also people will have time to dump dead bodies from windows before the zombie gets up again. Also more realistic. IMHO| suggest_moved=06:12, 27 April 2006 (BST)| }}


Change Headshot

{{prejection|

suggest_time=20:02, 5 Dec 2005 (GMT)| suggest_type=Balance change| suggest_scope=Zombie Hunters| suggest_description=This will probably get shot down, but I think it'd help the Headshot disparity a great deal if Headshot also knocked out Survivor Skills and corresponding levels. The first skill knocked off is the first skill you had gotten as a civilian and so on. I also feel that you should only lose XP based on Survivor levels. After all, when you're a survivor, you get a lot more experience because there's a lot more you can do as a survivor. As a zombie, you basically have to attack people and run the risk of getting headshot, thus stealing away all the precious XP you've gained. Heck, I'd be happy just to lose Survivor XP rather than Zombie XP because it's no fun slowly attacking survivors and then getting headshotted and losing the entire experience set and having to spend AP to get up to boot. Gaining skills and experience after death, in my opinion, is beyond the realm of human knowledge. Shouldn't it also be beyond the realm of the shotgun?

To be brief - change headshot to be based around SURVIVOR levels. Either lose XP based on SURVIVOR levels or lose Survivor skills (since Survivors have an easier time getting XP and it'll give them something to do with it when they have no other skills to buy). Or both.| suggest_moved=06:12, 27 April 2006 (BST)| }}


Field stripping

{{prejection| suggest_time=13:53 western mountin| suggest_type=Skill| suggest_scope=All players| suggest_description= This is supposed to be a war game, right? Well I say we should be able field strip the dead. They died, so we should be able to get what they have. This would provide incentive not to die, and it would give the newbies a good starting chance.| suggest_moved=06:12, 27 April 2006 (BST)| }}


6th December 2005

Much more powerful zombies

{{prejection| suggest_time=00:46, 6 Dec 2005 (GMT)| suggest_type=Drastic balance change| suggest_scope=Z's| suggest_description=Hand attacks should be upgraded to 4 (counting Rend Flesh), teeth to 6. Barricade destruction % should be upgraded to 33% for Z's, headshot reduced to 5(level - 1) instead of 10(level - 1).

No, I'm not kidding. 72% to 28% folks, this game is gonna lose its purpose without a Z threat.| suggest_moved=06:13, 27 April 2006 (BST)| }}


Vomiting

{{prejection| suggest_time= 01:34, 6 Dec 2005 (GMT)| suggest_type= New attack| suggest_scope=Zombies| suggest_description= New attack that allows zombies to vomit on survivors. It causes one survivor to be more succeptable to attacks under the premise that it gets in the wounds, and lasts until the status is removed by an FAK. Therefore, all attacks against afflicted survivor will deal +1 damage. Flak Jacket effects are still counted. Does not work against other zombies, which prevents ZKing. 10% hit chance. Skills can be added for higher accuracy and direct damage. | suggest_moved=06:13, 27 April 2006 (BST)| }}


Bind

{{prejection|

suggest_time=03:47, 6 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Allows a surivor to tie up the limbs of a dead body requiring an extra AP to stand up making standing up cost 11 AP (2 AP if a zombie has ankle grab). Once the zombie stands up the binds are broken and the condition no longer applies until the zombie dies and is bound again.| suggest_moved=06:13, 27 April 2006 (BST)| }}


Necrotic Pathogen

{{prejection|

suggest_time=MorthBabid 05:48, 6 Dec 2005 (GMT)| suggest_type= Subskill of Infectious Bite| suggest_scope= Zombies| suggest_description=Inspired by the 'debuff'-like nature of the 'Vomiting' skill prejection above, but fitting more in with the flavor of what the skill really does. Subskill of Infectious Bite, survivors bitten sucessfully still take the one damage per action point as would be the case with just Infectious Bite.

However, the survivors status isn't "infected" but rather "badly infected". This, in addition to the regular damage, causes the bitten survivor to be more succeptable to attacks under the premise that the infection is far more vile than usual, and lasts until the status is removed by an FAK.

Therefore, all attacks against afflicted survivor will deal +1 damage (not including the damage done from Infectious Bites infection). Does not stack. Flak Jacket effects are still counted. Does not work against other zombies, which prevents ZKing. Uses the bite skills attack stats, which can start from 10% and work up to 30% with proper skill investment.

Note: I'm tempted to add a +1 AP penalty to movement (Read: You get Non-Lurching Gait Zombie speed) commited by the infected survivor that ends when healed or if they die and need to rise as a zombie AND does not stack for multiple penalties, since it goes with the theme. You're feverish and sluggish due to the advanced infection, so you move as fast as regular zombies do. But I'm not sure what the crowd reaction to that would be. Consider it not part of this skill at the time, but tell me what you'd do if it was. I might change it if the answer is positive.| suggest_moved=06:13, 27 April 2006 (BST)| }}


Relentless

{{prejection|

suggest_time=07:25, 6 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=I personally think zombies are a bit underpowered when it comes to winning in large sieges. Here's one way of making it a bit harder: Zombies spend no AP entering a building. That way when barricades are taken down it is more likely that instead of just one or two zombies a few will get inside. Logic wise it makes sense, think of movies like Dawn of the Dead where once the doors open a whole pack of zombies swarm in, not just one. Maybe some of you will vote this down on DON'T. MESS. WITH. APs. principles but the limited scope of this I think prevents it from being overpowered. And in terms of AP saved it's no more effective than free running so it shouldn't be unbalancing for lone zombies entering unbarricaded buildings.. Of course if you don't think zombies are underpowered that's another reason to vote this down.| suggest_moved=06:13, 27 April 2006 (BST)| }}


Final Solution to the Headshot Problem

{{prejection|

suggest_time= 12:44, 6 Dec 2005| suggest_type= Balance change/improvement| suggest_scope=All| suggest_description= Looking over past prejections, there seems to be a lot of disatisfaction with the way the headshot skill works - removing hundreds of XP at a time, etc. How's this for an idea: Every time ANYONE dies, at the hands of ANYONE, they lose 5XP. If anyone (human or zombie) dies at the hands of someone with Headshot, they lose an additional 20XP (but the attacker only gains an additional 15, and only if that was a zombie). Furthermore, if you drop below zero XP, you need to sell off a skill of your choice and use some of those points to pay for it (although not your original character skill; at that point it'd just stay at zero). After all, surely if a level 15 zombie has been shot or hacked to pieces 42 times - regardless of who by - its rending claws aren't going to be quite so sharp, or its legs not so able to lurching gait. Similarly, a human who's had his head and arms ripped off, been killed and revived is bound to be just a little groggy from the whole experience! Thus, it is possible to have an ever shifting balance of power in this game, as groups try to weaken each other by wittling down their XPs and skills - yet the rate of fall is low enough not to be seriously annoying: you only need to kill one person to cancel out having been killed 10 times yourself (or just shoot someone once to cancel out dying once)! And you can not lose an entire week's worth of hard-won XPs in a moment, but there is a small element of danger to dying at the hands of anyone. Hope that helps make the game more fun for everyone. Please consider :-)| suggest_moved=06:13, 27 April 2006 (BST)| }}


Sorting things out

{{prejection|

suggest_time=18:14, 6 Dec 2005 (GMT)| suggest_type=Change| suggest_scope=Survivors| suggest_description=The main idea is this... in buildings, the items will be placed in a position where they can be found, guns in one place, shells in another ect... (IN RL); so the idea is as below:

For every day (server) that a building has been free of zombies, the chance to find somethign goes up by 1%, up to a max of 25% (25 days); it is assumed that the people instead of doing nothing, were placing things where they could be found. However once a zombie enters the building, he will naturally trash it... so if a zombie was in a building for 15 AP [did 15 actions], the percentage chance to find something goes down to -10%; ie worse than it is normally.

THis gives survivors more importance to specific buildings,to be held, and gives zombies more effect on entering a building. | suggest_moved=06:13, 27 April 2006 (BST)| }}


Raze Building

{{prejection|

suggest_time=22:54, 6 Dec 2005 (GMT)| suggest_type=Barricade Balance| suggest_scope=Barricades and attacking barricades / entering buildings| suggest_description= Barricades are currently unrealistic and unbalanced. Firstly, they appear to be OUTSIDE a building, since a zombie must smash a buildings barricades, then open its doors. Do survivors open the building doors, and move stuff out into the streets in front of the building? Secondly, the description of barricading makes it seem as if each AP used with the Construction skill results in one item moved. And logically, that’s about all the time you’d have, given what else 1 AP can accomplish. How can that stop 100+ zombies? Does every building only have one entrance?

My prejection is that Construction / Barricades be left as is (for simplicity), but that the results be changed a bit to make the results of attacking them more lasting and harder to fix. Essentially, Barricades would have NEGATIVE levels (corresponding to their current positive ones), representing the building being itself being torn apart by repeated, ongoing "barricade" attacks. If the building doors were left open (as when a zombie with Memories of Life enters), the doors would not be able to be re-secured until the “barricades” were brought up to at least not being negative any more. When a building was at negative barricade levels, this would appear in its description just as positive barricades do; “the building is unsecurable / very unsecurable / somewhat demolished / very demolished.”

As a flavor enhancement to make barricading (and “negative barricades”) more logical, the barricades should be removed from the pull down attack list. Instead, “raze building” should get its own action button, making it clear that the chance of success has nothing to do with attack abilities, and that buildings can take more damage than simply removing barricades would result in. | suggest_moved=06:13, 27 April 2006 (BST)| }}


7th December 2005

Construction engineer

{{prejection|

suggest_time=10:45, 7 Dec 2005 (GMT)| suggest_type=Class/Item| suggest_scope=Surviver| suggest_description=This class starts with a sledgehammer (New item) and a crowbar. He also starts with the skill construction.

The Sledgehammer would be a blunt weapon, with 3 damage per hit like the fire axe, (that is so if he dies he is not completely useless). I am thinking a base hit percent of 15% that way it is more then the fire ax at first, but with only an increase with hand to hand combat the accuracy is less than the fire axe once it is fully upgraded with fire axe training.

I would prefer he be a Civilian class, but Military is also acceptable I suppose.

I guess I should inform why I think the sledge hammer should be at 15%, it should not have an upgrade skill other then hand to hand. That will make it weaker in after levels then the fire ax. Also, if one starts as a corpes, one will have a 20% Bite attack for 4 so it is weaker then the starting corpes while still having some protection.

The main reason I would suggest 15% is that Damage breaks down to this:

10% is the base accuricy for the fire ax that means: 3 x .1 = .3 x 40 = 12 xp per 40 AP

15% maybe the base of the sledge hamme that means: 3x .15 = 0.45 x 40 = 18 xp per 40 AP

At max upgrade:

40% is the max of the fire ax that means: 3 x .4 =1.2 x 40 = 48 xp per 40 AP

30% is the max of the sledge hammer that means: 3 x .3 = .9 x 40 = 36 xp per 40 AP

A firefight starts with: 3 x .25 = .75 x 40 = 30 XP oer 40 AP

So the firefighter is going to be stronger then the Construction engineer. As would be the privet and cop. So it is somewhere between the firefighter and the consumer.

Optional Deferent items for the engineer. Don't ask em what they would be i have no idea. A crowbar and a first aid kit, maybe?|

suggest_moved=Mikm 21:42, 7 Dec 2005 (GMT) }}



Quarentine Failure!

{{prejection|

suggest_time=00:07, 7 Dec 2005 (GMT)| suggest_type=map modofication| suggest_scope=Global| suggest_description=Malton is pretty crowded. Kevan could fairly easily expand the game world by adding newly accessable suburbs to the ?map?. These could either be directly adjacent to the current edge(s) of Malton, or they could be entirely new areas only accessed by taking an action inside certain buildings (eg, subway entrances).| suggest_moved=06:14, 27 April 2006 (BST)| }}


Melee Master

{{prejection|

suggest_time=01:19, 7 Dec 2005 (GMT)| suggest_type=Skill | suggest_scope=Survivers| suggest_description=Basicly an alternative to headshot. You get +20% to hit with melee attacks (% debatable) and a 1 or 2 point damage increase. Those with headshot can't buy melee master and if you buy it you cant get headshot. This would not take any XP from the one being attacked.| suggest_moved=06:14, 27 April 2006 (BST)| }}

Feeding Frenzy

{{prejection|

suggest_time=01:32, 7 Dec 2005 (GMT)| suggest_type=Combat System| suggest_scope=Zombies| suggest_description=Simply put, this is to balance out percentile hit chances. Under this system, whenever you miss with an attack you would get a +10% to hit on your next attack. This means that if you attack with claws at 30% once and miss, your next claw strike will be at 40%. This ability resets the "to hit" bonus to 0 if you hit, or switch to a different attack, thus you could not charge up a claw attack with bite attacks, it also means that if you hit with an attack, your next attack is at your base "to hit" percentage; IE if you claw 4 times, miss the first two, then hit with the third, the fourth attack would be at your base attack, not at 20% above. The entire idea of this is to remove the incredible annoyance of missing 4 or more times on a 50% attack. It also alleviates the awful experience gain as a beginning zombie with 30% to hit base. In this current iteration all the attacks would get over 50% to hit with fair accoradance to their percentile chance. Claws at 50% would hit one out of two hits generally, Bites would hit one out of 3 hits generally (with the appropriate ugrades). Because the percentage resets whenever damage is done this prevents you from stacking up insane hit chances. Genre wise, the idea is the zombie hungers for flesh and makes every effort to get it, the more he misses, the more desperate he becomes. Overall though, just an idea to alleviate frustrations over really awful statistical rolling (not that it won't happen, but it would happen alot less often).

In a nutshell; if you miss with a particular attack (claw, bite) you get a 10% better hit chance for your next attack unless you either use a different attack (like switch from claw to bite attacks) or you hit. When you switch to a new attack or hit the bonus is removed and it starts from 0 once again (IE 30% for a vigored bite). This means it would become much more difficult to rack up 5-6 misses in a row with a 30% to hit which happens *often* for zombie players.

Note for those that didn't read the rules, it specifically states a bonus after you *hit* not miss, and it is written specifically addressing stacking bonuses that carry over. This bonus is removed as soon as you change attacks, attack a new target, or hit, thus it would be *impossible* to get a 100% to hit with say, a bite, or to destroy a barricade in one shot as the percentile to hit would be reduced to its base as soon as you miss, if you are already say, attacking a barricade it simples makes sure you don't go through a ridiculous number of attacks before even hitting (IE missing 30 times in a row) if you do it with a bite it ensures you hit about 1/3 with vigor mortis and neck lurch, which is statstically what its supposed to be. Thus those who do not understand what it means by cumulative bonuses or why they are not desirable need to reread the rules, the example, and the post, because right now you've obviously not done one of these three things. | suggest_moved=06:14, 27 April 2006 (BST)| }}


Separation between Civilian and Military

{{prejection|

suggest_time=03:44, 7 Dec 2005 (GMT)| suggest_type=balance change| suggest_scope=Survivors| suggest_description= Based on Kevan?s Simulator there are three groups, the Zombies, the Civilians in the middle, and the Military. Because of the current simplicity of the game there are currently two sides, the large amount of humans and the small amount of zombies. The reason for the imbalance is not so much that zombies are weaker, but that the civilians and the military, who are two separate groups with different ideals, are currently combined. They both are working together towards ridding the zombie swarms from Malton; however they could be also in direct conflict with one another.

My prejection is to simply make a separating line between the military and the civilians, just as the zombies are to humans... this distinction between the two is all it would take, they still get the same skills, everything is the same exept a differentiation. This prejection would bring the conflict between military and civilians that is already said to be in place and I qoute, "Military quarantine units have closed Malton's borders and are moving in to eliminate the looters, to forcibly evacuate those civilians who still refuse to leave their homes." If you are a looter, and if your a civilian whos spent more than several months in Malton you probably are, you will be eliminated... That means we are under martial law folks, which makes military troops your, Judge, Jury and Executioner. And they have orders to shoot looters alongside zombies. That will put a fifth to a quarter of both the civilian and military sides working against each other, with zombies still in unity, that creates a definate advantage and solves zombie numbers without making the zombies powerful. Civilians and military troops can still work together, the cultists have proven that two sides can work together, even if they normally don't see each others' names. Instead of looking at the zombies to figure out the problem I hoped to try taking a new approach of looking at the survivors instead.

I really do understand this would mean so much work, a few changes, but I hope that this would mean less work in the long run and overall a better game. If this is too much for Kevan to work on the he simply wont even if it passes, but I believe this is in some part what he was suggesting would happen since he put this on the front. I don't know if this would mean reseting the game however... though I could be wrong on that.| suggest_moved=06:14, 27 April 2006 (BST)| }}


Fear Effect

{{prejection|

suggest_time=22:50, 7 Dec 2005 (EDT)| suggest_type=Location change, Skill| suggest_scope=Humans/Locations| suggest_description=In short, whenever a survivor is in a graveyard, a wasteland, or inside an unpowered building, they will become more afraid due to the atmosphere of the situation, causing them to have a harder time hitting zombies (a 5% decrease to all attacks). This effect could be nullfifed via a new skill, Courage, which would be included in the Zombie Hunter skillset (or maybe just civilian, but zombie hunter seems more appropriate). Numbers are entirely fluid and debatable as to what would be more fair.| suggest_moved=06:14, 27 April 2006 (BST)| }}


Necrotech Database

{{prejection|

suggest_time=06:41, 7 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Necrotech Buildings| suggest_description=Here's a way of making Necrotech buildings worth setting up a generator in. While in a powered Necrotech building you can "Access Necrotech Network" which gives you a brief report giving you information gathered by scientists with their extractors in that suburb and then sent to Necrotech's database. Here are some options:

  • 1. Accessing the network gives you the number of scanned zombies in the suburb.
  • 2. Acessing the network gives you the name of every scanned zombie in the area.
  • 3. Accessing the network allows you to search for individual player names in suburb if they have been scanned.
  • 4. Something else.
  • 5. Acessing the network allows you to search for an individual player name and if a zombie and scanned gives you either their suburb or (Option 5a) precise coordinates.

Option 2 is more spam heavy but it's more useful and since it's optional I don't think it counts as spam. Option 3 would be useful if you were trying to find a specific person. Option 5 is very useful for reviving allies and finding enemies, but maybe overpowered. Basically my prejection is: Power lets you access scientists' reports to Necrotech.| suggest_moved=06:14, 27 April 2006 (BST)| }}


Heedless Strength (name can change to anything that sounds less Gothic, I guess)

{{prejection|

suggest_time=21:16, 7 Dec GMT ? | suggest_type=Skill| suggest_scope=Zombie attack skill.| suggest_description=The reason people don't always lift cars up with their hands or punch through walls under anything but the most extreme circumstances is: our brains inhibit our bodies' ability to destroy itself through recklessness. A zombie no longer has this inhibition. I suggest that a zombie can pay HP for damage, specifically somewhere in the neighborhood of 10hp for 6 damage. This skill creates an extra option in the drop-down attack menu (bite/claws/heedless strength) To balance it, a 10-15% percentage less to hit; the damage you've inflicted as you power your body in ways it wasn't intended also makes your broken body parts jerky and prone to missing. Finally, to keep it from becoming a haven for people who don't want to be headshot: If you kill yourself with this skill, you lose xp as if you were headshot. (Symbolizing you strained your body to the point that your steel-flexing unliving tissues popped your skull) | suggest_moved=06:14, 27 April 2006 (BST)| }}


Zombie Type (Different types = different names)

{{prejection|

suggest_time=15:41, 7 Dec 2005 (GMT)| suggest_type=Starting class options for Zombies| suggest_scope=Zombies..| suggest_description=Zombies can only be zombies, humans can be doctors, cops, Necrotech scientists, soldiers. This prejection I hope doesn't get me thrown into a pit; I wonder what happened to the animal population of Malton? Were the mammals, at least, infected? With this new option, it would be discovered that the dogs of Malton have also been infected by the plague, (and they are not reviveable.)I suggest that they have 1/2 the hp, deal more end damage(and hit more often) with bite than with claw, and move at 2x speed (instead of non-lurching gait speed) Personally, I think it would give the zombies a slightly different feel, at the very least make it fun to be dead. They could receive the same skills as zombies do, (except for a small difference; the dog zombie's bite attack gets the claw upgrades to hit and to damage, and the Infectious Bite skill has a high percentage chance of missing, to counter the primary use of bite for attacking and the high damage bites would do) I hope this doesn't sound too complicated; let me nutshell this.

Basically: Dog = New Zombie Starting Class

Bite does 4 damage, starting accuracy 20-25%(max 5 damage, max to hit 50% after upgrades)

Has 25 HP. (Or 30, it's debatable)

Infectious bite chance to miss is 50-60%

NON-REVIVABLE | suggest_moved=06:14, 27 April 2006 (BST)| }}


Reloading

{{prejection|

suggest_time=16:31, 7 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivor, Military| suggest_description=This skill would allow the Survivor to create ammunition, by using used shells that are reloaded to work once again. This would give gunfighters a steady but slow way to get the bullets they need, but it is a slow process. The easiest way to implement this would be to create one pistol bullet/AP. This would mean that you can?t create shotgun shells, which obliviously is unrealistic, but makes the skill balanced. One could add an item (Reloading kit) that was needed to work the skill, and if wanted, some component, like bag of gun powder (2% chance of being empty after each use perhaps) if the skill still feels to powerful. prejections on how to balance it in respect to shotgun shells are welcome. One idea is that the creation of shotgun shells cost more then one AP.| suggest_moved=06:14, 27 April 2006 (BST)| }}


Diagnose Zombie

{{prejection|

suggest_time=03:12, 7 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters| suggest_description=Everyone is always complaining about how when you have headshot you dont see how much xp you capped off, if any. This would be a skill under headshot (i couldn't think of a name so tell me if you have an idea as the name at the moment is kinda gay). What it would do is tell you the level of a zombie and the xp of a zombie if it was alone. If there were a group of zombies you would have a button that diagnoses the zombie on top of the list for no ap. So, now you know how much xp the zombie has and how much you will knock off. Ta Da!| suggest_moved=06:14, 27 April 2006 (BST)| }}


Yet Another MP5

{{prejection|

suggest_time=17:37, 7 Dec 2005 (GMT)| suggest_type=Weapon| suggest_scope=Survivors| suggest_description=I know you guys are sick of it but it is different and I think its balanced. This MP5 fires fairly accurate 3-round bursts at a base accuracy of 10%, Basic Firearms Training applies and another branch of skills granting SMG training would probably have to be included (though weaker than other skills so as to give the same 65% hit chance once advanced.) The weapon does 5 damage per shot and one clip holds enough shots for the MP5 to fire 10 times.

MP5s and MP5 clips can only be found in Armouries, but they CAN be reloaded slowly using pistol clips, since they share a common ammunition. If all of your pistols are fully loaded, then clicking a pistol clip adds 2 shots (3 bullets apiece) to your MP5. A Survivor can only hold two MP5s at any given time, if you find a third while searching you will recieve an MP5 clip instead. MP5s and their clips are twice as hard to find as shotguns, shotgun shells, pistols and pistol clips.

Note that the following data does NOT include the AP required to find and load ammunition.

  • Starting Skill: 10% Accuracy

Average Damage Per Clip: 5

Average Damage Per AP: 0.5

To Kill 50HP Enemy: 100 Attacks (10 Clips)

Average Damage Per Clip: 17.5

Average Damage Per AP: 1.75

To Kill 50HP Enemy: 29 Attacks (2.9 Clips)

  • SMG Training: 55% Accuracy

Average Damage Per Clip: 27.5

Average Damage Per AP: 2.75

To Kill 50HP Enemy: 19 Attacks (1.9 Clips)

  • Advanced SMG Training: 65% Accuracy

Average Damage Per Clip: 32.5

Average Damage Per AP: 3.25

To Kill 50HP Enemy: 16 Attacks (1.6 Clips)|

suggest_moved=06:14, 27 April 2006 (BST)| }}


Increase Ammo Finding %

{{prejection|

suggest_time=22:39, 7 Dec 2005 (GMT)| suggest_type=Percentage Change| suggest_scope=Those with firearms| suggest_description=I suggest the search percentage of pistol clips and shotgun shells in mall gun stores is increased to 25% and 22% respectively. The search odds seem a little unbalanced, to me, since I never seem to be able to find the ammumition I need (and I have both skills).| suggest_moved=06:14, 27 April 2006 (BST)| }}


Handcuffs and handcuff key

{{prejection|

suggest_time=21:59, 7 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description= Handcuffs, police issued (found in Police Station), for a certain %, lets say 25% to successfully cuff a person or zombie to something within a building (pole, pipe, or door handle) so they couldn't leave. A Survivor handcuffed couldn't use a shotgun or axe, for they require two hands, but could use a pistol or knife in self defense, and they could also search. There are a few ways to escape this. 1) Handcuff Key- found in PDs, require 1 AP to use. 2) Wirecutters- New USE! cost 2-3 AP to cut through. 3) Break Out- cost 5-6 AP, Take 2 points of Damage.

If Z-spies horde handcuffs and try to get a whole building, the first player could announce someone handcuffed them and others to watch out, weeding the spy out, and potentially getting the handcuffer handcuffed himself.

An addition to this is to enable other players to use the Key or wirecutters on someone else stuck, much like first-aid kit or DNA extractor.

|

suggest_moved=06:14, 27 April 2006 (BST)| }}

8th December 2005

Master Skills

{{prejection|

suggest_time=01:45, 8 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Everyone| suggest_description=People who have reached the end of the skill tree have nothing to do with their XP and little incentive to continue with the game. This would create a realistic way for people to continue playing as their characters.

Master skills are skills that you learn over time in your chosen profession. If you're a scientist, you pick up revivification and first-aid tips from others, if you're a zombie, you learn from the horde, etc. Essentially, once your skills tree is maxed out, for the cost of 300 XP (+/- depending on people's preference) you can add 1% (again, +/-) to a skill in your player class, up to a total of 5% (+/-), with a maximum of 3% (+/-) on any given skill. It's not enough to make higher-level players completely overpowering, but it's enough so that a grizzled level 33 military veteran is actually more capable than a military recruit who just maxed out his/her skills tree yesterday. This would also create a little differentiation between classes, in the final reckoning.| suggest_moved=06:16, 27 April 2006 (BST)| }}


Fix the lack of zombies problem

{{prejection|

suggest_time=5:30 08 DEC 2005 GMT| suggest_type=Balance Change| suggest_scope=Zombies| suggest_description=There aren't enough zombies in Malton right now. A big part of the reason is because survivor characters just wait around waiting to be revived at Rev Points and don't go around clawing skin and eating flesh. As we all know, in a real Zompocolypse, everybody who turns into a zombie has no choice but to go around killing and eating everybody, even (and sometimes especially) loved ones. When people just wait around to become human again, they aren't really doing what zombies are supposed to do. What I suggest is to give zombies more XP for damage and rending flesh and for kills. Afterall, mindless, savage people-eating in massive hoards is what gives zombies strength. The numbers are entirely negotiable, though, obviously, they must be very small. Also, players being revived should lose a little XP, inversely proportional to the amount of XP/AP (excluding attacks against human characters) gained since he last became a zombie (e.g. a zombie who spent 15 AP finding a Revive Point and gained no XP would lose the maximum XP - say 20 - when he was revived. a zombie who spent 25AP slashing through human faces and chomping on shotgun weilding arms to gain 20 XP would lose only 2 XP when revived). This would represent the terrible headache and weariness which must surely follow a revivification. You'd be weaker and need to recover and get back into the swing of things. Obviously, the stronger you were as a zombie would have a strengthening effect on your constitution when you came to again. And, of course, if the zombie were headshot, it would be just too mean to make them pay again for being revived. So really, there should be two new rules implemented to balance the zombie/survivor ratio:

1. Very tiny XP bonuses for zombie actions (all attacks on survivors, basically)

2. XP penalties when revived (which are reduced by gaining XP as a zombie)

This should encorage people to behave more like a proper zombie should and will make the zombies more of a threat, so, hopefully, more plentiful.| suggest_moved=06:16, 27 April 2006 (BST)| }}


Zombie Home Base

{{prejection|

suggest_time=8:38 AM, GMT, Dec 8, 2005| suggest_type=Balance Change| suggest_scope=Zombies| suggest_description=Haven't really thought this one out much, and it may not be new. What if one of the suburbs, near the center, was made into a zombie home base? By that I mean, the game remains unchanged, except one suburb is declared "Too foo for you (survivors) to enter?" Be it radiation, disease, or meteors, make a suburb zombies only. That might help shift game balance. Just don't give one to survivors, because, you know, they really need it.| suggest_moved=06:16, 27 April 2006 (BST)| }}


Change Headshot

{{prejection|

suggest_time=10:52, 8 Dec 2005 (GMT)| suggest_type=Balance| suggest_scope=Humans and zombies| suggest_description=Most people believe that headshot is a form of griefing and to a point I agree. It is very hard for zombies to gain XP without being headshot and losing all of it. It doesn't seem very fair since humans really don't have much fear and zombies do when it should be just the opposite. Headshot needs some tweaking in order to make zombies a fun, playable character so I offer a few solutions.

  • When a zombie is headshot instead of losing 10XP per level, they lose half of their total XP past the first level. This causes the lower levels to possibly lose more but higher levels to have a chance. So as long as the zombies buy skills as they become available, then they can keep most XP even if headshot.
  • Allow Headshot to only take off 5XP per level|

suggest_moved=06:16, 27 April 2006 (BST)| }}


Scavenging

{{prejection|

suggest_time=17:10, 8 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The ability scavenging allows zombies to search areas. it requires the "memories of life" skill to learn. it wouldn't upset the balance because the zombies wouldn't be able to use the items (ok, maybe except the melee weapons) but they would be ok so that zombies wanting to be revived can search while they wait.| suggest_moved=06:16, 27 April 2006 (BST)| }}


Where the last shot went... re-written so you can all understand

{{prejection|

suggest_time=18:11, 8 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Zombies| suggest_description=A zombie dies. Now 1 of 2 things can happen. If the person has headshot, then the zombie will lose the XP (as usual); if he doesn't then the last shot would have RPED hit something such as a leg or other important part.

So the zombie will lose a skill TEMPORARILY until he or she uses up 20 AP and the body gets a chance to repair itself . Uses as in 20 actions NOT uses 20 AP to get it back. After 20 AP the zombie will return to normal [or server reset].

As for messages example "You get up. You leg seems to be injured, you can't walk as fast as you could before, though your body seems to be repairing itself" In other words, no LURCHING GAIT for 20AP. Also, Brain Rot and Ankle grab are NOT effected.

This happens also to revived survivors.| suggest_moved=06:16, 27 April 2006 (BST)| }}


Require the Use of an Item for Construction

{{prejection|

suggest_time=20:08, 8 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Survivors| suggest_description= Right now Construction gives the ability to create a baricade up to Extremely Heavy.

I suggest for the sake or realism and game balance that Construction needs to use an item to construct anything.

Every building will supply chairs, tables, what not. Using these items will barricade up to light level.

To barricade to Heavy and above the surivor needs to search in autobody shops, wastelands, factorys.


The balance here is that it will take more time to search and then build a barricades.


| suggest_moved=06:16, 27 April 2006 (BST)| }}


Innoculation

{{prejection|

suggest_time=22:24, 8 Dec 2005 (GMT)| suggest_type=Skill and new item| suggest_scope=Scientists, Survivors ... zombie strategy too| suggest_description=NecroTech Corporate has been busy.

They've been using the DNA scan information gathered by its employees, and some daring volunteers, to continue its research in labs outside of Malton, and they've finally made their first breakthrough - a partial vaccine against the zombie virus. It's still in its early stages, so it's not perfect, but they hope to fix that by providing the prototype serum to the only place in the world that has an active zombie population and human subjects who are willing to participate in the clinical trials without signing release forms.

A new item can be found at NecroTech buildings -- Vaccine Syringes. Vaccine Syringes can be used only by those with a new skill under NecroTech Employment -- Vaccination Experience. When a syringe is used on a survivor, the person receiving the shot has a 75% chance for each of the next 3 (+/-, depending on people's preference) times they're bitten by a zombie with Infectious Bite, that they won't become infected. If they fail the 75% roll, the vaccine is considered to have worn off early and is no longer effective.

(Optional: If the person is infected at the time that they're vaccinated, their infection is cured, but they receive no vaccination benefits, as the antibodies have been used up in fighting off the existing infection.)

Players receive short messages when they are immunized by another player, and when their immunity wears off ("As the zombie bites you, you begin to feel sick. You shake the feeling, but you hope you're not coming down with something. Your immunity to the zombie virus has worn off.")

Anyone successfully vaccinating a currently un-vaccinated survivor against the zombie virus receives 3 XP (+/-). Vaccinating someone who has already been vaccinated, and whose immunity has not yet worn off, gives 0 XP (to avoid XP farming like with FAKs) but does "re-set" the person's vaccination status so that the next three bites are covered. Vaccinating yourself confers the benefits of the serum, but no XP. |

suggest_moved=06:16, 27 April 2006 (BST)| }}


Renewed Plague

{{prejection|

suggest_time=17:06, 8 Dec 2005 (PST)| suggest_type=Game Event| suggest_scope=Survivours| suggest_description=Perhaps the problem with not enough zombies could be addressed with a simple mass infection of the survivours. A random selection of the survivors could automatically become infected. Some would be able to become healed but I'm sure that a significant amount would not get a first aid kit in time, ballancing the numbers swiftly.

It's not the abilities that makes being a zombie so hard, it's the number of them.| suggest_moved=06:16, 27 April 2006 (BST)| }}


9th December 2005

Zombie Bomber

{{prejection|

suggest_time=00:56, 9 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=I don't know what 'line' it should go under, but here's the skill: Zombie bombs. If a zombie gets past a siege line barricade into a building, instead of just attacking until it gets headshot and thrown out, how about it blow itself up? A skill like this would NOT yield exp for the zombie, but would have maybe a 25% chance to do 3 damage to every survivor and zombie in the room/block. Coordinated, zeds could actually get into a building and do some real damage rather than being zerged by the humans inside and thrown out.

Clarification: The 25% chance is calculated for each target individually.

Uh, it'd take 1 AP (This could be changed, I dunno if it's too low or not) and would both kill the zombie AND reduce the zombie's AP to zero. It takes AP because a zombie should still not be able to do anything at 0 AP, and it reduces AP to zero to prevent a single zombie from blowing itself up 25 times in a day.| suggest_moved=--08:49, 29 March 2006 (BST)| }}


They’re Climbing the Walls

{{prejection|

suggest_time=02:34, 9 Dec 2005 (GMT)| suggest_type=Skill (Military) with Item| suggest_scope=Survivors| suggest_description=I suggest that a new skill be implemented under the Military’s Free Running skill: Climbing. In military basic training, a recruit is forced to a great deal of climbing of different sorts. I suggest that the Climbing skill would be usable with a Rope (see below) and would allow survivors to climb up a building’s side in order to enter a window at a high story or a rooftop door.

  • ’’’Free Running’’’ - Player can move from one building to an adjacent one without expending extra AP to enter it. Bypasses barricades which would otherwise prevent entrance. The Scout begins with this skill.
  • ’’’Climbing’’’ – Player can scale a building. Allows for the entering of heavily barricaded buildings. Player must have a Rope Coil to use skill.

Item: ‘’’Rope Coil’’’ Locations: Mall (Hardware Store), Mall (Sporting Goods Store), Forts, Factory, Fire Station, Junkyard, Police Department, Warehouse

A simple coil of rope.


Percentages would be up for debate.

Remember that this would cause even more ways to make the game challenging in itself.| suggest_moved=09:11, 29 March 2006 (BST) }}

In game new classes for zombies

{{prejection|

suggest_time=03:08, 9 Dec 2005 (GMT)| suggest_type=classes| suggest_scope=new zombies and old ones alike| suggest_description= If any one has a zombie class sugestion this will limit existing zombies by keeping them in there one class, these would keep the game from geting better for quite a while the overall efect being spread out for all but expert zombies with lots of xp to burn. My idea is to create a set of new skills that are in skill trees so you start off as a corpse and then gain a new class. The classes would be: Mummy's who would specialize in airborn infectons, absorbing damage, and/or hopping out of holes to attack people; Rotting Zombie's who would specialize in giving infections, absorbing damage (gooey), and doing damage; Ghoul's who would specialize in infecting, dealig the killing blow, and gaining Hit Points; Vampire's who would specialize in biteing, using digestion, and blending in with humans;Ravaging Undead who would specialize in doing damage, having hit points, killing un-descteatly. This covers Roting,Perseved,Super,and "Genaral" zombie ideas. The trees would look somthing like this like this example skill tree: Basic Vampire Required levle: 5 Prequisit skills: Digestion, memories of life, luching gait. Under-skills:Human looking Benifit: you apper as a survivor to other survivors.

  • Advanced Vampire Required levle: 10 Prequisit skills: Basic vampire. Under-skills:
    • Neck bite Benifit: you gain twice as many hit points from a sucsesful bite
    • Delicious blood Benifit: 1/2hp from digestion go's to xp if at full health
    • Fluent Mind Benifit: you can spaek normaly exept all "w" 's become "v" 's and "c" 's beome "k" 's
    • Fangs Benifit: +1 to damage from bite attacks
  • Super Vampire Required levle: 20 Prequisit skills: Advanced vampire. Under-skills:
    • Imitate old life Benifit: You can gain entrance to all lightly baricaded buildings
    • Hipnotize Benifit: Biten charicters can't succesfuly hit the you untill they take damage or are healed, however they know they can't hit you.

The puchasing skill tree above would cause all others to be unaccesable exept Ravaging Undead. Note: This is an example skill tree other skill trees could be created.| suggest_moved=09:11, 29 March 2006 (BST) }}


Resistance Antibody

{{prejection|

suggest_time=04:15, 9 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Scientists| suggest_description=A skill taken in life in preparation of possible zombification. Prerequisite is Lab Experience. The scientist creates an injection (there's no items involved, just explanation) designed to give themselves resistance to the zombie plague. It would delay the brain slowing effects of turning into a zombie, allow them to say 3 things in normal suvivor-like speech after being kiled. They see this: "say [box for dialogue] (3)." The number would count down as they use their talks. When all three are used the box would dissapear entirely. I imagine people choosing to say things like "Help meeeee...." or "I don't want to walk around without a soul". It allows them if they approach suvivors by themselves to request revivification, which is a little less metagamey than automatically following graffiti signs to the nearest revive point church. People in the room would see " a zombie said: ________" with "a zombie" being a clickable link to their profile. Won't help them get revived in a crowd of zombies (because it's hard to pinpoint one croaked voice out of a thousand moans), but useful when they're by themselves. They get a limited number of tells because the antibody only lets them preserve their mind for a little bit longer. After a short while they succumb and become like all other zombies so they need to conserve that dialogue. It does not recharge. They get 3 and that number is not reset until they are revived and die again so this will not lead to conversing zombies.| suggest_moved=09:21, 29 March 2006 (BST) }}


Looting Skill

{{prejection|

suggest_time=04:31, 9 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Civilians| suggest_description=A subskill of bargain hunting Looting gives suvivors an increased chance of finding items in suburbs with a lower than average human population. The average number of suvivors per suburb would be calculated. Searching in suburbs with suvivor populations lower than average would result in progressively more success with searches. In a slightly underpopulated area it might just be a +1% bonus but in somewhere like Ridleybank it could be around +10%. This is to encourage suvivors to spread out and not stay in one place with a million other people. It makes sense too real-world logic wise since places with more people would have been more heavily searched for goods (and presumably have fewer left) than uninhabited regions and to reflect the competition for these goods. If too many people moved to a low pop suburb and raised it to average then it would lose this benefit. Likewise if enough people left a high population suburb it could gain this benefit. I'm not a techie but I don't think it would tax the server too heavily since this would only require one simple if long math problem for each suburb and that one figure could be used for everyone in the area. The bonuses for suburbs could be updated hourly, daily, whatever is reasonable server wise.| suggest_moved=09:21, 29 March 2006 (BST) }}


Feral

{{prejection|

suggest_time=06:57, 9 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=This is inspired by my (though not linked in any way) Looting suggestion I made earlier today. That skill suggestion is designed to spread suvivors into underused suburbs by making them have a slightly higher chance of finding items if there are less suvivors around. Here's a zombie counterpart to that idea. If a zombie with Feral enters a suburb with fewer zombies (either standing or corpses) than average they get a slight xp bonus (percentage based off the normal xp they get). The fewer zombies there are in the area compared to the average number of zombies per suburb the greater the bonus is. I'm not sure what would be fair percentages, but whatever the amount would be would have to be rewarding while not "congrats zombie, you landed a hit here's 25 xp for that". This skill is just designed to reflect that it's harder for a zombie to gain xp and not lose it on their own, and they should be rewarded for doing that.| suggest_moved=09:21, 29 March 2006 (BST) }}


Infectious Bite V2.1

{{prejection|

suggest_time=12:20, 9 Dec 2005 (CET)| suggest_type= balance change, improvement| suggest_scope=survivors| suggest_description= Change the HP loss caused by Infectious Bite from one/action to (number of actions done since infection)/action to a maximum of 5/action. So, the first action after infection would cost no HP, the second action would cost 1 HP, the third 2 HP. Up to this point the losses are same in both models. Further actions become more costly for the survivor. This would increase the need to be cured and put at least some pressure on infected survivors. It also is more "realistic" as diseases rarely are linear. The linearity -as it is now- hardly ever kills survivors, and thus is not a threat but a nuisance. With the highly improved healing capabilities, the HP loss is not a concern once the infection is cured, even when more HP have been lost. This proposal just increases tha chance that someone actually dies because he was bitten (as we have seen in all Zombie movies: At least one of the characters is bitten, survives, then dies of the infection and raises as an undead). Changes from prevous version are in italics.| suggest_moved=09:33, 29 March 2006 (BST) }}


No new survivors

{{prejection|

suggest_time=15.10, 9 Dec 2005 (GMT)| suggest_type= change, fluff| suggest_scope= new characters| suggest_description= Malton is quarantined. No one can get in or out. If someone alive has not shown up yet, then he is dead anyway (starved or eaten by Zeds). This means, any new player must choose "zombie" as character class, as the corpses in the graveyard are the only humanoids that could have hidden for such a long time and not died. As a compromise new characters could well be "survivor" classes, yet they still haven't survived and start as Zeds.| suggest_moved=09:33, 29 March 2006 (BST) }}


Indefatigable

{{prejection|

suggest_time=18:27, 9 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=all zombies| suggest_description=Zombies are supposed to be resistant to fatigue, which is why they're so hard to kill in the movies. I suggest that there be a way to give them 100AP per day. Perhaps limiting the speed in which the server reloads their page after an action would essentially "slow" their movement| suggest_moved=09:33, 29 March 2006 (BST) }}


revive alteration/skill

{{prejection| suggest_time=06:41, 9 Dec 2005 (GMT)| suggest_type= balance change/improvement| suggest_scope=. Zeds with brain rot. | suggest_description= Option 1: If a Zed with brain rot gets nailed by a Revivification Syringe it should fall over or at least lose a fair chuck of HP. Most of the time a zed with brain rot will also have ankle grab so it getting up again is no big cost or deal to them. Several times I have wasted a syringe or two trying to revive one of my characters but other zed’s with brain rot blocked my attempt, eating up syringe's which are very costlty to come by. Option 2: Alternatively you could buy a skill as a science character which would allow you to ID zeds with this affliction. You can only select revive zed if there is one there that can be revived and when you click it skips all the zeds in the stack that you can’t. This would probably be the best way to keep everyone happy.| suggest_moved= 17:13, 11 Dec 2005 (GMT) }}


10th December 2005

Feeding Frenzy

{{prejection|

suggest_time=02:59, 10 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=In zombie movies when a crowd of zombies kill someone they all partake in the feast, they don't sit around watching the one that got the killing blow eat. This subskill of Digestion would allow zombies to regain 4 health every time a suvivor is killed in the same room as them. This is representing the fact that the zombie got at least one bite in. This is not unbalancing because it heals less health than a first-aid kit with no training and requires a suvivor to die. However once a zombie doesn't have more pressing skills to obtain this would be a good purchase to restore health without spending their own AP when in active battle zones.| suggest_moved=17:23, 29 March 2006 (BST) }}


Grab Gun

{{prejection|

suggest_time=04:00, 10 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The zombie grabs at the closet part of a suvivor. If they're pointing a shotgun at a zombie the shotgun barrel is the closest part. Don't worry, this isn't an inventory stealing skill, here's how it works: When a suvivor shoots at a zombie with a shotgun there is a small chance (5% maybe? Maybe higher?) that the zombie will grab the gun. The suvivor will be unable to shoot and have to pull the gun free, using the 1 AP they spent and not taking a shot. A defensive skill to offer some protection against the most powerful weapon in the game without making it do less damage than the pistol per AP spent. And trust me, it's true to genre.| suggest_votes=17:23, 29 March 2006 (BST) }}


Sewers (Different implementation)

{{prejection|

suggest_time=08:18, 10 Dec 2005 (GMT)| suggest_type=Sub-area| suggest_scope=Malton| suggest_description=I saw the earlier suggestion about a sewer system which was killed, but I'd like to expand upon it with implementation and reasons.

First, mechanics only. The sewers would be a sub-grid within the city, such that each square has the 'street' level, the building if it has one, or the 'sewer' level. Anyone can enter the sewers, survivor or zombie, through manhole entry points located throughout Malton, possibly 10 entry points for every suburb.

For survivors, entry to the sewers will be hazardous - the map grid will be blanked such that there are only blank directional buttons, and all area descriptions are homogenous unless it's a sewer manhole, UNLESS the survivor 'searched the area'. No fellow survivor names will show up, no zombies will appear until you search the area.

So basically a survivor would enter a sewer, wander without knowing if there's anyone in the same grid block, unless the survivor searched the area to uncover any hordes of zeds.

For zombies, the sewers show up as a standard grid - zombies using scent to find other zombies or survivors. In other words, they would be able to see in the sewers, while survivors wouldn't, which gives them an excellent advantage.

Like an inverse barricaded building, survivors would probably be hard-pressed to break into the sewers and get out without getting lost or being killed. The sewers would be an inherently beneficial place for zeds in an alternate fashion from barricaded buildings, and low level zeds could hide out safely in the sewers with relatively low fear of being headshot.

Now, to make sure survivors stand a chance, perhaps incorporate a flashlight object powered by batteries, lasting for 100AP before requiring reloading of batteries. This would allow a survivor AND all the other survivors in the same sewer block to see each other any any zombies in the block, but NOT ones adjacent unless there was another survivor with a flashlight in that block. In effect, a coordinated team of humans could enter a sewer and begin systematically sweeping the area the same way a horde of zeds can sweep a suburb out of survivors.

As for flavor, I read somewhere that Free Running incorporated sewer travel, but I haven't seen any examples of that in the real-life sport of Parkour, which is the 'original' Free Running extreme sport. As for the issue of zombies protecting themselves in the sewers, well, uh, I don't know, to be honest. All I know is that it was frustrating starting out as a zed but being forced to start each day with 40AP simply from standing up, whereas survivors can just find a building and shack up (any building since zombies kinda rarely enter nonbarricaded buildings for the hell of it). | suggest_moved=17:23, 29 March 2006 (BST) }}


Interdiction

{{prejection|

suggest_time=12:55, 10 Dec 2005 (GMT)| suggest_type=balance change, game realism| suggest_scope=All| suggest_description=Interdiction would be a change to the existing game mechanics regarding movement, and would constitute a slight nerf to the free running skill. The basic premise is that when a building is under heavy siege, you cannot just walk past the horde guarding it and enter.

I propose that any building with 50 or more STANDING zombies outside becomes interdicted, and no humans can either enter or leave the block until there are less than 50 zombies STANDING outside (Which means that if there are 80 outside, then 31 get inside the building, humans can free run or run away in the chaos). This would add a new level of strategy to sieges, where zombies act to cut off free running routes (And have survivors fighting to defend them) and prevent survivors from entering a besieged building without a bit of a fight first (Signifying people having to fight thier way through the crowd). It would also discourage the rampant EH barricading, as people would need more entry and exit points to avoid such blockages, which helps newbie humans.

Zombies would remain unaffected by such movement restrictions. As it stands now, a person in a safehouse can say "Oh, there are 13,000 zombies outside, im leaving" and then free run to safety (Which makes lightning smash and eat raids by zombies essential).

This suggestion aims to increase enjoyment on both sides by adding an element of strategy, and a point for utilising large groups. It should also be noted that the hordes would only be able to block ten or eleven buildings using this mechanic, so we cant just swamp every block. As an extra measure, only zombies of third level or higher count towards the skill, as an anti zerging measure.

To give survivors inside the buildings the option to break out, they can be given a button that reads "attack zombies through the window" or something similiar when a building is interdicted that allows them to wound and kill zombies, perhaps even enough to make escape a possibility.

Either that or make it cost 15 ap to break out of an interdicted building and you end up on the street, and have to run to cover.| suggest_moved=17:23, 29 March 2006 (BST) }}


Perception

{{prejection|

suggest_time= 15.39 december 10, 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description= "Perception" would be another subskill below Scent Trail. There's a little trick survivors have at the moment of barricading an attacked building, then simply Free Run away while the zombies attack an empty shell. with this skill, a zombie would be alerted to survivors exiting a building on the same block as them (Edit: via Free Running), and would show their new position just like Scent Trail.| suggest_moved=17:23, 29 March 2006 (BST) }}


Crawl

{{prejection|

suggest_time=16:43, 10 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=A zombie with this skill would be able to move after being killed without standing up. Moving would cost 3AP, regardless of possession of Lurching Gait. The zombie would be seen as a corpse until it stood up. It would not be able to do anything (including entering buildings) besides movement until it stood up. This would allow zombies to travel in stealth, but would not be overpowered, as they would be unable to attack, and would be limited to a maximum of a little under two suburbs a day of crawling.| suggest_votes=

  • Spam - Eh. I've voted keep on this kind of suggestion before... Maybe it should be 5AP... I don't know, but it's just movement, and takes more energy, so I don't think it's all that bad. --Shadowstar 16:46, 10 Dec 2005 (GMT) changed to spam thanks to DF. --Shadowstar 19:47, 10 Dec 2005 (GMT)
  • Keep - Oh what the heck. --ThunderJoe 16:48, 10 Dec 2005 (GMT)
  • Kill - I've voted kill on this before. Stealth suggestions are not my friend. I'd sure as heck notice a corpse crawling across the ground and shoot it, y'know? Bentley Foss 17:02, 10 Dec 2005 (GMT)
  • Kill No. As Bentley said, crawling corpses are not exactly inconspicuous. AllStarZ 17:26, 10 Dec 2005 (GMT)
  • Spam - This has been suggested and shot down before. --Hexedian 17:32, 10 Dec 2005 (GMT)
  • Spam - Phantom hordes would be cool, but a zombie mass congregating outside a mall and readying for an attack really needs to be at least vulnerable to something. In your method, crawling zombies are literally invincible. Changed to Spam due to previous suggestion link. --Drakkenmaw 18:05, 10 Dec 2005 (GMT)
  • Spam - See Crawl from 5 December. --Dickie Fux 18:21, 10 Dec 2005 (GMT)
  • Spam - Due to Dickie Fux' linkage. --PatrickDark 19:21, 10 Dec 2005 (GMT)
  • Spam -Dickie Fux Linkage = Good / This suggestion = spam --Matthew-Stewart 19:37, 10 Dec 2005 (GMT)
  • Keep - Ninja zombies 4tehwin! --Graaaaaaagh 20:24, 10 Dec 2005 (GMT)

| suggest_moved = 23:57, 11 Dec 2005 (GMT) }}


Knock Knock

{{prejection|

suggest_time=17:09, 10 Dec 2005 (GMT)| suggest_type=Game Change| suggest_scope=Survivors| suggest_description=This game change would help anyone who has just picked up the game and was cursed with the bad luck to be placed in a suburb where every building is barricaded. If you are on top of a building that is barricaded heavily you have the option to knock. If you move after making the message it becomes void. The next time someone inside the building logs on they see a message like, "*Player* calls for help outside" and would give the player inside an option to let them in by throwing ropes down the side, giving them a helping hand, etc. This would allow begining players a few things, 1. A chance to survive the first day and 2. Perhaps a new friend. This would involve new players faster as well as building teamwork between groups.| suggest_moved=18:09, 29 March 2006 (BST) }}


Unloading Weapons

{{prejection|

suggest_time=20:34, 10 Dec 2005 (GMT)| suggest_type=Item use change| suggest_scope=Living| suggest_description=Using a pistol clip loads a pistol - fairly simple. However, using a pistol - by clicking on it in the inventory list - does not do the corresponding action of unloading it. Adding such a function would allow people to keep from accumulating masses of pistols when only one is needed. A possible variation would allow for clips to be combined into a single clip, reducing inventory load.| suggest_moved=18:09, 29 March 2006 (BST) }}


One Way Ticket

{{prejection|

suggest_time=20:05, 10 Dec 2005 (GMT)| suggest_type=Gameplay improvement| suggest_scope=Survivors killed by zombies| suggest_description=Once killed by a zombie, a character can no longer be "revivified". He's a zombie! The horror of a zombie siege is greatly lessened by shambling crowds saying "mrh" a lot and being restored to full health. The character is given half the experience points he accumulated in life which which to buy zombie skills (to encourage him to play it a bit).| suggest_votes=

  • Kill And you call this an improvement how? If people die, then they would just make another account for humans and leave their zombie to rot. AllStarZ 20:17, 10 Dec 2005 (GMT)
  • Keep It'll never pass, but this'd certainly be one way to slowly thin out that zombie hunter population. --Graaaaaaagh 20:20, 10 Dec 2005 (GMT)
  • Kill --Dickie Fux 20:22, 10 Dec 2005 (GMT)
  • Spam - This is incredibly similar to (and just as bad as) Hardcore Characters and You Only Live Twice. --Bentley Foss 20:31, 10 Dec 2005 (GMT)
  • Kill --Matthew-Stewart 20:32, 10 Dec 2005 (GMT)
  • Kill - Hasn't this been suggested before? Either way: al this will do is have people abandon their chars and start over (given that low level chars seem to be the ones who die the most). Yes, there will be an apparent upswing in the number of zombies, but most will just be standing around until they become inactive. — g026r 20:33, 10 Dec 2005 (GMT)
    • Re: this is why the starting zombie gets an XP boost to start - incentive to play a bit. --Frosty 21:49, 10 Dec 2005 (GMT)
  • KILL Oh, no, I understand you perfectly. With the Zombie numbers low as people have quit, you want to make the human players quit too. GENIUS!!!!! We can call the game: Kevan's Urban. Nobody whatsoever in it, except for a pile of dead bodies and a few extremely determined players. WOOOOO! NICE!!!! -- Andrew McM 21:04, 10 Dec 2005 (GMT)
    • Re: i don't think human players will necessarily quit because their dead character can't be resurrected. They might quit if there's not enough challenge, though, which is what this suggestion aims to address. --Frosty 21:49, 10 Dec 2005 (GMT)
  • Kill - There are a few set rules Kevan has previously enumerated about how he intends to run his game. There aren't many of them, because he likes being mysterious, but he's previously noted that he doesn't plan on permadeath. And I agree with him. There's no reason to prevent someone from ever being a survivor again. --Drakkenmaw 21:34, 10 Dec 2005 (GMT)
    • Re: it just prevents the character from being a survivor again. --Frosty 21:49, 10 Dec 2005 (GMT)
  • Keep author vote --Frosty 21:52, 10 Dec 2005 (GMT)
  • Kill - I like the idea and think that it makes the game far more realistic and challenging, as well as creating an actual attachment to the life of your character, it just wouldn't work well in a game of this type. Perhaps in a real time game, but when you get killed hit-and-run style and can't come back, well that just sucks. It would also render NecroTech scientists useless. --Barbalute 21:52, 10 Dec 2005 (GMT)
  • Kill - 5 bucks frosty is a zombie. I give all humans a few weeks before the game's over. But here's an idea: since the real world thing is called "dying," and "death" is usually "permanent," why don't we just make so once you die, you're banned from the server? No one's coming back from that. Extremely realistic.*
<nowiki>*</nowiki>Major Sarcasm. --TheTeeHeeMonster 21:55, 10 Dec 2005 (GMT)
    • Re: you owe me five bucks! --Frosty 22:16, 10 Dec 2005 (GMT)
  • SPAM This suggestion is a ridiculous waste of our time and is therefore spam. ETA: Frosty, you are abusing the RE tag. Stop it. --Argus Blood 22:12, 10 Dec 2005 (GMT)
    • Re: sorry, argus, i didn't mean to waste your time with my suggestion. i'll stop making them. ETA: Argus, I am hardly re-ing every vote. So kindly go fuck yourself. --Frosty 22:16, 10 Dec 2005 (GMT)
  • Spam Just bloody awful.... again. --Zaruthustra 22:33, 10 Dec 2005 (GMT)
    • Re: oh, fuck you, you pompous ass --Frosty 22:41, 10 Dec 2005 (GMT) pointlessly aggressive response
  • Kill - I agree that some people on here are lobotomized airheads who vote for the worst ideas and kill some of the best, but I still woudln't like it if I could never be revived. -- Amazing 23:19, 10 Dec 2005 (GMT)
  • Kill - If this happened, I would quit playing. Mikm 23:39, 10 Dec 2005 (GMT)
  • Kill - I'm only voting kill because spam would have no effect at this point. Rhialto 00:08, 11 Dec 2005 (GMT)
  • Kill - (Changed vote from Spam, since this suggestion inexplicably wasn't spaminated immediately.) And thus zombie victory becomes assured. The problem with this, of course, being that, aside from the fact it's completely unfair, one side isn't supposed to win in a MMORPG. Good God.-CWD 00:11, 11 Dec 2005 (GMT)
    • Re: yeah, it's completely unfair that dead characters can't be resurrected in a game. beyond consideration: ludicrous even. not sure what i was thinking --Frosty 00:16, 11 Dec 2005 (GMT)
  • Kill - Actually, yes it is unfair. I think you've missed the entire point of the game, and you certainly haven't read Game Assumptions. --Daxx 00:46, 11 Dec 2005 (GMT)
    • Re: ironically, that's an incorrect assumption on your part (just like the guy who assumed i'm a zombie). you should re-read Game Assumptions before you lecture anyone else about it. --Frosty 00:58, 11 Dec 2005 (GMT)
      • Indeed. The page has changed since I last read it. The argument is still the same, however, which you have conveniently missed for your literalism. Spending several months building up a human character and a human RP persona to have them suddenly be consigned to never being able to RP again will annoy a whole bunch of people. From a psychological perspective this is likely to make people simply leave the game. It's not a good idea, simply because of that. --Daxx 01:03, 11 Dec 2005 (GMT)
  • Kill - what an icky idea. --Shadowstar 01:15, 11 Dec 2005 (GMT)
  • Kill Two words: Brain Rot. --MorthBabid 01:39, 11 Dec 2005 (GMT)
  • Kill NO, NO, NO, NO, NO!!! I can't believe someone actually suggested this! Seriously, why not just suggest removing survivors completely? Becuase that is essentialy what you're suggesting! All survivors save a lucky few have all died at least once, and lets face it, anything forcing people to play zombies will never pass! In fact, all it will do is make less and less people play the game until only zombie players remain! How much fun can an infinity of ZKing be? Not much, that's for sure... --Volke 03:20, 11 Dec 2005 (GMT)
  • Spam - Riktar 03:30, 11 Dec 2005 (GMT)

| suggest_moved= 04:44, 11 Dec 2005 (GMT) }}


11th December 2005

Auto-drop Duplicate Items

{{prejection|

suggest_time=01:42, 11 Dec 2005 (GMT)| suggest_type=Inventory Modification| suggest_scope=Survivors| suggest_description=Auto-dropping duplicate items such as GPS or DNA Extractor. (As far as I'm aware), you're never going to need 2 of them, so it would be preferred if there was something like "You searched and found a GPS, but already have one and drop it". It's only a small thing, but hey it saves time dropping 'em manually| suggest_votes=

  • Keep - Not only does it make things more convenient for the player, it means less bandwidth usage for the server. I don't see any downside. --Sindai 01:47, 11 Dec 2005 (GMT)
  • Kill - Only because I want Kevan to eventually implement trade, and this will have to be removed then for trade to be all that useful. --Drakkenmaw 01:50, 11 Dec 2005 (GMT)
  • Spam - Auto-Discard suggests the same thing, as did Delete Trash, which was removed as Spam. There are a few other suggestions along the same lines. --Dickie Fux 01:56, 11 Dec 2005 (GMT)
  • Spam - Please check past suggestions. --Argus Blood 02:33, 11 Dec 2005 (GMT)
  • Spam - You and me and the spam makes three tonight. Bentley Foss 04:37, 11 Dec 2005 (GMT)

| suggest_moved= 04:42, 11 Dec 2005 (GMT) }}


IP Limit Countdown

{{prejection|

suggest_time=Mr. Mcdoogles 23:17, 11 Dec 2005 (GMT)| suggest_type=interface| suggest_scope=all users| suggest_description=someone suggested a ip limit tracker alraedy, which is an awesoem idea, i just think that a little time that says something like " u may acess site again in 10 hours 30 mintes 15 seconds or whatever would be rly helpful so that me an im sure many others can stop compulsivly checking, freeing up the server a bit more an just makin life easier| suggest_votes=

| suggest_moved= 23:45, 11 Dec 2005 (GMT) }}



Last run

{{prejection|

suggest_time=00:04, 11 Dec 2005 (GMT)| suggest_type=Zombie hunter skill Skilll| suggest_scope=last ditch run| suggest_description= You have your normal 50 ap but you can spend 10 more ap and go into negitives. You can only move and enter buildings this way, and can't use free runing for these 10 ap. When you log out in negitive ap, or reach -10 ap you become unconcus and can't go into negitive ap again until you use 15 more ap. Each movement in this way does 2 points of damage that can only be cured by surgery. | suggest_moved=06:19, 27 April 2006 (BST)| }}


Specialised Classes

{{prejection|

suggest_time=08:05, 11 Dec 2005 (GMT)| suggest_type=Skill changes| suggest_scope=Survivors| suggest_description=Full description. Check spelling and be descriptive.

The idea behind this change is to make each class unique. Every class has one or more skills that are unique to that class, and every class has one of more 'general' skills had cannot be purchased. These changes will not be applied retro-actively - no character will lose an already-purchased skill, although (for example) a scientist who has not yet gotten Advanced Shotgun Training when this is implemented will not be able to buy it later.

Restricted skills:

  • Surgery - Doctors and Medics only
  • Lab Experience - Doctors and NecroTech Lab Assistants only
  • Bargain Hunting - Consumers only
  • Advanced Pistol Training - Not Doctors, Consumers, or NecroTech Lab Assistants
  • Advanced Shotgun Training - Not Doctors, Consumers, or NecroTech Lab Assistants
  • etc...

The above is just a possible sample for illustration, not the guts of the idea. Vote on the idea, not the specific skills to be restricted. This idea could be combined with an expanded list of skills, some of which may be restricted by class. This kind of restricted skills menu could also in principle be applied to specialised types of zombie.

Edit: Looks like this one is unanimous. My intention was to add some replay value to the game, as currently a high level guy can literally do everything, eliminating the need for co-operation, and eliminating replay value. Yes, it weakens the scientist combat skills. It also weakens the soldiers in other ways. | suggest_moved=06:19, 27 April 2006 (BST)| }}


Stun

{{prejection|

suggest_time=09:29, 11 Dec 2005 (GMT)| suggest_type= Zombie Skill| suggest_scope=Survivors? (I mean, once used on them)| suggest_description=For 5(3?) AP and a successful claw attack, the zombie can cause one of a survivor's actions(RANDOM, and it DOES NOT STACK) to be locked until they use up 10 AP. (Actions include: Movement, Attack, Search, Items (FAK, Syringe, DNA Scan, Fuel Can, etc.) I think it's a pretty good, potentially nasty(Oh snap! I'm infected.. can't use FAK?? Yipe!) (I'm being attacked?! Run! Oh.. wait.. ) and yet not overpowered.. (The zombie that broke in here stunned me before he died? Meh. *searchsearchsearch*) | suggest_moved=06:19, 27 April 2006 (BST)| }}


Investigation

{{prejection|

suggest_time=18:05, 11 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Civilians| suggest_description=You have been trained as a police detective and can glean information by combining clues and careful observation of suspects. A person with this skill would have the ability to Investigate (costing 1 AP) other suvivors in the same room as themselves using a drop down window to select which one. Investigating a suvivor tells you one piece of information: The last suvivor (if any) they killed. If they killed no one this would also indicate that. Useful to combat PKing by confirming reports first-hand and a good selection flavor wise for people that want to play police officers.| suggest_moved=06:19, 27 April 2006 (BST)| }}


Stay still, just a little prick

{{prejection|

suggest_time=19:01, 11 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Survivors (Scientists)| suggest_description=Everyone is complaining about the lack of zombie players bla bla.. so here is my prejection to combat it.

When you use a syringe, its not like the zombie is going to stay still, let you inject it ect... So the idea is this, in order to use the syringe, the zombie has to be below 20HP, showing he is too injured to resist. Also this will require a few more changes such as:

A skill to determine how strong a zombie is (instead of 'PUNCH' you hit the zombie for 1 HP, it is now X HP); and cheaper military skills for scientists.

This will also make the scientists require more military to help them, instead of just running out, "stab stab stab cure" and back again.| suggest_moved=06:19, 27 April 2006 (BST)| }}


Break Barricades from Inside

{{prejection|

suggest_time=20:02, 11 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Zombies| suggest_description=At this point, Survivors can continue to perform Construction while Zombies are inside a building in the middle of a raid. Now, it should be considerably more easy to break a safehouse's barricades when you are on the inside, as compared to on the outside. Therefire, a zombie that is inside a building that is being re-barricaded should be able to attack the barricades with a success rate higher than normal - perhaps something like the Crowbar pry-rate of 40%. As it stands, the survivor ability to put a barricade up while zombies have already bashed their way inside and are eating other Survivors - or even the one who's doing the Construction! - is pretty unbelivable. But since this is allowed, the barricade-destroy chance should be heightened so that a Zombie on the 'inside' can more easily open the way for his comrades on the outside of a building.| suggest_moved=06:19, 27 April 2006 (BST)| }}


Zombie Child Class

{{prejection|

suggest_time=21:46 GMT| suggest_type=Class Addition| suggest_scope=Zombies and New Players| suggest_description=

"A diminutive figure rises out of the rubble and scans the horizon. It's stomach gurgles and it shambles off to find its prey."

The Zombie child is a new class to add some flavor to the zed style of play. This character is inspired by that scene in 28 Days later when the main character defends himself from an infected kid.

Combat will still be a mainstay, but I see this more as a support zombie. The Zombie Child (age 10-14 at death?) is weaker but more agile. Also, since it died in its youth, it had many more brain cells than an adult, so it has the potential to be a more intelligent zombie (more skills under memories of life).Descriptions may also reflect that children are present rather than adult zombies. (There are 20 zombies and 10 zombie children in the area) (There are 30 corpses and 5 dead children on the ground)

A zombie child cannot be revived because its body (rather than its brain) doesn't have enough flesh to support a viable living person. Attempting to revive a zombie child will NOT destroy a syringe.

I've increased the AP to reflect the fact that the zombie child is more active than an adult zombie and to counter its physical weakness, although this does not need to be applied by Kevan in the end. Not negotiable, however is the fact that I've reduced HP by 10 to reflect the weakness of a child.

Zombie Child Stats

40 HP

60 AP

Base Attack:

Claw: 20% 3 dmg

Bite: 30% 2 dmg


  • Scent Fear: Survivors with fewer than 25 HP are shown as "wounded" in room descriptions, and asterisked on the map.
    • Scent Blood: The HP values of nearby survivors are displayed next to their name.
    • Scent Trail: Zombie is able to sense the new positions of survivors it's had recent contact with.


  • Digestion: Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.
    • Infectious Bite: Bitten survivors become infected and lose 1HP per action until cured. Speaking does not cause survivors to lose health.


  • Vigour Mortis: Zombie gets +10% to hit with all non-weapon attacks.
    • Neck Lurch: Zombie gets an extra +10% to hit with bite attacks.
    • Death Grip: Zombie gets an extra +10% to hit with hand attacks. [note: no Rend Flesh and revised percentage rates.]


  • Memories of Life: Zombie is able to open doors to buildings.
    • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
      • Advanced Death Rattle (subskill of Death Rattle): Zombie gets access to all vowels and "s", "t", "k" and "L". ("There are harmans ensad." Allows for easier communication)
      • Horrifying Screech (subskill of Death Rattle): After remembering how to use its voicebox, the zombie learns how to emit a piercing, high-pitched screech that instills fear in nearby humans. Movement cost for frightened survivors increased to 2 AP. Firearms accuracy reduced by 10%. Expires after 5 AP. Non-Stackable. Heard by all players in a 1 block radius. (Level 8+ only)
    • Agility (subskill of Memories of Life): Zombie is able to enter buildings less than very strongly barricaded. (Level 5+ only). Because the child zombie is smaller and more agile, it should be able to get into buildings via other entryways, but it would still need to reduce barricades to QS. After that, successful entry is only 30%. Successful entry of barricaded building gives 5 EXP.


  • Lurching Gait: Zombie can walk as fast as the living.
    • Ankle Grab: Zombie only spends 5AP standing up. (Increased cost because a bullet wound is more damaging to such a small frame. If Kevan doesn't implement 60 AP for Z-children, then Ankle Grab cost is normal.)

Starts with the Vigour Mortis Skill.

I want the point of this zombie to be providing support (ie, a mage class), especially for seiges. Z-children would weaken barricades to quite strongly, enter, do an infection run or emit a screech and leave while its adult bretheren break down the barricades and attack. (Alternatively, it would infect or screech during a seige as well - hence the increased bite to-hit ratio and lowered damage.) It's attacks are weaker to reflect its support role. The class is difficult to level up, and even when maxed out, it isn't a tank. The max attacks are 1.2 dmg/AP claw and 1 dmg/AP bite.

It also cannot revive and get a flak jacket or any cross class skills such as body building. This keeps with the "realism" because a child could not have obtained employment as a Necrotech scientist or learned how to treat wounds effectively under normal circumstances.

The increased letter access would allow the zombie children to better communicate (to a limited degree) which survivors to target, thereby increasing their support role.

PS: Sorry for the odd formatting, but I don't know how to put indents into the wiki.| suggest_moved=06:19, 27 April 2006 (BST)| }}


12th December 2005

Good and Bad contact list columns

{{prejection|

suggest_time=02:51, 12 Dec 2005 (GMT)| suggest_type=Game display change| suggest_scope=Any player of the game| suggest_description=Can't find a backlist of ideas to search, so if this is spam, sorry about that. I have long thought that the contacts list is used mainly for two purposes. To add folk who do bad things to you, and to add folk who do good things, like heal you etc. With that in mind, it would be nice to create two columns instead of just one in contacts, the Good and the Bad. This helps both Zs and Survivors equally, and basically makes contacts worth having and using far more, thus boosting a game feature already in game. Players can choose to add a new contact to either their Good list or their Bad list by having two buttons rather than one at the base of every profile.| suggest_votes=

  • Spam - I like the suggestion, but there is already a much better one in consideration. Just too lazy to find it. --ThunderJoe 03:23, 12 Dec 2005 (GMT)
  • Spam Its totally there somewhere. If anybody cares to refute this I'll change my vote.--Zaruthustra 04:02, 12 Dec 2005 (GMT)
  • Spam - This has been suggested before. But I mean that not in a "boo spam" way but in a "Yay, great idea but it's already there" sense. --Jon Pyre 04:59, 12 Dec 2005 (GMT)
  • SPAM -It was in the peer reviewed suggestions. --Matthew-Stewart 05:12, 12 Dec 2005 (GMT)

| suggest_moved = 05:29, 12 Dec 2005 (GMT) }}



Persistant Thought

{{prejection|

suggest_time=00:11, 12 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=A zombie with this skill will not be reduced below 25xp after being headshot. If they are headshot while at 25xp or less the headshot has no effect. A defensive skill against headshot that keeps headshot as a viable way of taking vast amounts of xp from a zombie.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Infectious Decay

{{prejection|

suggest_time=00:24, 12 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=A subskill of infectious bite. If a zombie with this skill kills a suvivor they are flagged as Decayed. This condition has absolutely no effect while they are a zombie. However this condition persists even once revived. A Decayed suvivor was a little far too gone for the syringes to be fully effective and has a small risk (0.5%?) of becoming Infected with every AP they spend. Infection caused by decay is just like infection caused by a bite and can be cured by a FAK. The condition of decay can only by ended through Surgery. This is a counterskill to revivification syringes that doesn't change the ability to revive people at all. The small chance of reinfection allows Decayed suvivors to live with their condition by using a first-aid kit once every few days or they can seek out a trained professional at a hospital. It makes hospitals more important than an extra 5hp.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Mobile Phone Locating

{{prejection|

suggest_time=00:48, 12 Dec 2005 (GMT)| suggest_type=Improvement/Feature| suggest_scope=Survivors with Mobile Phone and GPS| suggest_description=Basicly, if a survivor on your contact list has a mobile phone and a gps unit, their current coordinates will be shown beside their name when you click on your contact list. this will make following someone or organizing easier.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Expanded Molotov prejection

{{prejection|

suggest_time=02:30, 12 Dec 2005 (GMT)| suggest_type=Expansion on old prejection| suggest_scope=Survivors and Zombies| suggest_description=Was reading on Molotovs being considered and thought that perhaps the best way to handle them would be as follows. Only a survivor can use one though they can use one on anyone. They could be a findable item just like any other, with a weapon-level of probability of being found so that it's not too easy to get one. When you use a molotov, it has a peer/Kevan accepted percentage chance of hitting that is fair. Failing to hit means the object you found is gone. If it hits, it only sets that user on fire, NOT an area attack. But it is a repeating attack, that doesn't get worse or better, removing 1 HP per move just like Infection currently does. Could probably use a very similar piece of code. To be put out, rolling on the ground (costs 1AP) might be amusing. The point is, it slows down combat and makes you spend AP to stop the burning. It stretches the gameplay out much like Infection currently does. Certainly needs a lot more thought I know, but I could see the idea being made workable.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Safe Drop

{{prejection|

suggest_time=05:17, 12 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Military| suggest_description=When a suvivor with this skill jumps out a window they do not fall to their death but instead climb down the side of the building and drop from a safe height. This skill is for people who want to exit heavily barricaded buildings and end up in front of it rather than on a street next door. This saves that 1 annoying AP spent in walking back. It makes sense logic wise and I hardly think exiting a building and ending up in front of that building instead of the one next door is overpowered. It's good for committed suvivors who don't want to commit suicide.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Animal Undead

{{prejection|

suggest_time=15:41, 12 Dec 2005 (GMT)| suggest_type=Zombie class| suggest_scope=New Zombies| suggest_description=These undead would come in three catigories:Cats, Dogs, and Exotic. Each class would have bounses and setbacks based on lack of thumbs and other conditions and sharp teeth. Cats: Starts with rend flesh and has an extra 1 point to biet damage. Disadvantages? 50% chance to open a door with memories of life. Class skills? Sent Fear Skill tree and shambling gait skill tree. Dogs: Starts with Sent Fear. Disadvantages? 75% chance to open a door with memories of life. Same class skills ans cat. Exotic: Starts with Shambling Gait and had an new ability to slam for 5 damage and 2 damage to self. Disadvantages: 50% chance to open door with memories of life. Same class skills ans Dog and Cat.| suggest_moved=06:20, 27 April 2006 (BST)| }}


College Student Revised

{{prejection|

suggest_time=19:18, 12 Dec 2005 (GMT)| suggest_type=Class| suggest_scope=Civilian| suggest_description=There had to been some college students somewhere in Malton when the outbreak occurred. College Students would start with 2 books (college students after all), a bottle of beer, a spray can or two and possibly a mobile phone. They would also start with the tagging skill. True, this may not look like combat ready let's kill stuff character, but then again, would you be totally ready to kill zombies if it happened IRL? It would be tagged on the class page as **Do Not Use If This Is Your First Character** so newbies wouldn't accidentally pick it, not know what to do, and lose interest in the game. This would be a great RP character. Also I think having a random class, makes rping fun, having to adapt your character to what you get. It's not for everyone but I thought it might be a fun class.

    • Re- We talked it over and decided to revise it. Since college students come from various backgrounds, and are inherently different this may be a bit better. We don't know if this would work, but have a random number generator give you one of these when you choose this. This would add a flavor to the class, not knowing what you will get, and also, when students start college, some may not know what they wanna do, but enter as alpha and choose majors later:

1. Jock- Starts with Baseball Bat and Hand To Hand Combat- They would know how to swing a bat They are jocks.

2. Nerd/gamer-Starts with a few books and Necrotech "employment"- They would have read all about it illegally on the internet, or from all items in video games nowadays and would thus know how to use DNA extractor.

3. Med Student- Starts with FAK and Surgery. In medschool the first thing the students do is dissect a cadaver (surgery) before learning first aid; that way they know about the bones and tissues, etc. By dissecting the body, they learn where the organs are, what they look like, how to take them out, how to use the surgical instruments and how to stitch up bodies. Wouldn't that be useful if gunshot wound, or zombie bite, seeing underneath the skin, making sure the organs are intact then stitching it up.| suggest_moved=06:20, 27 April 2006 (BST)| }}


Headshot Alternate Implementation.

{{prejection|

suggest_time=17:50, 12 Dec 2005 (GMT)| suggest_type=Skill Revision| suggest_scope=Zombie Hunters, Zombies| suggest_description=If you kill a zombie, 1 AP is added to the stand-up cost for each zombie / crossover skill (edited on 21:54, 12 Dec 2005 (GMT)) it had beyond the first. The total stand-up cost cannot exceed 15 AP.

For reference, here are links to previous Headshot alteration prejections, see for yourself how it differs: Headshots remove AP not XP - Nov. 10, Headshot Weakens Ankle Grab - Nov 13, Headshot Revision - Nov 13, XP loss limit for Headshot - Nov 18, Nerf Headshot (Version 0) - Nov 23, Headshot Revised - Dec 1, Change Headshot - Dec 5, Final Solution to the Headshot Problem - Dec 6, Change Headshot - Dec 8, Revamped Headshot XP Calculation - Dec 9, Change Headshot! - Dec 10, Revised Headshot - Dec 11| suggest_moved=06:20, 27 April 2006 (BST)| }}


Harder construction

{{prejection|

suggest_time=22:35, 12 Dec 2005 (GMT+2h)| suggest_type=Alter skill| suggest_scope=Survivors with construction| suggest_description=Well, when you think of it, shouldn't it be easier to tear down barricades than to build them? What I'm saying is, that it should be a slower process to build barricades than it is at the moment. Just a single person can now easily barricade a building into a condition that can keep away zombies not pounding all their AP tearing down the barricade, with using just a few AP himself. Of course if the survivor would use all day to barricade the building, or having a few friends to help, would make decent barricades. So the current construction speed is not realistic. Neither is it balanced. Zombies get frustrated when they can't get into anywhere, and survivors can casually go out to shoot a bit, and then reinforce their safehouse which isn't nice for the zombie players. Making barricading a bit more time-taking would balance the game nicely. So I'm not saying that barricades should break more easily. I just think that it would take more time to do them, so if you spend enough time to make that extremely heavy barricade, it'll last as long as now, though the reinforcement speed would be decreased. The thing to do would be change from the auto-success construction to a system where you could fail in creating good barricades. You don't hit automatically in combat, or always succeed in searching. Why would constructing be any different from those? Like if you only succeeded 40% of the time, or some other ratio; this doesn't necessarily have to be the 40% guideline I tossed. So, what do you think?

-Jussi Kurppa | suggest_moved=06:20, 27 April 2006 (BST)| }}


Critical Attack

{{prejection|

suggest_time=23:20, 12 Dec 2005 (GMT)| suggest_type=New Skill(Zombie/Survivor)| suggest_scope=Skill| suggest_description= Ever had one of those situations where the other player is online at the same time as you, and you want to nab them good before they duck into the barricades, but your last strike misses? Under each attack skill tree branch add a new skill option: Critical Attack XXX, where XXX might be 'gun', 'bite' etc. A character with Critical Attack in the relevant attack type will get a Critical Attack button with the relevant weapon choices that it is enabled for in the drop down, identical to the standard attack dropdown. Using Critical Attack requires 2AP instead of 1 AP, but grants an increase in accuracy of +20%.| suggest_moved=06:20, 27 April 2006 (BST)| }}


13th December 2005

Barricade Generator

{{prejection|

suggest_time=01:56, 13 Dec 2005 (GMT)| suggest_type=improvement| suggest_scope=Generators| suggest_description=Well, I was thinking of how frequint people zombie spies target generators, well naturally people would keep them away from areas people could usually get to... basically they set up the generator so that is on... barricade the room so nobody can get into it... then afterwords when the power runs out they would have to tear down the barricades and restart the process... I think overall this would be about the same ammount of work as people going to there local mall and getting another generator, and it makes it harder for spies to run in and destroy it quickly... It probably wouldnt have a high level of barricade, just enough that anyone wanting to get to it has to do a bit of work to get at it...| suggest_moved=06:22, 27 April 2006 (BST)| }}


Synthesize

{{prejection|

suggest_time=02:14, 13 Dec 2005 (GMT)| suggest_type= Science Skill| suggest_scope=Survivors, Necro tech buildings| suggest_description=Surrvivors with this skill can use the equipment in Necrotech buildings to try and create revivication syringes. This can only be done if a portable generator is running in the Necrotech building. The chance of this suceeding is about 10%-20%, which is still better odds than just searching. Edit: to the killers: The survivor with this skill is using specialized equipment, not stuff you find lying around your average house.|

suggest_moved=06:22, 27 April 2006 (BST)| }}


Memories of the Mall

{{prejection|

suggest_time=10:15, 13 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description="Memory. Instinct. What they used to do. This was an important place in their lives. They're after the place.? In life the zombie was an avid shopper. They intimately remember the mall and know its many entrances well. It is harder to keep them out; these zombies can pass through loose barricades at malls without destroying them. Stronger barricades are still effective against them. Memories of Life as a prerequisite. | suggest_moved=06:22, 27 April 2006 (BST)| }}


Glimpses of Lucidity

{{prejection|

suggest_time=20:48, 13 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=As the loss of the Seige at Caiger Mall seems to have somewhat knocked the wind out of the sails of the zombie players, and there are complaints about the inherent annoyance of some of the tactics used to combat and harrass the zombie forces who gathered there, I'd like to make a prejection regarding what I perceive as being pretty much the most ludicrous of them - using quick reconstruction of light or even loose barricades to delay the entry of large numbers of zombies. This effectively breaks the "horde" strength of zombie attacks, making it impossible for entrants to a defended building to break in at a greater speed than a basic trickle, and as the survivors are stronger individually than zombies it makes it (to my view) too easy to combat even an organized zombie attack. Therefore, I'd like to suggest the following skill be added to the game as a subskill of Memories of Life:

"Glimpses of Lucidity: Zombie has a 25% chance to bypass Light or lower barricades."

This represents that the zombie has progressed beyond the subconscious memories of simply having been alive, and has instead reached a point where their mind begins to process and organize the information around them enough to give them flashes of awareness. Thus, if a zombie at a mall is beating against a barricade composed of a single chair, it has a chance of recognizing alternate entry routes (such as a broken window) and using them instead. This does not invalidate barricades, as the chance to enter is one-in-four, and it still provides a "safety zone" of strongly-barricaded buildings which low-level survivors can enter when zombies cannot. It does, however, mean that more attention must be paid by survivors to the maintainance of their barricades - when one falls, there is a "window" which will be available for zombies to enter even while the barricade is being rebuilt. This would inspire more fear during siege situations, help fix the issues at present with zombie/human balance, and as listed it means even a loose barricade would still keep out a zombie 75% of the time. I am, of course, open for alternate percentage prejections. Thoughts? --Drakkenmaw 20:48, 13 Dec 2005 (GMT)| suggest_moved=06:22, 27 April 2006 (BST)| }}


Pistolium Zombification

{{prejection|

suggest_time=22:31, 13 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies who have Basic Firearms Training or higher| suggest_description=This skill would fall under Memories of Life in the skill tree.

  • Memories of Life: Zombie is able to open doors to buildings.
  • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
  • Trigger Mortis: If zombie possessed Basic Firearms Training (or a higher skill level in the pistol skill-tree) as a survivor, zombie is able to use Pistols. Accuracy is 20% less of the accuracy while living.
  • Dying Load: Zombie is able to reload Pistols.

Why is this here?

Well, if a zombie can figure out and remember enough to hold and swing an object, there should be nothing stopping said zombie from firing a Pistol (granted that the zombie had the proper skill while alive).

Why not Shotguns?

A shotgun takes a considerably higher amount of skill to operate. Using a shotgun requires two hands, being a pump-action weapon. Loading takes more skill, as well, as, unlike a Pistol that just requires a pair of pushes (the clip-ejection button and the push of the fresh clip), a shotgun requires the opening of the weapon, the insertion of the shells (in the correct direction), and cocking the weapon.

Why "Trigger Mortis"?

Why not? It's catchy.

Why "Dying Load"?

Reloading would require more skill than just squeezing the trigger, therefore it's a separate skill

Why is the accuracy decreased by so much, or at all, for that matter?

A zombie would not know how to aim accurately, therefore I have chosen to decrease the percentage. A zombie would only know enough to point the Pistol at their target, but nothing more than doing so in the general direction.

What about ammo?

There are two solutions:
  • Enable searching for ammo for zombies
  • Ammo would have to come from when they were alive

If there are any more questions, just ask. If you see something that needs to be fixed, or altered, say so and I'll look at it. --Zacharias Cross 22:32, 13 Dec 2005 (GMT) | suggest_moved=06:22, 27 April 2006 (BST)| }}


THE ZOMBIE SURVIVAL GUIDE

{{prejection|

suggest_time=23:18, 13 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors, Libraries| suggest_description=A book by Max Brooks, very useful, I suggest adding it as a special book. You can find it in the library, but it only has a 2% chance of being found. When you find it, read it repeatedly. 2% chance of reaching the end of the book and discarding it, 2% chance of discovering something useful and gaining a skill you don?t currently have. These can be found wherever books are found already, and you can only gain a free skill once.| suggest_moved=06:22, 27 April 2006 (BST)| }}


14th December 2005

Blow to the jaw

{{prejection|

suggest_time=04:23, 14 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie hunters| suggest_description=This skill would cost 100XP and it would be in the zombie hunter branch of the skills tree. This skill would increase punch accuracy by 15%* and increase damage dealt by them by 1*. Heres whats cool: A zombie hit by this would be unable to use their bite for a set amount of time or until they used a certain amount of AP*(*open to prejections) Please give it some good thought. Also, if this has been suggested before, im already sorry.| suggest_moved=06:23, 27 April 2006 (BST)| }}


Billboards

{{prejection|

suggest_time=04:34, 14 Dec 2005 (GMT)| suggest_type=Cool thing.| suggest_scope=Survivors mostly.| suggest_description=Who rules this Suburb? YOU rule this Suburb. Why? Because you spraypainted your name, a slogan, or anything else your heart desires on a billboard, holmes!

Billboards are all over any given city, and Malton is no different. These would only be located on SOME streets. (IE: Avenues, Lanes, etc. where there is no building, just open road.) They wouldn't be on EVERY street, but the right amount. ;)

The billboard would either be attatched to the area description, or would be below the Graffiti message depending on which would create less 'spamminess'.

How do you do spraypaint a billboard? Well, if you have a spray can, you would see an additional button next to the current graffiti box and button which would read: "Climb Billboard."

Let's say you see a billboard like this: There is a billboard depicting a small dog and a can of Arfo dog food.

You enter your message: "I am Amazing and I am so great, love me." and click "Climb billboard".

Upon successfully doing this you would get the message: You climb the billboard and paint your message before carefully descending back to steady ground.

Then whenever someone comes by they will see: There is a billboard depicting a small dog and a can of Arfo dog food. Somebody has spray painted a word balloon above the dog containing the words I am Amazing and I am so great, love me.

For flavor's sake, there could be several different types of Billboards throughout the city that have different images that display your message differently. (This is already ingame since you can paint a Theatre's marquee, etc.)

But what's the down side, you ask? Well.. if you don't succeed in painting your message (based on a certain percentage for failure to be determined by Kevan if implimented) you would see: You climb the billboard.. but lose your footing about halfway up. You attempt to keep a grip on the ladder but end up plummetting to the Earth below. at which point you take about 5 or 10 damage for being stupid enough to fall off.

This would be especially useful for player groups, either zombie or human, who want to establish their dominance. Picture this: There is a billboard depicting a bikini-clad supermodel holding a can of mandarin oranges. Above her head someone has spray painted the words Church of the Resurrection wants you!

There could theoretically be an XP bonus for players with the Tagging skill.| suggest_moved=06:23, 27 April 2006 (BST)| }}


Sharpened Claws

{{prejection|

suggest_time=06:34, 14 Dec 2005 (GMT)| suggest_type=Zombie Skill| suggest_scope= Zombies | suggest_description= A new Skill for zombies which allows them a % chance to shred through Flak jackets of survivors (or zombies if they so choose) and Deal normal damage instead of reduced Damage. I was thinking i fairly large percent, Maybe 10, but thats something for Kevan, same with The Jacket, which need not be destroyed, just penetrated, however that is all up to kevan as well if he would like the jacket to remain (as with the not affecting player inventory Rule), I'm not a Zed player myself, but i figured it might help with some balance issues.(that and the idea made me giddy)

Name is not set in stone or anything, i just thought it Fit| suggest_moved=06:23, 27 April 2006 (BST)| }}

Change Headshot

{{prejection| suggest_time=13:56, 14 Dec 2005 (GMT)| suggest_type=skill/balance change/improvement| suggest_scope=Changes headshot skill| suggest_description=Change the headshot skill from its current implementation. Instead of taking away XP, killing a zombie with a headshot would require the zombie to spend the full 10AP cost to stand up, regardless of whether they have the ankle-grab skill. This would have a one time effect, all subsequent non-headshot zombie deaths will be able to stand up for the normal 1AP cost if they posess the ankle-grab skill. This would be beneficial in several ways:

  • Balances the effects of ankle grab.
  • Allows lower level lone zombie characters the ability to preserve XP earlier in the game, making lone zombie play more compelling
  • Allows survivors the ability to at least slow down the rate of advance of an offensive horde.

(Note: The 10AP cost could be changed to 5AP, or some other number, at Kevans discretion if balance is considered an issue.)| suggest_moved=06:23, 27 April 2006 (BST)| }}


Threat Recognition

{{prejection|

suggest_time=14:49, 14 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=A subskill of Memories of Life. You've grown intelligent to understand the concept of danger and seek to avoid injury. You are more perceptive and can sense which enemies are planning to attack you rather than flee. This ability allows zombies to tell which suvivors have 50% or more of their inventory taken up by guns and ammunition by flagging those suvivors's names. Maybe (H) for hostile or (D) for danger? Whatever, suggest some letters of your own. Plays up on the zombie ability to recognize individual humans.| suggest_moved=06:23, 27 April 2006 (BST)| }}


Brain Rot Skill Tree

{{prejection| suggest_time=Dec 14, 2005| suggest_type=Skills| suggest_scope=Zombies| suggest_description=Brain Rot currently is not very useful, the zombie population is going down rapidly, and headshot makes mid-level zombie advancement impossible; I think these three problems can be solved in one fell swoop. The solution is to add two new skills to the Brain Rot tree. The first, Decayed Brains (requires Brain Rot), would reduce the amount of XP lost from a headshot by a certain amount (possibly half). The second, Empty Skull (requires Decayed Brains), would eliminate the XP loss from a headshot, or at least reduce it significantly (enough so that being headshot at mid-level wouldn't completely stop you levelling). These skills would encourage Zombies to make a commitment to staying undead and would hopefully bring the Zombie/Survivor ratio into balance. | suggest_moved=06:23, 27 April 2006 (BST)| }}


15th December 2005

Zombie Starting Classes

{{prejection|

suggest_time=02:38, 15 Dec 2005 (GMT)| suggest_type=classes| suggest_scope=New zombies| suggest_description=I had this idea seperately but it's like the Zombie Classes one from a few weeks ago. Basically, in addition to having different zombies classes with different starting skills, also allow them to be Scientist, Military or Civilian. (For example, Zombie Healers start with Bodybuilding and when revived are Scientist class.) The only affect on gameplay as it stands is that Lab Techs with DNA Extractors can't immediately see a non-Civilian zombie and know that he didn't start off playing zombie. However, I think by giving new zombies access to different-cost skill trees when they revive will add interest and encourage more people to play zombie. Plus, some doctors and former military must have been infected in the inital phases, right? (EDIT: This would be implemented with the Zombie Classes prejection noted elsewhere, so particular groupings of starting skills are not relevant to this particular prejection. Also, the rationale as to why this would improve zombie numbers is that new players now can see more options when starting zombie with the option of more varied gameplay. The primary downside to playing zombie as far as I can see is that you're pretty much going to be exactly the same as every other zombie with no special advancement trees or innate bonuses that differentiate you from other zombies (i.e. you don't feel special). This allows for that added interest while fitting neatly into the game system as is.)| suggest_moved=06:24, 27 April 2006 (BST)| }}


Event or XP increase

{{prejection|

suggest_time=03:04, 15 Dec 2005 (GMT)| suggest_type=event| suggest_scope=Survivors(particularly military personnel| suggest_description=In the main page of urbandead.com it states that the military has closed off borders and are moving to eliminate looters. I see 2 options to bring this to light.

1: Military personell get an xp increase for killing survivors, which makes it the same xp for killing zeds. This of course will be shot down.

2: I believe this will fare better. a citywide event coded to military personell will, once a month, be set to killing civilian looters in exchange for one free item or an xp increase. To do this, it would also be fair to make Scientists once a month to fill a certain quota of dna extractions to obtain one free item or an xp increase. In turn, Civilians with headshot(aka zombie hunters) will be set on a certain quota of zombies to kill for one free item or an xp increase. This just makes the game more interesting is all... maybe the prize would be a pair of revivification syringes? and the quotas should be set really high, like 10 zombies in 5 days, 10 people in 5 days, and 20 extractions in 2 days. Yea, go ahead and kill it if you want, i have no idea how much code this would cost but its probably alot... sigh, there go my fantasies...| suggest_moved=06:24, 27 April 2006 (BST)| }}


Feast

{{prejection|

suggest_time=03:21, 15 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=When a zombie with feast kills a suvivor they are healed 25hp. This is so that after a victorious fight with a suvivor the zombie isn't at 5hp and easily dispatched with one hit by the next suvivor to log in. Please don't use the kill argument "death doesn't matter to a zombie so they don't need ways to get health." If that was true we wouldn't have weapons or the ability to attack them. Flavor wise: Makes sense. Zombies don't just bite to kill and then walk away. And they aren't eating the whole suvivor so don't use that annoying argument: "But this would mean that half-eaten zombies are walking around everywhere!" It's a zombie movie. Zombies eat what they catch. They aren't devouring the whole body so no there won't be "suvivors without a head!!!!". | suggest_moved=06:24, 27 April 2006 (BST)| }}


Computer engineering and the engineer

{{prejection|

suggest_time=03:21, 15 Dec 2005 (GMT)| suggest_type=Skills and new scientist class| suggest_scope=Survivors| suggest_description=Scientists are currently the only type of survivors that only have two class-types, so I created a third one. The "computer engineer" will start with a Laptop (a new item that can be used only in powered buildings, and is found in NT labs, museums, hospitals and the tech store in malls) and a book. "Computer Knowledge," which the engineer has, is a new skill requiring a laptop to be used which lets people earn 3XP for researching in a similar manner to reading books. It would both cost 2 or 3 AP and have a chance of failing (with perhaps a 20% chance of success). Another use of this skill could be to link to the security system of a building, which would allow you to see what is ouside (basically giving you both views, as if you were both inside and outside). The major balance of this set of concepts is that, once an engineer finds a place with electricity, he can pump out experience without risking the outside. However, there are no "easy" alternate ways for him to get XP, and the Military skills would still cost 150 XP to obtain.

A subskill could be "Computer Engineering," which would allow people to have easier access to the interior layouts of certain building types and, thus, have a greater chance of success when searching there (hospitals, auto repair center, maybe NT lab but increasing syringes finding chances of success is quite unbalancing to me).| suggest_moved=06:24, 27 April 2006 (BST)| }}


Decomposition

{{prejection|

suggest_time=07:42, 15 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Your flesh is hideously rotted and you could not possibly be confused for a living creature. Zombies have no desire to eat your flesh. Zombie players with this skill could not be attacked by other zombies. It makes sense zombies would have a skill like this and not humans one against other humans since zombies operate on instinct while humans could still go mad, be evil, have infighting etc. Would obviously hurt zombies that rely on ZKing either to avoid being headshot or to get xp, but it'd be the zombie player's choice whether to take this. Essentially an opt-out from both the pros and cons of being ZK'd.| suggest_moved=06:24, 27 April 2006 (BST)| }}


Bullet Box

{{prejection|

suggest_time=08:04, 15 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Humans| suggest_description=Box of 20 bullets that can be loaded individually into pistol clips, at the cost of 1 AP per bullet. Decent probability of finding these, to compensate lower propability of finding pistols and clips.| suggest_moved=06:24, 27 April 2006 (BST)| }}


16th December 2005

Rooms inside buildings (version 0)

{{prejection|

suggest_time=01:45, 16 Dec 2005 (GMT)| suggest_type=Adding rooms to buildings| suggest_scope=Buildings| suggest_description=Here is one way I know to expand the map without changing any existing structure. Add rooms in each buildings that you can enter after you enter the lobby of that building. Say a police station can have a janitor's closet, a men's restroom, a ladies restroom, jail cell, lobby, office, gym, armory, cafeteria, basement parking, etc. This can be made random for each specific building. No two buildings of the same type will have the same rooms (unless it is just a coincidence). Once a zombie breaks the barricades and enter the lobby, he can (after killing everyone in the lobby) enter the other rooms and search for more survivors. Rooms cannot be barricaded, only locked. And each one may have different characteristics. For example, you can search and get more ammunition searching in a PD's armoury, get tools in a FD's tool shed, etc. Players on target lists of PKers will have more places to hide as well. Also more privacy for people. This is just a raw suggestion, maybe anyone else can add on to it?| suggest_vote=

  • Kill Nub zombies have a hard enough time. We don't need to discourage them more. --Zaruthustra 02:06, 16 Dec 2005 (GMT)
  • Kill - The AP cost to move from room to room would be really annoying, and I don't see any reason to make life harder for young zombies who don't yet have Memories of Life. --Everyl 02:01, 16 Dec 2005 (GMT)
  • Kill - And it wouldn't take an AP to move that far because 1 AP is a whole block of walking. --ALIENwolve 02:09, 16 Dec 2005 (GMT)
  • Kill - Think of the server, and Kevan. Not to mention, how would buildings be diffrent? How would you map it? How would Kevan code it? Someone needs to actually MAKE this - AND make it work on the server - and it's not as easy as you'd like to think.--Arathen 02:42, 16 Dec 2005 (GMT)
  • Kill - The tower "floors" were a better implementation of this, as they weren't global and didn't change search odds/options. Really, though, I'm not a huge fan of either. There is enough space in the game world right now. --Drakkenmaw 04:03, 16 Dec 2005 (GMT)
  • Kill - Searching the women's restroom, you find a used tampon. We don't need more rooms in police stations. --Shadowstar 13:31, 16 Dec 2005 (GMT)
  • Kill - Not really necessary, and makes the whole thing too complicated. --Dickie Fux 17:07, 16 Dec 2005 (GMT)
  • Kill -This violates the first and second guidelines for suggestions. --Matthew-Stewart 20:31, 16 Dec 2005 (GMT)
  • Kill - i'm voting kill cause everyone else is (hooray for pack mentality!). no, seriously though - everyone made good points. --Firemanstan 21:42, 16 Dec 2005 (GMT)
  • Kill - Great idea, but it's just too hard to put in the game. Sorry :( --Carfan7 03:58, 17 Dec 2005 (GMT)
  • Kill - Too complex. Think outside the box - think simple. Riktar 06:16, 17 Dec 2005 (GMT)
  • Kill - This would probably be something that while interesting, would not be able to be implemented in the near future due to server load problems. If multiple rooms in a single block would exist sometime, I would have to recommend that moving between them cost no AP. Being able to lock doors is enough to block out newbie zombies, and really, no one would stay in the lobby if you could do that either. Though, I would like to point out that multiple rooms in a building does exist in some form already - Shopping skill. A similar skill could say, let you lock yourself in a room seperate from all other people.... just thinking off the top of my head... --Zarquon 07:04, 17 Dec 2005 (GMT)

| suggest_moved= 16:46, 3 Jan 2006 (GMT) }}


Zombies destroying doors

{{prejection|

suggest_time=01:54, 16 Dec 2005 (GMT)| suggest_type=balance skill| suggest_scope=Zombies| suggest_description=A zombie can totally destroy a door, and that building will have no doors until a survivor with construction skills fix it.| suggest_vote=

  • Kill - So... what real difference would this make? Starting a new barracade already closes the doors (as far as I know), so the biggest thing I could see is the repairman needing to spend 1 extra AP to fix the door first. And it might make low-level survivors a little more vulnerable to low-level zombies, but I don't see any good reason for that, either. --Everyl 02:06, 16 Dec 2005 (GMT)
  • Kill - Needless complexity for little to no benefit. Bentley Foss 02:08, 16 Dec 2005 (GMT)
  • Kill A lazy version of something suggested yesterday. Although I'll give it the benefit of the doubt since it is slightly different. --Zaruthustra 02:10, 16 Dec 2005 (GMT)
  • Kill - What's the point? I really don't see one. --Drakkenmaw 04:04, 16 Dec 2005 (GMT)
  • Kill - Yeah, the previous suggestion mentioned above is less complicated in game, and easier to program. This idea isn't bad, though, just more complex than it needs to be. --Dickie Fux 17:11, 16 Dec 2005 (GMT)
  • Kill - My one was better. --Zeek 01:10, 17 Dec 2005 (GMT)
  • Kill - --Vista 15:50, 25 Dec 2005 (GMT)

| suggest_moved= 16:46, 3 Jan 2006 (GMT) }}


Throw Item

{{prejection|

suggest_time=03:02, 16 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Aren't you sick of finding clips, but no pistol? Shells, but no shotgun? Flak Jackets, GPSes, Books, and Newspapers but nothing useful? With this skill you would be able to throw all of these items and more at Zombies or other players if you're into PKing.

Some item stats include:

  • Clip - 2 Damage, 5% to hit.
  • Shell - 1 Damage, 2% to hit.
  • Flak Jacket - 4 Damage, 10% to hit.
  • GPS - 2 Damage, 10% to hit.

And so on.

Users who buy this skill will see a drop-down list of items next to their attack area, along with a "Throw" button. Select a zombie or player in the normal attack window, select an item, and click "Throw" and you will chuck it at them for great justice!| suggest_vote=

  • Kill - No, not really... and you couldn't throw a flak jacket far enough for it to do that much damage. Now if you club someone with it... --ALIENwolve 03:05, 16 Dec 2005 (GMT)
  • Dupe This is even more useless than the last one. Look, if you don't have anything to fight with, RUN THE F**K AWAY! And also, theres something called reasonable logic, which you definitely have never heard of before. It works like this: If you have all that ammo, maybe you can save those clips and shells for when you get the actual weapons that fire them? Now thats smart. And all of the stuff you have suggested won't even hurt a small animal, much less a zombie, although if the GPS had sharp corners, or maybe if the flak jacket was so heavy that it smothers a squirrel, it might do some damage to small animals, but none at all to a human being. God, too much stupidity in this. This is beyond my mind's tolerance. There are so many flaws with this that I cannot possibly list them all. AllStarZ 03:08, 16 Dec 2005 (GMT) pointlessly aggressive comment --It contains several undeniable grains of truth -- get the point Note: No swearing please, I just blocked out the "UC". --Carfan7 04:00, 17 Dec 2005 (GMT)
  • Dupe Same reasons as AllStarZ, only without all the needless cursing. Just the plain "this has been done before and isn't even all that good" excuse. And yes, it WOULD be better to just run, especially at such a low chance of hitting! --Volke 03:48, 16 Dec 2005 (GMT)
  • Kill - Not worth the code. Drop doesn't spend an AP, and doesn't annoy the people around you as much as hurling GPS units at them would. --Drakkenmaw 04:10, 16 Dec 2005 (GMT)
  • Kill - I never knew that throwing a flack jacket at someone was more dangerous than swinging an axe at them. - Jedaz 04:23, 16 Dec 2005 (GMT)
  • Kill This idea keeps coming back like a rash, and it never gets better. The damage to AP ratio is so pitiful that nobody will wan't to waste the AP, and its silly. Bad on flavor, bad on mechanics. --Zaruthustra 04:32, 16 Dec 2005 (GMT)
  • Kill What they said. Rhialto 08:12, 16 Dec 2005 (GMT)
  • Kill - Should be Dupe, but the old version didn't get transferred to the Rejected page. I don't think a shot gun shell could be thrown by hand hard enough to do any damage, unless you hit someone in the eye. --Dickie Fux 17:16, 16 Dec 2005 (GMT)
  • Kill - hey AllStarZ - you ever been hit with a GPS unit? man, those things hurt like a bitch!... but no to the suggestion. not even for flavor - shells wouldn't hurt a fly, and flak jackets...? any item that would cause serious damage to someone in real life can already be used to attack with (except for maybe wire cutters - but please don't add that item to your list and resubmit it, anything like this will get shot down again and again and again). --Firemanstan 21:59, 16 Dec 2005 (GMT)
  • Kill -That was the second album I ever bought!--Vista 15:49, 25 Dec 2005 (GMT)
  • Kill - Watch where your pointing that flak jacket. You could hurt somebody!--The General 19:16, 28 Dec 2005 (GMT)

| suggest_moved= 16:46, 3 Jan 2006 (GMT) }}


"You Are Now Dead"

{{prejection|

suggest_time=20:15, 16 Dec 2005 (GMT)| suggest_type=Game Mechanic| suggest_scope=All Players| suggest_description=Okay, so you get the "big grey box" when you run out of AP. And also when you run out of IP hits for the day. This is fine - mild flavour, and it reduces the ability to "peek" on what is happening around you (thus requiring another server hit) when you're already unable to act. My question is - why are you able to see what's around you when you're dead? I would think that being at 0HP should be the same as being at 0AP, in terms of not being able to "check on the action." I mean... you're dead, after all. So I think you should get the "grey box" at those times as well, with the message "You are dead." And it should persist until you hit the "Stand Up" button. Would prevent people from being able to influence the game any while a corpse, by spying on the still-active, and it adds just that little bit of uncertainty over your safety when you go to click that button. Thoughts? --Drakkenmaw 20:15, 16 Dec 2005 (GMT)| suggest_vote=

  • Kill - I'd like to be able to get the jump on someone if I was a corpse on the ground. There was even a suggestion for a part of ankle grab to do damage when someone else is in the same block. --ALIENwolve 20:19, 16 Dec 2005 (GMT)
  • Kill - i see what you are saying - and it is logical (in a sense of realism) that you would be blacked out - but i think this would really really hurt zombies. zombies don't need anymore hurting at this point. and i voted keep on that ankle grab suggestion ALIENwolve mentioned, which if implemented would conflict with your suggestion. --Firemanstan 20:28, 16 Dec 2005 (GMT)
  • Re: - Personally, I see this less as a matter of realism and more as a matter of "you shouldn't be able to do things in the game if you're not targettable within it." Much like crawling around while a corpse, spying on things while invulnerable seems just a tad... cheap, really. So I just figured I'd toss it out and see what people say about it. Plus it gave me reason to use one of my favourite Futurama quotes. --Drakkenmaw 20:32, 16 Dec 2005 (GMT)
  • Re: - Check the edit history on that page. Oh, and look at the response I gave above. --Drakkenmaw 20:43, 16 Dec 2005 (GMT)
  • Kill - I don't think it's a "realism argument." But I don't think it's really a good idea to do it either, unless UD starts having problems with server load. --Shadowstar 20:44, 16 Dec 2005 (GMT)
  • Kill - "Dead" is a bit of a misnomer. It should be more along the lines of "you aren't standing" because a character may choose to play dead until a threat leaves the area. I've had to do this a couple of times. Besides, the zombie from seemingly no where effect is in genre. --Arcos 22:18, 16 Dec 2005 (GMT)
  • Keep - because it makes sense. Either keep this, or allow you to see when at 0 AP. I don't care which, but one or the other. The game is being inconsistant. Remember the rule of Dr. Seuss: "consistent nonsense". Rhialto 22:49, 16 Dec 2005 (GMT)
  • Keep This suggestion would probably net the server a LOT of "breathing room" in terms of processing power and bandwidth (much more than merely sleeping saves the server) it makes standing up even less fun than dying in the first place, which is kinda' wrong, but I am willing to forgive that for faster game play/more server power to dedicate to new features. --Matthew-Stewart 06:10, 17 Dec 2005 (GMT)
  • Keep - Too lazy to copy/paste Rhialto's comment. Riktar 06:28, 17 Dec 2005 (GMT)
  • Kill - I like laying in ambush as a corpse. --Grim s 06:38, 17 Dec 2005 (GMT)
  • Kill - Ditto. --Basher 17:02, 17 Dec 2005 (GMT)
  • Kill - I would like this if you wrote it so that the screen would blank after you become revived. As a zombie you are merely waiting for the opportune moment to stand up and eat flesh, but in the revivification process your brain shuts down until the virus is purged from your system, so at that point you aren't aware of your surroundings. -- Andrew McM 19:58, 18 Dec 2005 (GMT)
  • Kill - A zombie could lay on the ground with his eyes open. Tereseth 0:39, 25 Dec 2005 (GMT)
  • keep -small change, good for load. improves flavour (for me that is, reading some of the other people seems indicate disagreement) you go down in a fight and have to wait what you wake up to... Are they still there? are they still active?...--Vista 15:37, 25 Dec 2005 (GMT)

| suggest_moved= 16:46, 3 Jan 2006 (GMT) }}


17th December 2005

Recon

{{prejection|

suggest_time=15:41, 17 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Everyone| suggest_description=This skill would fall under military, but coincide with the one I saw mentioned for Breadth of life(I believe) it was. Recon Skill. Anyway this skill would enable those with it to have the ability to see outside the building when occupying it. In a sense the person either has contacts, camera's, etc and can see friendlies outside the building and Zombies. THe same of course goes for the Zombies. They would be able to see inside a building and outside to see who's around. Maybe also it would allow you to click on a building to get to it and then a second click of the building would allow you to see a roster of who is occupying it. It seems a very valuable skill, though I having a feeling someone did touch on this before. Ok let the Sharpshooting begin.| suggest_moved=21:55, 17 Dec 2005 (GMT) }}



Ambidexterity

{{prejection|

suggest_time=05:16, 17 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Ambidexterity allows the survivor to fire two pistols simultaneously, using a single AP (you must be carrying two loaded pistols in order to use this skill). "Pistols x2" would show up on the attack menu along with your other weapons. The first pistol would have the same accuracy as a single pistol (65% with advanced pistol training), whereas the second pistol would have half as much accuracy as the first, rounded down (32% with advanced pistol training), and the total damage would be equal to that of a shotgun.

The downside to using "pistols x2" is a reduction in firing accuracy and the survivor would have to spend more AP searching for pistol clips, so many people would choose to continue using one pistol.| suggest_moved=06:27, 27 April 2006 (BST)| }}


Basements

{{prejection|

suggest_time=19:58, 17 Dec 2005 (GMT)| suggest_type= Place| suggest_scope=Mostly surviors, though if any one can think of how to include zombies, feel free to say so| suggest_description= How often in a zombie movie does a character say, "we must journey to the dark and mysterious basement, with the hopes to find this almost insignificat item/fix the generator/ get the indoor plumbing working again" and while their down there, the second they think there safe, bam!, some zombie appears and rips them to shreds. Now, I was thinking, this game is completly lacking a place for that situation, so I thought of a way to implement it. Every building (or at least police departments, fire stations, and hospitals) will have a basement. The basement can have two purposes, the first, being a potential place for generators to be kept. The second purpse would be an area where your chance of finding an item are slightly better (who doesn't store stuff in the basement?). The catch though, is that even though your odds of finding an item can be slighly better, every now and then you recieve a message like "as you search a dark form rushes you, causing X damage, then disapears back in the shadows". Or when trying to setup/put gas in a generator, you can get a similar message. This really shouldn't alter things very much, as the item odds would be small, and the risk of taking damage should balance them. The best part I think is, who wants to go into the basement to fix the generator?

  • now obviosly this prejection is very rough around the edges, and as seen I left out all figures for damage and search percentages, but the basic idea is there, so tell me what you guys think of it. |

suggest_moved=06:27, 27 April 2006 (BST)| }}


18th December 2005

Urban Dead: Apocalypse (Syringes don't work for set period)

{{prejection|

suggest_time= 3.49 AM 18.12.05 (GMT) | suggest_type= balance change, temporary | suggest_scope= Makes death for humans a temporary Big Deal | suggest_description= I'll try to keep this short and sweet. Basically the prejection is a big change in the ame dynamic. Make all syringes ineffective until one of two conditions has been met: 1.) A set percentage (say 70-90%) of players have become zombies 2.) A set amount of time (say a month, maybe less) has passed

After this the game would return to normal. This would basically change the aim of the game, temporarily, and make it more fun and exciting for both sides. In order to have something to aim for, all survivors who survived until one of the conditons were met would get a special prize. If condition 1 was met, all zombified players would get a bonus and all remaining humans would also get a bonus. I am loathe to sugest ideas for what that bonus could be, but it might range form a new skill, a special item or simply an XP bonus. I favour either a new skill or item whcih is oherwise unavailable to make survival/killing all humans worth aiming for.

Obviously it would be necessary to only include players who were registered at the start of the UD: Apocalypse subgame in the stats (for calculating whether the set percentage has been reached for zombies) and bonuses. However, I recognise this would probably be the most difficult part to implement, server-wise. Its not critical to the success or failure of the idea, but without it you would have zerging to meet the target percentage and/or characters getting rewarded for doing very little (creating a new character in the final days of UD:A to cash in on the survivor bonus.) With thse problems in mind, it would likely be easier to code exceptions for new players rather than expose the server to massive zerging, creating an overload.

I think this is a good idea because it would actually create the feeling fo a 'zombie apocalypse'. Many people have complained that the game has become boring, and this would be a good way to liven it up, if done occasionally. Dead survivors would have an incentive to turn on their bretheren: getting to the set percentage not only allows those newly dead to revive again, but also gives them whatever the special 'bonus' is for zombies.

I'd be interested in any thoughts on whether this is actually workable code-wise, but I am not so interested in hearing that A.) its overbalanced (its overbalanced intentionally, but its only a temporary thing. I have mostly survivor characters and, frankly, the game is dull because death is a mere inconvenience) or B.) It's unfair on survivors (Again, intentionally, but at least the game will be fun if it has an element of danger).

I also anticipate some people may suggest this should be a 'seperate' game form uD, on another server. Unfortunately that would not work: the idea needs a pre-existing world like that of the current UD to be successful. I'm betting your survivor died in the first few weeks of playing UD, it would be just plain silly if the server NEVER allowed revives. Imagine foi the first humans on earth became zombies when they died: there sure wouldn't be a human race around today, just zombies.

The biggest problem I can see with this idea is that it is IS pretty unfair on new sign ups who want to play as survivors or those who have started them game in the few weeks before UD:A began. Any thoughts on how that issue might be resolved would be appreciated

It would also make life quite difficult for scientists, though perhaps, they can still get XP for injecting zombies, but the injections just don't work.

Happy voting and thanks for reading.

P.S. This is my first prejection and first use of the Wiki, I have done my best to keep to the guidelines but If I have made any mistakes I humbly apologise <cowers before wall of impending flames> | suggest_moved=06:29, 27 April 2006 (BST)| }}


Generator Light Advantages

{{prejection|

suggest_time=07:27, 18 Dec 2005 (GMT)| suggest_type=Place| suggest_scope=Zombies and Survivors| suggest_description=Survivors gain +1% hit chance to all attacks when attacking in buildings with operational generators, or in blocks with buildings with operational generators. Zombie gain +1% hit chance to all attacks when attacking in buildings without operational generators, or in blocks with buildings without operational generators, or in blocks without buildings. ~~By Stare.~~ | suggest_moved=06:29, 27 April 2006 (BST)|

}}


Knockdown

{{prejection|

suggest_time=14:39, 18 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie's (Skill) and Survivors (Affected)| suggest_description=When a zombie gains this skill for maybe... 200xp, they can use an attack called tackle. Tackle will do basic damage (3) and have a basic hit percentage the same as the claw attacks. However, there is a 15% chance to knock down thier opponent, mostly being a survivor. This would knock the survivor down and allow the Zombie to get away. Since the survivor isnt dead, it would only cost a measly 5AP to stand back up. This is extremely helpful in situations when an active zombie is fighting with an active survivor and gives a bit of flavor without having to just run away. Plus, depending on the reaction of votes, I think the ability for zombies to attack survivors who are knocked down should be available.| suggest_moved=06:29, 27 April 2006 (BST)| }}


19th December 2005

SEWER

{{prejection| suggest_time= 13:53, 19 Dec 2005 (GMT)| suggest_type=A UPDATE | suggest_scope=Zombies AND survivor| suggest_description=a sewer can be a useful for both of kind of player,in the sewer zombie can eat trash and sewer animal(like rats,...),survivor can easly move to one point to another and finding some useful stuff like pipe,cable... | suggest_moved=18:04, 19 Dec 2005 (GMT) }}


Paint-ball guns

{{prejection| suggest_time=15:42, 19 Dec 2005 (GMT)| suggest_type=New Wepon| suggest_scope=Low-damage, high accuracy projectile| suggest_description=Found in sport stores, the paint ball gun is normaly a painfull, but not deadly item, now it is. After a months of open storage, the pelits have begun to rot into a hot cerosive slime. The Paint-ball gun is always found empty and a pinfull wepon, paint-ball pelits amo for the gun are a posones and sticky substance causing a 10% chance of 1 point of damage each time you load the 40 pelits of amo into a paint ball gun. This one point is only healable by sergery. The base accuracy of a paint-ball gun in 10%, 60% with basic firearms training (due to less recoil), and 80% with Paint ball training (a civilain skill). Paint-balls do 2 damage but are spred on impact so are curable by death and FAK's.| suggest_moved=17:58, 19 Dec 2005 (GMT) }}



Black Ops

{{prejection|

suggest_time=01:26, 19 Dec 2005 (GMT)| suggest_type=New Class| suggest_scope=Humans| suggest_description=Black Ops is a branch of the military with heavy ties to the Necro Tech organization.

Was this branch specifically created to aid the Necro Tech organization with its research capabilities? Was this branch created to cull the weak from Malton as part of an evil plot in a diabolical experiment conducted by the Necro Tech organization, as some hold the organization responsible for creating the zombie outbreak? Are they a branch created to kill survivors as part of a government cover up? Are they simply a specialized branch of the military out to defend Malton? Is it all of these things, or none? I would tell you, but then I'd have to kill you - as it is top secret.

Black Ops would be a separate class from the others. Their box/name tag representation color on screen would be black. Black Ops would have access to Military Skills for 75 XP (because they are combat trained after all); Science Skills for 100 XP (which differs from the standard Military's 150 XP for science skills - because Black Ops have ties to the Necro Tech organization and they would have a tendency to specialize in certain science skills); and civilian skills for 150 XP (as they are far removed from civilian life).

  • Black Ops - Riot.
This character class represents Black Ops heavy weapons unit.
  • Starting Skill =
Basic Firearms Training.
  • Starting Items =
1 fully loaded shotgun (to represent their heavy weapons capabilities)
4 shotgun shells
1 GPS unit (because their intel always tells them where they are in the city)
  • Black Ops - Reconnaissance.
This character class represents Black Ops stealth unit (that and I wanted to give people a reason to use a Kitchen Knife).
  • Starting Skill =
Hand to Hand Combat (to represent their stealth kill training)
  • Starting Items =
1 Kitchen Knife (an army knife would be more appropriate for this class, but since no such item exists - kitchen knife is to represent it)
1 Mobile Phone (because they are always in close communication with each other, and relaying information to base).
  • Black Ops - Tech.
This character class represents Black Ops ties to the Necro Tech organization, with knowledge of their inner workings.
  • Starting Skill =
Necro Tech Employment (as the group has ties to the Necro Tech company - they know all the locations of the company in the city)
  • Starting Items =
1 loaded Pistol
1 DNA Extractor.


  • EDIT - Minor reformatting of skill/item listings for visual ease in reading.--Firemanstan 02:09, 19 Dec 2005 (GMT)
  • EDIT - Added names to the different versions in case more than one are well received, and multiple character options within the Black Opts class are requested.--Firemanstan 05:18, 19 Dec 2005 (GMT)
  • EDIT - Voter response indicated a request for additional shells to the Riot inventory. I added 4 shells in addition to the fully loaded shotgun - which I believe still maintains balance, as a shotgun does deal more damage than a pistol, but there is still less potential for first day playing damage than a private's starting inventory of 18 pistol rounds. --Firemanstan 16:01, 19 Dec 2005 (GMT)
  • EDIT - Added a color box to the class for on screen representation, as I overlooked that detail when making the prejection. --Firemanstan 17:29, 19 Dec 2005 (GMT)
  • FINAL EDIT - Originally presented as a 'choose your favorite' prejection. It has been brought to my attention that that is not the correct way to present prejections. My apologies, my mistake. I removed all my references to 'choose your favorite', and made it one package. --Firemanstan 01:17, 21 Dec 2005 (GMT)|

suggest_moved=06:30, 27 April 2006 (BST)| }}


Brainrot Choice

{{prejection|

suggest_time=02:41, 19 Dec 2005 (GMT)| suggest_type=Skill change| suggest_scope=Zombies| suggest_description=A zombie with brain rot will get an option if stuck with a Revification syringe, and can then either ignore it and go on playing to stay on their feet as a zombie -- or click a "Give in to the syrum" button to fall down as a corpse then rise as a human as one would normally do when revived. This would make the skill effectively a choice to have their body "reject" the revification solution or have it "barely take effect" at which point they stand up as a human. Brain-rotted zombie is still harder to Scan. Simple.

Effectively changes Brainrot from "Never Revived" to "Revived only by choice." This skill revamp's ONLY PURPOSE is to let peole choose for themselves if they refuse the revival (like during an attack), then later want to be revived - or vice versa.

  • Alternately, a checkbox can be added to your Zombie profile with which you can choose if Revivals will work on your character or not.
  • Alternately, this could be an advanced Brain Rot skill below current Brain Rot in the skill tree.
  • Alternately, Brain Rot could become a lvl 10 Zombie skill if this were implimented. Those who already have it could be allowed to keep it, of course.

Thanks to Reverend Loki for the great alternate ideas 1 & 2!| suggest_moved=06:30, 27 April 2006 (BST)| }}


Scaled Effectiveness of Syringes

{{prejection|

suggest_time=04:27, 19 Dec 2005 (GMT)| suggest_type=Balance change| suggest_scope=Revivification Syringes| suggest_description=The ubiquity of revives substantially softens the impact of being killed. Revivification is so prevalent that syringes are commonly used as high-percentage-kill weapons -- not weapons of last resort, but as a workaday tactic. Both to help keep survivor death a non-trivial inconvenience, and to limit their application as insta-kill weapons, I propose giving syringes a percent chance of failure, even on a non-Brain Rotted target. This chance would start at 0%, so as to avoid disproportionate impact on newbies, and scale upwards in proportion to the number of deaths taken by the target, topping out at perhaps 50%. In this way no one is forced to continue playing the game as a zombie, yet it may take a greater expenditure of a valuable resource to revive them. Note: I am aware that "revives should have a chance of failure" has been suggested before. Linking the chance of failure to the number of deaths taken by the target is what, I believe, distinguishes this prejection from spam. CLARIFICATION: The chance of failure is based on the number of times the target has died, not the number of times that the user has died. So it's harder to revive somebody who's died 20 times than it is to revive somebody who's only died once.| suggest_moved=06:30, 27 April 2006 (BST)| }}


Supply Drops

{{prejection|

suggest_time=08:54, 19 Dec 2005 (GMT)| suggest_type=Game shift| suggest_scope=Survivors| suggest_description=OK, here goes.

I've never seen people go so long without food. Sure, you've got beer and wine and stuff, but I wouldn't like subsisting on wine.

In short, new item: Food Rations (3). Every day a survivor must have a Food Ration in his/her inventory, at perhaps the 160hit rollover. Upon this rollover one item of 'food ration' is consumed (but not an AP consuming it) - thus a Food Rations (3) will last 3 days. IF YOU DO NOT HAVE any rations, your maximum health goes down by 15 per day down to 5 HP after 3 days. This can be rectified by 'using' Food Rations like any other item to restore your maximum health, spending 1 AP. Drinking a beer or wine may possibly mitigate the need for rations for a day. ALTERNATE USE: A single Food Ration use could restore some number of HP but NOT an infection.

Every day a 'supply crate' will be airdropped to two or three blocks per suburb and its location advertised (you hear a loud crash 3 blocks west), much like a flare. The existance of a supply crate at that block changes the description of the street level of the block (there is a supply crate on its side in the street) and the crate itself can be interacted with, that is, broken open the same way a barricade is destroyed.

Once the crate is open survivors can 'search the crate' for a 30% chance per AP to find food rations (3). They can take as many as they want, but the crate will disappear after 24 hours.

Now. Zombies, on the other hand, will also be notified of the supply drops. What they can do, is 'corrupt' the food such that it's rendered inedible by humans. A zombie on the block of an open supply crate (they can break them open too) will have the option of spending 1 AP somehow destroying the food. Each successful attempt will reduce the net search percentage of survivors finding food by 1% until eventually a survivor only has a 5% chance of finding food rations.

What this does, simply put, is tether survivors to a lifeline and give zombies an opportunity to cut off that lifeline and depopulate a suburb without being forced to clear every barricade and every block.

Other possibilities include having food shops in malls, food in some warehouses, a small chance to find food anywhere.

EDIT: To give time to adapt all survivors would have 2 Food Rations (3) placed into their inventory if this is implemented.

EDIT POST UPDATE: Ahahahah, of all the bloody luck having this sort of be implemented. Though I focused more on the food aspect rather than the supply drop aspect.| suggest_moved=06:30, 27 April 2006 (BST)| }}


Maintain Graffiti History

{{prejection|

suggest_time=19:28, 19 Dec 2005 (GMT)| suggest_type=Location Alteration| suggest_scope=Locations| suggest_description=How come we can only tag an area once and then a tag erases the prior tag? The concept behind this is that there is currently no graffiti history. Each location very likely has multiple walls and floors. When I look at a wall with graffiti in the real world, it is covered with tons of crap. Now, yes there must be some sort of limit to the amount of graffiti that can cover an area and eventually things might become overrun with text, but certainly someone looking at a tagged wall would be able to see different tags placed throughout it's history. Taggers would be able to overwrite different tags at will.

The prejection is as follows:

  • To simulate multiple graffitis, allow for a drop-down that lists all of the graffiti that has been tagged onto the wall, starting with the newest. This way, anyone can come by and drop-down to see the graffiti posted on the walls.
  • Different locations allow for different amounts of graffiti. The larger the area, the more graffiti can be left.
  • When a new tag is left, it overwrites the oldest tag left.

Alternate implementation: Slots

  • Each location of a set number of slots for graffiti, simulating open space (for example, a Bank might have 5 slots, a Mall might have 15).
  • When tagging, a tagger selects one of the slots from the dropdown, types in his graffiti and submits. In this way, some clans can claim certain slots, and some important messages could just sit in unused slots (until written over by punks).
  • The newest written tag shows up first in the list.

Additional Comments Code-wise, this requires a queue to be added for each location and for the queue to be posted out to the player for each database hit. Obviously other server-hit fixers within the Reviewed prejections page should be implemented first. Please do not vote against this if the database hits are your argument - this flaw is realized, understood, and stated.

This implementation can be coded to stop spammers. When a new tag is submitted, the server can do one or both of two things: (1) disallow identical tags from the same player. (2) log a tagger history and disallow tagging from a player who has just tagged this location within either their last X amount of AP or a set amount of time (30 minutes). | suggest_moved=06:30, 27 April 2006 (BST)| }}


AP Overcharge

{{prejection|

suggest_time=20:20, 19 Dec 2005 (GMT)| suggest_type=Balance Change | suggest_scope=Zombies| suggest_description=While on the ground, dead zombies continue generating ap beyond their "normal" capacity up to and not exceeding an amount equaling that required to stand up.


As it stands, zombies have a significant disadvantage in the department of ap, and while there are skills such as Lurching Gait and Ankle Grab which help this, there is as yet an undressed issue. The typical zombie starts every day with between a 1 (with Ankle Grab) and 15 (without Ankle Grab, and after getting Headshot) ap penalty which can make playing as one, especially in the early stages, somewhat frustrating.

The purpose of this prejection is to reduce the effect of that penalty. For example; a zombie with Ankle grab, who had not been killed with Headshot would, while on the ground have a temporarily increased maximum ap to 51, while one without Ankle Grab, who was killed with a Headshot would have it increased to 65. Because the amount of extra ap does not exceed the amount required to stand up, and only comes into effect while a zombie is on the ground, no zombie would be able to have more than 50 ap at a time to play with.

Ex: BobTheZombie, who does not have ankle grab ran out of ap 25 hours ago, since which time he has been killed with a Headshot. He would have the option to spend 15 ap getting up, leaving him 35 ap to play with (or less if he decided to get up earlier). Or, alternatley, he could wait a few more hours until he was up to 65 ap and have a full 50 ap day (or anything in between). So long as he remains standing, his maximum ap capacity remains at 50.

This relegates Ankle Grab and Headshot to being almost entirely combative skills, but does not remove their other values entirely. Ankle grab now means one does not have to wait as long before getting up with full ap (as well as removes most of the ap penalty for getting up before then), while Headshot makes the target zombie wait longer before they can do this.

Note: I do not like the current title it’s just the best I could think up, if anyone can suggest a better one I’m listening.

Edit: It has been said that death should maintain it's negitive consequences on ap. This could be addressed by rather than having the "extra" ap generated equal to 1/2 of the ap required to get up. If this is acceptable, say so and I will integrate it when I have more time.| suggest_moved=06:30, 27 April 2006 (BST)| }}


20th December 2005

Blood Lust

{{prejection|

suggest_time=00:23, 20 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=This skill would be under Digestion. A zombie with this skill becomes so crazed for flesh that the scent of blood drives it into a frenzy.

With this skill, successful attacks on a survivor cost 0 AP. It's already tougher to HIT someone as a zombie than it is as a human. This has a very low chance of abuse.

Misses and any other movement still have the same AP cost, this would just mean that a successful attack on a Human makes your zombie frenzied and less prone to fatigue.| suggest_moved=06:31, 27 April 2006 (BST)| }}


Triage

{{prejection|

suggest_time=02:31, 20 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Doctors| suggest_description=Isn't it annoying when you're at 49 health and there's no way to heal yourself save to use an entire first aid kit? This subskill of First Aid would be an answer to that. If a suvivor with Triage uses a first-aid kit to heal an injured suvivor that is no more than 1hp below their max health the first-aid kit is not expended. The logical "real-world" explanation behind this would be that the doctor didn't take anything considerable from the kit to heal the suvivor, probably just a tiny drop of anti-bacterial cream. It would still cost 1 AP and would not work if the suvivor did not have a first-aid kit in their inventory. If the extent of injury is greater than 1hp a first-aid kit is used up, even if they're only down 2hp. I don't think this would be overpowering since any lone attack a zombie could inflict would be greater than 1hp and not curable by this skill. This would just be a worthwhile utility skill worth picking up at higher levels.| suggest_moved=06:31, 27 April 2006 (BST)| }}

Headshot Mach 2.0

{{prejection|

suggest_time=00:23, 20 Dec 2005 (GMT)| suggest_type=Skill Change| suggest_scope=All| suggest_description=With all the furor over the headshots - which I personally support ambigious and doesn't read properly, serves me right for writing this so late - I don't like the headshots, I support the furor - perhaps it's time to change the mechanics a little.

What I see as justification for the headshot are the large amounts of human players who complain about zombie raids. Which is fine - while sitting around in a house chatting and clicking the "search" button isn't my cup of tea, I'm sure there's enough MUSHers out there to justify some sort of democratic action on their behalf.

So how about, instead of nerfing zombies, change headshot as follows:

After being shot in the head, the poor zombie is dazed, confused, and what one might call "operating on punch-drunk principles". He loses touch with his body almost immediately (ie, the zombie player sees the "you are dead" message instantly - nothing changes). However, while in this trance-like state, unbeknownst to his Puppetmaster (ie, the player) the zombie still wanders lifelessly aboutt he city streets, as the call of the undead still resonates somewhere in the remaining decaying carbon byproducts.

When the player stands up - at the typical AP cost before the latest change - he finds himself in a new part of Malton, no further than X blocks from where he was killed, where X is a number between 25-50 (this should be discussed). X serves as a constraint to make it fair to the zombies and to victims of PK - so, theoretically, a headshot zombie could show up in the vicinity again, but he would have a severe AP deficit - and in the case of a PK using the headshot at a revival clinic, this distance limit will limit the moan and gripe effect).

Now 10 zombies attacking a chat refugee den will sooner or later thin out, and, similar to a combat situation, will have to regroup before going for round two on whatever location they were mass-attacking. The survivors at said location can make use of this extra time to

So as a recap - headshot:

-will no longer nerf the zombie's AP
-will no longer nerf the zombie's XP
-will teleport the victim to a random place within a certain radius.
-will actually work to thin out a horde
-won't cause anybody's numbers to decrease in any way, beyond the "transparent" AP cost of going back to the original building, should the zombie player so choose.

Just a prejection, as one might surmise from this being on the "prejection" page.| suggest_moved=06:31, 27 April 2006 (BST)| }}

You got Dumped!!

{{prejection|

suggest_time=03:45, 20 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Corpse's| suggest_description=When your body is dumped and you are offline you get the message "Your body was removed from the building by X" or if people think it should be anonymous It could be "Your body was removed from the building"| suggest_moved=06:31, 27 April 2006 (BST)| }}


Chalk

{{prejection|

suggest_time=06:33, 20 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors, Zombies indirectly| suggest_description=Chalk is found in schools. With it you can draw on the ground, but within the confines of a large pre-set list of images within a drop-down. Chalk would have the same or lesser amount of uses as a spray can and use the same AP.

Someone has drawn a chalk outline of a corpse on the sidewalk.| suggest_moved=06:31, 27 April 2006 (BST)| }}


Cholera

{{prejection|

suggest_time=07:29, 20 Dec 2005 (GMT)| suggest_type=Action Change| suggest_scope=Humans| suggest_description=As of right now there are 17,000+ active corpses in the game. In reality this would cause a disease epidemic among the living. As survivors do not eat or drink in the course of the game, I think we could add this reality by adding a 20% chance of becoming infected when survivors dump bodies. The infection would work along the same lines as the zombie bite infection. Think of survivors, wounded or otherwise, with cuts, scrapes, lacerations, etc. handling dead bodies with infected fluids seeping out of everywhere.

The game has become a little too easy for the humans, I think this could help to address the imbalances in the game, and make things a little bit more tense for humans

Note If you agree with this prejection, but not the percentage I suggested, then plese vote keep and add your preferred percentage in the comment. I can easily change this later| suggest_moved=06:31, 27 April 2006 (BST)| }}


Revert Headshot

{{prejection|

suggest_time=09:01, 20 Dec 2005 (GMT)| suggest_type=balance change| suggest_scope=Headshot skill| suggest_description=Headshot has been changed. This has apparently upset a great many people. Now, I agree that the overall balance is still against zombies, but it is my opinion that this has helped the zombie cause overall. Along with the on strike crowd, I agree that additional changes are needed to make zombies fun.

Purely as a stop-gap measure, I'd like to guage the amount of support for a simple revert of the headshot skill. Whether or not you want this specific skill reverted, please assume that additional changes in other areas will be made to make zombies more playable when considering your vote.

Edit: Personally, I am abstaining from voting, but I would vote kill if I did. I put this prejection in response to the significant number of players who have gone on strike, apparently in response to this change to headshot. | suggest_moved=06:31, 27 April 2006 (BST)| }}


Robber

{{prejection|

suggest_time=15:04, 20 Dec 2005 (GMT)| suggest_type=Class| suggest_scope=Survivors| suggest_description=The robber was a thief before the zombie ourbreak. He (I'll go with "he" for simplicity) is a master of the streets. To represent this, he only needs 75 XP for Civilian skills. He needs 150 XP for all Scientist skills, which both balances the bonus and represents his probable lack of formal education. He starts with a crowbar and Free Running. (That can be tweaked if a better set is suggested).| suggest_moved=06:31, 27 April 2006 (BST)| }}


Brain Rot Modification

{{prejection|

suggest_time=20:12, 20 Dec 2005 (GMT)| suggest_type=balance change, improvement| suggest_scope=Zombie skill: Brain Rot| suggest_description=Zombies are underrepresented in this game, and this prejection is made in an attempt to make playing a zombie "More Fun" and attract more players. I suggest that we give the Brain Rot skill the ability to have a percentage chance to not be effected by the "Head Shot" skill. Even with the recent changes to Head Shot, it is still a pain to many zombies, especially since so many survivors have this skill now, and since Head Shot is always on and does not have any percentage chance to miss. If you feel this may make the skill Brain Rot overpowered, or just think that too many abilities are tied to one skill, then I would propose removing the ability to make DNA scanning more difficult from the Brain Rot skill. That ability does not really help the zombie, and only serves to make things more difficult for scientist survivors - in such a way, almost borders on "griefing". In play, when this skill successfully avoids a Head Shot AP penalty, the survivor would see the familiar "Your head Shot dents a hollow skull" message or something similar, while the zombie would see the message "You were killed by a Head Shot, but luckilly it didn't hit anything important".| suggest_moved=06:31, 27 April 2006 (BST)| }}


Discord at the Barricades

{{prejection|

suggest_time=21:31, 20 Dec 2005 (GMT)| suggest_type=Balance change, improvement| suggest_scope=Barricading success rate| suggest_description=Add a "discord" failure rate to barricading, one that becomes more onerous the larger the survivor stack. Currently, with no discord penalty to barricading, there is every incentive for survivors to pile together inside for mutual defense. The Caiger siege is only the most extreme example, with stacks approaching 300. Combined with the large construct/destruct imbalance for barricades, large survivor gatherings can make themselves virtually immune to even the largest-scale zombie incursions. As has been mentioned widely, a discord penalty is closely in line with the fictional downfall of the large survivor bastions in the zombie-apocalypse movies. Keeping the over-potent survivors from becoming complacent in large bastions (and thus spreading themselves more evenly throughout the city) is a good thing.

How exactly the penalty should be applied (and its mathematical formula), are delicate matters. Perhaps the simplest and most natural implementation would be a direct failure-to-attempt-barricading probability. This would be compounded with whatever usual failure rate is associated with the current barricade level -- so even low-barricade levels (say, above loosely) would have a positive failure rate when trying to barricade in a crowd. Instead of the "but you can't find a place for it" message, one would get a "but another survivor gets in your way" message.

Such a discord failure rate should also not scale linearly, as we all know that discord goes up much faster than linearly as a crowd grows. One clever way of implementing this is via a fixed "discord probability" with every other neighbor -- say 1%. So the reduced-success multiplier "D", caused by discord pre-empting a barricade attempt within a stack of N people, is simply 99% raised to the N-1 power:

D = 0.99^(N-1)

This formula has the attractiveness of negligible impact for small stacks -- under 10 survivors or so. With too many people around, though, larger stacks actually become *less* effective at maintaining barricades as the stack grows. With a 1% "discord" probability per neighbor, this turnaround occurs at roughly 100 survivors -- when the stack can only maintain barricades as well as 37 independently-acting survivors.

The formula also has the attractiveness of a gradual but inexorable tail-off in barricading effectiveness at larger populations. By 200 survivors (I've seen almost 300 in the Caiger siege), the mob can barricade only as effectively as a 27-survivor stack does now. With the probability of successfully reinforcing reduced to 13.5% by this point, the zeds outside will gain the advantage in the barricade struggle. And thus stagnant indoor crowds would be self-limiting. There would be a natural and RP-rich tension between wanting to park oneself in a barricaded bastion, and not wanting others to do the same. A literal Tragedy of the Commons, for those into game theory.

Note that this change solely affects the barricade success rate. All other actions in a crowd (talking, healing, shooting, etc.) would be unhindered. And this change can be easily phased in gradually, for example by raising the neighbor-discord rate by 0.25% each week until it reaches 1%. This would avoid a jarring increase in the barricading failure rate for currently-existing survivor mobs.| suggest_moved=06:31, 27 April 2006 (BST)| }}


Viral Breeding Grounds

{{prejection|

suggest_time=12:00, 20 Dec 2005 (PST)| suggest_type=improvement| suggest_scope=Survivors| suggest_description= One of the major problems zombies face is that it's virtually impossible to assault large human clusters. Caiger Mall is a perfect example of this, but I can tell you with certainity that it's not too hard for even smaller settlements to remain basically impervious to zombie infestation. That got me thinking. People in the winter get sick more often not because of the temperature, but because we spend more time cooped up indoors with other folks, which increases our chance of spreading viruses. The citizens of Malton should face similar risks. What I'm proposing is a very small random chance of survivors getting sick and turning into zombies, with that chance increasing (perhaps even exponentially) as you share space with other survivors. Survivors should feel very nervous about spending the night with more than 15 other players or so. It would certainly clear out areas like Caiger. | suggest_moved=06:31, 27 April 2006 (BST)| |}}

Starvation

{{prejection|

suggest_time=23:34, 20 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Survivors| suggest_description=A lot of people are now wondering how to make the game more balanced for zombies. My plan is that people need to eat food to survive. Here is how I think it should work:

1) In the area that say "You are ___. You have __ HP and __ AP" it will also say how hungry you are. Hunger will be based on scale such as this one: - Hungry - Quite Hungry - Very Hungry - Starving

2) Humans are required to eat food. If a human goes for 3 days without eating he or she will move up on the scale of hunger (this does not happen if the account is innactive).

3) If a human goes beyong "Starving" on the scale they die and become a zombie.

4) Food must be found. Food will be relatively easy to find so you won't starve just because you're unlucky while searching. Food is easiest to find in bars and hotels. When food is found it is added to your inventory as a button that says "food". If it is clicked on you eat it and move down a notch on the hunger scale.

5) The new crates won't just carry weapons as they currently do because that makes the game unbalanced. Instead, they will mostly carry food (seeing as that's what the millitary would probably be dropping into a situation like this) as well as some weapons.

Even though I'm not sure if this exact idea will be incorporated into the game because I feel that it helps balance out the game because, first of all, it will cause some people to die and become zombies, increasing the amounts of zombies, and will cause some people who don't want to have to put up with the burden of searchin for food to stay a zombie when they die rather then just going to get revived.


Edit: If the zombie strike thing is a success the game isn't going to be fun for anyone, not even survivor players like myself. Because there are so many human players it's obvious that the prejection page is going to have a strong survivor biase. What we need now is not new, all powerful survivor classes or a new form of headshot, but instead a few prejections to make the game a little more balanced. Even if you don't accept this prejection, just keep in mind that you should try to think and vote like a zombie player might.| suggest_moved=06:31, 27 April 2006 (BST)| }}


21st December 2005

Multiple Use of Actions

{{prejection|

suggest_time=Wednesday, December 21, 2005 at 00:51:01| suggest_type=Improvement| suggest_scope=Universal| suggest_description=Often I find myself wanting to use a single attack X number of times. I have to click the button (usually Attack) and wait a minute or so before getting a response. I think it would be useful to have an option that allows a player to perform an action X times, providing the conditions exist for the player to be eligible to do so that many times. If attacking, it would use attacks of the type specified against the same target, and stop when X attacks have been performed, the target is gone/dead, ammo has been depleted or no APs remain.| suggest_moved=06:32, 27 April 2006 (BST)| }}


Zombie Mob

{{prejection|

suggest_time=01:55, 21 Dec 2005 (GMT)| suggest_type=putting more mob in zombies| suggest_scope=zombies| suggest_description=Ok! I?ll give it a try to make zombieplay more interesting. I think zombies should have this character of an always dangerous mass and horde always hungering for brains.But in the moment humans have more horde qualities. They can talk, they, can, heal each other etc, and so work well in groups. Zombies are just many loners together. And standing in groups like xp-cattle isn?t very dangerous. Here comes the idea: Zombies can get a skill (I call it hunger) that can be activated and deactivated for APs. as long it's activated the zombie can't do anything else (like moving or fighting) but therefore he gives any other zombie in his block a bonus to hit (like 2% or 5%). This skill has two main features first: it gives zombies a skill to choose that helps the zombie-comunity in general. And second: large zombie mobs could defend themself more easily against farmers. Because one active zombie in a mob of many inactive zombies with skill has a very high hit rate. You shouldn?t be able to walk fearless in a 50+ Zombie-Mob farm some zombies and go home to the mall. The Hunger skill could so simulate that zombies don't sleep and always hunger for fresh brains. Ok, thats the idea, sorry for bad english| suggest_moved=06:32, 27 April 2006 (BST)| }}


A prejection that you should read first and not judge by it’s name

{{prejection|

suggest_time=02:53, 21 Dec 2005 (GMT)| suggest_type=Class change (Zombies)| suggest_scope=Zombies| suggest_description=I’ve just recently converted one of my Survivors into a zombie and I have found that even starting with 400 XP and spending that on skills they are still unable to kill a human in one round of 50AP which I think is terriable as Survivors (with 4 skills) are able to kill more then 2 Zombies in 50AP. What I’m purposing is that Zombies get 10% more on all of their base attacks as well as 5% higher on attacking barricades. The reason that this should be implemented is that if a zombie is close enough to attack someone/something then they are not very likely to miss. This also helps new zombies as they are the ones who are most likely to become frustrated and quit because they cannot kill anything. Heck even I'm becoming willing to join the strike.| suggest_moved=06:32, 27 April 2006 (BST)| }}


The Many (or there's safety in numbers)

{{prejection|

suggest_time=04:37, 21 Dec 2005 (GMT)| suggest_type=Mood enhancer, game balance| suggest_scope=Everyone| suggest_description=How could a lone survivor pass through a horde of zombies, without so much as a scratch? When large numbers of zombies gather in a single location, it should become increasingly difficult, perhaps even hazardous, to pass through their midst. You are trying to get through and one grabs your coat, you turn down an alley to find a dozen shambling your way. You panic and take the only clear exit you can find!

Survivors in the same location as a large number of zombies have a chance, equal to the number of zombies-5 (max 65%) that they do not move to the square they intended, and quite possibly aren't able to escape at all. 10% NW, 10% N, etc, 10% stuck, 10% enter building (or stuck if you can't).| suggest_moved=06:32, 27 April 2006 (BST)| }}


Paralytic Bite

{{prejection|

suggest_time=05:56, 21 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies with infectious bite| suggest_description=The infectious bite of a zombie has mutated in such a way that in addition to causing normal infections, any players who die as the result of a paralyzing bite cannot be revived during their next 100 or so AP, due to the neurological paralysis from the zombie's venom (or whatever it is that zombies have, diseases, let's say). This is basically a temporary brain-rot-inducer and would fall after infectious bite in the skill-tree. Just looking to swell the ranks of zombies, and this seemed like a cool idea. It doesn't cause *too* much hassle--it can't permanently zombify players, but it can make them stay zombies for a while. An AP cost as opposed to time cost prevents players from just waiting it out. Don't know if an AP counter that ticks down (like infectious bite wounds tick hp down) would be too much DB processing or not... | suggest_moved=06:32, 27 April 2006 (BST)| }}


Sewer Surfin' Zombies

 {{prejection|

suggest_time=06:56, 21 Dec 2005 (GMT)| suggest_type=Zombie ability| suggest_scope=All zombies. Not a skill.| suggest_description=Zombies can enter sewers to sneak into any building. This is an action that takes 10 AP to perform and requires three game-time ticks (so at least an hour, up to an hour and a half) to accomplish. While a zombie is sewer surfin', it is vulnerable to attack from survivors within the building, who will receive the message "There is a zombie in the sewers here!". Said zombie can be killed and thrown out the door like usual, and can't do anything until it's out of the sewers.

This change is designed for the benefit of FERAL zombies. If three people in a building are asleep, they should be expected to be chewed on by the time they wake up. This will GREATLY increase the amount of fear in this game and provide a new zombie ability- which is what everyone is clamoring for these days.| suggest_moved=06:32, 27 April 2006 (BST)| }}


Barricade v2.0

{{prejection|

suggest_time=07:34, 21 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Survivors & Zombies (benefits the latter more). Gameplay alteration.| suggest_description=Barricades are a pain for zombie players because they're a pain to take down, especially if alone. We all know this by now. What if, however, something were done to limit that? Only X materials within a building at once to barricade with, and as the zombies tear them down, they're pulled out into the street, making them unusable until someone drags them back inside (probably when there are no zombies on the street.) This might be noted for anyone passing by as "Piles of furniture/metal/wood/etc. are scattered about the street."

Yes, there's already a limiting factor as the barricades grow, but this is just another attempt at some slight chance for a re-balance. More will probably be needed to make this perfect, but think of it not as some instant fix, but a step in the right direction, when voting.| suggest_moved=06:32, 27 April 2006 (BST)| }}


Another "Zombie Mob" prejection, Albeit a Better One

{{prejection|

suggest_time=11:28, 21 Dec 2005 (GMT)| suggest_type=Balance change, Game mechanics| suggest_scope=Zombie| suggest_description=Okay, we've all seen the movies. A lone zombie is NOT scary. It's the horde shambling in the streets, hundreds of rending teeth seen through the mall's glass doors, 20 grasping arms coming through the boards nailed over the window--these scenes strike terror into the hearts of survivors.

My idea is simple: When Y number of zombies assemble together, their individual hit percentages all increase by (Y x 2%), up to a maximum of 20%. For example, a crowd of 10 or more lvl 1 Zombies can increase their individual bite percentages up to 50% (30% default + 20% "horde bonus"). (I know the math is slightly skewed, algebra was never my strong suit, but you get the point.) If you need a logical reason for this: 20 arms are more likely to hit a target than 2. That's all. This change will encourage zombies to work together to overwhelm their cowering victims. This is only a loose prejection and I'd gladly accept a tweaked version if concensus decrees it. (Suggest tweaks when you vote?)

I got this idea when I went over to help in the dismembering of a civilian, only to be yelled at, probably out of fear that he would lose the XP kill bonus. More rewards for zombies working together PLEASE Kevan thanks. :)| suggest_moved=06:32, 27 April 2006 (BST)| }}


More Costly Revivals

{{prejection|

suggest_time=14:32, 21 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Zombies Who Hang Around At Revive Points Rather Than RPing Zombies| suggest_description=One of the complaints I've heard a lot recently is that it's too easy to return to humanity, and too many people aren't RPing their zombies at all. Perhaps it's time to make dying serious, instead of something that requires wandering up to a revive point and standing around going 'Mrh?'. My idea is in two parts. Part the first: Being revived from a zombie state costs XP (based on the level of the character and/or the # of times revived) Part the second: If you don't have enough XP, the revivification fails entirely.

The idea here is obvious: it should be costly to come back from the dead, a cost that should be high enough to encourage playing as one of the dead, at least long enough to get the XP necessary to revive. | suggest_moved=06:32, 27 April 2006 (BST)| }}


Communal Feeding

{{prejection|

suggest_time=14:41, 21 Dec 2005 (GMT)| suggest_type=XP Bonus Change| suggest_scope=Zombies| suggest_description=Please ignore the name, I couldn't come up with anything better. Obviously, it's difficult for a low-level zombie to kill a human on their own, unless they find a wounded one. In most cases, they will run out of AP before being able to finish the job.

The prejection is to grant an XP bonus for when a survivor dies to all zombies that assisted in the kill. 5XP would go to each zombie that inflicted damage, and 10XP (as current) to the zombie which finished the survivor off. This would obviously be kept track of in the database, but remember the voting guidelines about server strain. If the survivor is healed to full health, then the zombies do not get the bonus (the tags in the database are erased).

This skill would allow lower level zombies to gain amounts of XP even if they are unable to completely finish off a survivor themselves. Yes, there is potential in a siege for one zombie to break in and attack lots of people (hoping to get the XP bonus for lots of survivors), but remember those people still have to be killed, and many might get healed.| suggest_moved=06:32, 27 April 2006 (BST)| }}


Zombie Alts prejection

{{prejection|

suggest_time=19:31, 21 Dec 2005 (GMT)| suggest_type=Game Balance| suggest_scope=All Players| suggest_description=Allow zombie players to use attacks (successful or not) against humans to decrease their IP hits when playing human characters. Okay, wait, wait, don't instakill yet! Most survivors obviously aren't playing on the zombie side, so seem to have very little respect for zombies. I'm hoping that this would increase the number of zombies out there, even if they're just active alts. Can't make it IP free to encourage it, but... This requires a separation for IP hits of humans and zombies, though of course it would be combined when deciding whether or not you can keep playing. This might make some die-hard survivor types play zombies to increase their IP hits, thinking it's easy. In a way, they're earning the right to play thier human character by playing zombies elsewhere! It increases the number of IP hits if and only if you are playing on both sides of the fence. If you're only playing zombies, you don't get extra IP hits, if you're only playing humans, you don't get extra. It should, of course, have no effect on paid characters. (Okay, now you can instakill if you want. I think it's better than the 100XP before you can be revived prejections for increasing the number of zombies, but I guess that's not saying all that much.) | suggest_moved=06:32, 27 April 2006 (BST)| }}


Learn to be human

{{prejection|

suggest_time=22:56, 21 Dec 2005 (GMT)| suggest_type=skill| suggest_scope=Zombies| suggest_description=Currently, zombies cannot use weapons other than melee. Once bought, This skill, called "Learn to be human" for right now is inspired by that black guy from Day of the Dead. This skill would be under memories of life. It would allow zombies to access thier weapons and other items, excluding Medkits cuz they are already dead. However, the pistols and shotguns will experience a 15% reduction in thier chances of hitting. This will not encourage people to be zombies again, but will not disdain the newer people from quitting once dying. Also, once buying this skill, (i dont know if zombies can search the area or not, just leave me be) Zombies can search an area with a diminished percentage.| suggest_moved=06:32, 27 April 2006 (BST)| }}


22nd December 2005

Coherence Fix

{{prejection|

suggest_time=02:50, 22 Dec 2005 (GMT)| suggest_type=Fix| suggest_scope=the urban dead game| suggest_description=First id like to say in my opinon the game(the pure mechanic) is more or less balanced. To be a zombie is less attractive due lack of things to do, but apart from that (major) issue the game is balanced. If zombies and surviors would be 1:1 in numbers the game would be balanced. But thats a problem. I noticed a incoherence in the "do and do not" section wich is possibly a source for problems with many zombie-power suggestion, as well as for the whole game. The incoherence pops out between the setting and the rules of ud. If you say "The general feel is that of desperate survivors fighting a guerilla war." and want a dawn of the dead feel, you have to screw balance. If you want this setting zombies must be stronger than humans, either in qauntity, quality or both. Or you have to change the setting to human - zombie deathmatch, or fight for power in malton. You can not have a david vs. goliath theme and then make david as big as goliath to bring in the balance. If its the fight to survive and not the fight to win you can?t have balance. Don?t get me wrong i don?t want to say all zombies must be uber. Im just saying we must kiss goodbye to one thing or another, either the balance or the setting. Its just impossible to have both. This suggestion is does not try say how it should be fixed, just vote keep if you see this incoherence as problem, and say what you want to keep setting or balance, or vote kill if you want the impossible for breakfast. If this suggestion will be kept, then other suggestion have to bring ways how to fix the problem. Sorry again for my bad english and bringing up this complicated suggestion | suggest_moved=04:29, 22 Dec 2005 (GMT) }}


Urban Dead 3D

{{prejection| suggest_time=17:04, 22 Dec 2005 (GMT)| suggest_type=New Game| suggest_scope=Everyone| suggest_description=In the near future, I think we could pull off a 3d version of UD quite well. Most of us here probably know SOMETHING about 3d programming and might be able to collab and create an alternate version of UD, with Kevan's permission of course. This would be a third person follow behind view with elements similar to the gameplay of Matrix Online. People would login, wake up, and begin running around and shooting/clawing things. for example:

You wake up in the Dungey Alley Police Department in Pashenton. The square is as big as a corner with the station and the surrounding streets. It costs 1 ap to go in or out of the building and 1 ap when running to the next square. you can freely run around wherever you wish and search areas just like the current UD. This just gives a better visual.

One last thing, when logging out or out of AP, humans/zombies will lie down and curl up into the fetal position, open for attacks.| suggest_moved=18:47, 22 Dec 2005 (GMT) }}



A Solution to the XP | AP | Death | Standup Problem

{{prejection|

suggest_time=00:03, 22 Dec 2005 (GMT)| suggest_type=Game Mechanic| suggest_scope=Survivors and Zombies|

suggest_description=

For the purposes of this prejection, Zombie and Survivor are referred to as Status. A character's Status is either Zombie or Survivor depending on what the character currently is.

I humbly request that if you cannot comprehend this entire prejection, that you refrain from voting. For those who are simply skimming this prejection, read the WHAT THIS MEANS sections.


The Problem
There is no true challenge to this game. Read on. Unless a penalty is assessed to each character when they are killed, there will never be a true challenge to survive in this game. Survivors gain XP, die, become Zombies, gain XP, resurrect, become Survivors, etc. All Characters are neverending XP buckets. There is currently absolutely NO PENALTY for getting killed, becoming a zombie, or getting revived - other than for role-playing purposes, no one has any reason to be challenged or scared by character death. Eventually, except for those who have taken Brain Rot, everyone will become homogenous. And quickly. The longer one can stave off homogenaity, the longer this game can last and the more interesting and challenging it will seem.


The History
The problem as it stands is that we are continually gaining experience and swapping Status. A (failed) attempt to fix this problem was implemented by Kevan - he created Headshot to remove experience. This caused a backlash with Zombies, who found it somewhat impossible to increase in experience. The additional attempt to fix Headshot, by removing additional AP per death, is somewhat unbalancing as well.


The Solution
This is a proposal to change the manner in which Experience is handled, in an attempt to balance the system. This prejection primarily requires curbing advancement, but the following combination of alterations to fundamental game mechanics should make this game more challenging and more... fair to every player. Please consider the following alterations.


Item 1: Change "Stand Up" to "Pay Death Penalty"
CURRENT STATE - When any character, Survivor or Zombie, dies or is revived, they are penalized by a 1, 6, 10, or 15 AP cost to stand up depending on whether they have Ankle Grab or were killed by a Head Shot. This gives them anywhere from 35-49 AP to spend for the rest of the day. When the player clicks "Stand Up", the AP cost is subtracted from their character and they are standing up and vulnerable.
PROPOSED CHANGE - Instead of seeing a "Stand Up" button, the player is presented with a "Pay Penalty" button. This button subtracts the AP cost (1, 6, 10, 15) from the player's AP total. The key here is that the character is not standing up after the button is pressed. The character is still a body and therefore is NOT vulnerable. His next move, whatever it is, is treated as a normal move; he will no longer appear as a body and may move around. This gives the player the option to stay as a body for the time it takes to re-acquire the lost APs he just spent paying the penalty for dying without the threat of getting killed again and penalized again.
WHAT THIS MEANS - Someone can get killed. Then he can sign in and pay the penalty and not worry about getting to a safehouse. Then he can sign in later and play with his full 50 APs. All death becomes then is simply a delay from gameplay. Read on to see the actual penalty of death.


Item 2: Separate Survivor Experience from Zombie Experience
CURRENT STATE - A Survivor can kill a bunch of Zombies, jump out a window, stand up, and spend his experience on his Zombie character. In most games of this sort, XP is meant to represent knowledge and growth gained from use of abilities, and should only be spendable on the abilities that were exercised. Logically, any life experience a Survivor character has should not be passed on to a Zombie and any "death" experience a Zombie character has should not pass on to his life as a Survivor. There is no reason a Survivor should be able to kill 30 Zombies, gain the experience, jump out of a window, and then spend his XP gained as a Survivor become an instant mega-Zombie.
PROPOSED CHANGE - Along with Separate Zombie and Survivor Levels, enforce and maintain separate Survivor and Zombie Experience Pools. XP gained as a Survivor goes into the Survivor XP Pool and XP gained as a Zombie goes into the Zombie XP Pool.
WHAT THIS MEANS - Experience/Penalties as a Zombie can only be spent/assesed on your Zombie character, and Experience/Penalties as a Survivor can only be spent/assessed on your Survivor character. This currently does not mean much unless the additional Items explained below are enacted, but a brand new, Level 1 Survivor who gains 50 XP and then jumps out of a window becomes a Level 1 Zombie with 0 XP and no access to the XP gained as a Survivor. And vice-versa.
IMPLEMENTATION ISSUE - If this was to be enacted, a decision would need to be made on current character experience. There are only three options, and I prefer option 1:

  1. Keep XP as total for current Status, leaving opposite Status with 0 XP - this will keep those with Brain Rot happy.
  2. Split XP evenly between Survivor and Zombie pools, putting any leftover into current Status - not good for Brain Rotters.
  3. Reset everyone's XP to 0 - this would not make anyone happy.


Item 3: Any Death/Revive Causes a % of XP to be Lost
CURRENT STATE - When a character dies or is revived, he is penalized by an AP loss to stand up. This is a completely recoverable penalty with absolutely no effort required on the part of the player. If anything, this requires a bit of luck at not being found again. Death does not mean anything to a Survivor/Zombie. It needs to be at least somewhat painful so that the Survivor/Zombie takes care not to leave himself exposed to death/revives.
PROPOSED CHANGE - Whenever a Survivor or Zombie is killed or revived, in addition to the standard AP penalty, he loses a percentage of the experience points from his current Status XP pool. The actual percentage amount lost depends on (1) whether the character was a Survivor or a Zombie and (2) the circumstances surrounding his death. The percentages lost are as follows, and are not set in stone:

  • Survivor is killed by a Zombie - A Survivor killed by a Zombie loses 50% of the XP in his pool, rounded up. A Survivor with 150 XP is killed and his Survivor XP Pool is reduced to 75 XP.
  • Zombie is killed by a Survivor - A Zombie killed by a Survivor loses 25% of the XP in his pool, rounded up. Zombies die more often than Survivors, therefore lose a smaller percentage. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 60 XP.
  • Survivor Commits Suicide - A Survivor that commits suicide by jumping off a building loses 10% of the XP in his Survivor Pool, rounded up. This character obviously wants to become a Zombie, hence the penalty does not affect the Zombie XP Pool.
  • Zombie is Revived - A Zombie that is revived loses 10% of the XP in his Zombie Pool, rounded up.
  • Survivor is killed by a Survivor - A Survivor killed by a Survivor loses 10% of the XP in his Survivor XP Pool, rounded up.
  • Zombie is killed by a Zombie - A Zombie killed by a Zombie loses 10% of the XP in his Zombie Pool, rounded up. Zombies kill each other to heal up, but they should instead be pushed to strive to heal through Skill-based means.
  • Head Shot - Head Shot adds +15% to the XP penalty. This totals to 40%, which is still less than Survivors lose, and figuratively less of an XP loss than old Headshot caused. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 48 XP. (Old Headshot would have taken away 40 XP, not 32 XP).
  • Brain Rot - As an incentive for characters to take Brain Rot, Zombies with Brain Rot either (1) automatically take -10% XP Loss or (2) have access to a new SubSkill of Brain Rot that grants them a -10% XP Loss. This works against any Zombie death, including death by another Zombie.

WHAT THIS MEANS - All characters will attempt to avoid getting killed, but death does not mean that they will lose all their XP. A percentage loss means that a character's XP total will never be reduced to 0 XP (unless he had 1 XP). Headshot no longer becomes an anomaly of a Skill, but an alteration to a basic game function. There is a true incentive to take Brain Rot.
PERCENTAGE LOSS vs. XP LOSS FROM OLD HEADSHOT - The problem with the old Headshot implementation is that it caused Zombies to potentially lose ALL XP. You lost 5 * Level. With this proposal, yes, both sides do lose XP on death, but neither side will ever lose ALL of their XP.


Item 4: Base the XP Bonus for Killing on the Target's Level
CURRENT STATE - XP is gained through damage caused, and if a target is killed, the attacker gains a flat +10 XP bonus. Other than a target having a different defense, there is no incentive to attack a higher level character vs. a lower level character.
PROPOSED CHANGE - The XP bonus for killing is based on the target's Level. If a Zombie kills a Level 5 Survivor, he gains a bonus +5XP. A PK'er does not get any bonus for killing one of his own. If a Survivor kills a Level 5 Survivor, he gains 0 additional XP.
WHAT THIS MEANS - Higher level characters become valuable targets. Attackers will go after those targets who have the highest level in a group, rather than just joe-blow target. PK'ers are also curbed.
ZOMBIE INDIVIDUALITY ISSUE - This is more of a bonus for Zombies than Survivors, since Zombies are not individually selectable. Zombies would need to be made distinguishable in order for this to be more beneficial to Survivors.

NOTE: Contrary to what some may think, implementing all of the above does not, in any way, require a server/game reset. |suggest_moved=06:34, 27 April 2006 (BST)| }}


Moan

{{prejection|

suggest_time=01:26, 22 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=There have been a number of "let zombies talk the same way suvivors can" prejections recently and I personally don't like the concept. People have argued that it's unfair that zombies can't organize and that they should be able to converse by buying a subskill of Death Rattle, etc. As I said, I don't like it. I think suvivors talking and zombies being dumb is a vital part of the game. However here's an idea that I think would give would be zombie-organizers a carrot while preserving the mindless quality of the undead. Moan would be a subskill of Death Rattle and allow zombies to talk without their speech being garbled. Here's the catch though: they would only be able to speak a limited number of characters. I don't want zombies having eloquent debates and strategy sessions in-game but I wouldn't be opposed to one being able to say "kill" as a sign to other zombies that there were humans in a building or "in mall" to signal that people had moved back into the nearby mall, not to mention the classic "brainsss..". I suggest a limit between five and ten characters, including spaces. Zombies would still be able to speak in Death Rattle code instead; this skill would not replace that dialogue entry box but make a new one that would exist below it.| suggest_moved=06:34, 27 April 2006 (BST)| }}


An entirely new way of playing Urban Dead

 {{prejection|

suggest_time=01:42, 22 Dec 2005 (GMT)| suggest_type=Game Re-creation| suggest_scope=Everything| suggest_description=Okay, people- let's face it. The game, as it is, is simply not scary. Or much fun. Therefore, I propose we modify it in the following way:

Quarantine will be broken in a month. No one can create new characters; newbies will be automatically e-mailed for the next incarnation of Urban Dead. Revivification is impossible. Once you're a zombie, you stay that way for the rest of the game.

Once quarantine is broken, survivors have THREE DAYS to get to an evac point on the outskirts of the city, or they will be killed in the ensuing nuclear blast! No more Malton.

After the game ends, everyone gets to play again as whatever they want, and keep their names and all their old skills because (let's face it) nobody wants to lose what they've gained. Again, no mid-game character creation. Quarantine will last for about two months or so each 'run' of Urban Dead; people who actually survived Malton, and notorious zombies, are listed on Hall of Fame pages.

This game overhaul puts the fear back into the game, gives everyone a clear goal, and makes people actually WORRIED about their characters and their safehouses again.|

suggest_moved=06:34, 27 April 2006 (BST)| }}


Unhindered Rise

{{prejection|

suggest_time=01:48, 22 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description= (Yeah yeah, bad name. I'm open to prejections). Subskill of Ankle Grab. If a zombie with Unhindered Rise is killed by a suvivor with headshot it only costs them 3 AP to stand provided they are not in a square with a standing zombie. If a standing zombie is there it costs them the normal headshot 6 AP to stand. The only purpose of this skill is to aid feral zombies. A lone zombie on the street in a lightly zombied suburb has no defense against being attacked. Zombies besieging buildings would be unaided by this skill (Unless suvivors killed all the zombies outside and the first one to stand had this skill. Then only a single zombie out of many would get any benefit. And if suvivors are killing zombies quickly enough that there are never any standing outside and they all get this benefit upon standing, well, I doubt suvivors in such a militarily secure position would be hurt by this much). This is a rare prejection that would help zombies without hurting suvivors.| suggest_moved=06:34, 27 April 2006 (BST)| }}


Viral Surpression Boosters

{{prejection|

suggest_time=02:28, 22 Dec 2005 (GMT)| suggest_type=New item, requirement| suggest_scope=Survivors| suggest_description=Looks like the other prejection was shot down because of RP purposes. Thus, to make things New and Exciting(!), I've changed the RP points of the prejection but NOT the mechanics. This is functionally identical to my previous prejection about Food Drops, but names and such have been changed.

The virus has been mutating such that virtually every survivor in Malton is infected by it. Although the virus does not zombify living tissue it instead weakens the tissue.

New item: Booster Shots (3). Every day a survivor must have a Booster Shot in his/her inventory, at perhaps the 160hit rollover. Upon this rollover one item of 'Booster Shot' is consumed (but not an AP consuming it) - thus a Booster Shots (3) will last 3 days. IF YOU DO NOT HAVE any shots, your maximum health goes down by 15 per day down to 5 HP after 3 days. This can be rectified by 'using' a Booster Shot like any other item to restore your maximum health, spending 1 AP.

Booster shots may only be found in Necrotech buildings and in the supply crates that are being dropped. I don't like the way the supply crates were implemented (so rare that it's kind of pointless), so I'm also proposing a change to that: more crates be dropped (with location explicitly advertised), and changed such that the crate is 'searchable' for up to an hour after it's opened for additional random goodies, though zombies can still destroy the crate entirely.

What this does, simply put, is tether survivors to a lifeline and give zombies an opportunity to cut off that lifeline and depopulate a suburb without being forced to clear every barricade and every block.

EDIT: To give time to adapt all survivors would have 2 Booster Shots (3) placed into their inventory if this is implemented.| suggest_moved=06:34, 27 April 2006 (BST)| }}


XP Gain Increase

{{prejection|

suggest_time=03:15, 22 Dec 2005 (GMT)| suggest_type=XP Balance Fix| suggest_scope=Survivors| suggest_description= EDIT: Please ignore this prejection. I won't delete it so that people can see it, anyway. I discovered that you already gain 5 XP for attacking a zombie. I'd been attacking Zombie Spies in the Caiger Mall, which are survivors being a spy for the zombies. You only gain 2 XP for attacking a survivor. Interesting. --Zacharias Cross 19:03, 22 Dec 2005 (GMT)

I propose that firearms should only give 2 XP per successful hit, no matter what gun it is. However, once you have mastered that weapon (i.e.- Advanced Shotgun Training), the amount of XP gained should be 5 per hit. You've worked hard to get to that level, why not give the player a bit more XP, rather than just a simple 10% hit increase? You may argue that this will unbalance the game, but it won't. There are many more survivor skills than zombie skills. This will even out the speed at which they can be gained.| suggest_moved=06:34, 27 April 2006 (BST)| }}


After the Massacre

{{prejection|

suggest_time=04:16, 22 Dec 2005 (GMT)| suggest_type=Realism (if that is a real word!)| suggest_scope=Buildings, Survivors| suggest_description=The Scenario: A horde of Zombies bust down the doors of a building and kill several survivors within. What Happens: After the massacre the Zombies run away before the crowd can retaliate. The surviving survivors re-barricade the doors and continue their cowering vigil. What Should Change: If a high number of survivors are killed in such a swoop (let's say ten killed within 15 minutes), the building becomes uninhabitable due to disease for a certain length of time (let's say 5 days). Every Survivor Action within the building during this period takes 1 hit point. Survivors must immediately evacuate the premises or face fines of up to $100 or lose a favored limb. (Okay, not so much that last one.) Why: This forces survivors to keep moving instead of hiding under the beds like the meat-filled cowards they are! Also, it adds a nice touch of realism without going overboard, I think. Survivors may still enter the building and perform functions, if they don't mind the hit point cost. They will be warned before entering that the stench of putrefaction is strong within.

Edit: The main differences between this prejection and Ransacked is that cleaning up your room was boring when you were 10 and is still boring today, even if it is accomplished by easy clicking; this prejection puts more Adventure into the game by forcing people out of their comfort zone and making them seek shelter elsewhere, riskily exposing themselves. When on earth did you lot transform from Survivors into Maids? ;)| suggest_moved=06:34, 27 April 2006 (BST)| }}


Zombie Mob Building Trashing

{{prejection| suggest_time=00:59, 22 Dec 2005 (EST)| suggest_type=Game Mechanic| suggest_scope=Zombies (in mobs)| suggest_description=When a critical mass of zombies (50 or more) enters a building, they cause enough damage to it to neutralize it. It is considered "trashed". A building that is trashed has the following limitations:

1) It cannot be barricaded past Very Strong (or less, this is negotiable) 2) It cannot be searched for items.

The building remains 'completely trashed' as long as the zombie mob keeps the critical mass. Once the mob leaves, the building does not immediately regenerate. It remains 'completely trashed' for seven real-life days. This simulates small fires, and structural damage and other inhibiting factors. While the building is in the 'completely trashed' stage, nothing can be done for it. It can be inhabited, but to little benefit beyond resecuring the area.

After the seven days have past, the building then becomes 'heavily trashed'. During this time, survivors with the construction skill can work on the building to reduce its 'trashed' level from heavily trashed, to very trashed, to lightly trashed, and then not trashed. Only when the building is brought to the not trashed stage can it be more heavily barricaded and searched for items.

This would allow zombie mobs to leave some level of destruction in their wake. It would also give more incentive to attack Necrotech centers, Police Stations, and actually knock them out of comission for short periods. This gives more purpose to the zombie hordes, since survivors who flee their comfy nest in the face of an advancing zombie mob will have trouble just waltzing back into their home once the horde moves through.|

suggest_moved=06:34, 27 April 2006 (BST)| }}


Scent Prey

{{prejection|

suggest_time=06:56, 22 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The zombie has keen enough smell to detect if living meat is nearby. The zombie would be able to smell the air for 1AP to receive a message telling it approximately how many suvivors are in that suburb. Since this relies on smell and is inexact the zombie would only receive a number rounded to the nearest 10. A message would appear like this: "You smell around 70 humans nearby." It would not give away individual hiding places and considering the size of a suburb could not possibly be used to infer suvivor positions. To prevent taxing the server the number of suvivors per suburb could be counted only once per half-hour. This skill would serve several purposes:

  • 1. It would let zombies know if the suburb is worth their time. If they count 10 suvivors in the suburb and they want to get meat they might want to move on rather than randomly attack mostly empty buildings.
  • 2. It would let zombies keep track of overall change in suvivor levels, from being killed by zombies and from humans moving into the area/getting revived.
  • 3. For heavily zombified suburbs like Ridleybank it would serve as a general alarm of humans in the area.|

suggest_moved=06:34, 27 April 2006 (BST)| }}


Real Survivor Class

{{prejection|

suggest_time=11:42, 22 Dec 2005 (GMT)| suggest_type=new option of gameplay| suggest_scope=Daring Players| suggest_description=Why not make real a Class for REAL survivors. If you create a new survivor charakter you should have the option, to chose a interessting way to play - the Real Survivor Class. This class is more a class option that goes with any survivor class. if you choose it, your charakter cannot be zombified and of course not retriefed. If you?re dead - its over and the server can get the space back for your charakter. Everything else will be normal. This feature doesnt fixes any imbalances but doesnsnt either hurt anyone, and gives daring players back a feeling of horror and fear. Viva Las Vegas! | suggest_moved=06:34, 27 April 2006 (BST)| }}


Call Horde

{{prejection|

suggest_time=6:19 am, 22 Dec 2005 (PST) | suggest_type=zombie skill| suggest_scope=zombies| suggest_description=Malton is large, and it is easy to find a building on an abandoned block for survivors to duck into for the night, but can be difficult to find a mob of zombies to join for the night. I propose a skill called something like 'Call Horde' where the zombie basically 'pings' a certain area. Not sure of the scope of the ping, maybe only a few blocks. It will cost 1 AP for each 'ping', and doesnt require action from other zombies, it is just an automatic response such as 'a zombie from 1 block north and 3 blocks south answers your call'. Not sure if it should tell you if only a single zombie is found or a mob, but for sake of balance it seems more reasonable for a positive 'ping' to register no matter how many zombies are found. Obviously the scope of this 'zombie call' should be kept pretty limited, maybe just 3 or 4 blocks, so it finds zombies just out of view of the map.I think this may help slightly with balancing out zombies and survivors, since it is much easier for a survivor to find a place to hide than a zombie.| suggest_moved=06:34, 27 April 2006 (BST)| }}


Supplies Running Out

{{prejection|

suggest_time= 13:39 22 Dec 2005 (EST)| suggest_type=Balance Change| suggest_scope=Search chance in buildings| suggest_description=Thing is, The survivors have managed to pack themselves into a few small buildings and spend days searching for more ammo and things in their own little area. They don't even have to go outside at all unless they need to pounce some Zombie just trying to make an unliving. For example, there are 194 people inside the Fort Creedy Armory at the time of this prejection all of them are at one point or another searching for ammo and weapons. My prejection is to lower the percentage chance of finding anything in a building after it reaches a certain number of people. We've already got a script in there that gets rid of all the names after it reaches 50 people. We can also use that as one of the cutoff points for reducing search chances. At 50+ people in a building, cut the search chance in half. At 100 people, cut it by 75%, and at 150, reduce the chance by 90% or completely. If so you won't find 200 people in a police dept. Malls and multi block buildings should have the same rule, but for each cell of the building, so if there's a 4 cell mall, and there's 49 people in 2 of them and 59 people in the other 2, then the 2 cells with 50 or more would be reduced while the other 2 cells would be unaffected.| suggest_moved=06:34, 27 April 2006 (BST)| }}


Barricades Wear Out

{{prejection|

suggest_time=21:01, 22 Dec 2005 (GMT)| suggest_type=balance/realism| suggest_scope=Barricades and all who care about them| suggest_description=Let's face it - things wear out with use in the real world - so how come the same "strongly barricaded" building stays strongly barricaded even after people climbed over them 500 times? So I suggest that every entry and exit be treated as an attack on the barricade, having a 5% chance of successfully causing a part of it to collapse.| suggest_moved=06:34, 27 April 2006 (BST)| }}


Give us an I

{{prejection|

suggest_time=21:07, 22 Dec 2005 (GMT)| suggest_type= Skill Modification (Death Rattle)| suggest_scope=zombie skill| suggest_description= It'd be nice if "I" were added to the letters useable under Death rattle. As it stands, zombies can't even properly moan the word brains, and there's bound to be some joker out there that thinks they're after Cornflakes whenever he sees a bunch of zombies going on about "Braaanz". Then they could say Zambah grab Brainz!!!"

(Edit: Removed "L" from the request. Having zombies say "Blarg" sounds silly anyways...)| suggest_moved=06:34, 27 April 2006 (BST)| }}


Rage

{{prejection|

suggest_time=21:27, 22 Dec 2005 (GMT)| suggest_type=skill| suggest_scope=Zombies| suggest_description=A skill under "Vigor Mortis", which allows a zombie to inflict a "rage" attack. It will be listed in the attack drop-down menu, and will work as follows: The server calculates how much damage N repeated hand attacks at +5% chance would inflict, where N is the attacker's current AP count. It then inflicts that ammount of damage to the target, and takes off all of the attacker's AP. An equivalent implementation can be made for a rage attack on barricades. This can reduce server load, and helps the zombie/survivor balance.| suggest_moved=06:34, 27 April 2006 (BST)| }}


Zombie Search

{{prejection|

suggest_time=23:02, 22 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The zombie search skill allows zombie players to search an area the same way as humans. When you search an area a massage will appear, something like "you gaze around the building, nothing catches your eye" if you find something " you gaze around the building a steel pipe catches your eye". However there are two catches, the first you can only find knives, axes, pipes and crowbars and the second, it takes two AP.--Youto 23:02, 22 Dec 2005 (GMT).| suggest_moved=06:34, 27 April 2006 (BST)| }}


23rd December 2005

Sleeping Zombies

{{prejection|

suggest_time=00:42, 23 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=NO, THIS ISN'T ACTUALLY ABOUT SLEEPING ZOMBIES. The title just sort of fit, I felt. Read on. What it is

Survivors are allowed to barricade buildings to protect themselves, so why can't zombies have a method of protecting themselves when they leave for the night? I propose that a new skill is added, titled "Survival instinct" (name is subject to change, based upon opions and reactions to it). Survival Instinct would allow a zombie to lay on the ground, therefore enabling the zombie to be safe from attacks. The zombies would appear as a corpse (dead body) to all who enter the block. To stand up, 1 AP is required.


Why?

Survival is a primal instinct. Zombies retain most of this instincts (hunger, primarily). Therefore, they would be able to protect themselves when needed.


Alternatives

1. Zombie would appear as a corpse (dead body) to all survivors, but as a zombie to other zombies, since zombies seem to be able to identify each other as undead.

2. Zombie would only be able to "play dead" when they have under 3 AP left. When low, a button would appear saying the skill is usable.

3. See Alternative 1, but add in that an attack by another zombie would bring you out of this state.


Summary

Zombies can "play dead" (. . . Deader), having the same effect as a survivor in a barricaded building.


Prototype Skill List

  • Memories of Life: Zombie is able to open doors to buildings.
    • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
    • Feeding Groan: If faced with a survivor, the zombie can emit moans audible up to six blocks away.
    • Survival Instinct: Zombie has the ability to lay on the ground, unmoving, as if dead.

This is just a basic prejection. It will be up for change, depending on reactions. Please, in your votes, include some comments on what you think could be improved upon.| suggest_moved=06:37, 27 April 2006 (BST)| }}


Cool Runnings

{{prejection|

suggest_time=00:42, 23 Dec 2005 (GMT)| suggest_type=RP Element Adjustment| suggest_scope=Free Runners| suggest_description= Personally, I'd like to see a little more explanation on the skill of Free Running. How do you bypass barricades? How would you make it from building to building without stepping outside? I move to say that the skill's description include a little more information upon the skill's mechanics. This woulndn't have any ramifications upon the game itself, but it may give the realism elements of the game a small boost.| suggest_moved=06:37, 27 April 2006 (BST)| }}


Computer Use

{{prejection|

suggest_time=05:44, 23 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Within the city of Malton many of the civilians have learned to use computers well. Within a powered building while in a suburb served by a powered antenna mast these citizens are able to make (limited) contact with unquarantined areas -- and spread their cries for help far and wide. Scientists are renowned for their use of computers and have better chances -- and better efficacy of sending their requests out

This prejection encompasses four things:

  • Searchable computers in housing developments.
  • Computer Use skill as part of the Civilian skillset.
  • Advanced Computer Use skill as part of the Scientist skillset, requiring Computer Use as a pre-requisite.
  • Use Computer action available to players carrying a computer with either Computer Use or Advanced Computer Use -- while in a building with power and a suburb with a functional antenna mast. Successful computer use will increase the chances of the suburb recieving an airdrop by helicopter -- perhaps at the cost of airdrops which would otherwise be dropped in surrounding 'burbs. |

suggest_moved=06:37, 27 April 2006 (BST)| }}


Ankle Bite

{{prejection|

suggest_time=10:35, 23 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Moving Bodies is currently a single action anyone is willing to make to make a safe house safe. This skill would turn Moving Bodies from a simple one click action to a dangerous chore for survirors. This skill would be best implimented if Moving Bodies required one click per body in the room.

A zombie with Ankle Bite never truly dies. Even when killed, their body is dangerous. Moving the body of a zombie with Ankle Bite causes the person to be bitten and recieve a point of damage. This isn't much but can become very serious if you are looking at a dozen or more bodies in the room. If Moving Bodies is changed to one AP per body, a breach in the barracade force the survivors to move to a new safe house instead of clearing out the existing one.| suggest_moved=06:37, 27 April 2006 (BST)| }}


Elongated Fangs

{{prejection|

suggest_time=17:06, 23 Dec 2005 (GMT)| suggest_type=Balance Change| suggest_scope=Zombies w/neck lurch| suggest_description=+15% to the accuracy of the bite attack.

Survivors get 65% hit for 10HP attacks, and 45% chance of a hungry creature biting a human is still a little underpowered, but, as it takes no ammo, 45% should probably be the highest it can go. --Bcrogers 17:06, 23 Dec 2005 (GMT)| suggest_moved=06:37, 27 April 2006 (BST)| }}


Strangle Hold

{{prejection|

suggest_time=18:47, 23 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=This is a skill that gives Zombies a little boost when fighting a human who is online (aka, not asleep).

This skill would reside beneath death grip on the Skill tree. When a zombie lands a successful hand attack on a surivor, there is a 50% chance that the zombie will wrap its gnarled hands around the survivor's throat. During this time the Surivor will lose 2 HP per action UNTIL they land a successful blow on the Zombie to "Fend it off" or they leave the block and the Zombie behind, which would be considered "Breaking loose and running away".

Once the Zombie is strangling a Survivor, any action the Zombie takes will cause them to release their grip.

This is useful for zombies fighting "Awake" humans because it is akin to landing a successful hand attack with each action the human takes before they run away or land an attack on the undead fiend.

This is not unbalanced because the Human can get out of it, and the zombie is effectively frozen in that Strangle grip until it's broken or the zombie itself breaks it.

This is not on par with Infection in that it is not going to sap a ton of HP away from a human being. It is instead a quick middle-of-the-fray tactic that will cause your enemy to flee a safehouse (or wherever) or lose HP for each missed attack or weapon loading, etc.| suggest_moved=06:37, 27 April 2006 (BST)| }}

Ankle Grab Alteration

{{prejection|

suggest_time=21:15, 23 Dec 2005 (GMT)| suggest_type=Skill Alteration, Zombie| suggest_scope=People with Ankle Grab getting Revived| suggest_description=As a zombie skill it makes little sense that Ankle Grab allow you stand up as a survivor with greater ease. This skill represents an undead tenaciousness which shouldn't be present in the recently revived. This skill being used by the revived weakens its unique worth to zombies, and is inconsistent with genre flavor.

I suggest when standing up after getting revived that Ankle Grab does not lower AP cost. Not unlike how Headshot only affects zombies, so too should Ankle Grab.

  • Anticipated Counter Points & My Rebuttals
    • Counter Point:It would harm zombies who are combat revived.
      • Rebuttal:Not as much as the current form helps high level humans, whom are even less phased after a zombie siege because of this skill. Combat revivification is far less frequent than survivor death, thus currently it helps high level survivors more than zombies.
    • Counter Point:It wouldn't be ?fair? for all zombie skills to be useless for survivors because some survivors skills are useful to zombies.
      • Rebuttal:What is fair is best judged by consistency. While some may argue it is inequitable if zombies benefit from talents they had in life, and survivors didn't from talents they picked up as the undead. I point out the greater inconsistency that conceptually it doesn't make sense that survivors should benefit from undead talents, yet they do currently.
    • Counter Point:It is ?unfair? because of the survivors who already bought it and expected to benefit from it.
      • Rebuttal:This is a difficult one, but let me ask you this: Does it make sense given the flavor of the skill that they should have expected to benefit from it? Also they still do benefit when they die, just not when they get revived.

| suggest_moved=06:37, 27 April 2006 (BST)|

}}


Groan Modification

{{prejection| suggest_time=22:49, 23 Dec 2005 (GMT)| suggest_type= Skill Alteration, Zombie| suggest_scope=Survivors| suggest_description=As a zombie skill it makes little sense that Feeding Groan be a major beacon (bigger than a flare!) for the 70% of characters that are survivors. All this does is decrease zombie mortality to zero on a shorter time scale than otherwise. As mentioned by a survivor in On Strike, hearing a feeding groan attracts harmanz. Delete this prejection if Kevan has already thought of this (I haven't seen a groan on-screen with my human characters yet), but feeding groan should only pinpoint the location of the groan to zombies. Survivors in the listening vicinity only see "You heard a low howl that chills your bones emanating from somewhere nearby." to prevent them from ganging up on zeds. In this way, zeds get their horde-inducer, and humans get an idea of the number of zombies around, but not a laser pinpointing where they are getting their meal.

As mentioned, if this is how it was implemented ignore me...if it isn't, well, it seems like a pretty worthless skill. | suggest_moved=06:37, 27 April 2006 (BST)| }}


Resilient Strain (Modified)

{{prejection|

suggest_time=22:56, 23 Dec 2005 (GMT), modified 03:25, 24 Dec 2005 (GMT)| suggest_type=High-Level Zombie Skill| suggest_scope=Available to Zombies over level 10 (perhaps they also have to have been revived at least once, to add to the flavor), affecting Survivors killed by said Zombies.| suggest_description=The main problem I find with the game is that death means nothing to survivors. I often see the same people I've killed one day alive and well the next. The reason that zombies are comparatively underpowered is because they're the ones who shouldn't fear death, yet thanks to Ankle Grab and the ease of being revived in most suburbs, death can hardly even be called a minor inconvenience to most survivors. Some have suggested making Revive Syringes less common, but after playing as a Necrotech, I think they're uncommon enough.

So, I suggest that as time has passed and the virus has been adapting, it has gained a resiliency to revivification seperate from Brain Rot. However, this resiliency is only possible for 48 hours or after spending 75 AP after death, before the body deteriorates too much to support it.

For this time period, the zombie only has a 25% chance when being revived, but the strain has also advanced to the point of granting a temporary percentage boost equal to Vigor Mortis (if the zombie doesn't already have it), and 1 bonus XP per attack. After the allotted time period/spent AP, all effects wear off. This would encourage survivors to actually role-play as zombies, if only for a little while.

Naturally, it would only activate for a survivor when that survivor is killed by a zombie with the skill, not when a survivor with the skill jumps from a window or is PK'ed. It has to be "refreshed" by a zombie carrying the strain every time to activate.

Also, if you don't like this skill, would it be more acceptable if it was only attainable after purchasing Brain Rot?

Technically, it doesn't even have to be either lost gametime or "forcing" someone to change sides; they could still use the time to attack zombies if they didn't mind making a little less XP than attacking survivors. The point is that survivors have some sort of penalty for dying, and at the same time gives the possibility of helping the weak, outnumbered zombie side. | suggest_moved=06:37, 27 April 2006 (BST)| }}


Feeble

{{prejection|

suggest_time=23:40, 23 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Recently Revived Survivors| suggest_description=Right after a player is revived and they stand up they stay feeble for a day, meaning it takes two AP to walk and their attacks do less damage. This helps the weak zombie side because it means less people will want to instantly get revived and when they do they are more likely to become a zombie again.| suggest_moved=06:37, 27 April 2006 (BST)| }}


24th December 2005

Door Alarms

{{prejection| suggest_time=02:00, 23 Dec 2005| suggest_type=improvement.| suggest_scope=Buildings| suggest_description=When a Zombie opens the doors to an armory,PD,etc it alerts the human players in the building that a zombie is in the building.| suggest_moved=06:39, 27 April 2006 (BST)| }}


On a different foot

{{prejection|

suggest_time=04:05, 24 Dec 2005 (GMT)| suggest_type=Starting Improvement| suggest_scope=New players| suggest_description=Right now, the cut and dry "everyone starts with this and this alone" thing is effective, but not really interesting.: What I propose is that a random function be added to starting a new character: instead of one result (the standard), there should be three (one good, one standard, one bad). Humans and zombies could pick up an extra item or XP; or they could lose either AP or HP, though usually only in small amounts, X (to be determined by Kevan).

Example

Human: You stumble out of your hiding place, for lack of food. As you dart through the streets. You see a pack of zombies killing a young man, survival instincts surge through you as you climb into a nearby dumpster. Inside of it, you get cut on a piece of glass. You climb out once all of the sounds have stopped, the man is gone, but he dropped his pistol. You grab it and prepare yourself for events ahead. (This user would start with -X HP and a pistol, in addition to his regular starting gear)

Zombie: You stand up with a groan as adrenaline forces it's way through your body. Your mind is foggy and you are having a hard time moving. As you stumble through the streets, a small child tugs on your clothing and asks if you are okay. For reasons beyond your comprehension, you bite into the child. As the blood dribbles down your chin and the child's innards slide down your throat, you understand that it is the hunger that drives you. You finish your meal and begin to walk away, but your leg is stuck in a drain, after a few tries, it comes free and you are on your way to find your next meal. (This user would start with +X XP and -X AP)

Note that one could have only the good, only the bad, both, or neither. It's all a roll of the... err, whatever computers do to grab their random numbers.

Note to all

I feel that changes this small would be remedied in next to no time, having very little real effect on the game. While it borders on NPC usage, seeing as how they only have an effect when a user makes a new character and they can't be interacted with (or even exist after that message), I don't think that would make for a valid kill vote.| suggest_moved=06:39, 27 April 2006 (BST)| }}


25th December 2005

NEW UNDEAD CREATURE

{{prejection|

suggest_time=19:05, 25 Dec 2005 (GMT)| suggest_type=ADD | suggest_scope=GAME| suggest_description=well why not add new undead creature like undead dog or any other animal for more fun... well my idea is like this

UNDEAD DOG undead creature more fast then normal zombie but more lack stupid...

HIT POINT:30

ATT:DOG BITE DOM:5 20%HIT

SKILLS:Scent Fear,Scent Blood,Scent Trail,Neck Lurch,Infectious Bite | suggest_moved=21:18, 25 Dec 2005 (GMT)| }}



Headshot Rework

{{prejection|

suggest_time=00:37, 25 Dec 2005 (GMT)| suggest_type=Skill Modifier| suggest_scope=Zombie Hunters| suggest_description=One of the main complaints I have seen against headshot so far is that it griefs new zombies by making them wake up with only 35 AP. I have an answer to this problem: Make it so that due to the difficulty of aiming for the head, it has a very low chance of hitting (around 5%), but this increases as the number of zombies in the area increases (due to the higher amount of heads to hit), to the point that when you are facing a zombie hoard, it is almost certain to hit. This decreases the likelyhood that a feral sleeping zombie will be headshotted, while preserving the ability for fending off large groups of zombies (a la caiger)| suggest_moved=06:41, 27 April 2006 (BST)| }}


Zombie Spit

{{prejection|

suggest_time=09:28, 25 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=New skill under Infectious Bite, or possibly next to it under Digestion.

It's simply a new attack that does either 1 or no damage (can't decide which is more balanced) and infects the target, with a flat 65% accuracy rate off the bat (no vigour mortis required or any other boost skills), yielding 2 exp for each successful infection.

It makes mass infections a bit easier to accomplish as well as giving lower level zeds another path for quick exp gain.| suggest_moved=06:41, 27 April 2006 (BST)| }}


Rot Mold

{{prejection| suggest_time=21:30, 25 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Zombies| suggest_description= Currently, zombies don't have any items to search for. I was thinking about what sort of items a zombie might have. I came up with:

Rot Mold: patches of this are found sometimes in cemeteries, and the zombies who find it have some strange instinct to dig their fingernails into it. Rot Mold causes hand attacks to deal an extra 2 points of damage. Each hand attack that scores a hit has a 30% chance of removing the Rot Mold. 1 AP spent searching in a cemetery has a 15% chance of finding Rot Mold.

If the basic idea works out, clearly other varieties of mold could be introduced: a mold that causes Infection; a mold that can be smeared on teeth to boost bite attacks (the zombie's version of a Shotgun); a mold that cures HP for zombies (especially a good idea if/when First Aid Kits no longer work on zombies). But I'm only suggesting the one flavour right now.

I can also imagine a zombie skill that would allow the player to carry the mold as inventory. Each successful search for mold would find just enough for one dose. It would cost 1 AP to coat fingernails with mold, just as it takes 1 AP for a survivor to load a clip into a pistol. But I'm not suggesting that right now, either.

This would give a small boost to starting zombies. Their 30% attack would do decent damage, for a few hits, and they would have to go to a cemetery before they could get more Rot Mold.

But more importantly, this would give zombie players one more thing they could do, and hopefully make it more fun to play a zombie.| suggest_moved=06:41, 27 April 2006 (BST)| }}


Who spraypainted that?

{{prejection|

suggest_time=23:17, 25 Dec 2005 (GMT)| suggest_type=Skill change| suggest_scope=Spraypainting and graffiti| suggest_description=You barely get enough room to tag as it is. If you got the spray painting skill, you should be able to sign your name. Or you can identify authors of anonymmous spray paintings by checking the person's handwriting. See who is spreading rumors about what. And some people can spraypaint with their left hand to avoid their writing being recognized, but this will cost them a little bit more AP's to spray paint.| suggest_moved=06:41, 27 April 2006 (BST)| }}


Rocket Skates

{{prejection|

suggest_time=05:41, 26 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description= Rocket skates are rollerskates with rockets on them. They allow survivors to move 2 squares at the expense of 1 AP. For balance sake, they can only be used outdoors.

Voter write-in--Tom mot 06:18, 26 Dec 2005 (GMT) Each time the rocket skates are used the following happens: 1. 50% chance to stumble on piece of broken barricade or corpse and fall down taking 5hp damage. 2. 25% chance of igniting trousers getting free bikini wax but suffering 10hp damage. 3. 10% chance of smacking into a wall, abandoned truck or Lamp post and knocking oneself out, 5hp damage and AP reset to zero. Don't tack options onto other peoples prejections. --VoidDragon 01:07, 27 Dec 2005 (GMT)| suggest_moved=06:41, 27 April 2006 (BST)| }}


26th December 2005

Zombie Building Demolition

{{prejection|

suggest_time=01:12, 26 Dec 2005 (GMT)| suggest_type=Skill, balance change, improvement, <--- ALL OF THESE| suggest_scope=Zombies| suggest_description=Zbies r not being treated fairly bcause they cannot break into buildings except by breaking barricades! And for zbies to do this they need 100s of friends! I want a skill called "Zombies Can Destroy Buildings" that will allow them to break through walls. This makes sense because zbies are very strong. A zombie with "Zombies Can Destroy Buildings" will have a 1% chance 2 be able 2 smash down a brick wall and enter the building. THIS WILL ONLY AFFECT BUILDINGS WITH MORE THAN 50 SUVIVORS INSIDE BECAUSE THE VIBRATION FROM THEIR FEET IS DAMAGING THE BUILDING FOUNDATIONS. This is not unfair because a zombie horde can break down the barricades with less AP than it takes to break down the building wall this is only 4 ferals!!!! Suvivors will be able to repair the brick wall by using a First-Aid Kit to heal a building with Construction skill. This is fair because health kits are ez to find. If a zbie breaks down a wall in a building with more than 50 suvivors all but 50 are killed by the brick wall when it crashes down on them. This will teech suvivors not to be unfare by taking shelter all 2gether. This would solve unfair game unfairness like CAIGER MALL where zbies could not defeet suvivors because they had a building to hide in!

P.Z. If u think 1% chance of breaking wall is too low let me know.

       Learn to spell!|

suggest_moved=05:20, 26 Dec 2005 (GMT)| }}


Motorcycle / Car / Bus

{{prejection|

suggest_time=8:53, 26 Dec 2005 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description=I think it would be a good idea if we could have either a motorcycles, cars, or a buses to travel around the city faster without alot of AP use. The could be found in junkyards, auto shops or possibly wastelands. The ones found in junkyards or wastelands could be marked as broken and in order for the vehicle to work the survivor would need to have the construction skill to fix it. Also they would need to use a fuel can of course. Also, it might be a possibility to band together a few people if they fixed up a car or bus (which would also run out of gas sooner.)| suggest_moved= 04:50, 27 Dec 2005 (GMT)| }}



PK Attempt Notification

{{prejection|

suggest_time=08:08, 26 Dec 2005 (GMT)| suggest_type=balance change, improvement| suggest_scope=Survivors, Zombies| suggest_description=Probably the most common reason for wanting to get combat notifications is so that people can identify PKers. Given the server costs involved in distributing a combat log to all players, instead of just the ones being attacked (not to mention the spam that would happen in a seige), maybe it would be better to spit out a separate list of PK attempts. So if a survivor attacks a survivor, then everyone in the room would see "Jane Doe backs away from John Doe, pointing at him in horror. 'That bastard tried to kill me!' she howls. When a zombie tries to kill another zombie, you're probably going to get a confused stare instead, I guess.

To make this change really nasty, you only give out a PK notification if the victim survives the PK attempt. That way, you can PK in seiges, if you're careful about it - and lucky enough not to miss.| suggest_moved=06:42, 27 April 2006 (BST)| }}


Barricades Balanced

{{prejection|

suggest_time=07:32, 26 Dec 2005 (GMT)| suggest_type=balance change| suggest_scope=zombies| suggest_description=To address the current barricade imbalance, a solution: Adjust it so that zombies never miss when attacking barricades just as humans never fail when making barricades.

EDIT: Ignore the above and look below. Also to the rude knaves (you know who you are) please be civil in your criticisms lest you be criticized in turn for your rudeness.

EDIT: Make the chance for a successful zombie attack on a barricade rise according to the level of the barricade. (Loosely barricaded=20%, Lightly barricaded=25%, Quite strongly barricaded=30%, and all the way to Extremely heavily barricaded=50%

Logic: The more heavily barricaded a barricaded is the more bulky the barricade will be as there will be more items over a greater area in a heavier barricade. This should translate into the barricade being easier to hit since it is more bulky and spread out.| suggest_moved=06:42, 27 April 2006 (BST)| }}


27th December 2005

Church Bulletin Boards

{{prejection|

suggest_time=04:46, 27 Dec 2005 (GMT)| suggest_type=Improvement/Various| suggest_scope=Suvivors mostly| suggest_description=Right now the majority of communication and strategizing that goes on in this game is through forum discussion. Nothing wrong with that, but I think it'd be nicer to bring a little more of it into the game itself. To that end I propose the inclusion of bulletin boards inside churches. To post a message on a bulletin board you would need a sheet of paper, which you could find inside of schools. At the cost of 1AP you could use up the paper to post a message on the board (I'll assume your character has a pen). The board could hold 50 messages and as a new one past 50 is put on the earliest message would be taken off. This should give most messages at least a good day before they are taken off, and likely a lot longer in some areas. Reading the bulletin board would cost 1AP and would give you all of the messages. Possibly to avoid generating a lot of text in the game window it would lead to a seperate page of bulletin board messages which would have a link to return to the game window as you do from your profile. Each church would have a seperate board and by reading one board you would only read messages posted at that church, no magical universal board with multiple access points or anything ridiculous like that. Needing a sheet of paper would prevent one person from spamming the entire board and help prevent frivolous messages. The localized nature of the boards would make it more likely information important to the immediate suburb would be posted. This makes sense flavor wise since most churches actually do have bulletin boards and as community centers it is likely they would be used in disasters to help coordinate the populace. Since zombies can understand human speech (and read spraypainted messages) is seems only fair they should be able to read the boards as well. It gives humans more of a reason to barricade churches (which are second rate shelters because of their lack of doors) and would balance out this boon to suvivors by giving zombies a chance of learning some human plans. As for the server issues that will likely be cited, I have played other free low-tech MMOs that had bulletin boards that allowed players to write as much as they wanted upon them without limit. It seems equally likely a few bulletin boards could be implemented in this game without any sort of havoc.| suggest_moved=06:43, 27 April 2006 (BST)| }}


Adrenaline

{{prejection| suggest_time=Tuesday, December 27, 4:38 PM GMT+2| suggest_type=Skill| suggest_scope=Survivors| suggest_description=You're character has an extra five AP that may be used to try and find safety, However this AP may not be used for any action other than movement and entering buildings. You will suffer a negative AP "cool down" cost equal to the amount used that will need to recharge before you begin regaining your actual AP. In essence you get five more moves to try and find cover but if you use any of them then you need to wait for the points you used to recharge before you can get your actual AP back. It should make a fair tradeoff between good and bad and give people a chance to avoid nasty accidents. (An example being entering a building to find it full of Zeds just as you pass out) But, if you're stuck on the street even after using the added AP then you’re most assuredly Zombie chow.

  • Edit: I'm sorry about that, I did read the do's and don'ts list (I considered the negative AP cost would keep it even) as well as the frequently suggested (Obviously I missed energy drink somehow).|

suggest_moved=06:43, 27 April 2006 (BST)| }}


Survival

{{prejection| suggest_time=16:45, 27 Dec 2005 (GMT)| suggest_type=Skill, balance change| suggest_scope=Survivors| suggest_description=I can understand how head shots are annoying—but at the same time, they WERE introduced for a REAL problem—survivors being too weak. So, why not revisit the original problem—pretend that headshot doesn't exist, & survivors are quitting in droves. How do we balance this? My idea is to give survivors a new skill tree. Survival--subsets being "hide" and "stealth". Hide allows a player to hide—at a cost of 10 ap, he or she can crawl into some recess of a building & avoid discovery. Survivors & zombies alike can not find him. Zombies have a 25% chance of finding the survivor automatically. Survivors who use the search skill have a 25% chance of finding him or her. Stealth allows a human to move slowly & carefully in the streets, so as to avoid detection. Zombies have DOUBLE the chance (50%) to find the survivor, and a survivor performing a search will automatically find the hidden one. Stealth would cost 2 ap and have a 10% (increasing by 10% per turn) chance of being "lost" each time the survivor walks. The skill would be automatically lost by ANY other action. Obviously, survivors would no longer have access to headshot--remember, we went back in time :)|

suggest_moved=06:43, 27 April 2006 (BST)| }}


Disable account (Was:Fair HIDE prejection)

{{prejection|

suggest_time=16:45, 27 Dec 2005 (GMT)| suggest_type=Game Mechanics| suggest_scope=Survivors and zombies| suggest_description= Inspired by the Survival prejection. Very simply a zombie or human can intentionally hide so well that he cant be found. This skill results from living/Existing in quarantined Malton for so long that you have learned how avoid detection... This is designed not to give anyone a tactical advantage but prevent characters from getting killed when you go away on holiday. Here is how it works:

  • a player with this skill must have at least 45 AP remaining, because it takes a lot of time to find a good hiding place.
  • The player disappears from the building an cannot be found, the same as if he had been offline for 5 days.
  • When the player goes into hiding he is automaticly logged out. (can't see or do anything else.)
  • Just like the curent 5 day auto-hide system, the player is UNHIDDEN as soon as they log back in. Except they receive a message that "you spend an hour crawling out of your hiding place beneath a collapsed staircase." and suffer a 10 AP unhiding penalty.
  • The players AP's are set to -250 just as if he had been offline for 5 days.
  • Humans can only hide Inside, and zombies can only hide outside.
  • This Skill would only be available to after level 10(20?) players (level open to debate) who are often targeted when the are away for along while by Pkers, but its reasonable that they would be experienced enought find a good hiding place (at the cost of 45 AP) -- Author's Edit.
  • This would would be a global skill costing 150xp to purchase.

Summary: At the cost of burning a days worth of AP's you can force your self to Idle out 5 days earlier, with out the fear of being killed while you wait those 5 days. It prevents either side abusing this for a tactical advantage. --Tom mot 18:13, 27 Dec 2005 (GMT)

NOTE: This is not a duplicate prejection, past Hide/Stealth/Ninja prejections tried to allow players to remain active while hiden causing game imbalance. This does not. It simply is what it claims, HIDE.

EDIT: I renamed sugestion to reflect its true intent and hopefully to prevent more knee jerk kill votes. See the discussion tab for details. --The AuthorTom mot 19:42, 27 Dec 2005 (GMT) | suggest_moved=06:43, 27 April 2006 (BST)| }}

Post Traumatic Stress Syndrome

{{prejection|

suggest_time=20:13, 27 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Survivors| suggest_description=The main difference between humans and zombies is that zombies can kill shamelessly, without fear, and without a conscience. Humans, on the other hand, can not naturally handle killing other humans (unless, of course, they are crazy). So I suggest humans suffer from: 1) Hurting other humans, 2) Fighting zombies, or 3) Being attacked. These happennings would result in a fifteen percent chance of being traumatized. I suggest that trauma cause survivors to lose two AP for each action. After a little while, trauma will wear off, however, there will be ways to avoid it. First of all, I suggest a new item be added called mood elevating drugs. Using this item will cure trauma. Next, I suggest a new skill be added called Battle Hardenned which will be a zombie hunter skill which would cancel out the trauma that results from killing zombies and getting hurt. I also suggest another skill called Insanity which allows for one to kill other humans without being traumatized.

I suggest it, despite the fact that I play as a survivor and would not benefeit from it, because I feel that trauma is something that would certainly result from an event like a zombie outbreak. I also feel that this skill would make the game a lot more fun for zombies, something that we all know they need.

After you are traumatized, a note will appear on the screan that say "you are suffering from trauma" and will remain there until the trauma is cured.

Possibility: Diagnosis could allow doctors to see people who are traumatized and they may recieve an XP bonus for giving them mood elevating drugs.

Possibility: Being traumatized too often could automaticaly give you the insanity skill (think about the guy in the movie "The Hunted").| suggest_moved=06:43, 27 April 2006 (BST)| }}


Insanity

{{prejection|

suggest_time=21:02, 27 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Humans| suggest_description=Inspired partly by the prejection above, and partly by my own curiosity, This skill once taken allows full XP to be gained from attacking/killing other human characters. The balancing penalty presumably would be just having the skill, because it would mark you out as a PKer.

NB: please don't confuse it with the prejection above, however.

Also, to some of the voters below - PKing is not necessarily a bad thing (otherwise why would it be in the game?), and if anything this helps to isolate PKers from other characters. Remember although you think PKing is bad, this allows it to work from a RP perspective, which is why PKing is in the game in the first place.| suggest_moved=06:43, 27 April 2006 (BST)| }}


Zombie Skills

{{prejection|

suggest_time=22:28, 27 Dec 2005 (GMT)| suggest_type=Skills| suggest_scope=Zombies| suggest_description=The user Bentley Foss wrote something very sensible on my discussion page after my prejection for PTSD got shot down:

You have played a zombie, right? You do realize that they don't have many ways to play the game, yes? Find a survivor on the street, try to eat them, log out, log back in dead. Smash at barricades, fail to bring them down, log out, log back in dead. Smash down barricades, eat a survivor or two, log out, log back in dead. That's pretty much everything zombies can do--seriously. Compare that to everything survivors can do (barricade, heal, melee combat, firearms combat, search for items, use cell phones, spray graffiti, set up generators, etc. etc.) There are twenty survivor skills and, what, eleven zombie skills? There would be more zombies if zombies were more fun to play. Bentley Foss 22:04, 27 Dec 2005 (GMT)

We all know that what he's saying is true, playing as a zombie just isn't as fun as playing as a survivor. So what I suggest is a bunch of new skill for zombies. Having lots of skills give zombies more power, which is fun for them, and also gives them something to spend their time getting. So here are my prejections for skills:

Tree one:

  • Slash: Slash would be an improvement to hand attacks. It would replace them on the drop down menu for attacks and would do one more damage.
  • Thrash: Thrash would go under Slash on the skill tree and would replace it on the drop down menu. Thrash would do two more damage than slash.

Tree Two:

  • Timing: Zombies gain more control of their limbs and thus get a five percent accuracy bonus on all attacks.
  • Coordination: After a zombie walks around and performs attacks for a little while he gets better at knowing how his muscles and limbs work. Therefore, he'd have better hand eye coordination and would get an extra five percent accuracy.
  • Reflexes: Adds two percent to all zombie attack accuracy.

Additions:

  • Addition to memories of life: Zombies who had the construction skill as a survivor become more effective when destroying a barricade when memories of life is gained.

I don't know if any of these will get accepted but I hope they get people thinking about new skills to make things more interesting for zombies.| suggest_moved=06:43, 27 April 2006 (BST)| }}


28th December 2005

Among the Dead

{{prejection|

suggest_time=17:06, 28 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Zombies look dead by default, right? I feel that zombies should be capable of "playing dead". Flavour is pretty simple, "You lay down among the decaying corpses." Until you stand, you get the Grey screen. "You are a decaying corpse." a likely caption for it. In terms of your presence, you would be undetectable while "playing dead" as anything more than "There are X dead bodies here". You should only be capable of doing it if there is at least 1 legitimate corpse present. You would be capable of being dragged out of buildings as a corpse. To stand should cost either 1 with Ankle Grab or 10 without. This should be part of either the Brain Rot tree or the Memories of Life tree. There have been similar entries to this, and I don't know how those discussions went down, so perhaps this will shed new light on the subject.| suggest_votes=

  • Keep - I am the author. Not sure if this qualifies as Play_Dead. This is my first post though.--ev933n 17:06, 28 Dec 2005 (GMT)
  • dupe -link listed above. it qualifies as the same in game terms. The reason why it always dies is that it makes zombies unvulnerable when logged out. too unbalancing as even with barricaded buildings survivors don't have that. (and zombies can already just stand up) And welkom to the suggestion page. Hope you enjoy it here. (we're a mean bunch)--Vista 17:13, 28 Dec 2005 (GMT)
  • Dupe - Yeah, it's pretty much the same thing, and anything along those lines has been shot down in the past. Could we post the phrase "We're a Mean Bunch" at the top of the page? --Dickie Fux 17:28, 28 Dec 2005 (GMT)
    • D'mnit Dickie, I make the statement and you get the glory... Mbrgl...--Vista 18:16, 28 Dec 2005 (GMT)
      • I know, I was just going to write something about it. I'll just bold the line in your comment. It's a funny line, that's why I repeated it. --Dickie Fux 18:23, 28 Dec 2005 (GMT)
  • Kill - Duplicate, as stated. At first glance, it would be nice for individual ferals to lie in wait like a spider, but the trouble comes when a horde of 100 zombies slowly infiltrate and hide outside a building with a stack of bodies lying around. That would make it too overpowering. --WibbleBRAINS 17:31, 28 Dec 2005 (GMT)
  • Dupe - 'Fraid so. As a rule of thumb, if it's been shot down before, it will be shot down again. And Dickie Fux's idea should definately be on the page. --Catriona McM 17:36, 28 Dec 2005 (GMT)
  • Dupe - I took Dickie Fux's idea and ran with it. Rule 4 at the top. If it needs refining, be my guest. (I hope I wasn't out of line in making the addition, sorry if so. It's more to protect new users than voters.) --Carnival H 18:02, 28 Dec 2005 (GMT)
  • Dupe - This has been suggested how many million times?--The General 18:58, 28 Dec 2005 (GMT)
  • Dupe - This has been suggested exactly 83 million times, The General. This violates the Suggestions_Dos_and_Do_Nots and everything regarding "read the old suggestions, or perish." Therefore, this suggestion will perish momentarily... Bentley Foss 19:15, 28 Dec 2005 (GMT)|

suggest_moved=19:20, 28 Dec 2005 (GMT)| }}


Skill Addition: Accelerate Time

{{prejection|

suggest_time=21:45 28 Dec, 2005 (EST)| suggest_type=Skill| suggest_scope=All| suggest_description=Acclerate Time (Your maximum HP is set at 40, reguardless if you have body building or not, but you gain AP at the rate of 1.1 every 30 minutes.)

  • Flavor Text - You drain all will from your soul to accomplish more in a shorter amount of time.|

suggest_moved=22:12, 28 Dec 2005 (GMT)| suggest_votes=

  • Kill - AAAAAH HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA rofl chortle etc. *whoo* OK...Wrong format, poor idea, bad wikiisms, no clarification on whether or not it stacks on Body Building...wow, this is horrible. --MaulMachine 22:00, 27 Dec 2005 (EST)
    • Comment - You are not nice to a new comer to the wiki boards who doesn't know how to use this very well. Meanie. :( --Jason Killdare 03:01, 28 Dec 2005 (GMT)
  • Re - This is Urban dead, not Diablo... --MaulMachine 22:09, 27 Dec 2005 (EST)
  • Kill - Suggestions_Dos_and_Do_Nots#Leave_Your_Own_AP_Alone Rhialto 03:05, 28 Dec 2005 (GMT)
  • Kill - They both said it. Bentley Foss 03:07, 28 Dec 2005 (GMT)
  • Kill - Well it kinda relies on magic here "Draining your soul." So that's bad flavor. And mechanics-wise having fractions of AP is never any good and 1.1 isn't worth the 10-20HP loss. And even if you are a newbie, spelling still counts and there was a template for you to use, as well as buttons with full descriptions. --TheTeeHeeMonster 03:07, 28 Dec 2005 (GMT)
  • Kill - Poorly thought out, ludicrous premise, no comment on what happens to Bodybuilding, and fractional AP point regeneration... --VoidDragon 03:22, 28 Dec 2005 (GMT)
  • Kill - Most of the time if I want to acomplish something I have to be willing to do it. - Jedaz 03:24, 28 Dec 2005 (GMT)
  • Spam - Nobody spam votes anymore so I will. Mainly because it goes against the Dos and Donts and because it's pretty much a very very bad idea. As for being nice to nwecomers, this isn't the place for it (My first three suggestions were shot down faster than newbie zombies in a mall full of zombie hunters :) --Signal9 05:15, 28 Dec 2005 (GMT)
    • Challenge - Even if you don't like this skill or the idea for it, it's not spam. --Jason Killdare 13:34, 28 Dec 2005 (GMT)
  • Spam -You drain all will from your soul?--Vista 13:11, 28 Dec 2005 (GMT)
    • Challenge - Even if you don't like this skill or the idea for it, it's not spam. --Jason Killdare 13:34, 28 Dec 2005 (GMT)
      • re -If not enough people agree with me or somebody votes keep it isn't spam. If enough people agree with me it is. BTW, the "unchallenged" part of spam votes means that there are no keep votes from other people then the author, so I'll take your 'Challenge' as a question why I voted spam. True, I don't like the skill or the idea behind it. But that is not why I voted spam, if that was all the problems I had with it I'd vote Kill. I've got that much integrity. The reason I voted spam is this is a sci-fi zombie apocalypse not a fantasy zombie apocalypse. And drain all will from your soul seems very much part of a fantasy zombie apocalypse, combined with the fact that it messes with AP replenishing rate (a big no-no in the do's and don'ts) does make it spam for me. This isn't just a bad suggestion, It is a silly suggestion--Vista 18:04, 28 Dec 2005 (GMT)
  • Kill - Teh st00pid. By the way, you don't have the authority to strike out Spam votes. - KingRaptor 13:48, 28 Dec 2005 (GMT)
  • Kill - Don't get upset Jason, but it is a poor idea.--WibbleBRAINS 13:50, 28 Dec 2005 (GMT)
  • Kill - Not the worst idea ever, but it's close. --S Kruger
  • Spam - Spamination squad required. One point, "regardless" is not spelt with a "u".--The General 17:59, 28 Dec 2005 (GMT)
  • Kill - but I'd just like to say, I bet most of the above posters don't get a chance to bully people in real life so they do it here. --Frosty 20:14, 28 Dec 2005 (GMT)

| }}



Brain Rot Modification

{{prejection|

suggest_time= 01:54, 28 Dec 2005 (GMT)| suggest_type=Skill modification| suggest_scope=Zombies| suggest_description= No, this isn't one of those "Make being revived optional" prejections. I'm merely suggesting that getting brainrot could give an extra 5% to hit to all zombie attacks. It encourages players to permanently play as zombies and as a bonus gives career zombies a bit of a boost. | suggest_moved=06:44, 27 April 2006 (BST)|


Skill Addition: Diplomacy

{{prejection|

suggest_time=02:12, 28 Dec 2005 (GMT)| suggest_type=Skill Addition| suggest_scope=Survivors| suggest_description=Diplomacy (Speaking does not cause you to use any AP.)

  • Flavor Text - You are a skilled speaker.|

suggest_moved=06:44, 27 April 2006 (BST)| }}


New Skill: Beserk

{{prejection|

suggest_time=23:o1, 28 Dec 2005 (EST)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=Beserk (You focus for a moment and generate a great amount of hate for zombies. This consumes 1 AP. Your next attack does double triple damage. This attack must land in order for the damage to be doubled tripled. You may only use this skill once every 24 hours.)| suggest_moved=06:44, 27 April 2006 (BST)| }}


How Power Plants could work

{{prejection|

suggest_time=06:54, 28 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Power Plants| suggest_description= I've been musing on Power Plants and I have an idea how they could function. The Power Plants can be restarted by someone with a new science skill, Engineering. Each seperate square of a plant would be reactivated seperately, representing a seperate generator. A reactivated power plant would be able to create only a limited amount of power due to the fact that it only has a skeleton crew of whatever suvivors come to maintain it and because the rest of the surrounding grid is down making it impossible to fully power the city safetly. Each square would only be able to supply one suburb with power at a time. People with Engineering would be able to select which suburb, using a drop down list of all 100, power from a given Plant Square is sent to. When a suburb is powered it would be as if every building had a generator operating within it. If a building had a running generator in addition to power from the grid the generator would have no additional effect. Activating a plant square and diverting power from one suburb to another would use a percentage system for success to prevent frivolous switches and to make it difficult to reactivate. Failure would result in a message like "You tap at the controls" and "You flip several switches". When in an activated square the room description would be amended to inform you of which suburbs are powered: "A display panel indicates power is restored to Ridleybank, Molebank, and Darvall Heights." You would not be able to divert power to a suburb if another plant square is already powering it. Zombies would be able to deactivate the system by attacking the control panel (no doubt because of disturbing lights and noise). Attacking the control panel wouldn't destroy it, zombies would just have a chance of hitting a control that would shut down the system. There are only two power stations and six squares in total, meaning that only 6 out of 100 suburbs could have power at a given time. This would be a way for suvivors to selectively lend aid to causes occuring across the city. If there's a big battle going somewhere it would be worthwhile to activate the grid there to gives suvivors an easier time, or perhaps power could be left on in dangerous suburbs to give whatever brave souls that venture there a small advantage in not having to bring generators and find fuel. Keep in mind that the use of this is limited now as the only purpose of power is to make hospitals restore 50% more health per First-Aid Kit but if/as more uses for power are implemented this could be a fun and strategy inducing way of giving the power plants a function. When voting please consider this in the context of being a mechanic for supplying power in general with all its potential applications, not simply as a way of making a few hospitals allow surgery without generators. This would especially be a nice addition now that cell phones have been implemented. It is now possible to use phones for strategies that require people in different areas of the city, not just to arrange rendezvous and call people to your location.| suggest_moved=06:44, 27 April 2006 (BST)| }}


New Skill: Leg Break

{{prejection|

suggest_time=17:50 28 Dec 2005 (EST)| suggest_type=Skill Addition| suggest_scope=Zombies| suggest_description=Leg Break (Your claws attack and punch attack (if in survivor form) have a 30% chance to break the victim's leg. Your hand-to-hand weapon attacks (fire axe, kitchen knife, baseball bat, crowbar, etc (zombie or survivor form)) have a 35% chance to break the victim's leg. The attack must land for the 30% or 35% chance to be rolled apon. Until the victim heals him or herself with a first aid kit, it will cost them 2 AP to move.) This skill cannot affect zombies. If you buy this skill as a zombie it carries over if you are a survivor.| suggest_moved=06:44, 27 April 2006 (BST)| }}


Number of large hordes on stat page

{{prejection|

suggest_time=05:19, 29 Dec 2005 (GMT)| suggest_type=Stat page Addition| suggest_scope=Concentrations of zombies| suggest_description=This would essentially count how many blocks have thirty or more zombies and report that number on the stat page. This wouldn't give away any location but would be interesting to see how the zombies distribute themselves, (solo and small groups vs large hordes) The number of zombies per block is flexible. In Kevan's Zombie Infection Simulator we can see how the zombie clump together, this is similar except it would would just be a number, not a strategic tool like the zombie tracker.| suggest_moved=06:45, 27 April 2006 (BST)| }}


Improved Bodybuilding

{{prejection|

suggest_time=05:39, 29 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors and zombies| suggest_description=Subskill under Bodybuilding, gives flat +1 damage bonus to the fist attack, and perhaps a +15% chance to hit. Simple enough.

This skill would be useful if survivor items started breaking (i.e. your fire axe breaks and you're forced to punch it out), but I freely admit that right now it's about as useful as Knife Proficiency at the moment, so this is more flavor than anything.

EDIT: Forgot to add that this flat +1 damage bonus would carry over to zombies the same way bodybuilding carries over a +10 health bonus - a flat +1 damage to all zombie attacks. I think. Or maybe only claws, since I havent worked out my jaws lately.

This was inspired from the 'Head Crush' scene from Story of Ricky, where this huge, buff guy walks up to some dude, picks him up, and smashes his head apart (flying gore here) between his hands. I was going to propose a head crusher skill but after a while it seemed a bit silly.| suggest_moved=06:45, 27 April 2006 (BST)| }}


Bone Breaker

{{prejection|

suggest_time=07:57, 29 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters| suggest_description=Level 10 zombie hunter skill. A zombie killed with either a pipe or a bat at the hands of a suvivor with this skill would stand up with 50hp even if they had Bodybuilding. Arguably not unbalancing since it merely prevents zombies from benefiting from a human skill (and they would still be able to use Digestion to get to 60hp). It would not be a free giveaway to humans either as they would have to get a zombie at 2hp or less (being careful not to kill with the higher damage of their main weapons) and then strike a blow at 25% maximum accuracy, no doubt causing the suvivor to spend more AP on the kill than they otherwise would have. In addition suvivors would have to carry one extra weapon meaning they could carry one fewer expendable like ammo/faks. Still, it would be worth it for suvivors that have full inventories and no need to search, don't have other targets, aren't planning to log back in for a day, and might as well finish off their AP this way. It's always bothered me that only one melee weapon has a purpose. This is a way of making blunt weapons worth carrying for some without unbalancing the game.| suggest_moved=06:45, 27 April 2006 (BST)| }}


NecroBeast-Unpredictable Metamorphisis

{{prejection|

suggest_time=16:44, 29 Dec 2005 (GMT)| suggest_type=Random, Helpful to Zombies, Unpredictable| suggest_scope=Zombies| suggest_description=Similiar to the Necrotherium prejection with some modifications. 1 NecroBeast per four suburbs. NecroBeasts can be in the same neighborhood and attack each other

Prerequisite: No Necrobeast present in closest four suburbs, player must have been active within last few days (Two NecroBeasts cannot be in the same suburb at the same time because they are territorial, this will prevent a mob of NecroBeasts bounding about and creating too much of a commotion).

Events that cause the change (one of the following)

  1. Human player is bitten by a zombie inside a necrotech building, cemetery AND dies.
  2. A zombie is killed in a square with 20 or more dead bodies.
  3. Revivification syringe caused mutation on a human or a zombie.

Remember that is it random and unpredictable. Along with the prerequisites, You could possibly play for years and never create a NecroBeast or become one yourself.

What the NecroBeast gets:

  1. 150HP since no one wants to heal a NecroBeast regens 1HP every half hour.
  2. Decreased Vision/Improved Smell (no it doesn't smell all fresh and clean like bounty dryer sheets) Can't identify player names but distinguishes as so: Bad Food, Good Food, Yummy Food. Zombies are Bad Food but aren't harmful to the NecroBeast. Good Food are normal human players. Yummy Food are humans with bodybuilding or free running (if both then Really Yummy Food) because the free running and bodybuilding denote health, the meat of the human would be yummier. Killing Yummy or Really Yummy food gains 5-10 HP. The NecroBeast's screen also shows "There is a lot of Food/Good Food/Yummy Food/Really Yummy Food nearby" when there is a large group (50+) within 2 squares, can be inside or outside. Once in a square with food it does not distinguish between zombie and human, it just sees food
  3. Barricade Obliteration WAIT READ THIS The NecroBeast can only enter certain buildings because of it's size and the door size (example malls, churches, stadiums and fire stations) The NecroBeast can smash cleanly through a barricade in one AP but with a loss of 100HP 75HP since it'd be all gored up and stabbed with rebar, glass, metal and other objects. It's a pretty dumb animal so it makes sense. This would provide balance so when the NecroBeast attacks a building,once inside it is a normal HP opponent so the survivors inside CAN take it on. EDIT Also so it can't barge through a building everyday and has to take recuperation time
  4. Large Paws/Claws. The NecroBeasts 'hands' are about half the size of a human. This increases his chance of inflicting damage to 25 - 30% Damage dealt is the same percentage. Don't fret yet this gets a balance too
  5. A Place to Hide Since the NecroBeast can't barricade and can't mob up with other NecroBeasts it does need a place to hide. Yes it can enter the fore mentioned buildings but these are generally useful buildings to survivors so they will come back and attack him. The NecroBeast is only safe on high buildings like those that have 'Towers' in the name or on mobile masts. Once up there to safety the NecroBeast can only be shot at with projectile weapons such as a pistol, flare, or shotgun. This will allow the NecroBeast player to actually live long enough to become tactical and regain that 1HP per half hour.
  6. Death Bonus the NecroBeast becomes a Zombie when killed EDIT and whenever it smells a NecroBeast after that it gets an Adrenaline Rush for +25HP (because they're territorial)and keeps the scent skills as a bonus, when revived the human player can smell zombies and other NecroBeasts outside without exiting a building (can't see them but gets that message "You smell something that reminds you of Food outside", "You smell something Bad outside")
  7. the NecroBeast can also kill itself by jumping from the top of the towers or mobile masts, this would cause it -140HP damage, with a possible 10Hp left it can suicide into a barricade (not destroy it but bring it down a level or two)


Please take all of the equation into account before judging. I really believe that with a max 20 NecroBeasts running around with those abilities/disabilities would balance Zombie power and add fear back into the humans. (By the way I play as a human) Thank you. --Zex Suik 16:45, 29 Dec 2005 (GMT) | suggest_moved=06:45, 27 April 2006 (BST)| }}


People-Reinforced Barricades

{{prejection|

suggest_time=18:15, 29 Dec 2005 (GMT)| suggest_type=Barricade mechanics| suggest_scope=Barricades| suggest_description=Here's a controversial one. As a Zombie, I'm tired of seeing every building I pass as "heavily barricaded." I know most of them are empty! You're just trying to keep me from your sweet, sweet innards. Such poor sportsmanship! C'monnn, let me eat you...


I propose a tweak to barricades that makes the chance of knocking off an item variably dependent on a human presence. For the purpose of the idea we'll assume the current chance is 20% [[1]]. Barricades would have three levels of strength:


More than 20 Inhabitants - Barricades are reinforced by the people pushing at them from the other side. This could be an actual action ("Hold Barricades") or it could just be presumed/automatic. With the changes, barricades will have a 15% chance of having pieces knocked off.

20 Inhabitants or Less - Barricades are reinforced as above, but less so. There would be no change from the current knock-off hit percentage (20%).

No Inhabitants - Barricades will be weaker than they are now and much easier to demolish. 40% chance of knocking pieces off.


Main benefits for Zombies: Waste less time pounding on barricaded buildings for no reward; more areas to explore.

Main benefits for Survivors: Strengthen their own barricades by virtue of being around; low level survivors have better odds of finding refuge if fewer empty buildings are barricaded needlessly.

Main deficit: Players might create phantom characters whose sole purpose is to sleep in barricaded buildings. Something like a slow zerg. In time they would realize that maintaining 20+ fake players for this purpose is not only tiresome, but counter-productive as it would merely provide XP for Zombies who finally do breach that "unwatched" building.

Edit: Sorry to be vague. I've updated the above info to reflect that changes would be made to barricade hit percentages, since as far as I know barricades have no hit points. However, being as I'm an English major and not a statistician, I leave the final numbers up to the discretion of Kevan and the community. ;)

What say you?| suggest_moved=06:45, 27 April 2006 (BST)| }}


Feed (FAK equivalent for zombies)

{{prejection|

suggest_time=20:31, 29 Dec 2005 (EST)| suggest_type=New skill| suggest_scope=Zombies| suggest_description=With the "Feed" skill, a zombie can feast upon a corpse found lying about for a 10 - 20 HP boost (maybe more with an advanced skill?). If the zombie tries to feed again within 24 hours, it gets a message stating that it's stomach is satiated. This would be an analogue (though different in operation) to the first aid kit. Also, the idea of a zombie crouched in a cemetary, feeding on a corpse has a home in every zombie apocalypse!

EDIT: Upon seeing the initial reaction, I have a comment. Death is not so trivial for new players... You log in, have to spend 10 AP to stand up. Now you only have 40 AP left (if you're back to full already). That means 20 moves (assuming you don't want to attack anyone). 20 moves is enough to move you out of range of the nearby humans, but in comparison to how far a human can move per day, useless. So you get killed again. Repeat ad infinitum. This keeps a lot of new players from playing zombies, I think.

I see, however, that it might be in conflict with digestion. Maybe if it was changed to cost more AP, thus making it useful only if no humans are around?

EDIT: Points well taken. I think I can agree that ankle grab + digestion cover the topic pretty well already, so you can let this one die. Thanks for the input everybody :)|

suggest_moved=06:45, 27 April 2006 (BST)| }}


New Skill: Regeneration

{{prejection|

suggest_time=20:45, 29 Dec 2005 (EST)| suggest_type=New skill| suggest_scope=All| suggest_description=Regeneration (If you have 24 HP or less, you gain 1 HP every 30 minutes.) This wouldn't allow you to heal all your HP but gives those seriously injured, not near a hospital and perhaps on the outskirts of a map, a way to recover some HP without FAKs.| suggest_moved=06:45, 27 April 2006 (BST)| }}


29th December 2005

Number of large hordes on stat page

{{prejection|

suggest_time=05:19, 29 Dec 2005 (GMT)| suggest_type=Stat page Addition| suggest_scope=Concentrations of zombies| suggest_description=This would essentially count how many blocks have thirty or more zombies and report that number on the stat page. This wouldn't give away any location but would be interesting to see how the zombies distribute themselves, (solo and small groups vs large hordes) The number of zombies per block is flexible. In Kevan's Zombie Infection Simulator we can see how the zombie clump together, this is similar except it would would just be a number, not a strategic tool like the zombie tracker.| suggest_moved=06:46, 27 April 2006 (BST)| }}


Improved Bodybuilding

{{prejection|

suggest_time=05:39, 29 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors and zombies| suggest_description=Subskill under Bodybuilding, gives flat +1 damage bonus to the fist attack, and perhaps a +15% chance to hit. Simple enough.

This skill would be useful if survivor items started breaking (i.e. your fire axe breaks and you're forced to punch it out), but I freely admit that right now it's about as useful as Knife Proficiency at the moment, so this is more flavor than anything.

EDIT: Forgot to add that this flat +1 damage bonus would carry over to zombies the same way bodybuilding carries over a +10 health bonus - a flat +1 damage to all zombie attacks. I think. Or maybe only claws, since I havent worked out my jaws lately.

This was inspired from the 'Head Crush' scene from Story of Ricky, where this huge, buff guy walks up to some dude, picks him up, and smashes his head apart (flying gore here) between his hands. I was going to propose a head crusher skill but after a while it seemed a bit silly.| suggest_moved=06:46, 27 April 2006 (BST)| }}


Bone Breaker

{{prejection|

suggest_time=07:57, 29 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters| suggest_description=Level 10 zombie hunter skill. A zombie killed with either a pipe or a bat at the hands of a suvivor with this skill would stand up with 50hp even if they had Bodybuilding. Arguably not unbalancing since it merely prevents zombies from benefiting from a human skill (and they would still be able to use Digestion to get to 60hp). It would not be a free giveaway to humans either as they would have to get a zombie at 2hp or less (being careful not to kill with the higher damage of their main weapons) and then strike a blow at 25% maximum accuracy, no doubt causing the suvivor to spend more AP on the kill than they otherwise would have. In addition suvivors would have to carry one extra weapon meaning they could carry one fewer expendable like ammo/faks. Still, it would be worth it for suvivors that have full inventories and no need to search, don't have other targets, aren't planning to log back in for a day, and might as well finish off their AP this way. It's always bothered me that only one melee weapon has a purpose. This is a way of making blunt weapons worth carrying for some without unbalancing the game.| suggest_moved=06:46, 27 April 2006 (BST)| }}


NecroBeast-Unpredictable Metamorphisis

{{prejection|

suggest_time=16:44, 29 Dec 2005 (GMT)| suggest_type=Random, Helpful to Zombies, Unpredictable| suggest_scope=Zombies| suggest_description=Similiar to the Necrotherium prejection with some modifications. 1 NecroBeast per four suburbs. NecroBeasts can be in the same neighborhood and attack each other

Prerequisite: No Necrobeast present in closest four suburbs, player must have been active within last few days (Two NecroBeasts cannot be in the same suburb at the same time because they are territorial, this will prevent a mob of NecroBeasts bounding about and creating too much of a commotion).

Events that cause the change (one of the following)

  1. Human player is bitten by a zombie inside a necrotech building, cemetery AND dies.
  2. A zombie is killed in a square with 20 or more dead bodies.
  3. Revivification syringe caused mutation on a human or a zombie.

Remember that is it random and unpredictable. Along with the prerequisites, You could possibly play for years and never create a NecroBeast or become one yourself.

What the NecroBeast gets:

  1. 150HP since no one wants to heal a NecroBeast regens 1HP every half hour.
  2. Decreased Vision/Improved Smell (no it doesn't smell all fresh and clean like bounty dryer sheets) Can't identify player names but distinguishes as so: Bad Food, Good Food, Yummy Food. Zombies are Bad Food but aren't harmful to the NecroBeast. Good Food are normal human players. Yummy Food are humans with bodybuilding or free running (if both then Really Yummy Food) because the free running and bodybuilding denote health, the meat of the human would be yummier. Killing Yummy or Really Yummy food gains 5-10 HP. The NecroBeast's screen also shows "There is a lot of Food/Good Food/Yummy Food/Really Yummy Food nearby" when there is a large group (50+) within 2 squares, can be inside or outside. Once in a square with food it does not distinguish between zombie and human, it just sees food
  3. Barricade Obliteration WAIT READ THIS The NecroBeast can only enter certain buildings because of it's size and the door size (example malls, churches, stadiums and fire stations) The NecroBeast can smash cleanly through a barricade in one AP but with a loss of 100HP 75HP since it'd be all gored up and stabbed with rebar, glass, metal and other objects. It's a pretty dumb animal so it makes sense. This would provide balance so when the NecroBeast attacks a building,once inside it is a normal HP opponent so the survivors inside CAN take it on. EDIT Also so it can't barge through a building everyday and has to take recuperation time
  4. Large Paws/Claws. The NecroBeasts 'hands' are about half the size of a human. This increases his chance of inflicting damage to 25 - 30% Damage dealt is the same percentage. Don't fret yet this gets a balance too
  5. A Place to Hide Since the NecroBeast can't barricade and can't mob up with other NecroBeasts it does need a place to hide. Yes it can enter the fore mentioned buildings but these are generally useful buildings to survivors so they will come back and attack him. The NecroBeast is only safe on high buildings like those that have 'Towers' in the name or on mobile masts. Once up there to safety the NecroBeast can only be shot at with projectile weapons such as a pistol, flare, or shotgun. This will allow the NecroBeast player to actually live long enough to become tactical and regain that 1HP per half hour.
  6. Death Bonus the NecroBeast becomes a Zombie when killed EDIT and whenever it smells a NecroBeast after that it gets an Adrenaline Rush for +25HP (because they're territorial)and keeps the scent skills as a bonus, when revived the human player can smell zombies and other NecroBeasts outside without exiting a building (can't see them but gets that message "You smell something that reminds you of Food outside", "You smell something Bad outside")
  7. the NecroBeast can also kill itself by jumping from the top of the towers or mobile masts, this would cause it -140HP damage, with a possible 10Hp left it can suicide into a barricade (not destroy it but bring it down a level or two)


Please take all of the equation into account before judging. I really believe that with a max 20 NecroBeasts running around with those abilities/disabilities would balance Zombie power and add fear back into the humans. (By the way I play as a human) Thank you. --Zex Suik 16:45, 29 Dec 2005 (GMT) | suggest_moved=06:46, 27 April 2006 (BST)| }}


People-Reinforced Barricades

{{prejection|

suggest_time=18:15, 29 Dec 2005 (GMT)| suggest_type=Barricade mechanics| suggest_scope=Barricades| suggest_description=Here's a controversial one. As a Zombie, I'm tired of seeing every building I pass as "heavily barricaded." I know most of them are empty! You're just trying to keep me from your sweet, sweet innards. Such poor sportsmanship! C'monnn, let me eat you...


I propose a tweak to barricades that makes the chance of knocking off an item variably dependent on a human presence. For the purpose of the idea we'll assume the current chance is 20% [[2]]. Barricades would have three levels of strength:


More than 20 Inhabitants - Barricades are reinforced by the people pushing at them from the other side. This could be an actual action ("Hold Barricades") or it could just be presumed/automatic. With the changes, barricades will have a 15% chance of having pieces knocked off.

20 Inhabitants or Less - Barricades are reinforced as above, but less so. There would be no change from the current knock-off hit percentage (20%).

No Inhabitants - Barricades will be weaker than they are now and much easier to demolish. 40% chance of knocking pieces off.


Main benefits for Zombies: Waste less time pounding on barricaded buildings for no reward; more areas to explore.

Main benefits for Survivors: Strengthen their own barricades by virtue of being around; low level survivors have better odds of finding refuge if fewer empty buildings are barricaded needlessly.

Main deficit: Players might create phantom characters whose sole purpose is to sleep in barricaded buildings. Something like a slow zerg. In time they would realize that maintaining 20+ fake players for this purpose is not only tiresome, but counter-productive as it would merely provide XP for Zombies who finally do breach that "unwatched" building.

Edit: Sorry to be vague. I've updated the above info to reflect that changes would be made to barricade hit percentages, since as far as I know barricades have no hit points. However, being as I'm an English major and not a statistician, I leave the final numbers up to the discretion of Kevan and the community. ;)

What say you?| suggest_moved=06:46, 27 April 2006 (BST)| }}


Feed (FAK equivalent for zombies)

{{prejection|

suggest_time=20:31, 29 Dec 2005 (EST)| suggest_type=New skill| suggest_scope=Zombies| suggest_description=With the "Feed" skill, a zombie can feast upon a corpse found lying about for a 10 - 20 HP boost (maybe more with an advanced skill?). If the zombie tries to feed again within 24 hours, it gets a message stating that it's stomach is satiated. This would be an analogue (though different in operation) to the first aid kit. Also, the idea of a zombie crouched in a cemetary, feeding on a corpse has a home in every zombie apocalypse!

EDIT: Upon seeing the initial reaction, I have a comment. Death is not so trivial for new players... You log in, have to spend 10 AP to stand up. Now you only have 40 AP left (if you're back to full already). That means 20 moves (assuming you don't want to attack anyone). 20 moves is enough to move you out of range of the nearby humans, but in comparison to how far a human can move per day, useless. So you get killed again. Repeat ad infinitum. This keeps a lot of new players from playing zombies, I think.

I see, however, that it might be in conflict with digestion. Maybe if it was changed to cost more AP, thus making it useful only if no humans are around?

EDIT: Points well taken. I think I can agree that ankle grab + digestion cover the topic pretty well already, so you can let this one die. Thanks for the input everybody :)|

suggest_moved=06:46, 27 April 2006 (BST)| }}


New Skill: Regeneration

{{prejection|

suggest_time=20:45, 29 Dec 2005 (EST)| suggest_type=New skill| suggest_scope=All| suggest_description=Regeneration (If you have 24 HP or less, you gain 1 HP every 30 minutes.) This wouldn't allow you to heal all your HP but gives those seriously injured, not near a hospital and perhaps on the outskirts of a map, a way to recover some HP without FAKs.| suggest_moved=06:46, 27 April 2006 (BST)| }}


30th December 2005

Dexterity

 {{prejection|

suggest_time=18:48, 30 Dec 2005 (EST)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Dexterity (Zombies have the dexterity to use all weapons in the game. If a zombie has survivor skills that enchance a weapon's to-hit percentage, those skills apply.) Prerequesite: Memories of Life| suggest_moved= 01:11, 31 Dec 2005 (GMT) }}


Limb Cutting

{{prejection|

suggest_time=02:05, 30 Dec 2005 (GMT)| suggest_type= New Skill| suggest_scope= Everyone| suggest_description= making wirecutters and knivesuseful again! a zombie hunting skill would allow you to cut various tendons a dead bodie with a knife or wirecutter making it harder to move until they rest (maybe like 2AP instead of 1AP) or maybe it would make it a little harder to get up. After one use the knife would become dull and no longer useful(removed from the inventory) and after a few uses the wirecutter would become useless (wirecutters can't do damage like a knife so i thought they should get some benefit). Whoever cut the tendons or whatever would get some experience points, but it wouldn't always work and failed attemps would also have a slight chance of using up a "charge" on the item. Zombies could also take a skill like hard skinned or something that would make it harder to succesfully use Limb Cutting on them. I'm not sure if this is balanced or unbalanced but i'm just trying to put new ideas out there and make basically useless items useful.| suggest_moved=06:47, 27 April 2006 (BST)| }}


Bleed

{{prejection|

suggest_time=03:14, 30 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Survivors| suggest_description=When a survivor is lowered below 10 HP they begin to bleed. The status "You are bleeding" will show up in the box that lists your name, XP and AP. When a survivor is bleeding they lose one HP for each action they perform actions cost two AP instead of just one . Zombies, of course, don't bleed because, with their loss of life, they have, of course, lost some bodily functions. Bleeding can be cured with a first aid kit or goes away after a short amount of time.

Justification

  • I believe that this skill will be usefull because it makes the game a little bit more difficult for survivors because, as we all know, it is currently too easy for us. I think that the loss of AP is ok even though, I know, no one likes to lose their AP, because after you bleed a lot in real life you pass out. Losing HP makes sense because losing too much blood can kill you.

Possibility

  • Maybe a new skill could be added called "Tourniquet". Tourniquets stop bleeding but are very difficult to use, which would justify the ability to use them as a skill. Because one who has had experience applying them can make them out of just about anything (a small piece of wood and scrap of clothing) this skill would not require any item. A survivor with this skill may use it on themselves or on others and would gain 2 XP for helping another.

Changes

  • HP is now lost instead of AP, I know, I know, no one likes to lose AP.|

suggest_moved=06:47, 27 April 2006 (BST)| }}


Zombie AP Buff Two: 60 AP maximum for zombies

{{prejection|

suggest_time=04:11, 30 Dec 2005 (GMT)| suggest_type= balance change| suggest_scope=Zombies, those zombies eat| suggest_description=See above prejection for a rationale. This prejection, Buff Two: allow zombies (and corpses that are due to rise as zombies)to build up to a maximum of 60 AP. This prejection does NOT change AP regeneration rates, so a zombie on a strict 24 hour log-in schedule would never go above 48 AP as today. Any AP above 50 would be stripped from characters in case of a revive. A horde of 60-AP zombies is tactically equivalent to adding 20% to the numbers of the horde in present terms. For a headshot (non-ankle grab) zombie there would be 45 AP instead of 35 as now to play with, about a 28% increase - this is the group that would benefit most greatly in percentage terms. If the argument is made that this weakens headshot (and that that's a bad thing) I would answer that this difference makes headshot a more necessary skill to preserve survivor lives. | suggest_moved=06:47, 27 April 2006 (BST)| }}


Drive Back

{{prejection|

suggest_time=07:15, 30 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Blunt Weapons| suggest_description=I've been trying to think of a way to make blunt weapons serve a purpose. Here's an idea. A zombie hunter level 10+ skill that allows someone to use a pipe or bat to repel zombies without killing them. An axe does a lot of damage and sinks into its target but a bat while harming them less could knock them backwards. I propose a skill to allow suvivors to upon landing a blow with a blunt weapon on a zombie of 10hp or less to drive them out of a building without killing them. The skill isn't overpowered since a suvivor would only have a maximum chance of 25% to hit with a blunt weapon (not to mention the zombie would still be alive outside) but it would be a better option than an axe since you'd have to hit four times with an axe at 40% to kill a zombie at 10hp but only once with a bat at 25% to expel them from your safehouse. It would also be a good option if you expect the zombie to stand right back up and would be a worthwhile item for fierce sieges with real-time combat. It would make sense for this skill not to work if barricades were restored to heavy since there would be no gap in the barricades to drive the zombie back through.| suggest_moved=06:47, 27 April 2006 (BST)| }}


Blunt Weapon Proficiency

{{prejection|

suggest_time=07:51, 30 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Suvivors, Military| suggest_description=A skill to raise the chance of striking with a bat or pipe to 50%. Makes sense since it's easier to swing a bat than an axe. This would give bats/pipes an average of 5 damage per 5 AP spent which is still worse than an axe's 6 damage per 5 AP spent. The axe would remain the weapon of choice when attacking a zombie except that blunt weapons would become a better choice when the zombie is at 1-2hp, providing an additional 10% chance of finishing them off without having to swing again.

  • Another possibility if you think 50% is too low is to give blunt weapons 55% probability to hit with this skill. They would still be worse than the axe to deal damage but have a 15% greater chance to hit as a last blow.|

suggest_moved=06:47, 27 April 2006 (BST)| }}


Survivor wounds

{{prejection|

suggest_time=10:00am 30 Dec 2005| suggest_type=Penalty and flavour| suggest_scope=Survivors| suggest_description= When a survivor is attacked there is a 10% (obviously these percentage could be tweaked) chance that they will suffer a serious wound. This wound would effect either their A) head (causes trouble seeing/concentrating so survivor can only see zombies/survivors in current block) B) arms (causes 50% loss in accuracy with all attacks) C) legs (walking costs 2 AP). This adds extra fear to the game if a survivor suffers a wound and adds some variety and flavour to combat. Elaborated: Wounds should act like infection (they should be reported to player in the same way) and be cured when a FAK is used. Zombies would not get wounded, only survivors. Wounding blows could be a zombie skill like infection. I feel this would add more variety to combat and create interesting scenarios (imagine wounding your head and stumbling into a gang of zombies because you couldn't see where you were going, or having to settle for an unbarricaded bank to hide in because you injured your leg and couldn't make it back to the mall). | suggest_moved=06:47, 27 April 2006 (BST)| }}


Shove/Drag

{{prejection|

suggest_time=11:42, 30 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters, Zombies| suggest_description=The "Drive Back" prejection above gave me a great idea (so co-author credit for that guy, I guess ;). How about the ability to MOVE other players with a unique new skill for both classes? I'll elaborate.


Zombie Hunters lvl 10+ - New skill gives Hunters the ability to SHOVE one zombie one block in a chosen VERTICAL or HORIZONTAL direction (North/West/East/South). This costs 1 AP but causes NO or negligible damage. 30% chance of success.

This would allow Hunters to separate Zombies from a group, making them easier targets. Hunters CAN push zombies out of buildings, but ONLY if they number 4 or fewer. If there are 5 or more zombies inside or outside the doorway (a horde), this is not possible due to the crowd of Zombies becoming obstacles to the ejection. (No forced ejections during seiges, basically. Ferals rarely get into a fortified building without some help anyway, so they have less to worry about as well.)

Possible Concerns: PKers might use this skill (if they get high enough in level) to shove fellow survivors outdoors. On the other hand, organized groups could forcibly eject trouble-makers or anybody they don't like, which I imagine would happen in real life too. ("You complain too much! 'Wah, wah, the Zombies ate my family.' OUT YOU GO!")

Examples: Successful push, "You shove the zombie one block North." Unsuccessful push, "You shove at the zombie but your hands slip from its rotted flesh."


Zombies lvl 10+ - New skill under the Vigour Mortis tree gives Zombies the ability to DRAG one survivor one block in any DIAGONAL direction the Zombie chooses (North-west, North-east, South-west, South-East). This costs 1 AP but causes NO or negligible damage. 30% chance of success.

This would allow Zombies to drag a food source closer to other Zombies (sharing is caring). Also, Zombies CAN drag survivors OUT of a building, since logically the horde behind them would only aid in such action.

Examples: Successful drag, "You drag (name) kicking and screaming one block South." Unsuccessful drag, "You pull at (name) but lose your grip on the sweaty, doughy flesh."


If the action is successful, the shover/dragger moves WITH the victim to the new block. If unsuccessful, they both stay put.

Possible alternative: Zombies can get this skill at lvl 8 instead of 10. This may balance out the innate Hunter advantages, and since Zombies are stronger than Humans it makes sense that a lvl 8 Zombie is equal in strength to a lvl 10 Human. However, the ability to drag humans OUT of buildings seems very powerful to me, so lvl 10 is probably the way to go.


I'm particularly fond of the vision of a doorway crowded with the moaning, shrieking Undead sucking some hapless, wide-eyed survivor out into the darkness. Any other sadists with me on this? ;)

Edit: Vista does bring up a good point below about the griefing potential of this skill. While I would hope that most users would not be so frivolous with their AP solely for the sake of aggravating others (woe to the Hunter who shoves me around and then runs out of AP 2 blocks away from me when I wake up ;) I guess it's always a possibility. For myself I'd most often use the skill whenever I see a meatbag in the vicinity of a group of Zombies so they'd have a meal to wake up to. I'd like to continue hearing votes on this, but if concensus agrees it's too grief-able I'll probably kill it myself. Thanks. :)| suggest_moved=06:47, 27 April 2006 (BST)| }}


Weapon/Skill Improvement: Advanced Flare Training

{{prejection|

suggest_time=08:30 30 Dec 2005| suggest_type=Weapon/Skill Improvement| suggest_scope=Survivors| suggest_description=Advanced Flare Training (When you fire a flare into the sky, there is a -=- 20% 30% or 40% (pick one when voting) -=- chance a helicopter will see it and drop a supply crate at your location.) Flares operate in the same manner as they do now when used as a weapon. This skill only applies when a flare is fired into the air flare style. Prerequesite: Basic Firearms Training | suggest_moved=06:47, 27 April 2006 (BST)| }}


Fortifications

{{prejection|

suggest_time=16:36, 30 Dec 2005 (GMT)| suggest_type=Improvement / Location change| suggest_scope=Survivors in forts and armories| suggest_description=The Forts of Malton were designed not just to train and house soldiers, but also as reliable fortifications, cpaable of being a strongpoint if the need ever arose. As a result, they are full of killing zones, easilly defendable locations with excellent lines of fire. To represent this, any attacks aimed at a survivor inside a fort are at a flat -10% accuracy. Zombies lack the brainpower to benefit from this strategic location.| suggest_moved=06:47, 27 April 2006 (BST)| }}


Vital Decay

{{prejection|

suggest_time=10:10, 30 Dec 2005 (MST)| suggest_type=Balance Change/Improvement| suggest_scope=Survivors & Zombies| suggest_description=Did you ever notice that little section of your zombie profile that says “Died (X) times”? I’ve wondered what that was for, other than a record of how unlucky you were. With this prejection, that little piece of information takes on new meaning, and staying alive becomes vitally important to your future as a survivor.

Here’s how it works (these numbers aren’t set in stone, so feel free to suggest changes):

After dying your first dozen or so deaths, it becomes harder to jump-start the machinery of life. In game terms, this means that on your 13th death (or whatever), you acquire a 5% chance that future NecroTech syringes will fail to revive you. (For those of you who just mis-read that, this is not a 5% chance to be permanently stuck as a zombie ala BrainRot, just a 5% chance that any given syringe will fail to have an effect. A second or third or fourth syringe may work, depending on how lucky/unlucky you are.) With each subsequent death, the chance of failure for any given syringe increases 5%, up to a maximum of an 80% failure rate. Using my numbers, this means that on your 28th death, you have a permanent 1 in 5 chance of being revived for each syringe used on you (or 4 in 5 chance of not being revived). For added paranoia, code could be written that would assign each survivor a random point after which syringe failure starts. For one character, it might be 10 deaths. For another, it might be 15. For a third, it might be 5. The character (and player) would never know (a) at what point the failure percentage started to accrue, and (b) what their failure percentage is...

Newly-created zombie characters start out with a base 10% chance of syringe failure, which increases by 5% per death as above, to a maximum of 80%. This does not replace BrainRot for zombies - if you want to be a zombie permanently, buy BrainRot. This can be rationalized as new zombies being old dead bodies that the virus has finally affected (and besides, the player chose to start out as a zombie – why should some NecroTech dweeb farming for XP ruin that?). Zombies who started as zombies have the advantage of knowing that they started at 10%, and can do the math from there with every death.

NecroTech DNA Extractors should not show the chance of syringe failure or how many times the character has died. After all, just because you have a gun, it doesn’t mean you’re going to hit your target, even if you’ve got all the levels of pistol training - there’s still a chance of a “miss”.

Flavor: It is often the twist of the zombie genre that the hunter becomes the hunted. This prejection adds an element of fear to the game (“Gee, it might be hard to get revived the next time.”) along with a sense of realism (in as much as a zombie apocalypse game can be “real”). How many times have you logged in to find yourself dead, and then wandered over to the nearest NecroTech building and waited for revivification, just because you knew it was a guaranteed cure? Meanwhile, you passed up survivors and didn’t complain when someone used you for an XP farm before reviving you? Great role-playing, there. This way, standing around at a revive point just might earn you an additional 10 or 15% chance that the syringe won’t work when used. You might just be better off playing as a zombie for a while – at least you’ll be earning XP’s, and a lurching target is harder to hit than a stationary one.

This prejection takes becoming a zombie from being an inconvenience to being a real potential problem (nothing puts a crimp in your survivor social life like a small case of being undead), without forcing the player to be a zombie permanently or letting them off the hook easily. Death is easy; life is hard. The high number of deaths before syringe failure starts becoming a problem gives new survivor players a chance, while new zombie players have a chance of staying that way without some well-intentioned survivor with a syringe changing that.

In the long run, I believe this will result in characters who have low chances of being revived taking a stab at the zombie way of unlife (and swelling the ranks of zombies), while still holding out hopes for a revive. These players will have a lot invested in their characters, and will (hopefully) be reluctant to let them go.

As the author, I don't vote on my own prejections, as I feel making the prejection in the first place is a "keep" vote. Submitted by --SCAScot| suggest_moved=06:47, 27 April 2006 (BST)| }}


Search Bodies

{{prejection|

suggest_time=20:41, 30 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=

Call it whatever you want. Indifference, Fearlessness, Grave Robber

  • Search Body Skill - falls under Cilivian Skill Set. Ability to search the dead bodies (or of just Brain Rotted Zombies logged out for more than certain number of days) lying around with an increased chance of finding any item carried by the dead player. The more bodies there are increases your chances of finding an item. This COULD POSSIBLY take that item from any of the dead players the Brain Rotted Zombie. There is also a 10% to 30% (negotiable) chance of being bitten by a dead body while searching. The more dead bodies laying around that have infectious bite increases your chances of getting infected as well (negotiable)Requires 1AP per use as usual.

When I first saw that there were '20 bodies here' I thought to myself, 'why can't I search them?'

This is an obvious boon to survivors but a hidden gain for the dead, as it draws the survivors outdoors and keeps them there longer. Newcomers to the game that aren't able to enter malls can still find items to help get them XP but the newly dead can also bite someone while they are being searched --Zex Suik 20:41, 30 Dec 2005 (GMT)

EDIT I have one zombie alt who at this moment is lying dead outside a Necro Bldg so I might be wrong about this. If a Zombie has Brain Rot, doesn't that mean he can't be revived? If he can't use his items and doesn't drop them then when we drop him we should be able to take his items, seeing as how he'll never use them anyways.

| suggest_moved=06:47, 27 April 2006 (BST)| }}


Death Spasm

{{prejection|

suggest_time=16:54, 30 Dec 2005 (GMT-5)| suggest_type=balance change| suggest_scope=everyone| suggest_description=Simple enough, give a 5 minute restriction on humans who die from infection before they stand up. This is to prevent the exploit of Zombies countering the barricades by being raised, running to a building full of survivors, search then until they die from infection (which is a very common thing to have when you die) and stand up immediatly to attack, without actually removing the opportinity of being able to do it. If there is a 5 minute delay, a building filled with survivors is way more likely to have someone log in and dump the body outside before the Zombie actually rise, countering this "exploit". If nobody log in or notice in the time delay, then the Zombie is still managing his trick. --Eagle of Fire| suggest_moved=06:47, 27 April 2006 (BST)| }}


Atrophied Nerves

{{prejection|

suggest_time=22:33, 30 Dec 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Zombies in an advanced state of necrotic decay suffer a breakdown of the autonomic nervous system. This failure destroys the feedback loop which the living use to prevent injuries when performing physical activities. A zombie with an atrophied nervous system will take damage from every attempt to attack a barricade, but will do additional damage to the barricade when successful. This does not affect the probability of a successfull attack, only the damage delivered. Pre-req: Brainrot. | suggest_moved=06:47, 27 April 2006 (BST)| }}


31st December 2005

Loud Speaker

{{prejection| suggest_time=00:28, 31 Dec 2005 (GMT)| suggest_type= New Item | suggest_scope= Survivors and zombies| suggest_description= Survivors can find Loud Speakers which they can use one time per item to say whatever they want up to 150 people instead of 50. But zombies can also hear the user if thier within 5 blocks of the time it was used


changes: ok here's a better way of putting it Area- You can find it in the Police department or the mall Search Percent would be 5%

When a survivor uses it The description will be - You put the Loud Speaker to your lips and begin to speak- so it would only last for 1 turn and whatever you say would go to everyone in your same building up to 150 people instead of 50

The thing will kinda go off like a flare for zombies with the message- you heard a faint voice coming from 4 blocks west 11 blocks south

I thought of this idea after being so annoyed that I can only talk to 50 people even in the middle of a siege

All that in Short

Human-Gets to talk to more people YAAY!

Zombie- Gets to hear that person talk and attempt to follow the noise and much on his brains!

Author Edit: Ok remember people THE ITEM CAN ONLY BE FOUND IN 1 PLACE AND HAS AN EXTREMLY LOW PERCENT OF FINDING! it's more of a previlage saving item that an item that can be found 50 times a day and can be used like crazy. It's a one sentence 1 speaker trade off| suggest_moved= 01:57, 31 Dec 2005 (GMT) }}


New Skill: Midden

{{prejection| suggest_time=23:30 31 Dec 2005| suggest_type=New Skill| suggest_scope=Zombies| suggest_description=Midden (Zombies may construct a midden of body parts in a block without a building in it. The midden effectively functions as a baracade. While the midden stands no zombie or survivor may pass through it. Zombies and survivors in the block where the midden is built are trapped. Zombies who have this skill may also use it to remove middens, level by level, just as they can build them. Free running has no effect on areas cordonded off by middens.) Crowbars work the same way on middens as on barricades.| suggest_moved=05:50, 1 Jan 2006 | Notes: Duplicate of [ http://wiki.urbandead.com/index.php/Suggestions/2nd-Dec-2005#Wall_of_Corpses Wall of Corpses] }}


Influence Supply Drops

{{prejection|

suggest_time=23:35, 31 Dec 2005 (GMT)| suggest_type=Improvement| suggest_scope=Supply Crates| suggest_description=Supply crate drops at the moment are random enough such that most people have never encountered one - thus the net gameplay effect is minimal. I'd like to sum up some of the already proposed changes that influence supply drops and tack a few of my own on.

1. The chances of having a supply drop be placed to your block is influenced by whether there is a building, and whether it is powered. Lets say a powered building gives a 200% chance of a supply crate being dropped in any 24 hour period.

2. Flares. For every flare fired in a block, the odds of a supply crate being dropped to that block increase by 50% for the NEXT DAY, that is, if I go to a square and launch off 10 flares, I will have improved the chances of a supply crate being dropped to that block by 6 times, for the next day.

3. Population concentration. Densely populated areas should have more crates dropped to them. I propose that for every 20 survivors beyond 100 in a suburb the chance of a crate being dropped to any square in that suburb increase by 25%.

4. Radio power mast. Having a powered tower in a suburb will double the probability AFTER the prior 3 calculations have already been met, that is, if I fire 10 flares in a suburb with 200 people in it, on a block with a powered building, the probability becomes 825x2= 1650%, or 16.5 times the chance that a crate would drop in that block, in a day.

5. Drop Beacon. A new item found ONLY in Armories, it acts as an invisible flare. Light it off in a block, and it again doubles the probability. So taking the prior example, lighting off a beacon at that block would improve the chances to 3300%, or 33 times the chance that a crate would be dropped in that square rather than some random empty square in an unpopulated suburb.

All percentages would be recalculated each day with changes in status (power, population) noted and flare/beacon counters reset.

Looks like I have to make a clarification. I am NOT saying more than one crate be dropped in a block during a 24 hour period, NOR should there reasonably be guaranteed supply drops per day. The percentages I state are the multiples of the original hypothetical percentage of '100%', that is, normally there is 1 times the probability that a crate would drop. '3300%' would suggest that there is now a modified 33 times the probability that a crate would drop in that block, and given that the probability is fairly low (less than 1%) that a crate will drop in a particular block, even 33 times the probability would only net perhaps a 1 in 5 or 1 in 4 chance of a crate being dropped.| suggest_moved=12:34, 1 Jan 2006 (GMT)| suggest_votes=

  • Kill - You're freaking kidding, right? This is like a supply hand-out. I'll never have to search again! 33 drops a square per day? No. Just, no. --TheTeeHeeMonster 23:53, 31 Dec 2005 (GMT) Edit: Then word it right "or 33 times that a crate would be dropped in that square rather than some random empty square in an unpopulated suburb." means that it would be dropped 33 times. And yes, I understand the concept of the percent sign. I still vote kill because survivors don't need a boost right now. The zombies are already whining about the "Uber crates of doom!" We make them any better and they'll go strike again.
    • Re - If you didn't notice, I had a % after every number. PERCENT. So for the example of 3300% I placed, take whatever chance there is now of supply crates being dropped somewhere, multiply it by 33. NOT, 33 crates dropped a day - the maximum would simply be 1 crate a day if you managed to get and maintain the percent high enough such that crates would drop 100% of the time. They'd still be low-frequency finds. FireballX301 00:01, 1 Jan 2006 (GMT)
  • Kill - Sounds like you want airdrops to become the new searching. 3300%? They're supposed to be a rare treat. Also, you probably haven't seen one because they're only dropped in empty streets with no building, which hurts some parts of this as well. But basically, the crates are supposed to be a rare find that can be nice for the few people that find it, but the game will never revolve around them, and they should never be common enough to make any of this stuff make sense. I do like the recent other suggestion of crates being more likely in suburbs with lots of lights while averaging the same frequency overall, but that's it. Too many variables, and you'd have to make the rate much higher than the current balance permits in order to justify it all. --Brickman 23:55, 31 Dec 2005 (GMT)
  • Kill - Crates are only dropped in empty streets (not buildings, junkyards, parks, cemetaries, or wastelands), and it should stay that way. --Signal9 00:26, 1 Jan 2006 (GMT)
  • Kill - Are you aware that the current probabilities of random supply crates dropping is ZERO? It was a one time event. The basic assumptions for this proposal are flawed, rendering all the numbers invalid. Rhialto 00:31, 1 Jan 2006 (GMT)
  • Kill - First, supplies should only be dropped in empty lots, in order to draw people out of buildings if they're willing to risk it. Second, the population proposal (number 3) is way too powerful, and unrealistic because I doubt the military outside has a way of x-raying every building in the city to take a census count. --Dickie Fux 00:38, 1 Jan 2006 (GMT)
    • Re - Actually they could. Thermal imaging from satellites in orbit, as well as military units on the ground. It's still a crappy suggestion, but this part is plausable. --TheTeeHeeMonster 00:42, 1 Jan 2006 (GMT)
  • Kill - We DONT need ot make thigns easier for us, Survivors. Supply drops are/were rare because it makes thigns interesting... and the reason they were out in empty blocks is because it creates CHALLENGE. Expose yourself to get the goodies. Are the peopel who make suggestiosn so afraid of CHALLENGE? WHy dont we just give you unlimited ammo and all weaposn right from the start...Jak Rhee 00:31, 1 Jan 2006 (GMT)
  • Kill You want a huge amount of people to make supply drops come down more? Say hello to another day of super lag as hundereds of zeds gather into 1 park zone and stare mindlessly at a wall.--Drogmir
  • Kill -Supply crates were a one time gift to sweeten the for powering down of headshot. I didn't like them then I don't like them now.--Vista 02:02, 1 Jan 2006 (GMT)
  • Kill - Nothing else to say. Survivors are already a lot more powerful than zombies anyway. ~~----
  • Kill - I don't have a problem with having some way of influencing supply drops, but the Flares thing all by itself is ridiculous. Yes, I'd love to wake up to a billion flare messages every single time I log in. --Sindai 02:43, 1 Jan 2006 (GMT)
  • Spam - Obviously spam. Those percentages are ridiculous. Coreyo 03:48, 1 Jan 2006 (GMT)
  • Spam - 1) Everyone knows that you cannot have a probability of over 100%, 2) this means a instant crate for any powered building, 3) This kills almost all gameplay for Zombies as they would be killed almost instantly due to the "crates of doom" - Jedaz 10:02, 1 Jan 2006 (GMT)
  • SPAM - Makes searching useless, powers survivors to an all time high beyond that which any horde can match, or even all of them together. Why dont you just get rid of zombies instead? This would accomplish EXACTLY the same thing. --Grim s 11:19, 1 Jan 2006 (GMT)

}}



NecroTech Access Key Cards

{{prejection|

suggest_time=00:21, 31 Dec 2005 (GMT)| suggest_type= New Item and Skill| suggest_scope= NecroTech Buildings, Scientists| suggest_description= When you enter a NecroTech Building you get this description if it is powered and you have NecroTech “You are inside a NecroTech Building. The NecroTech logo glows gently above the front desk, but all monitors, equipment and laboratory access remain locked out during the quarantine.” With the right access key there is no reason why you wouldn't be able to theoretically use that stuff. What this would do is grant access to a list of all the zombie profiles that have been successful scanned and are in the same suburb as the NecroTech Building if it has power.

For the following two Peer Reviewed prejections, Extractor Knowledge and DNA extraction gives information on previously scanned zombies, to equal the same utility they would have to BOTH be implemented and are essentially a “free lunch”. This prejection requires effort on the part of the character to access useful information. Since zombies characters are tagged by the server for extraction purposes and cross referencing them by suburb wouldn't be difficult this wouldn't adversely affect the server, especially if NecroTech Access Keys Cards were one-use items only located at NecroTech Buildings.

Using this item would require familiarity with NecroTech Security protocol, and thus require an addition level on the NecroTech Skill Tree, “Field Promotion”, where due to work “in the field” (ie Malton)you are given management security clearance. This basically just lets you use the NecroTech Access Key Cards.| suggest_moved=06:48, 27 April 2006 (BST)| }}


BioHazard Class

{{prejection|

suggest_time=22:01 31 Dec 2005| suggest_type=New Scientist Class| suggest_scope=Survivors| suggest_description=Create a new scientist class to balance the tree out to 3 instead of 2. The Class would start as a cross breed between a Privite and a necrotech employee. They would start out with the following items 1 shotgun fully loaded and 2 shotgun bullets

Their skills would include NecroTech Employment and Basic Fire Arm training

The backstory on them would be that they were sent in as a rescue team with full accese to Nerco Tech's equipment to locate any lost scientists they encounter. They have been properly armed to defend themselves and are also being sent in to study the zombies and to report to their higher superiors. This is a very Big change and I would doubt that it would become part of the game.| suggest_moved=06:48, 27 April 2006 (BST)| }}


New Skill: Boxing

{{prejection|

suggest_time=21:50 31 Dec 2005| suggest_type=New Skill| suggest_scope=Survivors| suggest_description=Boxing (You have an additional 40% chance to land a punch attack.) Prerequesite: Hand-to-Hand Combat| suggest_votes=Vote Here }}


Add A Contact

{{prejection|

suggest_time=22:00 31 Dec 2005| suggest_type=Interface| suggest_scope=Survivors and Zeds| suggest_description=Simple Idea instead of having to have a contact within the same block to add him.

Why not just have the ability to type in a name and get them in a contact list. . Make it less like a contact list and more like a friends list| suggest_moved=06:48, 27 April 2006 (BST)| }}


New Skill: Dead Cling

{{prejection|

suggest_time=22:00 31 Dec 2005| suggest_type=New Skill| suggest_scope=Zombies| suggest_description=Dead Cling (You have a 30% 10% chance of successfully climbing up the side of a barricaded building. Each uses 1 AP. It takes three successful Dead Cling attempts for you to get high enough to drop through a window into the building below. If you fail an attempt you have a 30% 100% chance to loose your footing and fall to the street below. If you don't loose your footing and fall, all successful attempts are saved and your progress up the building is displayed by a 1/3, 2/3 and finally 3/3 in which case you will have a 'leap down' icon appear. 'Leap down' will cost you an additional AP.)| suggest_moved=06:48, 27 April 2006 (BST)| }}


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