Suggestions/RejectedFebruary2006

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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.

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 ~~~~~.
  4. replace "suggestion" with "prejection.

So, the new template should look like:

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

Peer Rejected Suggestions

1st February 2006

Infectious blood (reworked and resubmitted)

Timestamp: 07:05, 16 Jan 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: *Prerequisites: Infectious Bite and Brainrot (infectious bite could be dropped since whoever has brain rot will likely already have infectious bite)
  • Story element:

Whether the zombies initially became infected due to disease, radiation, viruses or an act of God(s) or Demon(s), it is unknown. It is known that now the older, the most decomposed, the most diseased of the zombies have become so putrid that their very blood is filled with filth and death. Leaving those unfortunate souls who get too enraptured I the death tainted.

  • Theme:

I can?t count the numerous grade B zombie flicks where zombies have managed to infect individuals just by getting a drop of blood into their victims system. ?The infections is usually introduced through openings in the victims body such as their eyes, mouth or open wounds. I.e. 28 days later?

  • What it does: It expands on infectious bite. A zombie with infectious blood has a chance of infecting the player that kills the zombie. It goes with the theme in zombie movies where someone kills a lot of zombies and has a small drop of blood get in a opening and infects them. I'd suggest a low chance of this happening, maybe 15% - 20% chance. (this percentage is only a suggestion, please make recommendations in kill votes about improving this)
  • Possible flavor text:

For those infected ?In the heat of the carnage a drop of the zombies blood made it into an open wound. You are now infected.? For the zombie ?The last thing your rotting eyes see before all goes dark, Is your blood spraying from your rancid corpse.? Of course it might be cool to translate this into zombie speak.

  • Should we punish players for doing what they should do:

This is not intended to punish players. What it is intended to do is to add a small element of danger, fear and best of all paranoia. It will have little effect on players but instead to cause players to be a little more cautious and prepared. FAX packs are readily available to any player that searches for them. Most Survivors will have a pack on themselves anyway either to cure themselves or others. And since brain rot is a prerequisite you should never have to worry about one out five zombies infecting you. And for those that do happen to kill five or more zombies a day. Please tell me what you are doing. I?d love to kill three a day.

  • The percentage is not low/ high enough:

Since brain rot is currently a prerequisite I feel it is low enough. You are not likely going to run into the chance of one out of every five zombies you kill infecting you unless you come across a hoard of brain rotted zombies. So given that one out of 10 zombies has brain rot. Then you have a chance of getting infected by about 1 out of 50 zombies. Please make recommendations on how to improve infectious blood. I would love to hear any ideas that can make this a great skill.

Left Queue: 01:29, 1 Feb 2006 (GMT)

Real World Vision

Timestamp: 02:55, 1 Feb 2006 (GMT)
Type: Improvement
Scope: Everyone
Description: Whenever someone does something so as obvious as obvious as a) killing another person, b) destroying a barricade and c) destroying a generator everyone within the building/block would receive the following message

"'You see Person X cry out for attention because they don't have real friends and'"

  1. a) "kills Person Y"
  2. b) "they drag their pasty, moist and overweight body over to the barricade and knock down a random object"
  3. c) "whine about how they don't have a real life and smash the generator so the darkness hides their poor hygiene"

Other messages could include

  1. "Person X starts crying about how he's never known love and his girlish tears short the generator out, destroying it"
  2. "Realizing that he's only a big man behind a keyboard, person X lashes out at the barricade because it makes him feel like he's important for once. he knocks down a chair"
  3. "Person X kills person Y after he is laughed at for the skid mark in his pants"

Zombies would see these messages too...hell, dogs would see what was going on if we had them in the game...

Left Queue: 03:26, 1 Feb 2006 (GMT)

Barricade Jerk Notice

Timestamp: 03:09, 1 Feb 2006 (GMT)
Type: improvement
Scope: Survivors or even Zeds in buildings.
Description: Read carefully. I am NOT suggesting that the game post notification every time a barricade is built or added to. The problem is, there are zombie sympathizers or Zombie player's living alts who find populated areas, and overbarricade like demons, so you can't step outside without getting trapped. I want the name of the culprit posted whenever a building is barricaded over VS. As in, anyone who seals a building so strong that no one can get in, Their name is shown to all the others in the building. As it stands, we can't protect ourselves from these overbarricading sneaks. Sure, it won't stop it from occurring, but we'll know who to slaughter and toss out if it keeps happening. Free Running is nice, but you're as screwed as a noob if you can't get in anywhere to begin with.
Left Queue: 03:26, 1 Feb 2006 (GMT)

Assault Rifle

Timestamp: 1914--1/feb/06
Type: Weapon/gun
Scope: Survivors, Mall Gunshops/Military base
Description: .

I think that the jump from handgun to shotgun is too large of an increase in damage and availabilty, and suggest that a new weapon be created. The 12 round magazine fed; 3 round burst Assualt Rifle would be a great addition to the survivor arsenal!... With each attacking AP, the rifle would deal out a three round burst with each bullet firing with a 15% hit percentage per round. If successful the rounds would deliver a +1 ammunition damage, so there would be a chance at successfully hitting for 3 XP all the way down to 0 XP. All gained skills and attributions would be applied to the Assault rifle as any other gun! -Ichi Matzu- 03:15, 1 Feb 2006 (GMT)~

Left Queue: 03:39, 1 Feb 2006 (GMT)

Of the Deads and the Livings-Suggesting about the balance between them

Timestamp: 3:07 1 Feb 2006
Type: Balance change
Scope: Zombie mostly, especially those ferals
Description: I have been concerned about the balance of the game between the Zeds and Survivors and suddenly the truth hit me. The Survivors are just fine if they solo, considering they have the high enough level; Zeds, in another way, are just no way near that. Like come on, even if you're a super high level Zed you'll still have to stick with the group since or any noobs can hit you and you'll still die. My point is to create something that is helpful for one zombie to still be alive between days and not useful for like a hundred of them to do so. Ok, here come the tree, which is fairly simple and most are just alterated versions of their human counterpart.
  • Dead cry: You send out a cry when you die that the nearest 50 Zeds to you in a square of 5*5, telling who kill you (ABCD just kill a zombie. He let out an echoing cry). Not a skill but a change for Zeds, making killing a single Zed in a populated area unwanted. I'll might consider stacking them so when you log in onto the game you'll not get like a hundred of dieing message around you (You heard multiple dieing cry around you. 50 people just killed them (See list of people)).
  • Graveyard: When you're standing in a graveyard you heal for 1 HP every half hour. This is an action that Zeds can perform. Making Graveyard for the first time an important building to zombies since noobs can find unpopulated areas and heal between rests while in a state of a big fight, losing this will critically wounded the Zed force, drawing them from just attacking important building. Since graveyard can't be barricaded this site will be an area of conflict between attacking survivors and defending Zeds
Left Queue: 06:37, 1 Feb 2006 (GMT)

Necrotech Biohazard Technician

Timestamp: 02:52, 1 Feb 2006 (GMT)
Type: Character Class
Scope: Survivors
Description: "Bowing to public pressure, Necrotech has announced that it is transporting Biohazard Technicians by air to help contain the spread of the virus. They have been trained for proper administration of the MK. II Necrotech Revivification Serum and have been equipped with a syringe and a pistol." Basically a survivor who starts off with Lab Experience, a syringe and a pistol. Edit Only one allowed per IP address.
Left Queue: 06:47, 1 Feb 2006 (GMT)

Maximum Occupancy

Timestamp: 16:55, 1 Feb 2006 (GMT)
Type: Code
Scope: Infrastructural
Description: In the interests of (among other things) realism and mitigating server load, buildings should have maximum occupancy ratings. If the number of people already inside the building meets or exceeds the rating, no additional survivors can enter it. As a very willing concession to game mechanics, the maximum occupancy would not prevent additional zombies from entering--this prevents survivors from "squeezing out" zombie attacks. The levels would be reasonable: for instance, 200/mall square; 100/cinema; 50/police department; 200/windowed tower; etc. This could slightly mitigate server load: no longer would it be likely that 40 of 200 people are all trying to resolve an attack on the same zombie simultaneously inside a hospital. Moreover, this forces people to spread to underused buildings, whose occupancy limits could create a new tactical layer. Cinemas could become more attractive zombie targets, being designed to contain more people than, say, fire or police departments.

Additionally, this aids the feeling of a paranoid zombie apocalypse. No longer could 2500 people congregate in a mall, with perhaps 200 acting in an organised fashion to keep the mall secure. Instead, as buildings grew full, people who wanted to allow their friends entry would have to make the difficult choice to migrate to another building, negotiate with the existing occupants, or quietly execute other survivors to make room. This also suggesmeans that while certain buildings like malls would certainly be the most attractive and peopled locations, other building types (such as towers, cinemas, etc.) could become new hubs of population and community, giving a more even and somewhat less predictable population spread in a suburb.

Left Queue: 20:45, 1 Feb 2006 (GMT)


Scream

Timestamp: 00:41, 1 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors
Description: When a survivor has an hp of 11 or lower, people will automatically "scream". This scream, as us survivors call it, shall be audiable up to a 5 x 5 block radius. Anyone who hears it shall recieve a message stating, "You hear a shriek of terror x blocks (direction". If someone is active at this time, they could come down there and help the survivor "who is probly sleeping if his hp is that low or has and/or has an infection" (Yes, people do scream in their sleep). An altermative to this if others think this is overpowering is that it could be used as a skill in the civilian section by itself.
Left Queue: 10:23, 27 April 2006 (BST)


Newbie Area

Timestamp: 01:26, 1 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors and Zeds
Description: When ever someone new starts the game they can't help but feel overwhelmed as they drop into a huge world randomly. I suggest before someone enters Malton as any class the will first start in a much smaller seaside town right off the coast of Malton (10*10)

This is so new players have a much easier time getting to see how things work. When they want to leave all they must do is go to one of the train stations.

When you get there you will see a button that says (take train to Malton) this will cost 1 AP. The description must be changed to show that the train station is still working to bring people into Malton. Once you leave this town you can't come back from Malton

Edit: Ok when either zeds or survivors reach lvl 5 the automacticly get booted to Malton. This also applys if you have 10,000 xp worth

Left Queue: 10:23, 27 April 2006 (BST)

2nd February 2006

Killing all members of WCDZ

Timestamp: 07:55, 2 Feb 2006 (GMT)
Type: A reasonable solution to a Wiki infestation
Scope: Users of this Wiki
Description: All members of WCDZ will be hunted down and murdered (slowly and painfully) in their homes. Their homes would then be burned to the ground with all their family, friends and worldy possesions inside at the time of cleansing.
Left Queue: 12:33, 2 Feb 2006 (GMT)


Inhuman Hearing

Timestamp: 05:11, 2 Feb 2006 (GMT)
Type: Skill
Scope: Zombies
Description: One of my characters was a zombie for a while and I decided to spend some time in Ridleybank, and while there I noticed a problem zombies have. I wanted to occupy buildings there so that if a survivor wanted to move in they'd have to kill my character first and dump them out, but I also wanted to be able to hear Feeding Groans so I could level up. As you might know, Feeding Groan originally could be heard indoors as well but was changed to only be heard outdoors so survivors wouldn't be likely to overhear a groan and come to the rescue of the building in trouble, making Feeding Groan counterproductive to zombies. Here's an idea for a skill that preserves the purpose of the Feeding Groan change but allows Feeding Groan to be more beneficial to zombies. Inhuman Hearing would allow zombies to hear Feeding Groans even when indoors. It's a useful skill that allows a zombie to hold a building without giving up the benefit Feeding Groan has provided and I think it's fair not to force zombies to choose between resting in buildings and hearing Feeding Groans. It also remains in flavor as Urban Dead zombies already have a superhuman sense of smell, it isn't a stretch to imagine other senses of theirs are also enhanced. Many people have said that playing a zombie is boring. And at least in the case of holding a building it is. You just stand around, spending 1AP every five days. This would allow zombie players to be on both the defensive and play the game at the same time.
Left Queue: 10:24, 27 April 2006 (BST)

NecroNet Uplink

Timestamp: 06:08, 2 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors
Description: Why would there be GPS Units in Necrotech buildings? Perhaps to tie in with their NecroNet zombie tracking system. This is the prejection: If you have NecroNet access and are within three blocks of a powered Necrotech building clicking on your GPS Unit would bring up that building's NecroNet map (still centered on it, not on your current location). It'd still cost 1AP. Since you'd have to still be rather close it'd only save survivors a few AP, and much of the time it might not save any AP at all if the Necrotech building was on the way to the tracked zombies anyway. However it'd be enough to make the GPS unit useful.
Left Queue: 10:24, 27 April 2006 (BST)


Blood Tags

Timestamp: 22:25, 2 Feb 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: A zombie with the Memories of Life, Death Rattle and Feeding Groan skills has the option to purchase the "Blood Tags" skill. Using this skill, a zombie is able to leave a plain-text "tag" for other zombies to find. The contents of this tag are restricted by the same translation algorithm used on Death Rattle -- a,b,g,h,r,z. The Blood Tag zombie types the message in a text field and clicks "Leave Tag."

The written-in-blood message is now visible to all who enter the block, much like a spraypainted message is. However, other zombies can not only read the tag's contents but can also smell the trail of the zombie who left the tag behind: "Zombie is now 4 blocks north, 6 blocks west." Any zombie can choose to collect the tag, at which point it is no longer visible to others, but is added to the zombie's inventory and acts as a semi-permanent locator for the zombie. (There may be limits on the scent range and how long a blood tag lasts. It's blood, it probably deteriorates.)

A zombie can choose to drop a tag if he/she tires of the location message. At this point, the tag ceases to be.

In the case of multiple tags dropped in the same block, the zombie may have a pulldown to select which tag to collect.

A zombie may or may not be able to hold more than one tag. (Interested in feedback on this and other points.) Creating a tag costs 1ap, as does picking up a tag.

Humans wishing to disrupt zombie efforts may collect and discard blood tags. However, a human cannot smell the location of the tag's author in the way that a zombie can.

Left Queue: 10:24, 27 April 2006 (BST)

3rd February 2006

No Name 2

Timestamp: 2nd Jan 2006
Type: new type of player
Scope: begginning players
Description: well why just have zombies? I say introduce a new species: WEREWOLVES! They cant be revived, but have alot of natural skills. Can use any melee weapons, get certain zombie skills but cant transform to human or zombie status.
Left Queue: 13:41, 3 Feb 2006 (GMT)

No Name

Timestamp: 2nd Jan 2006
Type: Survivors
Scope: Who or what it applies to
Description: This skill basicaly means survivors in buildings could fire out of buildings, say through windows. It would be done if a real zombie outbreak started. It could cost 200xp and have a range of 1 square all around the building. MajesticNinja
Left Queue: 13:41, 3 Feb 2006 (GMT)

F'n RC CARS

Timestamp: 17:55, 3 Feb 2006 (GMT)
Type: Items and Civilian Skill
Scope: Survivors (Zombies can benefit indirectly)
Description: First you have to find a F'n RC CAR, in a mall, warehouse (or towers possibly) you also have to have batteries (found in same location) F'n RC Cars are rare so you'd have to spend like 2 days or more searching for one in a mall with the Shopping AND Bargain Hunting Skill. Batteries are more common so you can find those almost at the same rate as shotgun shells.

Skill Set:

  1. F'n RC Car Hobbyist - gives the ability to operate a F'n RC Car (10% chance to hit, 50% chance of misguided attack)
    1. RC Skillz - Advanced RC Usage (25% chance to hit, 25% chance of misguided attack)
      1. Mad RC Skillz (55% chance to hit, 10% chance of misguided attack)

Basically, the F'n RC car is used to trip other players while they walk around. When they trip and fall they are dealt 2 - 10 HP damage (random amount, could be skinning a knee or bashing your head on a curb). The F'n RC Car isn't perfect though so if more than one other player is in the same block or building there is the chance that you might trip them instead (read misguided attack).

Messages:

  1. Survivors
    1. You tripped over ZexSuik's F'n RC Car and bashed your head for 10HP, you feel angry
    2. You stumbled over ZexSuik's F'n RC Car and skinned your knee for 2HP, you feel clumsy
    3. You fell over ZexSuik's F'n RC Car and bruised your elbow for 5HP, you feel embarassed
  2. Zombies
    1. some small moving object tripped you, you gouged your eye out on a stick for 10HP, ZexSuik is laughing at you
    2. some small moving object made you stumble a bit more and you broke your jaw for 5HP, ZexSuik is controlling it
    3. a small moving object got in your way, you fell over it and broke a finger for 2HP. ZexSuik is pointing something at you.

An option up for debate is whether you can attack the F'n RC Car or if the F'n RC car should 'disappear' after a determined number of attacks (as it gets damaged). Remember that in a mass attack, use of this item can benefit the Zombies because of an undertalent user accidentally harming his/her co survivors.

Think about the flavor

Left Queue: 18:05, 3 Feb 2006 (GMT)


Barricades Griefing

Timestamp: Forbin 21:07, 3 Feb 2006 (GMT)
Type: improvement
Scope: Survivors, PK, griefers, zombie spies
Description: When I logged in today, I saw the news that kills and generators destruction will now be visible. While I haven't seen it in action yet, this is a great step toward discouraging griefers and PKers. We all want a good time here. Most people want to play cooperatively. The PKers who PK for in-character or other reasons should welcome a change that identifies them as outlaws living on the edge. This change only hurts PKers who kill with unrealistic stealth and snicker behind their computer screens at the chaos left behind.


Another step in the right direction would be to target the other great bastion of griefing: over- and under-barricading. I have seen entire forum threads dedicated to sleuthing out which survivor is actually a zombie spy tearing down barricades from the inside, or putting them over "very strongly" to trap lowbies outside.

  • At the very least, players inside a building should be notified when someone attacks a barricade.
  • Ideally, they should also be notified when someone puts up a barricade (or at least puts one up over "very strongly").
  • Players outside can be notified as well, although this isn't really necessary.

  • I doubt I need to justify the realism of this idea: everyone in the room will notice when you shove a bed into a pile of bookshelves in from of the door.
    I recognize that, implementation-wise, this change will probably load the server a lot more than just reporting kills and generator destruction, which occur much less frequently. But I believe the idea is sound.

    Left Queue: 10:25, 27 April 2006 (BST)

    Different Explicit Zerg Warning

    Timestamp: 02:16, 3 Feb 2006 (GMT)
    Type: Warning
    Scope: Zergers
    Description: Anyway, inspired by a comment on the previous Zerg Warning prejection, what about a big fat ZERGER tag by the zerger's name, which can be seen on the room listing? That way, the zerger himself won't get the warning, since he doesn't see himself on the list, but everyone else can.
    Left Queue: 10:25, 27 April 2006 (BST)

    Scent Horde

    Timestamp: 26:15, 2 Feb 2006 (GMT)
    Type: Zombie Skill
    Scope: Zombies
    Description: An early zombie skill which would produce a message when 10 or more zombies sharing an identical Group text string are within a six-block radius. The message would point to a block which is the geographic average of all such zombies' locations. So, if 10 zombies in group Ugly Undead are occupying blocks (10,20) through (14,24) -- geographic average is (12,22) -- and your zombie character is standing at (9,19), you'd receive a message like "You smell the horde 'Ugly Undead' 3 blocks to the south and 3 blocks to the east." The point is simply to allow ferals to latch on to hordes with some consistency.
    Left Queue: 10:25, 27 April 2006 (BST)

    Blood Strength

    Timestamp: 08:41, 3 Feb 2006 (GMT)
    Type: Improvement
    Scope: Zombie
    Description: Currently, the reasons for killing zombies are dwindling. HP to a zombie with ankle grab is moot. One AP can transform a zombie that was formerly so ravaged that it collapsed and transform it back into a perfect killing machine. Why not reward those players who can use their zombies to maximize player kills while minimizing the number of deaths suffered by their zombie characters? My prejection is this: Each time a zombie kills a survivor, increment its "Blood Counter" by one. Each time a zombie dies at the hands of a survivor, subtract one from the "Blood Counter". If revivified, the counter drops by one. The counter will never drop below zero. The counter can be viewed by fellow zombies, but not survivors.

    The zombie is then given a 1% bonus to hit and survivors suffer a -1% penalty for each number of the blood counter. This will max out at +10% and -10% even if the counter has exceeded 10. Edited to add: Survivor's chance to hit will never drop below 10%.

    Here are the advantages: Clever players who use their zombies more efficiently get greater rewards. Digestion plays a greater role. Players with high blood counts will earn bragging rights. Survivors who kill zombies will have done more than waste their AP when they could be barricading instead. By killing zombies, survivors will effectively be weakening the zombie hordes. This will also encourage zombies to use buildings for cover and put survivors on the offensive. I don't feel this would greatly unbalance the game as it is far easier to kill zombies than it is to kill survivors.

    I believe this will be a simple item to add to the game as there is already a counter that tells zombies how many times they have died. The coding would be minimal.

    Left Queue: 10:25, 27 April 2006 (BST)

    Food

    Timestamp: tarzom 12:54, 3 Feb 2006 (GMT)
    Type: Game Mechanics?
    Scope: Survivors
    Description: There must be more to life than hanging around buildings then occassionally venturing out to 'pop a cap in the ass' of a zombie or two? I don't want to make life too much harder for survivors, but at the moment they dont have to do much to survive other than killing and hiding. Don't survivors need to eat?

    I suggest that Survivors would need to eat everyday day or two, or lose a hp (or more) for each day without eating. Food could be found in most (otherwise empty residential) streets and the mall (with a relatively high chance to find). Food could be treated like FAKs so groups of survivors could send out scavenging parties to get food, then return to base and feed those 'holding the fort'.

    Left Queue: 10:25, 27 April 2006 (BST)

    Sorting Target List

    Timestamp: 21:40, 3 Feb 2006 (GMT)
    Type: Interface Improvement
    Scope: Character List
    Description: The list of characters in a room that can be targeted (Ie for Attack, Healing etc) should be sorted alphabetically. Finding an individual in a crowd of hundreds is a pain in the ass.
    Left Queue: 10:25, 27 April 2006 (BST)

    Fast Feet

    Timestamp: 23:03, 3 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombie Hunter
    Description: This will be a new skill for zed hunters and you must have headshot to aquire it. When you buy this skill all zombies that attack you with anything, hit percentages will go down by 5% for each attack (done sperately 25% hit into 20%). All zombie hunters know that they have to keep on moving or else they'll become chow. If you're afraid of what this will do for new zeds my only word of advise is. Why are you attacking a lvl 10+ survivor?
    Left Queue: 10:25, 27 April 2006 (BST)

    4th February 2006

    Metabolism

    Timestamp: 05:52, 3 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: Zombie gains one AP per successful bite attack. Must have Digestion.

    Digestion is cool and all, but how much good does HP really do for a zombie with ankle grab? If you get killed, it's just one AP to stand up. AP now, that's something worth going after. Not an excessive amount, but maybe enough to keep biting worthwhile once you get Death Grip and Rend Flesh for the hit attacks.

    Sorry if this isn't the prettiest, I've been playing for a while but am new to wikis.

    Left Queue: 00:40, 4 Feb 2006 (GMT)

    V.I.B (Very Important Building) for Zeds

    Timestamp: 0:07 5 Jan 2006
    Type: Improvement
    Scope: Zed and agrresive survivors
    Description: Have you ever felt that it was so unfair for survivors to have key building and Zeds not? Or for Zeds to have so few options for playing styles and healing? Fear not, since with the new V.I.Bs for Zeds both of these problem can be solved.
    • Graveyard: The soil here is good for your flesh. You heal for 1 HP/hour when standing like duck here(Zed only). Help heal new Zeds and offer a great non-barricadable battlefield and maybe Xp-farm for survivors.
    • Church and Cathedral: The divine energy inside here has been polluted. You heal for 1 HP/hour when standing like duck here(all). The fact that this building CAN be barricaded but can't be closed ( I'm talking about doors ) will make this place a great XP-farm and healing area for both sides, making this place a big bad battlefield.
    • Wasteland: You gain 1 XP for standing here - not laying here dead - for 1 hours (Zeds only). Excelent Xp-farm and battle area.
    Left Queue: 13:02, 4 Feb 2006 (GMT)


    Drop of Blood

    Timestamp: 02:32, 4 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: This skill can only be activated when zombie turns level 10, has aquired Grab, and acquired neck lurch. When a zombie has killed a survivor, he/she will gain 2 ap (Negotiable on how much, want to see if this survives before I try to think what number would be reasonable. Remember that this is an idea, and should be voted spam if it shouldn't be on at all, if it looks overpowered or overweaken, just put which one so I can change it).

    Edited: Lowered the amount gained to 2 based on popular demands

    Left Queue: 10:26, 27 April 2006 (BST)

    Look Around

    Timestamp: 02:47, 4 Feb 2006 (GMT)
    Type: Interface simplification
    Scope: Survivors, possibly Zombies
    Description: Message spam is becoming more and more of a problem. Between chatter, groans, flares, kills and generator busts the Urban Dead UI can fill up pretty fast. However, this is all important information; and there's probably even more information that could be added if it weren't for the problem of reader fatigue. I'd like to propose that the Search button take on a second function.

    In addition to searching the building for useful items, hitting Search would also reveal details about activity in the vicinity that wouldn't otherwise make the cut. For example, it could list info about who placed or fueled a generator while you were there, or who added to the barricades. It could list persons who recently entered or left the building. The point is simply to provide a place for those additional details that folks might like to know, without forcing everyone in the building to read through even more text.

    If this were implemented, it might be advisable to change the Search button text to "Look Around" or "Inspect the Area."

    Left Queue: 10:26, 27 April 2006 (BST)

    Single Out

    Timestamp: 07:25, 4 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: A zombie with this skill may groan (point?) at a specific human or zombie of their choice, and everyone else in the room sees "A zombie groaned at [target]." - it'd give coordination for zombie sieges, allowing higher-level zombies to point out the biggest threats, and it'd be an easy way to add atmosphere, that it'd make zombies appear more intelligent, and lots of zombies groaning at the same survivor would freak them out. (This was posted to the forums somewhere by LittleLisa, although I can't find it again to give a link.)
    Left Queue: 10:26, 27 April 2006 (BST)

    Roof Access

    Timestamp: 08:42, 4 Feb 2006 (GMT)
    Type: improvement
    Scope: survivors
    Description: As it is right now, every mall is completely heavily barricaded. This action is a simple one; malls have roofs and roofs usually have a roof access door (a la Dawn of the Dead). So why can't survivors climb a nearby building (say an apartment building or some such) and use the roof access to enter, keeping the barricades intact? Zombies wouldn't be able to climb, and there can still be mall sieges between survivors and zombies. This improvement is mainly aimed at making the civilian class easier to level with, but it also adds flavor to the game. Its even in genre. Naturally a player could jump off the roof to kill themselves, but this can't really be abused in terms of large groups of players on the roof for three reasons.

    1) If everyone goes to the roof, and zombies break into the mall, they could climb the stairs to the roof. (memories of life would be required)

    2)Even though the players are safe from zombies, they have no way of earning XP (except player killing or healing.)so they'd HAVE to go outside eventually.

    3)Because you would be jumping from a multilevel building to the roof of the mall,it only makes sense that you can't jump backwards back to the building-you have to leave through the mall, which means breaking down barricades, a dangerous tactic. (This would also make malls easier to get into more often, for zombie and survivor alike.) JokerofSkulls 09:03, 4 Feb 2006 (GMT)

    Left Queue: 10:26, 27 April 2006 (BST)

    Movement Restrictions based on Enemy Count

    Timestamp: 08:58, 4 Feb 2006 (GMT)
    Type: Modification to movement
    Scope: Everybody
    Description: So I have no idea why a survivor can run straight through the Mall Tour '06 horde and not be shredded and eaten alive. Since I did just do that carrying generators for the Necrotech buildings near Caiger. Therefore I propose the following.

    When there are over 25 of one 'faction' member in a block (i.e. 25 survivors or 25 zombies), anyone entering that same block will take one additional AP to LEAVE. That is, if there's a blob of 30 zeds somewhere a survivor will spend 1 AP to move into that block. Moving away from that block would require two AP.

    The next tier is at 100, and adds another additional AP. So if there are 150 zeds in one square it will take a survivor one AP to move into that square, and 3 AP to move out.

    This also applies indoors - when zombies smash the barricades of a mall and break in, it will take them additional AP to fan out into the mall. Shouldn't be a problem if the mall is already falling, and if it's very well defended you'll probably not want to bother fanning out into the mall anyhow.

    Left Queue: 10:26, 27 April 2006 (BST)

    Horde Identity

    Timestamp: 13:31, 4 Feb 2006 (GMT)
    Type: Interface
    Scope: Everyone
    Description: When 10 or more zombies of the same group are located in the same block, they will be shown on the map by a single box with their horde name -- "Ugly Undead:12". "Large Scary Horde:155". Unaffiliated zombies are displayed as usual. The horde name doubles as a link to the horde's wiki page, if there is one, a la the Stats page.

    See an example of how this looks here

    Left Queue: 10:26, 27 April 2006 (BST)

    NecroTech Rifle

    Timestamp: 19:07, 4 Feb 2006 (GMT)
    Type: Weapon
    Scope: Humans, scientists
    Description: Ok, I've spammed enough rifle prejections in my time, and it suddenly occured to me that I'm quite good at saying why rifle prejections are bad, but I've never tried to improve them, so here's a try.

    The good people at NecroTech have finally decided that things are getting a little out of hand in Malton and have decided to release their brand new, high-tech, anti-zombie rifle! (They'd probably be doing some research on how to make the undead stay dead, right). I?m guessing some sort of Railgun like thing, ala Return of the Living Dead 3 (I might have the wrong movie). Here's how it works
    A. Rifle would NOT be able to fire into other blocks.
    B. this Rifle will appear under the science skills and can be found in NecroTech buildings, why? Because right now with the exception of the fire axe every decent weapon is chiefly located in PDs and it'll allow scientists to be a little less passive. Besides the Military have enough weapons to play with.
    C. Ammo (Cartridges?) would be found singly (like shotgun shells) and only one could be loaded into the rifle at a time.
    D.The following related skills should be introduced:
    Basic Rifle Use - a science skill, no perquisite or maybe NecroTech employment, adds 30% to hit (high but this weapon WON?T be affected by basic firearms).
    Advanced Rifle Use ? requires Basic Rifle Use, adds another 30% to hit.
    E. Damge would be 8 per hit (affected by flak jackets of course), to hit ratios would and expected damage over 10 AP (given you are carrying all the ammo you need and the rifle is fully loaded to start with,it gets 5 shots this way) is:
    No skill: 15% to hit, expected damage 6 (Best gun without skills)
    Basic Rifle Use: 45% to hit, expected damage 18 (same a shotgun with basic firearms skill)
    Adv. Rifle Use: 75% to hit, expected damage 30 (slightly higher then fully leveled pistol, which is 29.25, and worse then the shotgun which is 39)
    F. Possibly the weapon would allow sniping in that if you are hit with a shot instead of saying ?Bob hit you for 8 damage?, it would say ?A sniper hit you for 8 damge.? I?m aware this has a lot of potential for abuse? so perhaps there would be a fixed chance of spotting the sniper? Cheifly I?m thinking that this would provide defense in sieges for humans so that the zombies don?t all attack the sniper (we all know we go right for the one unloading shotgun blasts into the room). I?m not really crazy about this part, but people really seem to want some snipering. So if you want to drop section F that?s ok with me.

    Ok, so kill this if you like, but at least I can say that I tried, and now I can trash sniper rifle people mercilessly. Also I'm not wedded to any of these number, but I think they work pretty well.

    Left Queue: 10:26, 27 April 2006 (BST)

    Groans Audible From Inside

    Timestamp: 21:13, 4 Feb 2006 (GMT)
    Type: general change
    Scope: survivors and zombies
    Description: Both zombies and humans inside a building will now be able to hear groans coming from outside the building. This will allow zombies to "occupy" buildings, because they can investigate groans that they hear from the outside or from the inside of other buildings, then return to the one they were inside when their AP is running low. --Stare 21:13, 4 Feb 2006 (GMT)
    Left Queue: 10:26, 27 April 2006 (BST)

    5th February 2006

    Genetic War: Getting Psyche' Up

    Timestamp: 11:46 5 Jan 06
    Type: Skill
    Scope: All
    Description: OK, I know you have been extremely disappointed of my earlier suggestions (to the point that you spaminated all of them but this one is different. I gave it thoughts and efforts so don't just throw it out, OK?.

    Explanation: The skill tree itself is simple: It was for everyone, no matter what side you're in. It is all passive. It may look interesting to put on but I would suggest, if this skill tree make it to the game, that you master one type of XP harvest first before you put XP into this tree, for it being ineffective in the early game.

    Changes:

    - Added history

    - The skill now cost 100 XP each skill for Zombies and Civilians, 75 XP for Scientists and 125 XP for Military players. Effectively balance out the amount of XP you'd need to invest to max out all the avaiable skill.

    History: After a full data analysis, the NecroTech scientists had come to a conclusion: Scientist, even with a large amount of power at their disposal(revive and healing) are still easy target for those hungry undeads that are now filling the street. It was explained that by their lack of physical attributes (lack of Body Building and proper weapon use) that they fell when it come to self defence. Those scientists then worked out a solution: All of the NecroTech's employees would receive a syringe that contains a special fluid that would boost their genetic materials, giving them powerful additional attributes. Unfortunatedly, the plan was a failure. The landing boxes that contain the syringes was cracked open by other types of survivors. They, lacking the skill to use them and the intelligence to understand what's in it poured the liquid to the sewer. There, the fluid got evaporated along with the water into the air. Every living things (or unliving things) now was given the boost, but it was too spread out to be any real change. However, who knows when one day the shadowy NecroTech would revive this plan.

    Foreword: I know that it may look disturbing at first. "Genetic war? Are you crazy? We are having a survival horror game here, not some crabby Sience Fiction ???!!!" But I thought that it may be an interesting additional original materials to our already heavily inspired-by-other-features game. Like not many game have a Resi-style city's Zombie outbreak AND Halo-style genetic war all boxed up do they? So if you agree with me (or just curious of what kind of "stupid" suggestions I made this time), read on.

    The Skill Tree:

    Empathy: (Yes this idea die hard) You can to sense if there is any killing in the 3*3 square around you. This will make Player killing nearly impossible since every one would know if who kill who. Also a weakened version of "View through the window" since survivors can sense if there are any killing outside to evacuate out of there quickly. Zombie can avange his brethen with this skill

    Analysis:You can find things others cannot find. Increase your chance of finding items in a building by 10%. 0% chance of finding an item cannot be increased. I think I saw one suggestion similar to this one somewhere, can anyone point it out for me?

    Aggressiveness: You force yourself to hit faster and stronger. Increase your overall percentage to hit by 6%. A non-significant addition for newcomers but invaluable for older players since they would appreciate any addition to their damage versus AP. I put 6% so it would not overshadow Vigour Mortis (Can anyone please explain to me what the heck that means?).

    Adrenaline Rush:You push yourself over your limit whenever you get in a fight. Increase your overall percentage to hit by a further 4%. In total, it comes to 10%, but it worth the point when you know what's behind this.
    Pack Instinct:You attack more successful when you're near friends. You get an addition 10% to your overall percentage to hit when you have at least 1 friendly player (means of the same faction) in the block you're in, you must be able to see them (So indoor players will not help outdoor ones and etc.). Again, I think I saw one suggestion similar to this one somewhere, can anyone point it out for me?

    Regeneration:You regenerate overtime. Heal 1 HP per hour, will not work if you got hit in that hour or if you died. This skill is not overpowered in the fact that: You don't get heal all over night, it doesn't heal Infection, it can't exceed your Max HP, FAKs can be used by any Survivors and Digestion is still the king of regeneration.

    Healing Enhencement:You heal an extra 1 HP/min for the next 5 min when you get healed by FAK or Digestion. Any damage will cancel the effect. Another "thought to be overpower but it's not" skill. Reason? You will need 200 Xp (150 XP for Scientists) to get it, in massive fights you usually got hit even before the effect take place, it can't exceed your Max HP and the effect is not significant in an immediate situation (like a big fight for example).
    Genetic Redemption:Your body use it's original genetic plan to rebuild you from scratch. It means a Survivor resurrected after being killed and a Zombie return to being undeath even after being revived/killed for a cost of 5 AP (free for Zombies with Ankle Grab, even when it's hit by Headshot). The effect cannot be prevented, just like Brain Rot. The effect take place once every 48 hours.(which means you'll have to wait for 48 hours for another Redemption, even if you die afterward).I took the idea from the crazy Psychic Resurrection that someone impersonated me wrote in the Psychic Rampage V.13 - I - don't - remember - the - next - line - of - numbers - can - anyone - help - me - please. It's not overpowered for those reasons: It takes too long to reach here: 300 XP for "normal" players, 225 XP for Scientists players and (it's a shame since you guys need it most) 375 XP for Military players, it's not for "free" (but it's still half the price of normal standing up), it's not as cheap and powerful for Zombies as Brain Rot, but high level Zeds still need it for the anti-Headshot each two days it brings, it's aimed toward those fragile Scientists who got killed from time to time. Plus, it's an annoying sight for your opponent to see you walk out of the door with nothing damaged even after they poured all of their APs onto you.
    Left Queue: 14:29, 5 Feb 2006 (GMT)

    Hunger

    Timestamp: 15:39, 05 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: This skill comes after Digestion. Zombie loses one point of health every half hour regardless of its activity until it has only 1 hp left. When it stands up after being killed it has 1 hp instead of 50/60. In compensation, once it grips hold a human, its bite attack has an additional 10% to hit. Its aim is to give zombies an optional motivation other than experience and to promote scenes in which a zombie catches a survivor and starts chewing on them.
    Left Queue: 16:15, 5 Feb 2006 (GMT)

    Trade XP for AP

    Timestamp: 19:28, 5 Feb 2006 (GMT)
    Type: Improvement
    Scope: Everyone
    Description: Experienced players (level 20 and greater) should be able to trade 75 XP for 1 AP. The reasoning is that experienced players who max out on skills end up with a lot of extra XP that goes unused. Why not put it to good use? Converting XP to AP reflects the fact that these players are veterans in the game and they have learned to do things more quickly.
    Left Queue: 19:46, 5 Feb 2006 (GMT)


    Feeding Frenzy

    Timestamp: 09:15, 5 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: If more than 5 zombies in the same area have this skill, then a damage increase for the zombies with the skill is rewarded. If there are more than 5 humans in the area with the 5 Feeding Frenzy zombies, than an even stronger damage increase is awarded. This does not affect barricade, or generator attacks.
    Left Queue: 10:28, 27 April 2006 (BST)

    Advanced Research

    Timestamp: 08:43, 5 Feb 2006 (GMT)
    Type: Skill, Item
    Scope: Survivors, Science
    Description: Right now Necrotech seems to be an entirely benevolent organization but usually in zombie movies the research company investigating zombies has something unethical going on. Here's an idea that allows scientists to profit in immoral ways: Advanced Research would be a high level science skill that would use Lab Experience as a prerequisite. Scientists with Advanced Research are conducting more in-depth analysis of zombie biology and would be able to find "Tracking Chips" in Necrotech buildings. A tracking chip can be placed in any zombie, even one that has been scanned. Implanting a chip does not allow to you track the zombie's position or add it to Necronet, and the zombie can still be scanned by other people as normal. The condition of being DNA scanned and having an implanted chip are completely seperate.

    What a tracking chip would do A tracking chip is designed to monitor zombies as they feed and gain data about their biological urge to consume flesh. When a zombie with a tracking chip kills a survivor the scientist that implanted the chip gains 3xp. Every time the zombie kills someone they would get a message signifying a chip is implanted in them: "You attack X for 4 damage. They die. You hear a faint beeping noise." The zombie has a 25% chance of ripping out the chip after killing a survivor, in that case the message they get would instead be "A small chip starts beeping and alerts you to its location. You rip it off." The chip would stay there until the zombie ripped it out, or until they were revived. To get this xp the scientist that implanted the chip would need to have a DNA Extractor on them. We already know DNA extractors have a wireless connection to the Necronet as they upload zombie information and report whether they have been scanned or not. If the scientist had an extractor they'd get a message like this through it. "Your tracking chip recorded the zombie "BrainMan5" killing "MaltonDude" in Ketchelbank." This would provide a flavorful way for scientists of getting xp, however since the most they're likely to get from any one zombie before the zombie takes out the chip is 6-9xp this wouldn't be a better xp source than combat, assuming chips were about as plentiful as shotgun shells. Plus it'd be worse in that it wouldn't harm the zombie, making it useless for defense. It'd still be a pretty good way of getting experience though, and useful for science characters that haven't started up the military skill tree and for those that don't want to fight.

    Miscellaneous Some more about tracking chips: They're single use items that target a random zombie. If all the zombies in a square already had tracking chips you would get a message: "All the zombies here already have chips", but you wouldn't use up the chip. If a zombie had Brain Rot it'd be harder to implant a chip in it. There'd be a failure rate of implanting a chip equal to the failure rate of scanning them. Failing a chip implant would waste an AP but not use up the chip.

    Necronet connection Perhaps all the data could be compiled and accessed in Necrotech buildings by people with Necronet access. It would just record all the zombie slayings and compare them to revives in that suburb, maybe giving a figure like "Darvall Heights in the past 24 hours: 210 revives 195 recorded victims." That'd give tracking zombies a practical realistic purpose like DNA scanning does, in addition to just being fun, useful, flavorful.

    Left Queue: 10:28, 27 April 2006 (BST)

    Headshot revision

    Timestamp: 13:10, 5 Feb 2006 (GMT)
    Type: Skill improvement
    Scope: Survivors: zombie hunters
    Description: You'll almost certainly be thinking "oh no, not another one!" Just be patient. There's been a lot of moaning about headshot, and I'm pretty sure it's been the most revised skill in the game. But it still just doesn't seem quite right: all it means is the zombie will lie down a bit longer. I believe the way it should work is like this: every time you make an attack after gaining the skill, there is an x% chance it will do extra damage, the chance of this happening (and the extra damage) depending on the weapon. To avoid imbalance, I suggest that the more poweful weapons, such as shotguns, either have less chance of doing one or do less extra damage. No-one wants to see 10% chances of doing 20 damage hits! This skill could also get knives used more, if they are made to have a high headshot chance. This would also open up the possibility further Zombie Hunter skills: increased chance of headshots occuring.
    Left Queue: 10:28, 27 April 2006 (BST)

    Headshot Revision

    Timestamp: 14:40, 5 Feb 2006 (GMT)
    Type: Improvement
    Scope: Survivors
    Description: This prejection propose that with the skill of headshot and a pistol should include the effect of giving a survivor a 25% chance with each shot to hit the head. When the survivor makes a head shot, it will not take the deduction from flak jackets. The zombie hunter can not use this effect against survivors. The effect of headshot will still apply of forcing the zombie to get up for the cost of 5 more ap when killed.
    Left Queue: 10:28, 27 April 2006 (BST)

    Hooked on Zombics

    {{subst:prejection|
    

    suggest_time=17:06, 5 Feb 2006 (GMT)| suggest_type=Skill| suggest_scope=high-level survivors| suggest_description= Add 2 skills to the zombie hunter tree: Zombese for Beginners and Advanced Zombese. The first skill would let survivors understand every 2nd or 3rd word a zombie says; Advanced zombese would allow complete translation.

    Game rationale: After fighting the zombies for so long, zombie-killas are actually able to discern speech patterns in their almost-unintelligible groaning.

    Personal rationale: I'm sure zombies are always saying funny stuff, but I never have the time to run it through the translator. It also seems fair--as even low-level zombies can understand human speech, shouldn't humans at least be able to buy a skill that does the same?

    |
    

    suggest_moved=10:28, 27 April 2006 (BST)|


    Last Gasp

    Timestamp: 17:19, 5 Feb 2006 (GMT)
    Type: improvement
    Scope: everyone
    Description: Once per day, survivors with surplus XP can spend 100 XP for one additional AP. For zombies, the ratio is 50:1.

    Rationale: This is meant to represent a last-ditch, desperation effort to reach safety/barricade the building/get off that last shot/whatever. The zombie ratio is lower to balance out all those months where headshot took away XP. It also gives people something to use all those surplus XP on.

    Left Queue: 10:28, 27 April 2006 (BST)

    Dart Rifle

    Timestamp: 19:07, 4 Feb 2006 (GMT)
    Type: Weapon
    Scope: Humans, Scientists
    Description: This is a rework of the NecroTech Rifle idea presented before, made without the original author's authorization. Grab your popcorn, this one is a biggie. Sorry for anything wrong with the technical descriptions, my English skills aren't good enough to explain them fully.

    Several months after the outbreak, NecroTech finally devised an experimental "counter" to the zombie plague. Instead of trying to develop more efficient syringes that would make the NecroTech employee vulnerable while trying to revive a subject, NecroTech chose to create a silent, efficient way to innoculate zombies with their newly-developed revification serum: a sniper rifle.

    Concerned with the weight and the encumbering a traditional firearm would bear to the often less-than-athletic scientists they employed, NecroTech designed a long-barreled compressed-air/spring weapon, with a bolt-action-like system. The user pulls the side lever to open the breech, tense the firing spring and compress some air into the chamber, releases the lever, inserts the ammo into the breech, pulls the side lever again to close the breech and compress more air into the chamber and the rifle is ready to use. The advantages to that system are the lack of heavy recoil present in most "sniper" firearms, silent firing (thus making it hard to reveal the shooter's position and allowing for more aiming time), and overally light weight with considerable ruggedness. The reported weak sides of the Dart Rifle are: lack of effective range for a "sniper"-class weapon (the needles lose power after about a city block) and complicated and time-consuming reloading time. Users are strongly recommended to gather some distance from their targets before firing.

    The Dart Rifle ammunnition is a specially designed streamlined hollow dart, filled with the newly-developed serum. Due to the unstability of the experimental serum, the dart must be kept sealed, or the contents will become inactivated in contact with the oxygen in the air. It can't be used to "stab" a zombie, as only the impact of a shot would bury itself deep enough to release the serum. The dart injects the serum in the target, and it works slowly on undead tissue, effectively bringing the zombie alive with a single application. Although effective, the dart's serum load is too small to allow for uncounscious revivication, so the zombie suffers withering pain as the serum turns it alive. By the end of the proccess (which should probably last about one day in undamaged zombies), the zombie falls to the ground and the serum finishes the revivication work (regenerating the brain). Humans hit by a Dart Rifle dart only suffer damage from the dart itself burying on their flesh and feel severe rash in the skin surrounding the area struck by the dart for the next hour, while the body purges the inocuous serum from the bloodstream and releases it with the urine.

    In Game Considerations

    1.- Although it might be considered a sniper rifle the Dart Rifle can NOT fire into different blocks.
    2.- The skill required to fire the rifle correctly appears under the NecroTech skill tree, requiring NecroTech Employment. Since the weapon and instructions on how to use are found only as memos in the NecroTech buildings, and the weapon was specially designed for civilian use. Military characters used to high-recoil, multi-shot firearms will most probably experience difficulty in mastering the weapon.
    3-. Ammo (Rifle Darts) would be found singly (like shotgun shells) and the rifle could hold only one at time. The search probabilities for it should be only a bit higher than syringes, as there's risk of missing a shot. The Dart Rifles could be found either empty (60% chance) or holding a Dart (40%) chance. The Rifle itself is rarer than revification syringes, since it's an experimental weapon, but the darts are easier to manufacture and should be found with the same probability of finding other items, like books or DNA extractors in NT buildings.
    4.- The following related skills should be introduced into the NecroTech skill tree:
    *Basic Rifle Use - requres NecroTech employment, adds 20% to hit (stack-able with Basic Firearms Training).
    *Advanced Rifle Use - requires Basic Rifle Use, adds more 30% to hit, for a final 75% hit percentage. At this point a user skilled with other firearms can make use of the stealth nature of the weapon and spend more time aiming while hiding, thus allowing for greater accuracy.
    5.- Damage would be 4 per hit (giving out 7XP. 4 by the damage and extra 3 for the possible revification). Zombies hit by this weapon remain at the top of the stack (as if struck by a normal attack), but the next attacks are aimed at the next zombie. Missed attacks "skip" zombies as well, so ten shots against a stack of 5 zombies would mean 2 attacks against each zombie. Zombies already carrying a "revification" flag give out 4XP if hit again by a Dart Rifle, and suffer stacked effects from multiple doses (2HP/AP if hit twice, 3HP/AP if hit thrice...). Survivors would receive only 1 point of damage and not be affected in any way by the serum. A zombie hit by the Dart Rifle would undergo "Conscious Revification", losing 1HP per AP spent (including AP spent in Death Rattle or other forms of communication). When reaching 0HP, the zombie dies and stands up as a survivor. Brain-Rotted zombies would still be affected by the revification serum and become "infected", as it would first act in their bodies, then be inactivated when trying to regenerate their brains, so after being killed by the revification proccess, they would simply stand up as zombies again. If a zombie is killed after being shot with a Dart Rifle, it can stand up as a survivor (or a zombie, in case of Brain-Rotters) immediately. Survivors killed by Dart Rifles would rise up as normal zombies. Zombies killed by Dart Rifles stand up as zombies again, and can be affected by Headshot.
    6.- Targets hit by a Dart Rifle receive a "A sniper hit you for 4 damage" message instead of "[Survivor Name] hit you for 4 damage" and would have no link to the attacker's profile. That would make it harder for revived zombies to seek revenge on the NT who revived them (thus giving them a slightly less risky way of living their lives), and would add some "sniper" flavour to the weapon. Each shot would have a 10% chance to display the following message "A sniper hit you for 4 damage. You recognize [Survivor Name] as the shooter.", meaning that the target managed to see where the shooter was hiding. Survivors would have 20% chance to identify someone who shot at them with a Dart Rifle. Characters shooting Dart Rifles at zombies can be tracked with Scent Trail, but can't be identified unless they are spotted by the zombie just after the shot.

    Possible Questions/Complaints

    1.- You'd be reviving rotters!.
    • No, I wouldn't. Rotters would suffer the same symptoms and eventually die. Since most Brain Rotters have Ankle Grab already, they would simply have to stand up for 1 AP after being knocked out. No harm, only a bit of nuisance.
    2.- 7XP for only 4 damage? Are you crazy?
    • Since the weapon cycles the stack (meaning you'll find difficult to attack two zombies with this weapon if the stack is big), you'd most probably be reviving one zombie per shot. Against single zombies, multiple attacks would simply waste of ammunition, as the zombie would only suffer 4 damage per shot, you would give them more chances to see who you are, and the only thing that would happen is that they'd die and be revived quicker. The extra 3XP in the first shot would be awarded for giving the zombie the "revificating" flag.
    3.-. What the...?! You're just nerfing the new game change!
    • This anonymous "a sniper attacked you" is just a way to make the NecroTech job a bit less risky. It's reasonable, since many revived zombie seek to kill the NT who revived them before killing themselves again. Also, it adds some flavour to the game, and some pretty interesting roleplay possibilities for the forum-based play-by-post roleplays and journals people keep for their characters.
    4.- Combat revives!!!!
    • This is pretty much the point of the weapon. It can revive people wanting for revives, and can annoy unwilling zombies. Since the only things that can drive zombies away from a location are boredom or annoyances, the survivors will want to keep the zombies annoyed. The old Headshot did well on that aspect, but it raped XP without mercy. The Dart Rifle would annoy zombies for no prejudice except that they'd notice they're dying again, one action at time. In a siege situation, revived zombies who want to be zombies can just stand up and stay where they are until they're slain by the other zombies (doesn't take longer than a few minutes in a crowded area, a la Caiger Mall). The weapon isn't common (even though it doesn't mean it's balanced, according to the multiply it by a billion guideline), and it can only hold one dart at time, so people can't simply stock up and go on a "50 zombie revification spree", as some people argued it could be possible with syringes after NecroNet was implemented. At most, a character with 25 Dart Rifles (or only one loaded Rifle and 24 extra Darts, after stocking up for at least a week) and maxed-out skills could revive/annoy 18 or 19 zombies in only one run before having to stock up on weapons and ammo, and with only two zombies spotting him/her.
    5.- It's underpowered!
    • It's not a weapon made to kill zombies. One hit would mean they're "revificating", so their own movements would do the rest. It's made to revify or annoy zombies, not to kill them. If you eventually score a kill with this weapon, you're not reviving the zombie, but at least the zombie is going to receive a very nifty "A sniper hit you for 4 damage. You took a Headshot!", and you get the extra 10XP.
    6.- It's overpowered!
    • The high accuracy is compensated by the fact you must load the weapon every time after firing. Besides, the damage is lower than the least powerful firearm (the Pistol), and it's not made for killing zombies at the spot. It's not an effective weapon to defend your safehouse, but it is useful to attack the zombies crowding outside your safehouse and trying to bore or annoy them enough for them to move away. Brain Rotters wouldn't suffer any drawback, since they would just die and get up anyway if another survivor attacked them.
    7.- OMFG SN!PER!!!1! REVIVE R0TTERS!!! SPAMMIT!!! SPAMMIT!!!shift+1!
    • I'm pretty sure this is going to happen at least once, but I really hope people vote seriously here. This prejection isn't game-breaking. It doesn't nerf any skill. It helps the most underrated class in the game (which is the NecroTech, not the zombies). It gives some more flavour to the game, since "[Someone] attacked you for X damage" gets boring after some time. Sure, this prejection is to be implemented only after the zombies' numbers rise up to at above 40% again, or when Kevan thinks the zombies are powerful enough. It shouldn't take long, if Kevan implements a few more much-needed zombie buffs soon.

    I think that's all. This prejection is open for voting. Please read the Talk Page before voting to see the discussion behind this prejection, and also please read the entire vote list, as there are some good points explained there, too. --Omega2 19:36, 5 Feb 2006 (GMT)

    Left Queue: 10:28, 27 April 2006 (BST)

    6th February 2006

    Feed

    Timestamp: 10:53, 6 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: Corpses are everywhere, and so it'd be too simple to let zombies heal by choosing to feed. However, there is a way it might be workable: Tie it to movement. Every time the zombie moves into a square with a corpse, he may nibble at the corpse, healing 1 HP. I'd suggest a 40% chance, to make the AP cost of using it about the same as a first aid kit (About 4 HP for 20 AP of movement without Lurching gait, 8 HP with.] It'd make most sense as a subskill of Digestion.

    Anyway, I think this is the only way to make the idea work. Whether the idea is good enough that it should work I leave to you.

    Left Queue: 10:29, 27 April 2006 (BST)

    Bloody fangs

    Timestamp: 14:40, 6 Feb 2006 (GMT)
    Type: Skil
    Scope: Zombies
    Description: Since the latest series of upgrades to zombies have set in, it is now possible to kill more humans per day than ever before, with the latest upgrades to claw attacks making zombies more powerful than an axe-wielder by some considerable degree. What I propose is to make it possible for zombies at extremely high levels to become even more lethal in large numbers: If the target human has been hit by others more than once, and he is wounded, and you can tell by either the use of Diagnosis or the Scent skills, then there is a 5% increase in the likelyhood to sucessfully bite your target. This will help hordes more than anything, since single zombies won't be affected. In movies, a large group of zombies or a small fast team of zombies is far more effective than solo zombies, so this way, it will be possible for things like feeding frenzies, adding to both realism and fear. It will also make it easier for mid to high-level zombies to bank XP and save HP and AP in prolonged seiges, allowing for even more efficient attacks. This skill would NOT carry over to humans at all.
    Left Queue: 10:29, 27 April 2006 (BST)

    Simple Horde List

    Timestamp: 14:52, 6 Feb 2006 (GMT)
    Type: Interface
    Scope: Everyone
    Description: You see the little tag that says "74 zombies" on the map. If you like, you click on the tag and you are taken to another page with a very simple list of the hordes comprised in that group of zeds. The list resembles the Stats page, with links to wiki pages where appropriate. At the bottom is a "Back to the city" button that takes you back to the main interface.

    That's all. Easy.

    [See example]

    Left Queue: 10:29, 27 April 2006 (BST)

    Scroll Bars When Attacking

    Timestamp: 22:28, 6 Feb 2006 (GMT)
    Type: improvement
    Scope: everyone
    Description: when im trying to attack i always have to scroll though all the names on that attack scroll menu. sometimes i mistake a name for someone elses and attack a friendly. sometimes i want to attack someone and in the heat of the moment while im franticly searching for what i want to attack i loose key moments where the other guy is whacking on me. i promote that there be two different scrool menus. one meny might be green and list all the names of the people at that block of city that are you allies and the other would be red and list all of the things that are your enemy that you can attack. for survivors barricades and generators will be listed in the "allie" scroll window while they will be listed in the "enemy" scroll menu for the zombies. each scroll menu will have a default "no target" option so if accidently clicking occurs there will be no AP lose. once your character attacks a specific target that name will be locked in the option and ready to be clicked again once the page refreshes once the previous attack is complete.

    NOTE - BOTH SCROLL BARS ARE UP AT ALL TIMES. this is not a matter of PKing, those that do it will do it no matter what. its a matter of sorting out who is friendly and who is foe. as of now everything is piled into one scroll bar and its easy to miss read. im tired of looking through the names to find the right target. i know they are "seperated" but its still confusing. there are so many names, some completely different some very similar. i just want those that are enemies and those that are allies to be in two different collums so i know FOR SURE im attacking the right side. if the two collums were always there i could easily in a heated battle just click, quick scroll to any name and then click attack. quick and painless.

    Edit - you guys act like if this happens its going to unlock some secert and people will prefer Pking than normal killing. anyways, instead of 2 scroll bars maybe just color the names on the list. like humans in blue, zombies in read, objects in yellow. so nothing is being changed, just the fact certain players names a represented in status color. so you would click, spot the color, land on a name you want to attackin a flash and attack.

    woo what happened to the votes?

    Left Queue: 10:29, 27 April 2006 (BST)

    7th February 2006

    Cost Ap for drop

    Timestamp: 23:31, 7 Feb 2006 (GMT)
    Type: Skill
    Scope: Survivors
    Description: here's the idea I think for each item as a survivor you drop it would cost 1 ap per item

    BUT- You can get a skill called free drop which not only advances survivor by one more level but also makes those without the skill think a little more before deciding to stock up on 20 \loaded shotguns and use them all in one day.

    Left Queue: 00:15, 8 Feb 2006 (GMT)


    Localized time stamps

    Timestamp: 01:12, 7 Feb 2006 (GMT)
    Type: improvement
    Scope: all players
    Description: A portion would be added to the initial sign-up screen and the profile page in which the player specifies his/her time zone from a drop-down menu, in the form of "GMT +/- x hours." Then the game engine would make the necessary calculations to each time stamp, thus displaying times in the user's local time zone. For example, I live in the GMT -7 time zone. If something happens at noon local time, the time stamp currently reads 19:00 GMT. Under this prejection, the time stamp would simply read 12:00. This would make it much easier for those of us who are many time zones away from Greenwich.
    Left Queue: 10:31, 27 April 2006 (BST)

    Lab Expertise

    Timestamp: 07:11, 7 Feb 2006 (GMT)
    Type: Skill
    Scope: Survivors, Science
    Description: A subskill of Lab Experience. A scientist with this skill is a more experienced researcher than the new necrotech recruits and can use Necrotech equipment with more proficiency. A zombie revived by a player with Lab Expertise comes back free of infection if they were bitten before they were killed. They are still only at 25hp though. In addition it only costs the subject 1AP to stand up as a survivor, even if they do not have Ankle Grab. The scientist can also use DNA extractors with more expertise, and is able to ascertain more information about the scanned zombie. The player name the scientist gets after extraction becomes a clickable link leading to the zombie player's profile. Also after scanning a zombie that has already been scanned you still receive information about them but no experience.
    • Q: How can you get better at sticking a zombie with a needle?
    • A: It obviously takes more than that. You need scientific experience to even know what to do and we know that syringes have electrical components to determine whether there was success or not, displayed with LED lights. It's more than just an ordinary needle. Also injections can be administered with different levels of competance. It's why you have a doctor give you the flu shot rather than purchasing a syringe and dose at the pharmacy and sticking yourself. As for the DNA Extractors, that's self-explanatory. Genetics isn't a simple field and there's a big difference between a starting scientist and a renowned biologist.
    Left Queue: 10:31, 27 April 2006 (BST)

    Memories of the Mall (Revised)

    Timestamp: 07:50, 7 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies
    Description: "Memory. Instinct. What they used to do. This was an important place in their lives. They're after the place.”- Dawn of the Dead (original).

    In life the zombie was an avid shopper. They intimately remember the mall and know its many entrances well. This is a prejection designed to make the Big Building Upgrade more useful for zombies. Its purpose was to make large complexes a bit more vulnerable but it isn't currently useful for a zombie to spend three AP checking every square of the mall for breaches when its pretty much guaranteed there isn't one. Thus when barricades are broken in an adjacent mall square the zombie can't take advantage of this. Feeding Groan doesn't help. More likely than not it was made by a zombie outside while attacking a survivor out of their shelter.

    Memories of the Mall would be a subskill of Memories of Life. It'd have the following effect. Adjacent mall squares would be marked with a small symbol allowing players to discern their barricade strength. Perhaps ◙ for heavy barricades, ● for strong barricades, ○ for light barricades and weaker and ◊ for unbarricaded. This skill would work both inside and outside the mall. The skill would cross over to be used by survivors. This wouldn't overpower survivors as any zombie breach of the mall barricades would already be signified by the presence of zombies, visible to everyone inside the building. Also it being a cross over skill would give survivors hesitant to try being undead an incentive to play as zombies to pick up the skill.

    Left Queue: 10:31, 27 April 2006 (BST)

    Colored Spray paint

    Timestamp: 18:19, 7 Feb 2006 (GMT)
    Type: flavor
    Scope: all survivors with tagging
    Description: Most grafiti I have seen is multiple colors, because spraypaint comes in many colors. I belive that people with tagging should be able to chose what colors they want to spray with. They can choose from a list (examples would be Blue, red, yellow, green, white, black, and silver - but nothing that wouldn't show up on the green background). Only people with tagging would be able to do change colors, survivors without it would spraypaint in the regular white. NOTE: Several other games with spray paint use this method of color changing. And, it would add "Color" to the game, haha
    Left Queue: 10:31, 27 April 2006 (BST)

    Addenum to Tangling Grasp

    Timestamp: 22:39, 7 Feb 2006 (GMT)
    Type: Addenum to Tangling Grasp
    Scope: To both humans and zombies
    Description: When a zombie grabs onto a player (human or zombie), that player cannot move away from that block until it successfully attacks the zombie, the zombie moves to a different block, or the zombie loses its grip. I simply don't find it realistic that a zombie can grab onto someone, and that person can just walk away from it like nothing is happening.
    Left Queue: 10:31, 27 April 2006 (BST)

    Scent Motion

    Timestamp: 22:43, 7 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies with maxed out Scent Skills
    Description: A new Zombie skill to detect Survivor activity. The idea behind this skill would be to increase the amout of interaction with Zombies and Survivors who are logged in at the same time.

    A Zombie with this skill would be alerted to the locations of players walking from block to block within a 4-block radius of the Zombie. This would work similar to flares and feeding groan messages, EXCEPT: instead of the spam that can occur with these alerts, the Scent Motion message would be only displayed a single time, and would show the directions to the square which was most recently occupied since the Zombie's last turn. The skill would only apply to Zombies who are outdoors, and only display positions of Survivors who are outdoors.

    An example of the message:

    Since your last turn: "You sense footsteps 2 blocks to the East and 1 block to the North."

    Server hit for this calculation should be small, the server would just need a timestamp for each block, to store the last time any survivor moved into that block. When the Zombie's turn screen is generated, the areas surrounding the Zombie are checked for the latest timestamp dated after the Zombie's previous turn, and if one is found, the message is displayed.

    In terms of balance, the game shouldn't be affected much by this, as it would have no effect on offline survivors, or survivors in buildings, but I think the game would be made more exciting for both sides if Zombies are drawn towards active players.

    Left Queue: 10:31, 27 April 2006 (BST)

    8th February 2006

    Critical Health

    Timestamp: 03:10, 8 Feb 2006 (GMT)
    Type: Improvement
    Scope: Survivors
    Description: When a survivor's health has 15 or less health, survivors without diagnosis will see see the survivors health as (wounded). As for the people with diagnosis, this will not make any differnces what so ever.

    Important Edit: Changed it to 15 and refusing to go any farther otherwise it will be useless. And to answer what people are saying when it's too much, not very many people are living at 5/10 health. This is different from scent blood because what the zombie's goal is different from the survivors. The medics goal is to heal while the zombie's goal is to kill. They are of 2 different class and should be considered as so. Also, they are differn't because zombies lets you see the health of your enemies while this lets you see the health of your allies. Do zombies care if their undead bretherin is dying? No. Survivors? Yes.

    Left Queue: 10:33, 27 April 2006 (BST)

    Lab Expertise (Revised)

    Timestamp: 07:05, 8 Feb 2006 (GMT)
    Type: Skill
    Scope: Survivors, Science
    Description: This is a revision of an earlier version of Lab Expertise changed to reflect voting comments. A scientist with this skill is a more experienced researcher than the new necrotech recruits and can use Necrotech equipment with more proficiency. A zombie revived by a player with Lab Expertise comes back free of infection if they were bitten before they were killed. They are still only at 25hp though, and it still takes them the normal amount of AP to stand. The scientist can also use DNA extractors with more expertise, and is able to ascertain more information about the scanned zombie. The player name the scientist gets after extraction becomes a clickable link leading to the zombie player's profile. If they scan a zombie that has already been scanned you still receive information about them but no experience. These past few ideas about DNA extractors are already peer reviewed in old prejections but as general implementations, this is just a way to add flavor by implementing these previously peer reviewed prejections as a skill. Lab Expertise would of course require Lab Experience to be purchased.
    Left Queue: 10:33, 27 April 2006 (BST)

    Military Command

    Timestamp: 07:42, 8 Feb 2006 (GMT)
    Type: Skill/Improvement
    Scope: Malton's two forts
    Description: "The military have switched the local mobile phone network back on, after a blanket shutdown during the first months of quarantine." Why would the military shut civilians out of the mobile phone network? Perhaps to use it themselves for greater communication ease with their units in the field. The reasoning behind this skill is that the military took over the civilian network for their own use while their own communication network was being set up in Malton. The Military restored civilian use once their own network of transponders was set up. Here's how it would work:

    The military skill "Military Command" would allow survivors in powered military bases to use the military network of high tech transponders, scattered across the city and relying on their own battery and solar power to keep functioning. These transponders are just backstory, players would never see or interact with them. Here's what the skill would do. A survivor inside a powered military base could send text messages with their mobile phone to any player in the game with a phone, whether phone mast power was on in the receiver's suburb or not. This is because they wouldn't be making the call over the unreliable and constantly failing civilian network but the military's secure system. To receive calls they'd still need the phone mast in the military base's suburb on, and the sender's suburb would also need to have a working phone mast. This is because incoming calls would be made over the civilian network. This would only allow players in military bases to make outgoing calls to help coordinate city-wide operations, and act as strategic centers, relaying messages to people that otherwise couldn't receive them. It's an in flavor way of making the forts unique and useful without making them more powerful in some blunt direct way like increasing item finds or giving them stronger barricades. It makes sense the forts would be used as command centers. Forts would serve an important purpose but be entirely different than malls.

    Left Queue: 10:33, 27 April 2006 (BST)

    Citizenship

    Timestamp: 13:54, 8 Feb 2006 (GMT)
    Type: Improvement
    Scope: Survivors, Gameplay
    Description: Citizenship changes the nature of the game to more social and definedly more interresting and deeper. Some groups have already have set up their own Goverments with their own rules and members. Unfortunately I think that this doesn't really change anything in the actual game. Sure they exist in wiki.urbandead but not in the game. So I suggest that the player runned Goverments would actually be fitted to game so that they would have effect.

    I'am sure that this would be fairly large change, but I think that towards good progression of the game. It would take very much time to tell all the details so I try to explain this is nutshell :

    The Goverments could only be formed by fairly large group (unfortunately there is no real "group" in the game neither for now, only in wiki.urbandead). There would be certain requirements before a Suburb could be claimed as Goverment Area of certain group. First the group should have large amount of members who all agree of forming a Goverment (maybe 50%-70% of all humans in that suburb should agree of forming a Goverment). Second the area should be not heavily infested my zombies. This would fairly reduce the amount of Goverments, so most of the suburbs would still be "independent".

    You are propably wondering that what does this change then? The backbone of a every Goverment is ofcourse it's citizens. When player enters a suburb under goverment he/she would be able to choose wheter join the Goverment. The player would get a discription of the Goverment. How is it ruled? by who? what are the laws? You could be only a citizen of one Goverment. Many players would propably stay as independend and have no "home suburb".

    When groups are forming a Goverment and claiming a suburb as their own their leader (or parliament) should first define what kind of their Goverment is. Who able to join, is it runned by a parliament, or a dictator? Each Goverment could choose it's ministers (if it runned democratic way). This would be done by special Voting system inside the game. People could vote who will be Ministed of Defence, Minister of Health, The President, etc. The voting ofcourse would not require any AP, just a click. Also anyone in democratic Goverment is able to run as a candidate, when there is election time (chosen by the Goverment ofcourse).

    What's the use of join as a citizen in a Goverment? Ofcourse well runned goverments with their own military is a far safer place to live than one's without. Some Goverments might ask something in an retinue. That might involve military service (if you are a battle oriented) or Healing & Revive service or possibly maintenance service. You ofcourse need to follow the rules of each Goverment or othervise You would loose Your citizenship. Non-citizens could ofcourse also enter the Suburb with Goverment.

    Thats the basic idea of Goverments. Think all possibilities it could offer if accepted! Also I'am very sorry for the possible mistakes and that I can only give this all for you in a nutshell.

    Left Queue: 10:33, 27 April 2006 (BST)

    Link on Kill

    Timestamp: 15:16, 8 Feb 2006 (GMT)
    Type: Interface Change
    Scope: Survivors and Zombies
    Description: Upon killing a character, their name links to their profile. This would make it easier to see who you've killed and also to find their profile if you are part of a group and need to post a confirmed kill.

    EDIT: This would only allow survivors to see "a zombie(linked to profile) killed you", not see names. Thank you Amazing for reiterating the point i TRIED to get across.... I was being real stupid there! The point i was TRYING to make is that upon killing a zombie a survivor only sees "you killed a zombie(linked to profile)" not their name. Tsk, silly me....

    Left Queue: 10:33, 27 April 2006 (BST)

    Fireworks

    Timestamp: 23:18, 8 Feb 2006 (GMT)
    Type: New Skill
    Scope: Zombie Hunters
    Description: When a zombie hunter with this skill fires multiple flares consecutively, each consecutive flare has a +1% chance of hitting. For example, Hunter X fires 5 flares consecutively. The first has a 15% to hit. Second has a 16% to hit. Third has a 17% to hit. Etc. AP cost to fire each flare remains the same. If the zombie hunter breaks from firing consecutively (by healing, talking, reloading, etc) the bonus count rests to 0% and the next flare's to hit would return to normal.

    The bonus is fairly slim and the flares will take up alot of your inventory space so game balance should not be much of an issue. The highest possible to hit for flares would be 15%+25% but that means that you're only carrying flares and have already tried hitting your target with 24 of them. This skill would make flares somewhat more useful.

    Left Queue: 10:33, 27 April 2006 (BST)

    9th February 2006

    Stealth

    Timestamp: 16:18, 9 Feb 2006 (GMT)
    Type: Military Skill
    Scope: Human
    Description: Currently, the game forces you to become "hidden" from all players after 5 days of your profile being idle.

    This skill would propose that you can simply choose when your character becomes hidden, but with a large AP penalty. For example, you're in a Zombie infested area, with 10AP left - You may have enough AP to find a relatively secure building or safe house. But in an overrun area, such as East Boundwood, whats to say that the safe house won't be breached? I'm sure it's happened to all of us.

    For 10AP, you can hide your character until you log back in, or until you choose to be "unhidden".

    Whilst in "Stealth" you are unable to see the area around you, so it would be unknown to you if it was safe to come out of hiding or not. It is a risk you'd need to take, possibly waiting until your AP had built up sufficiently to ensure escape. The scope is there for a skill such as this.

    I don't see anything wrong with using this skill during a zombie attack either, as you could spend the same AP simply running away. It is giving the player another choice of defence.

    Left Queue: 18:30, 9 Feb 2006 (GMT)

    Multiple Player Damage - Grenade or Similar

    Timestamp: 16:18, 9 Feb 2006 (GMT)
    Type: weapon
    Scope: All
    Description: Basically, a weapon that can cause damaged spread over a group of players - a shrapnel grenade for example. The weapon would also be indiscriminate, damaging everyone in the vicinty (with the exception of the attacker. It would be a rather controversial issue in using the weapon i.e. A player who uses the grenade would need to weigh up the pros and cons of using it in an area of concentrated Z activity, where survivors are also residing.

    As to not be too unfair, the damage would be small (2-3 AP at most), and it would not hit everyone in the area - perhaps a 20% chance of hitting an individual, with a maximum range of the first twenty players in the vicinity. You would get 1xp for each hit up to a maximum of 5XP. The advantage of using this would be more as a means of killing an enemy rather than gaining XP. The grenade users AP would take a blow too - 10-15AP for a use? Goes without saying, but it would also be rather hard to find. Limited to police stations (maybe), malls and the armory

    Left Queue: 15:00, 10 Feb 2006 (GMT)


    Priority Signal

    Timestamp: 03:26, 9 Feb 2006 (GMT)
    Type: Skill
    Scope: Survivors, Civilian
    Description: "The military have switched the local mobile phone network back on, after a blanket shutdown during the first months of quarantine." Why would the military shut phone service off for the public? Perhaps so they could use it for their own communications. Cell phone network has a limited number of links it can establish at one time, that's why you can sometimes try making a call and you'll get a message like "All ciruits are busy". This normally occurs during major events when a lot of people try to make calls, during a zombpocalypse if the military wanted cellular service for important personnel they'd almost certainly need to shut out the public. Then after a while they managed to restore limited cellular service, giving up local circuits to be used by the public while giving their own calls higher priority. Some people, whether important military officers, scientists, or prominent civilians have had their phone numbers given higher priority so that they can communicate with greater reliability.

    The skill "Priority Signal" would be a civilian skill designed to increase the reliability of mobile phone service. Unlike most people's phone service which entirely depends on the suburb's phone mast yours will be transferred through to any phone mast within signal range. Here's the entirety of what the skill would do: If the phone mast in your current suburb is unpowered you retain cellular service as long as there is a powered phone mast within 10 spaces. So if you were in western Edgeville and the Edgeville phone mast was down you'd still have service if the mast in Roftwood was powered and no more than ten spaces away. Some areas would have potential coverage from as many as four different phone masts. As long as one of them was active you'd retain cellular service.

    • Q: Is this realistic from a technological standpoint?
    • A: Yes. This is actually closer to the way cell phone actually operate. They route calls within reception range, not by suburb.
    • Q: How does a character suddenly be granted these priviledges by the military? It's a zombie apocalypse, how could they get an increase in status?
    • A: This isn't any less realistic than Necrotech Employment. There is a precedent to provide promotions and rank through skills. And players would be able to roleplay whatever reason they want for their character being granted greater coverage. They could be a military officer, a police chief, a wealthy businessman, a militia leader, heck even a zombie sympathizer the military was misled about. Feel free to make your own personal backstory to make this skill fit with you.
    • Q: Why do cell phones need to be more reliable?
    • A: Cells phones are unreliable to the point of not being worth carrying. I don't carry one because service in most suburbs is down. Allowing people to rely on service from 2-4 different masts instead of just one still probably wouldn't given them more than a 50/50 chance of actually getting service. It'd make a game feature worth using.
    Left Queue: 10:34, 27 April 2006 (BST)

    Riot Shield

    Timestamp: 05:33, 9 Feb 2006 (GMT)
    Type: New Item
    Scope: Survivors
    Description: Find-able in Police Stations and Police Stations only. It's a large, very hard, clear piece of plastic that is normally used for crowd control purposes. In this case, you can adapt it to fend off would be attackers.

    Like a flak jacket, having the riot shield in your inventory invokes a passive hit reduction - any 'melee' attack against the character with the riot shield takes a -5% chance to the attack's accuracy. For example, if I'm sitting in a building and I start swinging at someone with the shield, with my fire axe at 40% accuracy, the final hit rate is 35%.

    Presumably if you die and rise as a zombie you won't have the capability to wield a defensive item.

    Everyone here hates the thought of having the flak jacket wear out because of reasons of complacency, 'it's already there and we shouldn't change it'. Having permanent riot shields would be kind of off, so there would be a chance that the survivor's shield is destroyed, or the survivor otherwise disarmed, a net chance of 5% on successful melee attacks executed against the survivor. So, while swinging at a shield-equipped survivor with a fire axe at 40%, the chances are you'll disarm the person by the 14th successful swing (0.95^14=.487).

    So the riot shield, essentially, is a bit of a free bonus for survivors, and may make the difference for a survivor attempting to get through a mob of 100+ zombies, as the benefits of holding the shield scale very quickly when being attacked multiple times at once. At the same time, given how easy it is to lose the shield and the low net effect, I believe it's fairly balanced.

    Left Queue: 10:34, 27 April 2006 (BST)

    Dart Rifle Version 1.5

    Timestamp: 22:10, 9 Feb 2006 (GMT)
    Type: Weapon
    Scope: Humans, Scientists
    Description: This is a rework of the NecroTech Rifle idea presented before, made without the original author's authorization... or the second authors authorization.
    Scratch that. The original author gave me authorization, and I give BlahBlahBlah autorization. --Omega2Talk 20:53, 13 Feb 2006 (GMT)

    (Straight jacked the original back story, because it is good.)

    Concerned with the weight and the encumbering a traditional firearm would bear to the often less-than-athletic scientists they employed, NecroTech designed a long-barreled compressed-air/spring weapon, with a bolt-action-like system. The user pulls the side lever to open the breech, tense the firing spring and compress some air into the chamber, releases the lever, inserts the ammo into the breech, pulls the side lever again to close the breech and compress more air into the chamber and the rifle is ready to use. The advantages to that system are the lack of heavy recoil present in most "sniper" firearms, silent firing (thus making it hard to reveal the shooter's position and allowing for more aiming time), and overally light weight with considerable ruggedness. The reported weak sides of the Dart Rifle are: lack of effective range for a "sniper"-class weapon (the needles lose power after about a city block) and complicated and time-consuming reloading time. Users are strongly recommended to gather some distance from their targets before firing.

    The Dart Rifle ammunnition is a specially designed streamlined hollow dart, filled with the newly-developed serum. Due to the unstability of the experimental serum, the dart must be kept sealed, or the contents will become inactivated in contact with the oxygen in the air. It can't be used to "stab" a zombie, as only the impact of a shot would bury itself deep enough to release the serum. The dart injects the serum in the target, and it works slowly on undead tissue, effectively bringing the zombie alive with a single application. Although effective, the dart's serum load is too small to allow for uncounscious revivication, so the zombie suffers withering pain as the serum turns it alive. By the end of the proccess (which should probably last about one day in undamaged zombies), the zombie falls to the ground and the serum finishes the revivication work (regenerating the brain). Humans hit by a Dart Rifle dart only suffer damage from the dart itself burying on their flesh and feel severe rash in the skin surrounding the area struck by the dart for the next hour, while the body purges the inocuous serum from the bloodstream and releases it with the urine.

    The way it works

    • The Weapon
    • Range
    • Although it might be considered a sniper rifle the Dart Rifle can NOT fire into different blocks.
    • Skill Location
    • The skill required to fire the rifle correctly appears under the NecroTech skill tree, requiring NecroTech Employment. Since the weapon and instructions on how to use are found only as memos in the NecroTech buildings, and the weapon was specially designed for civilian use. Military characters used to high-recoil, multi-shot firearms will most probably experience difficulty in mastering the weapon.
    • The following related skills should be introduced into the NecroTech skill tree:
    *Basic Rifle Use - requres NecroTech employment, adds 20% to hit (stack-able with Basic Firearms Training).
    *Advanced Rifle Use - requires Basic Rifle Use, adds more 30% to hit, for a final 75% hit percentage. At this point a user skilled with other firearms can make use of the stealth nature of the weapon and spend more time aiming while hiding, thus allowing for greater accuracy.
    • Rifle & Ammunition
    • The Rifle itself can only be found in Necro Tech buildings. The Dart Rifles could be found either empty (80% chance) or holding a Dart (20%) chance. The Rifle itself is found at the same search % as a syringe is now - this does not increase the base % to find any item, just an additional item within that % (Ex: if the current rate is 20% to find any item in the building, said overall rate would remain the same). The ammunition is only available by manufacture (unless found as pre-loaded in the weapon through search). The manufacture rate on these new syringes is at 15 AP per syringe. there would be an additional button for syringe manufacture baring the name of these new syringes - which are called "Mark 3 syringes". Obviously, this weapon would be useless (unless the person is lucky enough to find a pre-loaded dart gun) without NecroNet Access, and the weapon itself would not be able to be found without Lab Experience.
    • The weapon itself can only hold 1 dart at a time.
    • The sniper scope
    • As a sniper rifle, shots can be taken at a distance (relative term for roll play sake, refer to the first point - does not fire across blocks), and the weapon is virtually silent - thus the shooter has a reasonable chance at not being noticed. Each shot has a base 40% chance of keeping the attackers name hidden. Targets hit by a Dart Rifle receive a "A sniper hit you for 1 damage" message instead of "[Survivor Name] hit you for 1 damage" and would have no link to the attacker's profile. As stated, each shot would have a base 60% chance to display the following message "A sniper hit you for 1 damage. You recognize [Survivor Name] as the shooter.", meaning that the target managed to see where the shooter was hiding. Characters shooting Dart Rifles at zombies can be tracked with Scent Trail, but can't be identified unless they are spotted by the zombie just after the shot (such tracking of unspotted shooters would be displayed as "The sniper is X(direction), X(direction)"). The base spot percentages are modified by the following:
    • Survivors and zombies with Memories of Life would have 70% chance to identify someone who shot at them with a Dart Rifle, as both would be more attentive than a zombie without said skill.
    • Firing while sharing the square with other survivors modifies the spot percentage by, -10% to spot. Sharing the square with at least 1 other survivor would lower the spot percentage to 50% when made against non survivor/non MoL targets; and 60% to spot when made against Rotters and Survivors. Sharing the square with 100 survivors would be identical to sharing the square with 1 (no additional increase beyond -10%). As most revives take place outdoors, the chances of these % being modified by shared space is low, and would encourage joint excursions to take advantage of the full benefits. To clarify, I use the term "square" as an area. If the shooter is outside a building, and there are survivors inside that building, those inside survivors would not effect the %. Only those that are sharing the same area of the square affect the %. The effect is that the target may be confused by who the shooter may be, if more than 1 survivors are sharing the space.
    • The Effects
    • Damage
    • Damage against zombies would be 1 per hit. The XP given per hit would be 5 XP (1 for the damage, 4 for starting the revivification process). Successfully attacking a zombie that is in sharing a square with other zombies, cycles through it as does scanning. Unsuccessful shots do not effect the cycling process. A zombie hit by the Dart Rifle would undergo "Conscious Revification", losing 1HP per AP spent (including AP spent in Death Rattle or other forms of communication). When reaching 0HP, the zombie dies, and is revived (as with standard revivification). Brain-Rotted zombies would still be affected by the revification serum and become "infected", as it would first act in their bodies, then be inactivated when trying to regenerate their brains, so after being killed by the revification proccess, they are not revived, but remain a zombie. If a zombie is killed by other means after being shot with a Dart Rifle, it can stand up as a survivor (or a zombie, in case of Brain-Rotters) as per standard revivification procedures. The effects would stack, so hitting a zombie that is currently engaged in the revification process would raise the HP per AP loss by +1 damage per successful hit. There is no max on this amount - what consecutive hits are doing is speeding up the process. There is no way (for anyone other than the effected player) to tell if a zombie is currently experiencing the revivification process or not.
    • Damage against survivors would be identical for the impact - only 1 point of damage - but the survivor not be affected further in any way by the serum. The XP granted for such an attack would only be 1 XP. Survivors dealt a death blow by Dart Rifles would rise up as normal zombies.
    • Chance to defeat the process
    • The serum is not 100% effective with it's revivification processes. Brain Rot zombies have a 10% chance to (un)naturally fight off the infection per action taken. Successful bites from Brain Rot zombies with subsequent Digestion have an additional 25% chance to defeat the process. Non Brain Rot zombies have a 10% chance to defeat the revivification process by successful bite attacks with subsequent Digestion. One successful action that defeats the process, defeats all that are on the stack (Ex: If a zombie is suffering from 3 shots from this weapon and is loosing 3 HP per AP, any action taken that would remove the effect of one, removes the effect of all).
    Left Queue: 10:34, 27 April 2006 (BST)

    10th February 2006

    Prestige

    Timestamp: 12:38, 10 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies and survivors
    Description: There are so many people running around with massive amounts of xp. And people seem to want a bit more than just run-hide-barricade or hunt-find-kill. I suggest two new skills – Zombie Prestige and Survivor Prestige. To get Zombie Prestige, you have to be a zombie of a certain level (probably 15-20), and for Survivor Prestige you have to be a survivor of the same level.

    Each time you take to skill (100xp for everyone), you gain a number of either zombie prestige points or survivor prestige point, say 3-5 points per skill purchase (the number is debateable). Every time you die as a zombie, you loose a zombie prestige point, and every time you die as a survivor or get revived you loose a survivor prestige point (the extra loss for revive is because zombies die a hell of a lot more than survivors). This loss cannot take you below 0 prestige points.

    The reason behind these prestige points is two lists would be put on the stats page of the wiki – the top ten zombies by prestige and the top ten survivors by prestige. Because you can both gain and loose points, these would change; also, currently dead people would not be on the survivor list, and living people would not be on the zombie list, even if they have enough of the relevant type of prestige.. For the top three of each list, their current location would be shown – if you want to be the best, there’s the risk of others hunting you down.

    The best thing about this is that if you don’t want to take part in a “prestige race”, all you have to do is not buy the skill, and continue playing as normal.

    Left Queue: 10:35, 27 April 2006 (BST)

    Brain Feast

    Timestamp: 13:54, 10 Feb 2006 (GMT)
    Type: Skill/Balance
    Scope: Zombie
    Description: A skill that allows Zombies to feast on the brains of recently killed survivors, in order to gain XP, much in the same way that a necrotech employee extracts DNA for XP. I believe NTEs have a massive advantage in XP accumulation. This skill is in response to that, and also address the fact that Zombies only have one way of gaining XP - Attacking survivors.


    • The Body of a recently fallen survivor can only be relieved of its brain once
    • If there are multiple bodies, then the Zombie needs to cycle through them to get at each of the brains. If a brain has already been eaten, a message is displayed:
    The Skull is cracked open and empty. This Brain has already been eaten
    This is comparable to the "Specimen Recently Scanned" message for failed DNA scans.
    • 4XP gained for each 1AP use, although this may be worth limiting to a 2XP gain.
    • Cannot eat the brains of corpses who died as zombies. Message:
    This Zombie's brain isn't good for eating
    Or similar.
    • Brain grows back upon revivication (Okay, bit unrealistic, but that's not the issue!)
    • Thought about the possibilty of gaining HP from the skill, but digestion is already in place.
    • Per prejection of John Ember message can be displayed when the "survivors" brain has been eaten.
    A zombie cracked open your skull and ate your brains Love that idea!
    Left Queue: 10:35, 27 April 2006 (BST)

    Zombies in a Building Block Free Running

    Timestamp: 17:59, 10 Feb 2006 (GMT)
    Type: Balance Change
    Scope: Zombies
    Description: Right now even if there are a 1000 zombies inside a building a character with free running can walk right through it. My prejection is that if a certain number of zombies are inside a building then the ability to free run through it would be disabled.

    The theory is that great number of zombies block all the windows and exits.

    Example formula: if number of zeds > zedmin (perhaps 5-10 is the min horde size or maybe zedmin is 1 the only way to tell is to playtest)

     If number of zombies > (number of survivors * 1.20) 
         then the ability to free run is stopped.
    

    The implimentation could be done in a couple ways. A character could be bounced if they try to free run to a building. Similar to behavior if a survivor trys to fire a flare indoors.

    Or my prefered implimentation is that the survivor gets dumped into the street.

    This could be a inherant quality of zombies or a skill that the zombies have to acquire.


    The benifit here is that it gives a zombie player another strategy to fight survivors (a blocking move).

    Left Queue: 10:35, 27 April 2006 (BST)

    Called Shot

    Timestamp: FireballX301 23:07, 10 Feb 2006 (GMT)
    Type: Skill
    Scope: Both survivors and zombies
    Description: For survivors, this is the equivalent of two new skills: Called shot (Melee), and Called Shot (Missile). The former comes under basic hand-to-hand and the latter under basic firearms training. In addition, to take advantage of the called shot with projectile weapons (read: guns), you must find a 'Targeting Sight', obtainable in gun shops and police stations.

    For zombies, it's simply the zombie skill 'Called Shot' under Rigor Mortis. Zombies may use the called shot after they buy it.

    When the ability of 'called shots' is open to you, you may execute a called shot with the attack of your choice either against the arms or legs of your target(though you can still simply attack normally). Executing a called shot lowers the hit rate by 10% and halves damage, rounded up(so at max a called shot with a fire axe would be executed at 30% and 2 damage, a called shot with a pistol would be executed at 55% and 3 damage).

    A successful called shot against the legs will force the target to expend an additional AP to move up to 15 AP after the called shot is executed. So if a zombie runs into a mall and hits the legs of the survivors, each survivor moves as if it's a zombie without Lurching Gait for up to 15 AP after being attacked. In other words, the effect wears off after 15 AP is spent.

    A successful called shot against the arms will halve the success rates of any combat actions taken by the character, INCLUDING erecting barricades, for up to 15 AP after being attacked.

    Both 'conditions' of being somewhat crippled are alleviated immediately if healed by a First Aid Kit.

    Why? Because. More variety is fun, the effects wear off quickly, and are about as detrimental as being infected (i.e. not too bad).

    EDIT: Egh, forgot exp. You still gain the same amount of exp as damage dealt. So less exp gain in exchange for inflicting conditions.

    Left Queue: 10:35, 27 April 2006 (BST)

    11th February 2006

    Flak Jacket Improvement

    Timestamp: 01:28, 11 Feb 2006 (GMT)
    Type: Game Improvement
    Scope: Flak Jackets
    Description: Currently, Flak jackets absorb 20% of damage from firearms. I propose that they are changed to have a 20% chance of stopping a succesful attack, NOTE: any attacks that missed the flak jacket would hit with full damage. This would add more chance into the game but would not drastically alter it. If 5 atacks hit someone, the same amount of damage would be lost with each version of flak jacket.
    Left Queue: 10:36, 27 April 2006 (BST)

    Quarantine Break

    Timestamp: 22:05, 11 Feb 2006 (GMT)
    Type: Story Development
    Scope: All
    Description: This is not an improvement to the game mechanics or characters in anway, and maybe rather hard to convey as it doesn't affect the gameplay directly.

    What I am proposing is that an area of the border of Malton is opened up due an "incident", causing a new, but small (fifteen blocks), area of the city to be incorporated into the game, even temporarily.

    For instance, an in-game news posting would annouce:

    An army checkpoint in the South East corner of Malton has been attacked by city survivors, angry at the continuing forcible eviction initiative deployed by the army. Despite heavy casualties, hundreds of residents overwhelmed the checkpoint, driving the armed forces out as a result. Reports coming in suggest the camp is continually being raided for supplies, as well as attracting numbers of the undead.The army have established new borders controls two miles outside of the original quarantine-Zone.

    Current players would have no influence on the actual announcement above, as it is simply story development. However, effectively, a new playable area of the game is opened up. It would cosist of

    • Army Camp - A bit like the armory but with a different name. Weapons and the occasional FAK could be found here.
    • Power Plant - At some point, the power plant could be turned on, powering a section of Malton for a period.
    • A selection of general buildings

    I believe this would add an immense "fun" factor in to the game, and propose that it would only be temporary. Zombies and Survivors alike would flock to the area, creating a monumental incident that would be recorded throughout MMORPG history (or something). Plenty of battles over the encampment and power plant, the odds swaying in and out of favour, the power in malton continually being turned on and off (if this is technically possible).

    After a few weeks, the border would gradually be closed with a series of announcements along the lines of:

    • Survivors are ordered to retreat from New Valley hospital and Malton Power plant. Armed forces are planning to storm the are and will shoot on sight.
    This warning announcement would occur three days prior to this one
    • Armed forces are gradually closing in on the breached area of the Malton quarantine zone. The New Valley hospital and the Southern Malton Power Plant are once again in armed control.


    As this happens, survivors and zombies who had not evacuated after three days would be pushed back into the streets, fair game for anyone. As the weeks go on, more and more parts of the quarantine break would be patched up until completely closed.

    Further down the line, it could happen again, at another location with different consequnces.

    This is fairly elaborate, but not impossible. I think it would be a great addition to the game however. Don D Crummitt 22:05, 11 Feb 2006 (GMT)

    Left Queue: 10:36, 27 April 2006 (BST)

    12th February 2006

    A "Hey, Being Dead Isn't Losing" Message For First Time Zombies

    Timestamp: 02:18, 12 Feb 2006 (GMT)
    Type: Improvement
    Scope: Survivors that have been killed for the first time
    Description: I was reading the "free death" prejection up on the page and I thought of an alterative. What if upon logging in after the first time a survivor is killed and turned into a zombie they receive a message to inform the player that the game indeed does continue, that you can play as a zombie and that you can also be revived and be a survivor again. Maybe something like: "You have died and turned into a zombie. Attacking the living will earn you experience and grant you powerful undead abilities. You also may attack barricaded buildings to weaken their defense and make it easier for fellow zombies to open the building's door for you. It is also possible to be brought back to life by a player with a Necrotech syringe." It could probably be worded better but this would be a small and helpful change that would prevent many new players from being discouraged and quitting the first time their survivor gets killed.
    Left Queue: 10:38, 27 April 2006 (BST)

    Changing Your Name

    Timestamp: 03:01, 12 Feb 2006 (GMT)
    Type: Improvement
    Scope: Everyone
    Description: I have a character with an unrealistic name. I know that many of you do, as well. My prejection is that you would be able to choose a 'display name' for the purpose of in-game RPGing and such, in addition to your login name. I would recommend that for this, you could choose your custom name only once, perhaps at registration or (in the case of current members), prompted for one at your next login. It would be completely optional, and, if omitted, your login name would be used instead. As for people stealing other's names, your login name could be displayed on your profile page.

    UPDATE: For those of you who've killed this, I'd already thought through this a great deal, and many of the issues you pointed out, I've already addressed in my mind. However, I have a problem getting stuff from my head to the screen... call it a character flaw. =D In any case, I'll give this one its two weeks (or however long) and Re to individual kills. The new one will be named something along the lines of Custom Name or Display Name to avoid the confusion evident in the first part of vote 2. ;)

    UPDATE 2: See the Talk for what I plan on saying in the next version of this.

    Left Queue: 10:38, 27 April 2006 (BST)

    Drag (Revised)

    Timestamp: 11:01, 12 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombies and Survivors
    Description: Survivors may purchase 'Drag' (or 'Drag Survivor') at the cost of 100 XP points from the "Miscellaneous Skills" section, this skill carries over into undeath just as bodybuilding does. This skill allows Survivors to drag a fellow survivor into or out of an unbarricaded building on the same block at the cost of 3AP per move, similarly Zombies may drag a Survivor in or out of an unbarricaded barricaded building at the cost of 3AP per move. This skill would NOT allow Survivors or Zombies to drag players into other blocks ONLY into or out of an unbarricaded building on the same block.

    I feel that this skill would increase comradeship of Survivor as a player is bound to feel a certain affection towards a player who brings them in from the cold.. angry horde of Zombies. Zombiewise this skill is in character thematically, who wasn't seen a Zombie movie where an unwilling human is dragged to their, oh too certain future. This skill contains none of the vulnerability to abuse that the previous 'Drag' had, as the farthest one might find him or herself is inside or outside the building he or she left themselves outside or inside, respectively. I do not think that this would be unbalancing as the loss of the plentiful, ignorant, new Survivor flesh, would be counteracted by the gain of Survivors of all levels drawn unwillingly from their hiding holes. Further more this would create interesting real time moral dilemmas (especially in sieges with) of an active survivor witnessing an unconscious fellow be drawn from the room by the walking dead. Does he/she barricade the building and leave the unfortunate Survivor to his/her fate or does he/she go on a rescue mission risking the majority?

    Left Queue: 10:38, 27 April 2006 (BST)

    Real Estate Swap

    Timestamp: 11:09, 12 Feb 2006 (GMT)
    Type: Improvement
    Scope: All endgame players with XP to spare.
    Description: The game in its current itineration does not allow players with a maxed out Skill Tree with anything to put its EXP towards, unless he/she decides to play as 'The Other Side' for a while. I find this to be disappointing and shortsighted. So I was thinking... why not allow players or groups the ability to purchase lots of real estate with accumulated experience? I know nothing about coding, or what would need to be done mechanically for this to be put into effect, but in terms of play, here's how I view it.

    1) To unlock a building for purchase, you must first squat in it for some period of time. Lets say a 3 days to a week in Real Time.

    2) Once the building is available for purchase, the squatting person or group may begin depositing EXP into the Mortgage value for the property. This number should be sufficiently high, nothing less that 10K, just so it's not TOO easy to do. More valuable buildings, like Hospitals, PD's or whatnot should have a much much higher Mortgage value, maybe 100K?

    3) Once the Mortgage value is paid, then the puchasing group now "owns" the property. The purchaser may now have the right to edit the Title and Description of the property in the game (within reason, of course.)

    4) There are no in-game benefits to owning property AT-ALL. They are simply bragging-rights for a particular group to let the rest of Malton where they call home. This also gives the additional benefit of creating a giant bullseye for every other Group in Malton to target for raids.

    This idea is very unpolished, but I think there is definitely a niche available somewhere for Group Representation other than tagging buildings and this prejection gives the bonus of giving endgame players something to put their EXP towards!

    What do you think?

    Left Queue: 10:38, 27 April 2006 (BST)

    Mk II Equipment

    Timestamp: 20.30 GMT
    Type: Item Upgrade
    Scope: New MkII Equipment
    Description: Here's (hopefully) a new idea. I think it would bring a bit more excitement to the game, if there would also be an upgraded MkII version of them available. Basicaly they would be more effective than the normal ones, but more rare to find. Here are the MkII objects.


    First Aid Kit MkII :

    Locations: Mall Drugstores 10%/17% (original FAK 20%/34%), Hospitals 7% (14%), Churches 2% (5%. Generally the odds of finding one are twice weaker than finding normal one. The act of healing another character earns you 8 (5) XP regardless of the number of HP gained.


    NecroTech Revivification Syringe MkII :

    Locations: Necrotech Buildings 3% (6%, also twice harder to find)

    Used to revive a zombie. Reviving a zombie requires the Lab Experience skill, and earns 10 XP (twice as much as original). Syringes are single-use items. Unlike original one this cannot be created with NecroNet Access skill.

    When reviving a zombie with normal NRS zombie has half of their normal HP (usually 25, but 30 with Body Building) MkII alternately revives zombie with 30 HP (35 with Body Building) If the zombie has Brain Rot then same rules apply as with normal Syringe.


    Only these? It would propably change things too much if there would be MkII versions of things that are not single use items. For example I considired of Flak Jacked MkII, but it would have propably been too effective, especially becose you can use it forever. MkII weapons are an another matter then. This is the stuff for now. If you don't agree with HP, XP or locations value partly or fully, still please don't kill it just because of that, since the idea is still good. I am sorry if this has been suggested before, however I checked and could not find one.

    Left Queue: 10:38, 27 April 2006 (BST)

    Cortical Surgery

    Timestamp: 23:58, 12 Feb 2006 (GMT)
    Type: Skill
    Scope: Brainrotters, Necrotech Employees and Doctors
    Description: This is actually a set of two skills that would allow a person with the right skills to remove the brain rot skill from a revived survivor. The first would be named something like Advanced Necrotech Lab Experience; It would obviously require Necrotech Lab Experience. With this skill A button will be added to powered necrotech buildings or hospitals with a something along the lines of ?prepare cortical surgery lab?, doing so would cost 5 ap. And add the description ?a cortical surgery lab has been prepared, it is un-occupied?, there will only be a miniscule XP reward, perhaps 1-3 XP. With the lab prepared, the button becomes ?enter cortical surgery lab?, a revived brain rotter who clicked that button will be warned, that this could remove brain rot in a similar fashion to jumping out windows. A survivor without brain rot will be informed that they do not need cortical surgery. When a brain rotter enters the surgical lab, it changes the description to ?a cortical surgery lab has been prepared, it is occupied?, the brain rotter cannot perform any actions until he either leaves the lab or gets his brain rot removed. Here is where the second skill comes into play. This skill ?cortical surgery? would require the surgery skill. A button would then become available which states ?Perform Cortical Surgery (20 AP), If clicked the doctor will then remove brain rot from the subject, and gain 5xp(the same cost/benefit as manufacturing a reviv-syringe).

    So the procedure for removing brain rot is

    -Prepare Cortical Surgery Lab (needs ?advanced lab experience)+ Powered NT building), 5 AP, 1-3 XP reward

    -Revive Brainrotter (already implamented)

    -Have Brainrotter Survivor enter Lab (no way to force him)

    -Preform Cortical Surgery (needs ?Cortical Surgery?+ Powered NT building), 20 AP, 5 XP reward

    This skill would allow players that screwed up and got brain rot to fix the problem. This is DIFFERENT FROM OTHER MULTI STEP SKILLS, because the steps are tracked by the building. The Cortical Surgery Lab can use the same code for generators. Just add 1 additional button to NT buildings. It encourages team work, and will finally validate getting the surgery skill. It would not encourage XP farming, as a lab cannot be set up again until it has been used, and the the surgery would require a brainrotter. Further more it would require reviving brainrotters (not an easy thing). It cannot possibly result in greifing because the subject must A) agree to do it,IT IS COMPLETELY VOLUNTARY! and B) he/she was warned. From a role playing stand point, it can be justified that curing brain rot needs to be voluntary because the subject must be thinking a certain set of thoughts (ALA eternal sunshine of the spotless mind).

    While the XP rewards are going to be low, this skill is really meant for high level players, who really have nothing else better to put their XP into.

    Left Queue: 10:38, 27 April 2006 (BST)

    13th February 2006

    Wine Effect

    Timestamp: 23:46, 12 Feb 2006 (GMT)
    Type: Affects hit percentages
    Scope: Survivors who have drunk (used) a bottle of wine within the last 24 hours
    Description: Wine, at the moment, can be found and it heals 1HP. However, I suggest that those users who drink (use) a bottle of wine should have a detrimental effect against their hit percentage (say reduced by 10%-15%). This would reflect the effect of the alcohol upon them.
    Left Queue: 03:51, 13 Feb 2006 (GMT)

    The Traders

    Timestamp: 08:23,13 Feb 2006
    Type: Improvement
    Scope: Survivors
    Description: Well, there has been conplain about Urban Dead not having any NPC so I'm suggesting one.

    Description: A trader appear as normal survivor(only with bold name). You trade stuffs with them (obviously) by clicking into their profile page(No, Zeds can't trade since they don't know how to talk properly). They teleported from places to places (Hey! Don't talk, or groan, about reality check, this is a Zombie game, remember?) and only stay in one place for 4 hours. They can be hit and when it happens, they teleport out of sight(Don't worry, Zeds, you still got your XP for hitting them), but they won't die. They tends to appear in populated places(that means: they only appear inside a place that has at least one survivor, if there are none then it's random). There is 1 for every suburb. They should encourage survivors to go out there and search for worthless items or to stick inside a "worthless" building searching and hope the Trader will come to them(both favors Zeds).

    History: Tired of the results of the NecroLab Assistant's mission to collect whatever they can collect for the labs to experiment on (most of them end up stuck inside Malton and got turned into an undead). Therefore, a new type of collectors were used(or hired, as a matter of fact), the Traders. Armed with the latest teleporting technology, they trade seemingly unwanted items from survivors (unknown to the survivors, all of those thing carry a bit of flesh left behind by those freaking undeads) for several more valuable item.

    Trading item:

    (Note: Due to their carrying capacity, a Trader can only show you 5 randomly selected items in those choices)

    In-game item:

    -1 Revive syringe:1 newspaper and 1 bottle of beer/wine

    -1 Portable generator/1 bottle of oil:1 newspaper

    -1 Pistol/5 Pistol Clips: 1 bottle of beer/ 1 crucify (Amen!!!)

    -1 Shotgun/5 Shotgun Shells: 1 bottle of wine/ 1 crucify

    Original trade(Those trade are additions to my suggestion, just don't care or express your idea about them, don't vote me kill because of them)

    -1 XP: 1 books/1 poetry books/1 newspaper

    -5 XP: 10 books/10 poetry books/10 newspaper/10 crucify

    -50 XP: 10 newspaper, 10 poetry book, 10 book, 10 crucify and 1 randomly chosen item from the game(not one of those above).(You need every of these to get 50 XP)

    Left Queue: 13:40, 13 Feb 2006 (GMT)


    Real Estate Pwnage

    Timestamp: 02:55, 13 Feb 2006 (GMT)
    Type: Metagaming addition
    Scope: Players with XP to spare
    Description: As the "Real Estate Swap" prejection is nifty but flawed, and seems likely to be shot down, I'm offering an alternative version which I think addresses the problems in the other proposal.

    The concept is simply that high-level players can bank their extra XP points to establish "ownership" of particular buildings in Malton. This ownership conveys no in-game benefit; it simply allows groups to mark out a "home territory" -- and compete for control of buildings with other groups.

    Here's how it works: XP can only be "banked" if all players inside the building are of the same group affiliation. If any character inside the building is of a different affiliation -- even if of an unspecified group -- that character must be forced out before any XP can be banked.

    Once the group has control of the building in this way, any player with 100 or more XP may hit "Make a payment on this building." The cost is 100 XP per click. The banked XP is credited to the group listed in the player's profile screen -- if the player banking the XP lists "Fryerbank Irregulars" in his profile, then the Fryerbank Irregulars will be credited with a 100 XP "payment" toward the purchase of the building. Even if that same player changes his affiliation later on, the 100 XP payment will always be credited to the group under which it was initially made.

    Multiple members of the same group can bank XP on a building, but no more than 1000 XP can be banked on any building in a 24-hour period. This is to keep the casual players from getting completely shut out.

    Every building in Malton will be assigned a certain "base price" in accordance with its value. A junkard might have a base price of 8000 XP; a stadium might reach above 200,000 XP. Buildings with phone masts would be more valuable than those without. Multi-block buildings are owned as a whole -- any XP banked inside any square of a multi-square building is credited toward the purchase of the whole.

    Once a group's total down payment meets or exceeds the base price, that group is considered to attain "ownership" of the building. An owned building will simply add an extra line to its description which includes the group name. For example:

    You are standing outside St Isidore's Church, a large white-stone building. Fryerbank Irregulars is cut neatly into the cornerstone.

    Essentially, the ownership is displayed as a more permanent spraypaint message.

    Where this gets interesting is that buildings can change hands. If another group manages to bank more XP on St Isidore's Church -- again, only banking the XP when the group has control of the building, and at no more than 1000 XP per day -- the ownership would be signed over to the group with the larger payment. Of course, the Fryerbank Irregulars can continue to bank payments on the church and try to maintain their claim. Because payments can only be banked following the eviction of non-group members, these real estate contests are sure to turn bloody.

    Presumably the building owners will work to maintain their property through the regular inspection of barricades, the fueling of generators and the cleaning of offensive graffiti. Groups may find it useful to turn owned properties into full-service safehouses to keep a variety of survivors coming in and out -- thus making it harder for any single group to begin banking counter-payments.

    Only survivors may bank XP payments, however zombie groups are not barred from building ownership. (You couldn't stop it anyway, as I'm sure groups are not marked as "human" or "zombie" in the game database.) Zombie groups will simply have to get creative in how they go about this. In most cases, a zombie group will want to clean a building out of survivors, then arrange to have one of its members revivfiied (or have such a member already on hand) who can enter and make payments. Special arrangements will need to be made for the brain rotters, who are often a horde's highest earners; however, since even rotters can now be revived under specific circumstances, I do not feel this is any undue hardship for the zombie players.

    There are several things I like about this proposal:

    1. Gives experienced players a good reason to keep acquiring lots of XP.
    2. Makes for the possibility of "king of the hill" struggles between player groups.
    3. Gives survivors reasons to maintain quality safehouses (keep a variety of groups visiting in order to discourage hostile takeover).
    4. As groups compete for the most desired buildings, their prices will inflate to match their value. Expect to see junkyards and warehouses maintaining a fairly steady inflation rate, while better-known locales like Caiger Mall quickly escalate into very expensive pieces of property.
    5. Suggests the development of a new "settler culture" in Malton. After months and months of enduring a zombie outbreak, how would folks begin to build some sort of normalcy back into their lives? I submit it might look very much like what is being suggested here. Squatters squabbling over abandoned structures, more organized associations coming together to provide essential services, etc.
    6. But mostly it'd just be fun.

    See what you think.

    (I have a feeling someone is going to say, "It's f@#%ing zombie monopoly"; and, yeah, it kind of is. But this in no way eclipses the survivor-zombie combat taking place in Malton; it may even enhance it for the groups large enough to care about this kind of thing. And players who don't care won't be bothered by it. Nothing changes for them except that extra description line on buildings.)

    Left Queue: 10:38, 27 April 2006 (BST)

    Drunkeness

    Timestamp: 02:36, 13 Feb 2006 (GMT)
    Type: Dunno
    Scope: Survivors with alcohol
    Description: Drinking more than 5 bottles of wine or beer causes the drinker to get Drunk. In this state, any words spoken by yourself or any other survivor will come out jumbled up, in a similar manner to Death Rattle speech. Also, while drunk, if a person views your profile, it will tell them that "This person is currently wasted". The state of being wasted lasts about 2 hours before passing. Any other alcoholic beverages other than the two required to enter this state do not extend it.

    For example, if my character says "Cheeseballs are great" while drunk, it will come out as "weezhebaws aw gwat". Not much, but soemthing to go on.

    Left Queue: 10:38, 27 April 2006 (BST)

    Weather Effects

    Timestamp: 19:02, 13 Feb 2006 (GMT)
    Type: Variety
    Scope: Everyone
    Description: On certain random days, perhaps once a month or so, the weather in Malton turns ugly. Rain in spring and fall, snow in winter -- using England's seasonal cycle as the frame of reference. On "rainy" days, randomly-selected swaths of the Malton map turn light blue and require double AP to move through. On "snowy" days, the entire map turns light gray and requires double AP to move around in; at the same time, "snowbanks" build up around randomly-selected buildings. Snowbanks function similarly to barricades: too high, and survivors will be unable to use the doors. However, the option to "Clear away snow" will be available to both humans and zombies. The number of times snow must be cleared will depend on the height of the snowbank.
    • "A low snowbank surrounds the building." -- 1-3 AP to clear; survivors can enter and leave the building at will.
    • "A snowbank of moderate height surrounds the building." -- 4-6 AP to clear, survivors can enter the building at the cost of 2AP.
    • "A high snowbank surrounds the building." -- 7-9 AP to clear, survivors can leave "through the windows" but can't enter the door without clearing some snow first.

    I think the occasional "bad weather day" would make things really interesting.

    Left Queue: 10:38, 27 April 2006 (BST)

    14th February 2006

    Advanced Pistol/Shotgun Carrying

    {{subst:prejection|
    

    suggest_time=06:01, 14 Feb 2006 (GMT)| suggest_type=Weapon carrying| suggest_scope=High-level humans| suggest_description= This is actually two skills that are almost exactly the same, except for the item affected. This would only be open to players of level 10+, and would come after Adv. Pistol/Shotgun Training. Pretty much, your character has become so skilled at moving large chunks of metal around, that unloaded guns only take up 1 inventory space instead of 2. I'm not sure if the game already can tell the difference between loaded and unloaded guns; I figure it does, but I'm not sure.

    This would allow high-end players to be more flexible. Right now, even though high-level humans can do everything, they simply don't have enough inventory room. Now, they can carry loaded guns into battle, use all their ammo, and then search for FAKs, NT syringes, generators, or anything that they normally wouldn't have been able to carry without dropping their hard-to-find guns. I don't feel this is overpowered, because it only affects loaded guns, and a gun is as useless as a crucifix while it's unloaded. Also, partially-loaded guns still count as 2 weight.

    The level limit may need to be upped, I'm not sure. Please post comments. | suggest_moved=10:39, 27 April 2006 (BST)| }}


    Scent Blood Improvement

    {{subst:prejection|
    

    suggest_time=06:06, 14 Feb 2006 (GMT)| suggest_type=Improvement| suggest_scope=Scent Blood| suggest_description=Right now Scent Blood and Diagnosis serve the same purpose and Diagnosis is a cross-over skill. There's no reason to get both if you have the Diagnosis already. Here's an idea to make Scent Blood have a tiny difference to give people that purchase Diagnosis a reason to have this skill too. When a zombie with Scent Trail sees the current location of a survivor that interacted with them if they have Scent Blood they also receive the survivors current health and if they are outdoors. So you'd not only know that the survivor that attacked you was 2 North 3 East but also that their health is 38 and if they are outside. It'd be a tiny addition on screen just add "at 38hp" if they're indoors and "at 38hp outdoors" if they're outside to the current message. It's a small change that zombies might be interested in, would give Scent Blood an additional ability, but while kind of nice to know isn't that powerful that it would give the zombie an unfair advantage. It makes sense that with the keen senses Scent Blood gives you'd be able to smell how injured the survivor is (how much they're bleeding) and whether they are outside or not (if the wind is more able to carry the scent of the blood to you) so it remains in flavor. You'd want to have both skills, Diagnosis for when you're a survivor and Scent Blood to improve the information Scent Trail gives you. I don't think it would cause server problems because I don't believe looking up health and whether someone is inside or outside is any more difficult than looking up their current location. | suggest_moved=10:39, 27 April 2006 (BST)| }}


    Scent Blood Improvement

    {{subst:prejection|
    

    suggest_time=06:06, 14 Feb 2006 (GMT)| suggest_type=Improvement| suggest_scope=Scent Blood| suggest_description=Right now Scent Blood and Diagnosis serve the same purpose and Diagnosis is a cross-over skill. There's no reason to get both if you have the Diagnosis already. Here's an idea to make Scent Blood have a tiny difference to give people that purchase Diagnosis a reason to have this skill too. When a zombie with Scent Trail sees the current location of a survivor that interacted with them if they have Scent Blood they also receive the survivors current health and if they are outdoors. So you'd not only know that the survivor that attacked you was 2 North 3 East but also that their health is 38 and if they are outside. It'd be a tiny addition on screen just add "at 38hp" if they're indoors and "at 38hp outdoors" if they're outside to the current message. It's a small change that zombies might be interested in, would give Scent Blood an additional ability, but while kind of nice to know isn't that powerful that it would give the zombie an unfair advantage. It makes sense that with the keen senses Scent Blood gives you'd be able to smell how injured the survivor is (how much they're bleeding) and whether they are outside or not (if the wind is more able to carry the scent of the blood to you) so it remains in flavor. You'd want to have both skills, Diagnosis for when you're a survivor and Scent Blood to improve the information Scent Trail gives you. I don't think it would cause server problems because I don't believe looking up health and whether someone is inside or outside is any more difficult than looking up their current location. | suggest_moved=10:39, 27 April 2006 (BST)| }}


    15th February 2006

    Diagnosis Shows Resulting Health Level When Using FAK

    {{subst:prejection|
    

    suggest_time=02:09, 15 Feb 2006 (GMT)| suggest_type=Alteration to FAK & Diagnosis Use| suggest_scope=Survivors| suggest_description=This is an attempt to fix a minor annoyance I've found when healing survivors in large groups of excess of 50. Once I see who is in need of medical attention, I constantly have to re-open the 'List Name' listing to see what their current health level is with Diagnosis after I've healed them, to see if I must still heal them or if someone else has already administered to their remaining wounds.

    To fix this minor (but cumulitivly annoying) issue, I would like to suggest that when someone with Diagnosis (and naturally Surgery) heals someone with a first aid kit, rather than just seeing: You restore # hit points to <Name>. as even unskilled first aid kit using survivors do, you instead see: You restore # hit points to <Name>, increasing their health to <New Health #>.

    Currently, you can see the new health value of a character when you damage them. Why can't at least skilled characters with Diagnosis then see the new health value of a character when you heal someone?

    | suggest_moved=10:40, 27 April 2006 (BST)| }}


    Holy Symbol

    {{subst:prejection|
    

    suggest_time=10:49, 15th Feb 2006 (GMT)| suggest_type=Improvement to Crucifix| suggest_scope=Survivors| suggest_description=Seeing as how the Zombies in Malton could be seen as the apocalypse and the end of the world by several religions, I figure that they would be much more devoted to their faith than before the Zombie outbreak. Therefore, I think that the following changes should be made to the Crucifix:

    1) Change the name to 'Holy Symbol' so it can be from any religion that you want, without having to add in three or more new religious items.

    2) Allow the Holy Symbol to be set up in any building, like a Generator. It doesn't need to be powered and remains in the building regardless of whether the occupants change. The Holy Symbol can be destroyed by any attack; there is a 100% chance that an attack will be successful in hitting and destroying it, regardless of the weapon used. Both Survivors and Zombies can destroy Holy Symbols.

    3) Allow Survivors to 'Pray' to a Holy Symbol that has been set up in the building that he or she is in. Praying gives an effect like reading a Book: There is a 3% chance that the person praying will be healed by 1HP. There is a 3% chance that the person praying will receive 1XP.

    A character can't be healed and gain experience in the same prayer.

    If the Holy Symbol is set up in a Church then the chances are doubled. If it is set up in a Cathedral then the chances are tripled. You can have multiple Holy Symbols set up in different corners of a Cathedral.

    4) Holy Symbols can be found in Cemeteries, Cathedrals and Churches (5%/10%/7.5% respectively) and also at Monuments (3%). Additionally, there is a very small (1%) chance to find one at a School, Library, Museum, Police Department, Hospital or Fire Station.

    [unmissable flashing neon lights]READ THIS[/unmissable flashing neon lights]

    Note: the effects of the Holy Symbol are purely psychological; though the character is inspired to greater feats of bravery or finds inner strength through their faith, there is no raising from the dead, possession or other mystical/magical/holy effects.

    [unmissable flashing neon lights]READ THIS[/unmissable flashing neon lights]

    I think that this gives Crucifixes some form of worth, without taking away too much of their status as flavour items (come on, would you Pray when there's a zombie eating your foot and a Shotgun in your hands?).| suggest_moved=10:40, 27 April 2006 (BST)| }}


    16th February 2006

    Inform of Brainrot Upon Successful Scan

    {{subst:prejection|
    

    suggest_time=17:42, 16 Feb 2006 (GMT)| suggest_type=Improvement| suggest_scope=Scientists| suggest_description=The zombie practice of standing in revive points and using brain rot to intercept syringes is completely valid. But there's currently no way to discern if they are brain rotted or not unless they are unscanned, and you fail scanning them. I suggest that upon sucessfully scanning a brainrotted zombie a simple addition is added to the information you get, undearneath their name and class: "Cortex Damaged." It makes sense you could get the information you get automatically by failing if you succeed! Also if a zombie is already scanned players with NecroNet access should be informed that they were found to have brain rot. These players have access to Necrotech's database of info on already extracted zombies, it makes sense they'd get more information through the wireless connection of their DNA extractor. It'd simply add to the "Already scanned" message one line: "Their file is marked with a red flag." This allows scientists to use DNA extractors to avoid wasting syringes, but still allows one brain rotted zombie to prevent the scientist from reviving. It'd just prevent scientist players from losing 20AP's worth of effort all the time, but still allow brain rotted zombies to disrupt revive points.| suggest_moved=10:41, 27 April 2006 (BST)| }}


    17th February 2006

    Bookworm

    {{subst:prejection|
    

    suggest_time=08:25, 17 Feb 2006 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description= A skill under the Survivors category (so that Military player can also reach it). Design so that books can become a favorable XP farm.

    • Concentration: You gain an extra 10% to gain 2 XP (3 for scientist) when reading a book. However, you have an increase of 5 % that you may finish that book.
      • Tracker:When viewing a player's profile with a GPS unit in inventory, you can see his position from you.(Great for tracking down Pker and griefer, Zed can't use this skill since they can't use GPS unit)|

    suggest_moved=20:18, 17 February 2006 (GMT) }}



    Beer and Wine effects

    {{subst:prejection|
    

    suggest_time=22:27, 16 Feb 2006 (GMT)| suggest_type=Weird Improvement| suggest_scope=Survivors| suggest_description= After you drink 2 beers, you start to get as we call it... a little tipsy. My proposal is that we should have the drunk effect. If you drink 2 or more beer or wine before the next ip-count reset, you will get drunk. There is a 25% chance of puking while your drunk if you drink more than 2, although nothing will stack if you drink more. Each Ap you spend on ANY action will earn you a 10% chance of sobering up. Accuracy on guns will decrease by 15% because your vision is a little blurry and shooting from a range is difficult to achieve drunk or not. Accuracy on melee weapons will decrease by 5%, but will increase the damage of melee weapons by 2 (and not be affected by flak jackets) because of how some people get abnormally stronger while drunk. No effects will be made entering/leaving a building, but when you try moving any given direction, you will have a 30% chance of moving in the direction you desire, giving the text "You stumble on the next block", 9% chance of moving in any other direction, giving the text "You stumble into a random direction", and a 7% chance of just hitting an object (Here are the random objects you will hit, wall (if on same black as a building), fire hydrant, street post, stop sign... you know what I'm talking about. If you try to walk when you're standing at the corner of Malton (where the quarantine wall is at (like if it turned to be a 2x2 instead of a 3x3)), that for every square you can not move, add that percentage that you will hit an object (so if 5 spaces are missing, 9x5+7=52% of hitting a wall at the very corner of a map. When you try to talk to somebody, your words will slur a bit and sometimes be garbled up. Example would be Heeey gawd larkin (hey good lookin, sry I stink at trying to make up a language >_> just an example). Now for some answering 1.Hey! Where?s the other 54% of the move you make while drunk? I have made it 9% chance times the other spaces you could move it (aka 7 spaces you could move) so it would be (9x7+30+7) which would give you 100% 2. Does this skill keep the 1 hp heal? Yes it does because it?s still considered liquid and because it is good for the body. 3. This is not an improvement? it?s useless and only stops people from drinking! For one thing, people do need to stop drinking, but since this is a zombie apocalypse and all?) It does help people with melee weapons and temporarily increases the damage of melee weapons by 2. You do have the problem of walking randomly though, but you should not have too much trouble since this doesn?t affect your fighting or the chance to get inside of a building. 4. Zombies get the short end of the stick all the time! Actually, this is kind of a toned down version of grab. So there isn?t really much to complain about since the ratio of being able to grab is 50% then adds 10% more percentage to attack-hit ratio. A fully powered axe when your drunk (40%-5%)*(3+2) is 1.75, when you grab as a fully powered zombie its (50%+10%)*3 is 1.8. 5. The server will be screwed up from keeping the people?s tally of how many beer you drink! I imagine Kevan will put flags for how many beer you have and stop putting flags past 2. After that, since nothing else stacks, it?ll stop adding flags. Also it?s pretty much as bad as an air drop or resetting everyone ip number. 6. This will promote player killing from the no-reduced armor effect! Unfortunately, nothing can be done to promote this. People will still kill other people no matter how powerful/weak that person is because it?s the cruelty of human nature. 7. What happens when you hit an object? Nothing happens! You wasted an ap moving when you didn?t move. 8. This isn't what really happens in real life or w/e with realism! Yea, probly isn't with only 2 beers/wine either, but if I increase it, then it'll be useless. Besides, how can you be protected from a head shot with a flak jacket? | suggest_moved=10:42, 27 April 2006 (BST)| }}


    Bookworm

    {{subst:prejection|
    

    suggest_time=08:25, 17 Feb 2006 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description= A skill under the Survivors category (so that Military player can also reach it). Design so that books can become a favorable XP farm.

    • Concentration: You gain an extra 10% to gain 2 XP (3 for scientist) when reading a book. However, you have an increase of 5 % that you may finish that book.
      • Tracker:When viewing a player's profile with a GPS unit in inventory, you can see his position from you.(Great for tracking down Pker and griefer, Zed can't use this skill since they can't use GPS unit)

    | suggest_moved=10:42, 27 April 2006 (BST)| }}


    Parry

    {{subst:prejection|
    

    suggest_time=13:01, 17 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Survivors/Melee Weapons| suggest_description=The name is fairly self-explanatory as to what it is. Parry would be a new skill which Hand to Hand Combat is required for. With the Parry skill, all attacks made with melee weapons (including Fist and Claw, but not Bite attacks, essentially all attacks that do <4 damage, I believe) against a Survivor with the skill have their accuracy reduced by 5%. In order for the Parry skill to be in effect your Survivor must a) be awake, and b) have a melee weapon. Parry doesn't carry over to Zombies and does not affect Firearms in any way. It doesn't use up any AP, though as I said before you must have remaining APs for it to be in effect.| suggest_moved=10:42, 27 April 2006 (BST)| }}


    Named Firearms

    {{subst:prejection|
    

    suggest_time=15:32, 17 February 2006 (GMT)| suggest_type=Role-Playing Improvement| suggest_scope=Survivors| suggest_description=We've all heard of hardened gunslingers affectionately naming their best weapons. I think it'd be neat to allow players to do the same in Urban Dead. Here's how it'd work:

    When you edit your Profile, a column of text fields appears, each field corresponding to a shotgun or pistol in your inventory. If you change any of these fields from "shotgun" or "pistol" to a custom string, the weapon is considered to be named. Next to each of these is another text field where you can type in a description of the weapon.

    Custom names will replace generic weapon names in the inventory section of the main UI; and custom names & descriptions will appear on your Profile for all to see. Only custom-named weapons appear on the profile; so this in no way tips anyone's hand as to the extent of their arsenal. If you wish to "conceal" a weapon, or all your weapons, simply leave its name or all their names generic.

    Example: Darcy - A polished, vintage shotgun with a long double-barrel. You notice that it completely lacks a safety switch.

    Named weapons are also listed by name in the Drop menu. If you drop a named weapon, its name and description disappears from your Profile. | suggest_moved=10:42, 27 April 2006 (BST)| }}


    Add common phrases to default list

    {{subst:prejection|
    

    suggest_time=21:01, 17 February 2006 (GMT)| suggest_type=Zombie speech change| suggest_scope=Zombies without Death Rattle| suggest_description=I'm not trying to nerf Feeding Groan, but there are a few things every zombie wants to say once or twice without needing to buy the skill. There fore, I think we should add some things to the speak dropdown for zeds w/o FG. I understand one should need FG to be able to get any real meaning across (although players have accepted workarounds for this--everyone knows "mrh?" means "revive me") but allowing all zombies the ability to say some gameplay-useless but fun phrases seems appropriate. Words to add might include:

    • Barhah!
    • Har har har!
    • Harman hambargarz!
    • And of course Bra!nz!|

    suggest_moved=10:42, 27 April 2006 (BST)| }}


    Flare Limitations

    {{subst:prejection|
    

    suggest_time=23:28, 17 Feb 2006 (GMT)| suggest_type=Item Modification| suggest_scope=Flares| suggest_description=Flares are visible inside buildings. How? I'd like to suggest an alteration:

    • No barricades: Flare is visible through the windows, even if you have to keep down so the zombies don't see you. "Looking out from your hiding spot, you see a flare XN, YE through one of the windows
    • Lightly barricaded: Flare is visible, but limited to "somewhere five blocks or so northwest" - using the nearest cardinal direction and an approximation of distance in that direction.
    • Moderate or strong barricading: "You hear a rocket go off somewhere to the X"
    • Heavily barricaded: "You hear a rocket somewhere [nearby/in the distance].

    If anyone has any prejections for revising this, please put them next to your Kills - I rather suspect this one will need a few revisions before it's ready.|

    suggest_moved=10:42, 27 April 2006 (BST)| }}


    18th February 2006

    Ultimate Emote Deluxe

    {{subst:prejection|
    

    suggest_time=01:51, 18 February 2006 (GMT)| suggest_type=Feature| suggest_scope=Survivors and zombies (in different ways)| suggest_description=Ah, the emote. It keeps getting suggested; it keeps getting shot down. Here is my prejection for an emote feature that addresses the most common problems.

    For those who don't know, an "emote" is typing "/me does something" in the Speak field and having "/me" translated into your character name. Hence "/me waves" typed by "John" would become "John waves" when seen by others.

    One of the major problems is that emotes make it easy to fake game messages. John could type "/me attacks you for 3 damage" and suddenly everyone in the room thinks they just lost 3hp to John. Hilarious! Or not so much.

    Another problem is how to apply the feature to zeds. Since an emote is not technically speech, but a narrative description, it doesn't make a lot of sense to run zombie emotes through Death Rattle. However, giving zeds a plain text emote feature would provide an easy loophole for using human speech all the time.

    So, I suggest a two-pronged approach. For survivors, we change the tense. For zombies, we provide a few standard emotes.

    A survivor emote should work a bit differently from the traditional emotes seen in internet chats. Instead of typing "/me waves" to get "John waves," I suggest typing

    /me wave

    to emote

    You see John wave

    to other players. (Your own message would be, simply, "You wave.")

    This makes it impossible to mimic real game messages. Under this system, if you type "/me attack you for 3 damage," the game will output "You see John attack you for 3 damage." As this is quite different from a real attack message, and just sounds odd, it should be pretty immediately obvious that no real attack occurred.

    However, it does make all the genuine emote uses possible:

    You see Sgt Boots toast you with a glass of wine.

    You see JaneGirl shake her head vigorously.

    Players will mostly just need to remember to leave the "s" off their verbs when they type emotes. While this is different from IRC emotes, IRC emotes are not exactly the paragon of grammatical virtue either.

    Now, for zombies.

    Zombies should simply be afforded a pull-down of four or five standard emotes, much as zeds without Death Rattle must choose from common zed phrases. When any of these are selected and emoted, other players will see things like

    You see a zombie take a step toward you.

    Here are my prejections for zombie emotes:

    • glare menacingly in your direction
    • take a step toward you
    • back away cautiously
    • gesture angrily, while uttering strange sounds
    • attempt to breakdance

    | suggest_moved=10:43, 27 April 2006 (BST)| }}


    Tally Alteration

    {{subst:prejection|
    

    suggest_time=03:03, 17 Feb 2006| suggest_type=prejections Page Template Improvement| suggest_scope=Tally section| suggest_description= This might be a bit minor, but... why not make the template have '''Tally:''' Keep 0, Kill 0, Spam 0, Dupe 0 - it's the format the Tallies are usually in anyway, and would save the first person always having to set up the Tally list.| suggest_moved=10:43, 27 April 2006 (BST)| }}

    Graffiti Strength

    {{subst:prejection|
    

    suggest_time=12:22, 18 February 2006 (GMT)| suggest_type= Improvement to Spraypainting| suggest_scope= Survivors| suggest_description= Survivors are able to spray paint an identical sentence over an existing one to "strengthen" it. Stregthening graffiti would make it more difficult to spraypaint over by requiring more "sprays" to cover it up. This would work on a halving scale (rounded up), like so

    No# of Times Strengthened 1 2 3 4 5 6 7 8 9 10 11 12.

    No# of Times needed to------1 1 2 2 3 3 4 4 5 -5 - 6 - 6.

    spraypaint over.

    This scale would go to a max of 12 to prevent super groups (with too many members and too much time) from effectively permanently labelling a suburb with a 1000 think layer of paint. In this way dedicated groups could clearly mark their territory without unaffiliated loners wandering in and, on a whim, ploughing a whole through a groups carefully laid propaganda, without making markings permanent so as to be capable of removal by a new group who has moved in our over time as individual survivors whittle it away. This could be explained away RP wise, by applying an extra thick layer of paint or numerous duplicates of the original message.

    In game players could be informed as to the "level" of the paint by messages much like barricades. E.g "Somebody has spraypainted "so and so" numerous times onto a wall", "Somebody has spraypainted "so and so" countless times onto a wall". Upon reducing the level of the paint by spraypainting a different message a player might receive "You spray paint "this and that" onto a wall but "so and so" is still the predominate message.".| suggest_moved=10:43, 27 April 2006 (BST)| }}


    19th February 2006

    Barbed Wire

    {{subst:prejection|
    

    suggest_time=12:35, 19 Febuary 2006 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description= Barbed Wire can be found in junkyards. This can be placed on a building to further protect it. If someone tries to attack a barricade with Barbed Wire, then they take 5 damage per attack on the barricade due to the barbed wire. This affects survivors as well. If a player tries to enter a building that has barbed wire then they get inside, but take 5 damage as a result of the barbed wire. Any survivor can take down Barbed Wire from the INSIDE of a building if they have Wirecutters. They can also cut a hole in the Barbed Wire to bypass the Barbed Wire from the outside. This makes Wirecuttes actually valuable. Barbed Wire eventually snaps if attacked enough.| suggest_moved=10:44, 27 April 2006 (BST)| }}


    Necrotech Flare Gun

    {{subst:prejection|
    

    suggest_time=02:47, 19 February 2006 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description=Reading Jon Pyre's "Signaling" skill prejection above, I began to think about why Feeding Groan (also a Pyre prejection) works so very well, while signal flares are so very useless. I realized it's because Feeding Groan is contextually dependent -- groans can only be sounded when a zombie is faced with survivor foes. There is no such limitation on signal flares: they can be fired off any time, and apparently are. Thus, they are almost completely ignored by players.

    I submit that the only way to "fix" the flare gun is to impose some contextual restrictions on its use. To that end, I am proposing a new item, the Necrotech flare gun.

    The NT flare gun is a more advanced piece of equipment than the other model and includes both a heartbeat monitor and very basic DNA extractor technology. It was developed as a last-ditch, emergency signaling device for NT scientists working in the field. A scientist who fell unconscious on the job would trigger a deadman's switch and activate the device. If the monitoring systems ascertained both that the user was at sub-optimal health and any undead specimens were present, the device would fire a specialized NT signal flare to alert nearby Necrotech centers.

    Of course, the device can be operated independently of its deadman's switch, and in the crumbling city of Malton this has become the typical manner of use. (Edit: Commenters are getting hung up on the deadman's switch. It's only there as an explanation for the restrictions below. The NT flare gun is always operated manually in-game.)

    Essentially the Necrotech flare gun works exactly like the existing flare gun except for one important difference: flares can only be fired into the sky as signals if

    • the user is at sub-optimal health (less than 25hp, to correspond to "wounded" status)
    • there are one or more zombies present in the same block.

    Because of this, survivors who see NT signal flares illuminating the sky will know in no uncertain terms that there is a human in need of fast help nearby.

    The flare gun can also be fired at opponents; because this requires a brute-force override of the system's monitoring measures, misfires become likely. (2.5% base accuracy, 15% after Basic Firearms Training, 15 damage.)

    The message received when a Necrotech flare is spotted is slightly different from the typical message:

    A bright blue flare was fired 3 blocks east and 3 blocks south.

    As Necrotech centers improve in the manufacture of these specialized devices, it is likely that they will gradually replace existing flare guns until only NT flare guns are in use.

    If a survivor attempts to fire a signal flare without meeting the requisite emergency conditions, the device produces the one of the following:

    ERROR: NON-EMERGENCY ACTIVATION. HEALTH STATUS NORMAL

    or

    ERROR: NON-EMERGENCY ACTIVATION. NO SPECIMENS PRESENT.

    (If both errors apply, only the health status error is displayed.)

    Necrotech flare guns and signal flares will increasingly be found in all places where original flare guns had been stored. Necrotech centers may also begin stocking a small quantity of the devices.

    | suggest_moved=10:44, 27 April 2006 (BST)| }}


    Persistant Thought

    {{subst:prejection|
    

    suggest_time=03:36, 19 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Subskill of Memories of life. The zombie is not completely mindless, it has some memories of life and because of this can act slightly more intelligent than the shambling corpses around it. This skill would allow the zombie to perform certain emotes, however unlike previous emote prejections these emotes are not for flavor but to allow a limited form of useful zombie communication. They would be selected from a drop-down menu and some could only be performed under certain conditions. If those conditions aren't met it simply isn't one of the options in the drop down menu. These are the emotes this skill would grant:

    1. A zombie scratches at the barricades
      • Meaning: There are humans in this building. Condition: There must be barricades.
    2. A zombie stares north as if it sees something there.
      • Meaning: There are humans in the building directly north. Condition: None, relies of honesty of player.
    3. (The same as previous except for south/east/west.)
    4. A zombie messily gnaws at a corpse.
      • Meaning: We killed a survivor! Condition: There is one corpse of a killed survivor on the ground in that location (not a zombie that has been killed).
    5. A zombie messily feasts on some corpses.
      • Meaning: We killed several! Condition: There are 3-9 corpses of a killed survivor on the ground in that location.
    6. A zombie bloodily feasts on numerous corpses. A massacre occured here.
      • Meaning: We killed a whole lot of them! Condition: There are 10 or more corpses of a killed survivor.
    7. A zombie stares off north into the distance.
      • Meaning: We should go to the next suburb that way. Condition: None. It's an expression of the player's opinion.
    8. (Same as previous but for south/east/west.)
    9. A zombie stumbles around, exploring the building.
      • Meaning: I'm not going anyway. We should hold this location. Condition: The zombie is indoors and there are no survivors present.

    Useful but balanced. It allows zombies to communicate simple concepts through body language but doesn't give them the ability to hold conversations or discuss complex tactics. Since it is very useful and not for flavor it makes sense for it to be a skill.| suggest_moved=10:44, 27 April 2006 (BST)| }}


    Barricade Status - Revised 1.0

    {{subst:prejection|
    

    suggest_time=10:42 AM, 19 February 2006 (EST)| suggest_type=Improved Player Information| suggest_scope=User Interaction, between survivors inside buildings| suggest_description=A brief message would appear whenever a barricade is raised or lowered by a level (i.e. from Loosely to Lightly) to indicate, by name, the player who performed the action.

    When a player works to raise a barricade up (i.e. from Loosely to Lightly) a message would inform every other player:

    "(player) works tirelessly, raising the barricades."

    On the other hand, when a player breaks down a barricade (i.e. from Very Strongly to Quite Strongly) a message would inform every other player:

    "(player), with manic strength, pulls down part of the barricade."

    Please note that lowering or raising towards the next level does NOT generate this message. For example, raising a VS barricade to VS+1 or VS+2 will not generate any message. Only when the next level is attained (i.e. VS+2 becomes Heavily) will a message, or iteration of "...and again" (see below), be displayed.

    What purpose would this message serve?: This message would serve a two-fold purpose. The first being that it would let players know who is assisting them by re-barricading after attacks or who is helping lower barricades that are too high (trapping players without Free Running outside or even inside, if they choose not to leave because they cannot return). The other purpose is that it lets players know who is performing negative actions like destroying the building's barricades or who is over-barricading.

    Multiple Attempts: If the same player repeats this action several times in succession the phrase "...and again." will be placed immediately after the initial message along with an appropriate timestamp to indicate exactly how soon after the initial action the subsequent action(s) took place. This would be the same as existing functionality currently employed by Urban Dead whenever multiple item actions (i.e. for Flare Guns or FAKs) are used at the same location/target. This would be an effort to reduce message spamming. For example, raising the barricades from Loosely up 3 levels to Very Strongly would appear as:

    "Caleb Usher works tirelessly, raising the barricades. ...and again (02-19 15:19 GMT) ...and again (02-19 15:20 GMT)

    Inside/Outside: One limiting factor would be that this message would only identify players who are inside or outside the building, but not to both. So while barricading would require the player performing the action to be inside, and thus identified to all other players inside the building, it should be noted that any player who is outside will not generate a message for players who are inside the building when they attack/lower the barricades. Rather it would only generate a message for any other player standing outside at the time. This message excludes zombies when they lower barricades.

    There are 2 reasons for this method, the first being that it wouldn't be as obvious as to who the culprit (player who is lowering the barricades outside) is since they are outside, and potentially, out of sight within the shadows or concealed behind the barricade itself. On the other hand survivors inside the building would be able to eventually determine which player, who is also inside, is lowering/raising the barricades on the principle that it's very noisy work and it would be impossible to conceal their identity for longer than it would take to lower/raise the barricade by a complete level, which is one of the reasons why players are only informed when the barricaded is lowered/raised by this much. The second reason is that while the barricade could still be noticed by survivors as being lowered from the outside, regardless of whether they can see who is doing it, I felt it wouldn't be worth creating two sets/versions of messages at this time, as I did not want to complicate this prejection with the potential message spamming that would result should the message appear when the building's barricades are lowered from the outside, more common than not, during a zombie siege. This connects to my note above about zombies being excluded from generating this message.

    Large Buildings: Message spamming during major zombie sieges is a key concern, and as such, this message feature be excluded from all areas inside large buildings (i.e. malls, stadiums, forts, cathedrals) in an effort to reduce the key locations where barricade message spamming would be the worst. While this might potentially confuse new players, large buildings are often hard to get inside until a player has Free Running and the buildings are usually well defended by veteran players. As such, new players who are caught off-guard by this rule can count on veteran players to keep them informed and/or safe until they realize it. A reason, other than simply to reduce message spamming, for this rule would be that larger buildings have multiple entrances, even within a given block (corner), so players would not be able to monitor every entrance as easily as they would with a smaller building's single lobby/main entrance.

    Unspoken Message: Currently when a player helps restore barricades, or lower them to Very Strongly so lower level players can enter, it is a fairly thankless job. Also, when the barricades are attacked players inside the building are sometimes unaware of the assault unless someone informs them that they have restored the barricades, because simply checking the current barricade status leaves some players to inaccurately determine that they are safe. They could not know that perhaps only minutes ago the barricades may have been severely damaged and then restored. In this way AP will be saved and every player would be aware of the event regardless of whether someone speaks up to warn of the threat. This also refers to the 1 AP some players spend to Speak when reminding other survivors not to over-barricaded (i.e. this happens almost daily at Dunell Hills PDs where the policy is to keep barricades at Very Strongly). Currently whenever the barricades are raised too high players can only repeat themselves, hoping that the player who over-barricaded is a different player who was not aware of the building's standard barricade policy. But if the player can be identified with this message then other players wishing to maintain a specific barricade level can ask that player not to repeat the action (which potentially could also refer to lowering barricades if the building's barricade policy demands a barricade level above Very Strongly).

    prejection Summary: In certain ways this idea is similar to "Show Destroy Barricades/Generator" prejection posted on November 27th 2005, but as it has already been voted on (successfully) I felt it necessary to suggest this possible addition to barricade messages here. For as was suggested in that idea, If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building.

    I would also mention that this idea does not in any way deny players the privilege to attack barricades, should they choose to, no more than the current feature in Urban Dead which identifies the player who destroys a portable generator does. It simply gives a means by which actions can be gauged, actions that should be obvious to everyone present. One can hardly assume, considering the effort taken to build a barricade, that it could be dismantled without anyone noticing who was doing it. Especially when descriptors refer to "bashing" and "smashing" against the barricade. The same would go for players noticing the survivor who is carrying/pushing such objects as vending machines around the lobby in order to reinforce the barricade.| suggest_moved=10:44, 27 April 2006 (BST)| }}


    Pry

    {{subst:prejection| suggest_time=16:48, 19 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description= Since the addition of the "Tangling Grasp" skill, zombies have been learning to latch onto survivors. Continuing in the climb to new skills, "Pry" follows "Tangling Grasp" on the skill tree as a further enhancement.

    Much like "Tangling Grasp", "Pry" gives a Zombie a bonus to destroy barricades once the Zombie has initiated and succeeded in a prior barricade attack. I suggest an additional bonus of +20%, to be maintained as a bonus to rip and tear at the barricades until the Zombie fails at a following attack on the barricades (50% chance of losing grip on failure), changes targets (100% lose grip), or otherwise moves/falls/speaks/etc (100% lose grip).

    Optional : To offset the new improved capability to destroy barricades slightly, the increased force utilized would damage the zombie if they cannot maintain grasp of the structure. (-1hp on lost grasp?)

    Flavor text would be similar to as follows (prejections encouraged) :

    "You pry at the barricades, tearing loose a section." (successful hit)

    "You continue to pull at the barricades, and they creak alarmingly." (miss, grasp maintained)

    "You pull at the barricades, but your rotted fingers slip and you cannot maintain your grasp." (miss, grasp lost)

    Flavor text for initial misses (creaking, etc) would not change. | suggest_moved=10:44, 27 April 2006 (BST)| }}


    Signaling 2.3

    {{subst:prejection|
    

    suggest_time=18:57, 19 February 2006 (GMT)| suggest_type=Skill, Military| suggest_scope=Survivors| suggest_description=You are skilled at communicating with flares. 2 new ways to fire flares are added.

    1) You have knowledge of the chemical components of flares, and are able to adjust those components to produce colors. You are able to select a color when firing a flare. Colors available are: Red, Yellow, Blue, and White (white is considered standard flare color, as are seen currently).
    2) You are able to choose the direction of the flare when firing. Directions are available from 40°, to 90°.
    • This would be translated as: You have a drop down window available upon firing a flare when you have acquired this skill. You have the colors available for selection in the drop down window, and after you select the color - you enter a degree to fire it at.

    This allows a standard to be set for the translation of colors, much like starting zombies have an established set of words they can speak (before acquiring Death Rattle), and most have been given meanings generally accepted by all players. The colors allow for all players to use a set code. The feature to choose your trajectory allows further communication within groups, as they could establish a code amongst themselves. The trajectory allows for a buffer against "dummy flares", and colors allow a set of implied meaning to be established by/for all players.

    • I propose this as a Military skill under Free Running. This is to help buffer against potential abuse. A griefer would have to acquire Free Running before they could access this skill (between 150 XP to 300 XP for all classes aside from scout), and a player choosing the Scout class does not have an easy means of XP gain initially, and would take some time and dedication to work up the XP for it.|

    suggest_moved=10:44, 27 April 2006 (BST)| }}


    20th February 2006

    Revenants

    {{subst:prejection|
    

    suggest_time= 5:20 Am 20 Feburary 2006 (GMT)| suggest_type= A Damn good one!|

    suggest_scope= People like myself who constantlt YoYo between being a survivor and a zombie.|
    

    suggest_description= Revenants are smart zombies with all or most of their human memories. If a character maxes out all of his human and zombie abilities he should be able to learn how to use both together (For a fairly high xp cost of course).| suggest_moved=08:10, 20 February 2006 (GMT) }}


    Some item loss at death

    {{subst:prejection|
    

    suggest_time=12:32, 20 February 2006 (GMT)| suggest_type=game mechanic| suggest_scope=people who die| suggest_description=When ever someone is killed/dies one random item is dropped from their inventory. It was suggested before that all items are lost, but one item makes more sense. The more you are killed the more you lose connection to the living world. I mean does it make sense for a zombie to carry six guns fully loaded for several months. This would also make many happy as flak jackets would eventually be lost by dying zombie masses. It would also make items like books and newspapers usefull by the fact that they decrease odds of losing usefull stuff.| suggest_moved=16:24, 20 February 2006 (GMT) }}



    Melee Attack Improvement

    {{subst:prejection|
    

    suggest_time=0:00, 20 February, 2006 (CST)| suggest_type=Attack improvement| suggest_scope=Everyone| suggest_description=I think it's silly that hit probabilites with melee weapons are so low. If I'm trying to punch a zombie or bite a survivor, I won't actually swing my fist or chomp down until I'm sure I'm going to connect with my target.

    My prejection is that all melee attack probabilities (punch, bite, baseball bat, knife, and fire axe) be increased much closer to 100%, even for brand new player, although there should still be a probability of missing. However, damage would go down. (You punch the zombie for 1 damage.) XP would then be used to increase the amount of damage you do with each blow, instead of increasing probabilities. Skill trees would then look like this:

        You have Hand-to-Hand Combat (+1 damage to melee attacks.)
             Knife Combat (An extra +1 damage when attacking with a knife.)
             You have Axe Proficiency (An extra +1 damage when attacking with an axe.)
    

    Firearms would still use a hit probability system with set damage amounts.| suggest_moved=10:45, 27 April 2006 (BST)| }}


    Safer Zombie resting points

    {{subst:prejection|
    

    suggest_time=06:41 20 feburary 2006| suggest_type= improvement| suggest_scope= Zombies| suggest_description= Currently the only way for a zombie to protect himself when he runs out of ap is to hide in a group of zombies, while survivors have huge barricades to hide behind. Mabye zombies should have some areas where they are safer than normal (Graveyards make sense). For example while a zombie is in a graveyard survivors are creeped out by the atmosphere and have a 5% penalty on all attacks (Apart from ones that would be reduced to 0). Or mabye zombies only take half the ap to rise in a graveyard.| suggest_moved=10:45, 27 April 2006 (BST)| }}


    people reading

    {{subst:prejection|
    

    suggest_time=10:47, 20 February 2006 (GMT)| suggest_type=Skill| suggest_scope= for zombies and humans| suggest_description= This would be used to mark player killers. If they have done damage of 25, or have killed a player in their current state and you're in the same state it would mark them on your screen, this would be a misceallaneous skill that would help zombies as well. If you have prejections put them down| suggest_moved=10:45, 27 April 2006 (BST)| }}


    21st February 2006

    Profile Change: Survivor Group/Zombie Group

    {{subst:prejection|
    

    suggest_time=17:45, 21 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Everyone| suggest_description=The same way you can set a different appearance for when you're a survivor and when you're a zombie you should be able to set different groups. I think it's perfectly reasonable that in life I could be a member of the Caiger Mall Survivors and in death march with the Ridleybank Resistance Front, after all we do want to encourage people to play both sides. If you check the profile of a survivor it'd only display their living group, if you check a profile of a zombie it'd only display their zombie group. If someone holds allegiance to one side whether living or dead they could enter the same group in both fields.

    • Note: Under group stats known members it'd give both the total number of players in the group as well as how many are currently playing that side. So if the group "Malton Axewielders" has 100 members total, 50 of those are dead but half of the dead list Malton Axewielders for their zombie group too the number of known members would be displayed as: 75/100.
    • Note: Of course you could just switch your group each time you're revived or killed but it doesn't accurately portray group stats that way because of the unlisted potential members that are on the opposite side and cannot show they are affiliated with different organizations depending what they are.|

    suggest_moved=10:46, 27 April 2006 (BST)|

    1. Keep - Good idea.--HVLD 00:07, 25 February 2006 (GMT)
    2. Keep - I mean if you can change your apperance why can't you change you alliance?--DicktheTech 16:53, 6 March 2006 (GMT)

    Head Shot Revision

    {{subst:prejection|
    

    suggest_time=22:44, 21 February 2006 (GMT)| suggest_type= improvement| suggest_scope=Zeds and Humans| suggest_description=I beilieve the current headshot system is little more than a way to greif zombie players. Lets have it so that having the headshot skill means that all bullet shots with any gun ignores flak jacket saves due to the fact that you're aiming for the zombies head and not it's body.| suggest_moved=10:46, 27 April 2006 (BST)| }}


    We learn from our mistakes.

    {{subst:prejection|
    

    suggest_time=23:25 27 feburauy 2006| suggest_type= Improvement| suggest_scope= Newer survivors. | suggest_description= New survivors have the hardest time gaining experience because they miss with their attacks most often, then I realised that people learn from their mistakes. Putting it in game terms, I think that people should gain 1 exp for missing an attack (This is the case in alot of other games aswell). This would realy help people get their first level. Suggested by --Razzlero | suggest_moved=10:46, 27 April 2006 (BST)| }}


    22nd February 2006

    Nanobot Syringe and Nanorobotics

    {{subst:prejection|
    

    suggest_time=13:07 21 feburary 2006| suggest_type= New skill and new item.| suggest_scope=Sceintist survivors| suggest_description= The nanobot syringe is a different syringe that scientists could make. To be able to make it you would have to learn the "Ranorobotics" skill. When a nanobot syringe is used on a zombie it removes 1 health from them each turn for a random amount of turns (Simular to what infection does to survivors)Edit: it has a 50% chance of working on zombies. If it's used on a survivor it will heal 1 health each turn for a random amount of turns Edit: to a max of 17 turns (17 just sounds right). If you use it on someone who has full health, as long as it stays active they could heal health after they lose some. If it's used onsomeone who is infected the two will cancel out and negate one another and the infection will be healed. (If you became infected after using it the infection would cancel the nanobots out.). EDIT: If infection and nanobots cancel out neither of them remain in your system. Edit: zombie abilities. "Rotted beyond rotting"- this reduces the chance of the syringe working by 25% because the zombie is rotted too much to be affected, "Transfer nanobots". If a Zombie with nanobots bites someone he has a 7.5% chance of passing them on (Meaning he becomes cured, and the other person catches them). The nanobots are set to be hostile after being in a zombie, so even if they are passed on to a survivor, the survivor will take damage from them. (This damage can combine with infection). | suggest_moved=08:45, 22 February 2006 (GMT) }}



    Regional Reputation

    {{subst:prejection|
    

    suggest_time=02:15, 22 February 2006 (GMT)| suggest_type=Metagaming addition| suggest_scope=Players with XP to spare| suggest_description=A bit of fun for those who've acquired all UD skills and have XP left over.

    The concept is simply that high-level players can bank their extra XP points to establish "regional reputation" around particular buildings in Malton. This conveys no in-game benefit; it simply allows groups to mark out a "home territory." The idea is that, the more work you do to defend (or, in the case of zombies, destroy) certain buildings, the more other inhabitants begin to associate your group with those buildings.

    Here's how it works: any player, survivor or zombie, who has 100 or more XP enters a building and hits "Lay claim to this building." The cost is 100 XP per click. The banked XP is credited to the group listed in the player's profile screen -- if the player banking the XP lists "Fryerbank Irregulars" in his profile, then the Fryerbank Irregulars will be credited with a 100 XP "payment" toward claim of the building. Even if that same player changes his affiliation later on, the 100 XP payment will always be credited to the group under which it was initially made.

    Multiple members of the same group can bank XP on a building, but no more than 1000 XP can be banked on any building in a 24-hour period. This is to keep the casual players from getting completely shut out.

    Every building in Malton will be assigned a certain base amount in accordance with its value. A junkard might have a base amount of 8000 XP; a stadium might reach above 100,000 XP. Buildings with phone masts would be more valuable than those without. Multi-block buildings would be treated a whole -- any XP banked inside any square of a multi-square building is credited toward the claiming of the whole.

    Once a group's total XP banked meets or exceeds the base amount, that group is considered to have a widely-recognized claim on the building. An owned building will simply add an extra line to its description which includes the group name. For example:

    You are standing outside St Isidore's Church, a large white-stone building. Fryerbank Irregulars is cut neatly into the cornerstone.

    Essentially, the regional reputation is displayed as a more permanent spraypaint message.

    Even once claim is established, buildings can change hands. If another group manages to bank more XP on St Isidore's Church, the regional claim would be transferred to the group with the higher invested XP. Of course, the Fryerbank Irregulars can continue to bank XP on the church and try to maintain their claim.

    Presumably the building claimants will work to maintain their property through the regular inspection of barricades, the fueling of generators and the cleaning of offensive graffiti. (Or, if the claimants are zombies, they'll work to keep their retreat safe from harman infestation.) Survivor groups may find it useful to turn claimed properties into full-service safehouses to keep a variety of survivors coming in and out -- thus making it less likely that any other group will set up shop and start banking counter-claims.| suggest_moved=10:47, 27 April 2006 (BST)| }}


    Corpse Loot

    {{subst:prejection|
    

    suggest_time=9:01 22 Feb 2006| suggest_type=Skill| suggest_scope=Survivors| suggest_description=

    • Corpse Loot: You can loot a corpse of its properties.

    Note: Zeds can't use this skill (anyone saw a Zed loot a corpse?)| suggest_moved=10:47, 27 April 2006 (BST)| }}


    Zombie Maul

    {{subst:prejection| suggest_time=09:14, 22 February 06| suggest_type=Skill| suggest_scope=Zombie| suggest_description=A sub skill of Vigour Mortis.

      • Maul: Allow you (the Zombie) to have a new attack called Maul. This skill has the same percentage to hit as your Hand attack(so it receive improvement from Death Grip and Vigour Mortis as well). When hit, it increases the damage from both the next Bite or Hand attack.

    Note:

    • It does stack. Hit it 1/2/3/4/5 times straight will increase the damage by 2/3/4/5/6 times. IT cannot exceed 5 times straight.
    • Its (stacked or single) effect last the first "real" attack you deal, no matter miss or hit, OR the first missed Maul(You mauled XYZ for increased damage, you miss), OR if you run out of AP, OR after 24 hours, OR if you change target or (both you or the target) move away, OR if you are killed, OR if you use it 6 times straight(You mauled XYZ for increased damage, now the counter will begins again).
    • Its increase damage DO get decreased by Flak jacket, giving them a use for survivors.
    • Survivors WILL get the message if a zombie is mauling them.(XYZ mauled you for increased damage)
    • A Zed, when mauling a human,(and hit), will get a message: You mauled XYZ for increased damage. |

    suggest_moved=10:47, 27 April 2006 (BST)| }}


    Are you Sure you want to drop it like it's hot?

    {{subst:prejection|
    

    suggest_time=13:30, 22 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Those with items| suggest_description=Well, before I give the prejection, let me tell a quick story on how this came to be, explaining why I want it. I have many, many items. I went to drop one, but accidentaly selected the wrong one and dropped it. This item that I dropped happened to be my only Flak Jacket.

    I propose that there is a new feature implemented that allows a user to be asked "Are you sure you want to drop this item?" after they click drop, just to verify it's correct. I'd say it should be a pop-up box with the "OK" and "Cancel" options. Who's with me?!| suggest_moved=10:47, 27 April 2006 (BST)| }}


    Unloading Shotguns

    {{subst:prejection|
    

    suggest_time=15:47, 22 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Shotguns| suggest_description=Ever been in the situation of searching for weapons and ending up with half dozen half-loaded ones? While for pistols it isn't that much bad, for shotguns it's pain in the back.

    Unloading shotguns: Using a loaded shotgun in your inventory unloads it, costing you 1 AP.

    How it works:

    • Gives you you as many shells as were inside
    • The shotgun is automatically discarded.

    Flavor text: You remove the ammunition from your shotgun and discard the empty weapon

    (Split from my author-killed prejection) | suggest_moved=10:47, 27 April 2006 (BST)| }}


    Shell Boxes

    {{subst:prejection|
    

    suggest_time=15:47, 22 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Shotgun Shells| suggest_description= It's kind of ridiculous to me that the shotgun shells are stored one per inventory slot or two in a loaded shotgun - which takes exactly as much space. Also, who in their right mind would "store" each shell individually, when they can be chucked into a collective storage box?

    So, that's my idea how to deal with that.

    Shell boxes: A new item that can be found in any place where standard shotguns & shells can be found. This has a low chance of being found, about one per hundred normal ammo finds.

    • Comes with 0-3 shells inside, has capacity of 25 shells per box.
    • Maximum of 1 per person, any subsequent finds are automatically replaced with 1 shotgun shell shell.

    How it works:

    Loading:

    • When you have a partially empty shell box in your inventory and all your shotguns are full, using a shotgun shell "loads" it into the box.
    • If both the shotguns and the shell box are full, the shell remains in the inventory.

    Flavor text (Shell stored): You store the shell in your ammo box for later use

    Flavor text (Box full): You try to put the shell in your ammo box, but cannot find place for it

    Unloading:

    • When you have a partially emptied shotgun and use the box, one shell is removed from the box and placed into that shotgun.
    • If all your shotguns are full, nothing occurs and no AP are used.
    • Shell boxes cannot be unloaded, only discarded.

    Flavor text (Shell loaded): You draw a shell from the box and insert it into your shotgun

    Flavor text (All shotguns full): All your shotguns are fully loaded

    I know, this allows survivors to store much more shotgun shells then now. However, isn't it bloody ridiculous to run around with 17 loaded shotguns?

    The maximum 25 shells per box and one box per person is there to limit abuse, and the only real benefit here is that people can load up on shotgun ammo for extended runs without totally cluttering their inventory. As loading a shell from a box costs 1 AP further in total then loading the shell from your inventory, it is not as "free" as it might seem.

    Remember also, that the only real benefit here is storing more ammo - it doesn't help with searching it. You will have to spend more time searching to load up fully on shells.

    Thus, all it does is giving you a bit more time between supply runs.

    (Split from my author-killed prejection and slightly adjusted)| suggest_moved=10:47, 27 April 2006 (BST)| }}


    Item Seeding

    {{subst:prejection|
    

    suggest_time=17:19, 22 February 2006 (GMT)| suggest_type=Improvement to search and drop functionality| suggest_scope=Mostly survivors, but zombies play a part too| suggest_description=We know that Kevan is reluctant to introduce item trading, and for good reason. At the same time, though, wouldn't it be great if you could donate your unneeded inventory to help out the less fortunate? I believe this prejection could make that possible without breaking the game.

    The idea is that dropping an item in an area slightly increases the chance of finding that item in that area, within certain boundaries.

    Take the hypothetical Arms building with around 1% chance of finding a shotgun in a search. I propose that every time a survivor drops an unneeded shotgun inside that Arms, the search percentage be incremented by 1%. However, there would be a cap on the increase -- say, 10% max. At the same time, every time a survivor successfully finds a shotgun inside the building, the percentage is knocked back down by 1% -- until the minimum search rate is reached. There would thus never be a 100% or 0% chance of finding any item, but survivors would be able to "seed" buildings with their unwanted inventory in order to assist other survivors.

    I don't think this would help zergs overmuch, as losing an item to only slightly increase the chances of finding that same item is not an especially attractive collusion strategy. Really, it just allows survivors to be a bit more generous with their accumulated wealth. | suggest_moved=10:47, 27 April 2006 (BST)| }}


    Syringe Manufacture

     {{subst:prejection|
    

    suggest_time=17:43, 22 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=The NecroNet Access Skill| suggest_description= Right now the necroNet skill allows you to manufacture a syringe for 20 AP- I AM NOT TRYING TO CHANGE THIS! The problem is that this action also counts as 20 IP hits on the Urban Dead server. This can cause players who share internet access (and thus rely on the IP warnings) to run out of actions without any notice. It also discourages players from using a skill that actually limits the number of IP hits on the UD server. (i.e. 1 hit to manufacture a syringe compared to however many hits on the server it will take to find a syringe)| suggest_moved=10:47, 27 April 2006 (BST)| }}


    23rd February 2006

    HeadShot Revision V,2

    {{subst:prejection|
    

    suggest_time=23:10, 23 February 2006 (GMT)| suggest_type= improvement| suggest_scope=Everyone| suggest_description=BEcause my last one was so unpopular i decided to change some of it

    Head shot will keep it's current State of taking off Ap when the zombie drops dead

    Here the new stuff:

    Every 2 shots in a row the 2nd bullet of the gun (if it hits) will bypass flack jacket saves This means if you had a shotgun with 2 shots If the 1st one hits flack jacket takes effect. If the 2nd one shot right after the 1st one hits it goes pass the flack jacket. Assuming the person shooting is trying to correct his aim with each shot for the head

    Ex.Bob has 1 pistol with 6 shots only 3 shots are head aiming

    Bob shoot once-Hits Zombies goes down 4 hp

    Bob shoots again-Hits Zombie goes down 5hp

    Bob shoot again- Hit Zombie only goes down 4hp

    Bob shoot again- Miss cycle has to restart

    This helps with the fact that if you fighting zombies this long you should know that their heads are weak spots and should be trying to correct your aiming| suggest_moved=02:53, 24 February 2006 (GMT) }}



    Aberrant Form

    {{subst:prejection|
    

    suggest_time=02:04, 23 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The following 2 skills be added as a tree under "Brain Rot".

    • Aberrant Form - The zombie has mutated, gaining in size and durability. The Zombie gains 10 HP (not stackable with bodybuilding), and it's skin has grown taunt and leathery - providing it with protection that works like a Flax Jacket (not stackable with Flax Jackets).
    • Pry - The zombie has learned to use it's new size and power to its advantage against barricades. The Zombie now has an effect that functions like Tangling Grasp against barricades. When this zombie makes a successful attack against a barricade VSB or lesser, it gains an additional 10% to its success rate with attacks against those barricades until it looses it's grasp (to clarify, the same ways and percentages you loose your grip on survivors with Tangling Grasp is identical for this skill).

    This prejection does combine two peer reviewed prejections (similar to Necro Net combining a few peer reviewed prejections together, as did the new generator/pker notification) Dead Flesh, and Preserved Ligaments are incorporated into this.| suggest_moved=10:48, 27 April 2006 (BST)|

      • Tally - 16 Keeps, 7 Kills, 1 Spams/Dupes. -- 06:00, 27 February 2006 (GMT)

    }}

    Chemistry

    {{subst:prejection|
    

    suggest_time=8:27 23 Feb 2006| suggest_type=Skill| suggest_scope=Scientists| suggest_description=A skill that can only be obtained by players. Being in the Science skill set (helping balance the number of Scientist's skill with Military ones), it is the subskill of NecroTech Employment, Lab Experience, NecroNet Access (to reduce the number of people who can actually reach to those seemlingly overpowered skills).

    • Grey Potion: The actual product that the whole Zombie project was created for:Immortality. This potion, when created in a powered NecroLab (similar to Mrk2 Rev Syringe) and drinked, will granted the survivor who used it a buff that last 24 hrs or the moment that its effect is used. The buff granted the person the ability to stand up as a survivor after being killed once. Need 30 AP for creation.
      • Mark 3 Revivication Syringe: Allow the manufature of "Mark 3 Revivcation Syringe". Cost 30 AP for creation (that's more than half a day of AP). When used on a Zombie, it will revive it, "Brain Rotted" Zombie included with a 75% succeed chance. Give 5 XP as normal Syringe.|

    suggest_moved=10:48, 27 April 2006 (BST)| }}


    Stylin' outfits

    {{subst:prejection|
    

    suggest_time=12:08, 23 February 2006 (GMT)| suggest_type=new search item| suggest_scope=applies to survivors who need some style| suggest_description=Searching in malls and clubs (well stylin clubs anyway) will let you find a stylin outfit. Takes 1 AP to put on (much like a flak jacket) and when ever an action is taken displays something like "Wearing a stylin outfit Joe Smith heals you 5 hp." or "Dressed in a stylin suit Jane Doe says 'like my outfit'" This text remains in front of the player name until you take damage (cause a suit with blood on it just ain't stylin). At that point the suit is removed from your inventory and a new one is needed to be worn (unless you just ain't stylin). Cause everygame needs some style and a splash of colour.| suggest_moved=10:48, 27 April 2006 (BST)| }}


    Cars for cruising across the city

    {{subst:prejection|
    

    suggest_time=21:55, 23 February 2006 (GMT)| suggest_type=Item:Cars| suggest_scope=Applies to humans who acuire a new skill driving| suggest_description=In junkyards there would be a low like 1% chance of finding a non destroyed or partial destroyed car. Humans would have to spend 1AP to get in the car and use a a portable fuel can to power it. to make sure that people do not over use these cars there would be high chances of them breaking the car such as "the car makes some strange noises and stops" Once the car has stoped you would have to spend 1 AP to get out. there would be a 10% of your car crashing reduced to 2% with the driving skill the text displaded would be "you look down distrated and crashing into a pole or sign" it would then destroy the car and damage you 10Hp and take 5ap to get out of the wreakage.to make sure that it dosent over load the sever once a car is destroyed it is "reduced to scrap" and disappers. The cars would only be good on streets not buildings. Only one person could be in a car at a time and the fuel cans would only be good for 25 spaces of movment this would add more depth to the game becuase you could sleep in your car and it would offer the lowest level of barricade before a zombie could get you.(Edit): When a car is viewed from some one else on the map it would say for zombies and humans "you see a car inside is ____" or "you see a car speeding by" when a car chrashes people with in a 5 block radius would hear "a loud screeching fallowed by a crash" this crash sound would aleart both zombies and medics to the crash site to eather finish off or heal the guy who crashed To prevent people with multiple fuel cans from moving all the way across the map the car after 25 spaces of movement would "the car sputters and the engine dies" There would only be a maximum of 20,000 cars in the city of malton at a time. the car would NOT be an AP free way of movement it would cost you 1 ap per 2 spaces moved. (Edit):This may seem like alot of extra movment points but when you take into account getting in and out and the 12.5 spent to move you only get 60.5 moves if all you do is move.| suggest_moved=10:48, 27 April 2006 (BST)| }}


    Hole in the barricade

    {{subst:prejection|
    

    suggest_time=23:42, 23 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Humans below level 3 with out free running| suggest_description=This will help low level (human) characters to find shelter.Come on when are barricades perfect I suggest characters with out free running be able to search barricades higher than very strongly barricaded for holes with a percent chance that decresses the higher over VSB the barricade is. This will give low level humans a chance to find a hole in the barricades and get into the building. Zombies will not be able to find holes due to lack of intelligence this ablillity goes away after level 3 or when you get freerunning scouts do not get this abillity.At level 3 you are assumed to be able to take care of yourself. it would work just like searching "you search for a hole in the barricade but find nothing" or "you find a hole in the barricade and sneak into the building" | suggest_moved=10:48, 27 April 2006 (BST)| }}


    24th February 2006

    Raw Material Shortage

    {{subst:prejection|
    

    suggest_time=01:45, 25 February 2006 (GMT)| suggest_type=balance change| suggest_scope=Barricading skill| suggest_description=It has been seven months since the plague began in Malton, and survivors are running out of things to put between them and the zombie masses. One in three barricade attempts would give a result of "You try to barricade the building, but can't find anything suitable." This would be realistic, in that there are so many vending machine and office cubicles left, would not cause more strain on the server, and would help correct the imbalance between the ease of barricading vs. the difficulty of ripping them down.| suggest_moved=03:20, 25 February 2006 (GMT) }}



    Uncontainable

    {{subst:prejection| suggest_time=03:43, 24 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=The zombie cannot be easily imprisoned. If barricaded inside a building and there are no survivors present zombie have twice the odds of weakening the barricades with their attacks. This is a useful skill for zombies that want to hold buildings and keep them barricade-less in suburbs such as Ridleybank and have survivors build barricades around them. It seems fair that the zombie should have an advantage to keeping a building barricade free if they are already inside and there are no humans around to maintain the barricades or distract the zombies with their appetizing flesh. Of course the zombies can always leave the building through a window but this is about zombies maintaining territory they've already captured once the survivors leave.| suggest_moved=10:49, 27 April 2006 (BST)| }} ---

    25th February 2006

    Security Cameras (Redux)

    {{subst:prejection|
    

    suggest_time=8:30 PM, February 25th 2006 (EST)| suggest_type=Building Improvement| suggest_scope=Survivors inside buildings| suggest_description=Have security cameras outfitted on the exterior of every building in Malton. These security cameras would only function if a fueled Portable Generator is setup inside the building. Buildings with a working generator would allow players the option to "Check Cameras" (similar to how NecroNet works, just with no skill required). This action costs the player 2 AP, but ONLY tells them what is directly outside the building and does not provide them with information about any of the adjacent city blocks.

    PROS

    • Players could check outside even if they are in a building with barricades higher than Very Strongly (+2). Especially useful for lower-level survivors who lack Free Running, but still want to check outside without being trapped outside by leaving the building.
    • Players could check outside without exposing themselves to attack.

    CONS

    • Players require a Portable Generator and a Fuel Can to activate the security cameras. The generator can in turn be destroyed or run out of fuel, which disables the security cameras.
    • Diverts resources from NT Buildings, Hospitals, and Phone Masts, as players would use both Portable Generators and Fuel Cans in other buildings rather than saving them for those resource buildings.
    • Only shows what is directly outside while a player who actually went outside would see a 3x3 city block grid around the building (same AP cost). Therefore, security cameras would not reveal a zombie threat in an adjacent block.|

    suggest_moved=10:50, 27 April 2006 (BST)| }}


    26th February 2006

    You can't just run through zombies if they're blocking the road

    {{subst:prejection|
    

    suggest_time=06:32, 26 February 2006 (GMT)| suggest_type=Game Mechanic| suggest_scope=Survivors crossing into heavy zombie populated squares| suggest_description=If there are 100+ zombies in a single square survivor movement out of the square costs 3 AP. Simple logic: If the road is packed full of zombies it's not gonna be quite so easy to pass by.

    Let's say you leave a building and find yourself surrounded by 200 zombies. You're not just going to be able to say, "oops, I take that back" and walk back inside. No, you just walked into a horde of zombies. In a zombie movie, when have you ever seen someone walk into a crowd of zombies and not have some trouble getting to safety? In every zombie movie I have ever seen it took some time and planning to leave the safehouse because getting past the zombies outside was tricky.

    To represent the trouble it takes to navigate through lumbering crowds of zombies it will now take 3 AP to move past large crowds of them.| suggest_moved=10:50, 27 April 2006 (BST)| }}


    Barricading Skills V.2

    {{subst:prejection|
    

    suggest_time=18:55, 26 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombie Hunters| suggest_description=You can only get this skill when you're level 10 or higher under zombie hunter

    Description-You've been fighting zombies for so long that you've mastered the ways of barricading buildings and you're never in a situation where you couldn't get out of thus a whenever you try to barricade the chance of not receiving the message that you can not find a place to put things goes down by 5%

    What this skill would do is have it so that whenever you try barricading a building you have 5 % less chance of having a message that says you can't find a place for them except if the barricades are already at max| suggest_moved=10:50, 27 April 2006 (BST)| }}


    27th February 2006

    Infectious blood (reworked with better math)

    {{subst:prejection|
    

    suggest_time=06:53, 27 February 2006 (GMT)| suggest_type=Zombie Skill| suggest_scope=Zombies| suggest_description=

    • Prerequisites: Brain rot (infectious bite could be added as a prerequisite if you know how we could set it up on the skill tree)
    • Story element:

    Whether the zombies initially became infected due to disease, radiation, viruses or an act of God(s) or Demon(s), it is unknown. It is known that now the older, the most decomposed, the most diseased of the zombies have become so putrid that their very blood is filled with death and filth. Leaving those unfortunate souls who get too enraptured in the carnage of death tainted.

    • Theme:

    I can't count the numerous grade B zombie flicks where zombies have managed to infect individuals just by getting a drop of blood into their victims system. The infections are usually introduced through openings in the victim's body such as their eyes, mouth or open wounds. I.e. 28 days later.

    • What it does: It expands on infectious bite and gives an actual reason to get brain rot. A zombie with infectious blood has a chance of infecting the player that kills it in the same way that infectious bite infects them. It goes with the theme in zombie movies where someone kills a lot of zombies and has a small drop of blood get in a opening and infects them. See percentage below.
    • Possible flavor text:
    • For those infected
    "In the heat of the carnage a drop of the zombies blood" 
    "made it into an open wound. You are now infected."
    
    • For the zombie
    "The last thing your rotting eyes see before all goes dark,"
    "is blood spraying from your rancid corpse." 
    
    • other stuff

    What this is intended to do is to add a small element of danger, fear, and best of all paranoia. It will have little effect on players but instead cause players to be a little more cautious and prepared. FAX packs are readily available to any player that searches for them. Most Survivors will have a pack on themselves anyway either to cure themselves or others. And since brain rot is a prerequisite you should never have to worry about one out five zombies infecting you. See percentage below.

    • The percentage

    The chance of infection should ideally result in the potential of getting infected with every twentieth zombie kill. The chance should be based on the number of zeds with infectious blood (IB). So if half of the population of zombies has IB then the chance of being infected would only be 10%. Ex. 2(the number of zombies you kill before you kill a IB infected zombie)*10(# of IB infected zeds killed till infection)=20 total zeds killed till infection. So given that the population is like this 50%IB or 25%IB or 10%IB, then the chance of being infected would be 10%, 20%, 50% or 2*10=20, 4*5=20, and 10*2=20

    Just like with infectious bite no XP is given to the zombie, only satisfaction at having bled on someone..

    If you truly feel that getting infected once for every twenty zombie kills (statisticly) is punishment please vote kill, but I would love to hear comments on ways to get this to work better, thanks. I do expect this to get shot down but I hope to improve it by the use of your comments.| suggest_moved=10:51, 27 April 2006 (BST)| }}


    Reanimation

    {{subst:prejection| suggest_time=07:09, 27 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Subskill of brain rot. Human flesh has a regenerative effect on your undead biology. After a zombie with Reanimation kills a survivor the skill Brain Rot becomes dormant allowing the player to be scanned and revived as normal. Brain Rot stays dormant until they have been revived. Once they die and stand up as a zombie again Brain Rot is once again active until they kill a survivor.

    • The $64,000 Question: Why would any zombie want a skill that

    causes another skill of theirs to go inactive? Answer: I like to play both sides though I'm usually a survivor. A while back I was killed and decided to play the zombie side. I went to attack a survivor that was out on the street, missed twice, and then they revived me. I had been a zombie for all of five minutes. I wasn't going to go as far as to commit suicide so I continued playing as a survivor but I regretted not having more of a chance to play as a zombie. This skill would be useful to people like me. I would like to play as a zombie without being vulnerable to combat revives but I don't want to abandon the chance to play as a human ever again and I don't want to give up all my survivor skills that I took the time to earn. With Reanimation people after becoming a zombie would have to play as a zombie long enough to actually kill a survivor before they could be brought back to life. It'd make Brain Rot a more attractive skill and cause many more people to take it. Obviously those that only want to play a zombie would not take this skill, they could remain immune to revivification and never have to be a survivor again. For those people Brain Rot would keep working the way it is now. But it would allow people that want to play as both a survivor and a zombie a chance to use Brain Rot too. And even though it would allow players with Brain Rot to be revived after they make a kill I think that in the long run it might help zombies numbers more than hurt them by reducing the number of survivors that are killed and immediately revived, they'd actually have to play as a zombie for a while now. The important thing in all this is that it is OPTIONAL to take this skill. This is just good for players that when killed want to be sure they can play as a zombie for a while before being revived.

    • Note: Zombies with brain rot of course could still be revived by

    entering a powered NT building. This skill is for people that want to play with Brain Rot but do not want to spend however many days/weeks it'll take to break through the EH barricades of a populated Necrotech Building when the power is on and have someone choose to revive you instead of kill you. It allows Brain Rotters to be revived without going through lengthy hassle, encouraging more people to take brain rot and increasing the overall number of zombies.| suggest_moved=10:51, 27 April 2006 (BST)|

      • Tally - 3 Keep, 12 Kill, 0 Spam/Dupe

    }}

    Infection Restistance

    {{subst:prejection|
    

    suggest_time=15:21, 27 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Survivors / Zombie Hunters| suggest_description=The Zombie Hunter has started developing a resistance to the Zombie infection.

    • Limited Resistance - When infected with Infectious Bite, the player will still lose 1 HP per AP, but will not drop below 1 HP (ie, the infection can weaken him, but not kill him).

    (This does not totally nerf Infectious Bite, but does provide some protection to the player - as well as RP potential and a way to spend some XP).

    • Resistance - When infected with Infectious Bite, the player will only lose 1 HP per 2 AP spent, and will not drop below 1 HP.

    (This still does not totally nerf Infectious Bite, but allows the player to keep fighting for a while even without a FAK.)

    • Limited Immunity - When infected with Infectious Bite, the player will only lose 1 HP per 2 AP spent, and will not drop below 25 HP.

    (Infectious Bite will still have an effect, but the player basically doesn't have to worry at this point. They can focus on killing the Zeds first, and getting cured later. It makes them effectively immune if they are already badly hurt, but I wanted to keep it simple and if they have that much damage the Zeds have a good chance of taking them down anyway.)

    • Full Immunity (I was really tempted to add this, but I won't. Obviously it would totally counteract Infectious Bite, which doesn't seem fair to the Zombies - eventually everyone would get it!)|

    suggest_moved=10:51, 27 April 2006 (BST)| }}


    Pool Cue

    {{subst:prejection|
    

    suggest_time=15:31, 27 February 2006 (GMT)| suggest_type=Item| suggest_scope=Survivors| suggest_description=Base attack 10 %, 2 Damage. Lowers hand-to-hand attacks on user by 15%, but has x% chance of breaking when it does so, where x =(damage dealt by attack)x5. Found in pubs and mall sports shops.| suggest_moved=10:51, 27 April 2006 (BST)| }}


    New Science weapon,class and skill(redone)

    {{subst:prejection|
    

    suggest_time=17:51,19:44, 27 February 2006 (GMT)| suggest_type=New character clas weapon,skill and building Item| suggest_scope=the science class| suggest_description=New Science class: Necrotech security guard. NecroTech is to secret to be bothered by the police they need there own secret security force. Starts with NecroTech employment flak jacket, Taser and .

    New Science skills Anti-Intruder training. Raises the percent chance of hitting with the Teaser from 20% (start) to 40% (numbers can be changed). "You have been working with NecroTech for some time and know how to deal with those pesky Intruders"

    New skill Advanced Anti-intruder training. Raises the percent chance of hitting with the taser from 40% to 55%. You have reached a level of mastery and you give meaning to the Phrase NONE SHALL PASS.

    New NercoTech Building Item Taser Recharge station. This station is to recharge Dead Tasers It runs the same as a portable generator and needs fuel cans to work anyone in the building can use it to recharge There tasers for 10AP. The message would be "you plug in your Taser to the recharge station you have full power" or "you plug your taser into the recharge station but its already full". Zombies would be able to destroy these generators and humans with the barricade skill could fix them. This would make the NecroTech stations targets for zombies so humans Could not damage the zombies with their Tasers. These would not be "Found" but be a permanate Fixture in the NecroTech building. "There is a Taser recharge station it is running" "there is a Taser Recharge station it is out of fuel" "there is a taser Recharge station it is almost out of fuel"

    New sciences skill Taser reconfiguration. With this zombie out break you have reconfigured your teaser to attack the zombies flesh more aggressively but there is a price... When you purchase this skill two things happen you Percent chance to hit a Target (human or zombie) goes down by 10% second the damage values flip Doing 6 to zombies and 3 to humans.

    New item NecroTech teaser. NecroTech security guards use this taser to give a "mild" shock to anyone who is not a NecroTech employee.NOTE This is just the discription it does not mean that the sole purpose of these is to PK It does 4 Damage to any human with a 20%(start) chance of hitting it only does 2 Damage to zombies with a 20%(start) chance of hitting due to there dead and rotting flesh. all of these would be in a new skill branch. When a Human is Hit with the teaser It would show "You zap ___ for 6 damage" When you zap a zombie it would be "you zap a zombie for 3 damage it doesn't seem to slow it down" when hit with a teaser it would be "___ has zapped you with a teaser For 6/3 Damage" A taser would have a battery that has Approx 12 shots in it (would work like a spray can giving more or less shots depending on how lucky you get) once the shots run out it is useless and can be discarded or recharged at the station for 10AP. Tasers can only be found in NecroTech buildings. | suggest_moved=10:51, 27 April 2006 (BST)| }}


    Simple New Use for Wire Cutters

    {{subst:prejection|
    

    suggest_time=20:18, 27 February 2006 (GMT)| suggest_type=New item use| suggest_scope=Change to wirecutter usefulness| suggest_description=Here is a simple little idea. I have noticed that there is a chain-link fence around junk-yards, and some additional properties.. Make the wirecutters useful for reducing the barricade level on chain-link fences. Most fenced-off areas that I have encountered are extremely well barricaded. The wire-cutters would reduce the barricade at a higher likelihood per use than your usual attack. It would simulate cutting a hole in the fence, which would work better than smacking the door. Then wirecutters would finally be useful.| suggest_moved=10:51, 27 April 2006 (BST)| }}


    Changes to Knife

    {{subst:prejection|
    

    suggest_time=22:02, 27 February 2006 (GMT)| suggest_type=Skill modification, item modification| suggest_scope=Survivors, Kitchen Knife| suggest_description=We have kitchen knives. Why not add forks? Kidding. Think about it, only a deranged survivor would try to cut a zombie apart with a pretty blunt kitchen knife. And soldiers aren't training for killing people with kitchen knives. Please read everything before you mark this as dupe or else! First, change the item's name to Combat Knife. Combat knives are used by real soldiers and they are trained to use them, too. It's base accuracy could be 20% and we would move the skill tree around to make the knife skill have some sense. It would go like this:

    • Hand To Hand Combat - Player gets +15% to hit with melee weapon attacks or fists.
      • Melee Weapon Training - Player gets +15% to hit with melee weapon attacks or fists. Firefighters would start with this skill.
        • Knife Combat - An extra +10% to hit with a Combat Knife.

    Basically, the Combat Knife would become a more accurate weapon and replace the fire axe as the best melee weapon, without overpowering it. It would be useful in a situation in which you are out of ammo, and all you need is to hit that zombie a couple of times more but you just don't trust your fire axe with that 30% chance to hit. The Combat Knife should be found in a Sports Store (A combat knife is like a hunting knife and hunting is a sport.) and Armories. Optionally, Scouts could start a Combat Knife instead of a flare. (It makes sense: starting scouts would get XP scouting their surroundings, attacking nearby zombies in a hit-and-run style, still being able to return to safety)| suggest_moved=10:51, 27 April 2006 (BST)| }}


    Item Seeding v2

    {{subst:prejection|
    

    suggest_time=22:18, 27 February 2006 (GMT)| suggest_type=Improvement to search and drop functionality| suggest_scope=Mostly survivors, but zombies play a part too| suggest_description=We know that Kevan is reluctant to introduce item trading, and for good reason. At the same time, though, wouldn't it be great if you could donate your unneeded inventory to help out the less fortunate? I believe this prejection could make that possible without breaking the game.

    The idea is that dropping an item in an area slightly increases the chance of finding that item in that area, within certain boundaries. This would only work for certain items, and only when the item is dropped inside a building where it could normally be found anyway.

    Take the hypothetical Arms building with around 1% chance of finding a shotgun in a search. I propose that every time a survivor drops an unneeded shotgun inside that Arms, the search percentage be incremented by 1%. However, there would be a cap on the increase -- say, 10% max. At the same time, every time a survivor successfully finds a shotgun inside the building, the percentage is knocked back down by 1% -- until the minimum search rate is reached. There would thus never be a 100% or 0% chance of finding any item, but survivors would be able to "seed" buildings with their unwanted inventory in order to assist other survivors.

    Items that could be seeded in this way would be limited to shotguns and shells, pistols and clips, flak jackets, first aid kits and Necrotech syringes. Again, the increase in percentage only applies if the item is dropped in a location where it could normally be found. Dropping a Necrotech syringe in a police station would have no seeding effect. For reasons of technical complexity, the amount of ammo stored in a dropped weapon might not be factored in. (I'm unsure which would be easiest.) In that case seeding a shotgun would increase the chance of finding any shotgun, regardless of ammo loaded. It's not perfectly realistic, but then having only a percent chance to find an item in a building stocked with an infinite supply of the thing is not exactly realistic either.

    I don't think this would help zergs overmuch, as losing an item to only slightly increase the chances of finding that same item is not an especially attractive collusion strategy. Really, it just allows survivors to be a bit more generous with their accumulated wealth.| suggest_moved=10:51, 27 April 2006 (BST)| }}


    Zombie Medkit

    {{subst:prejection|
    

    suggest_time=23:53, 27 February 2006 (GMT)| suggest_type=New "Item"| suggest_scope=all zombies| suggest_description=Zombies need to heal too even low levels with out digestion.I suggest that when a zombie kills a human character they have a 20% chance to "rip a chunk of meat off of the corpse". Once this chunk has been "removed" it goes into the zombies invantory. Then it can be Ingested for 2ap for 5hp. A zombie can carry as many chunks as he or she wants (up to fifty) but there is a catch. If a zombie has a chunk in its invantory and has not used it for a 4 days it rots and becomes useless (zombies only like fresh meat). The fact that it only heals 5hp and can only be optained from killing a Human makes it not nerf digestion. The text would read "you mual ____ for 3 damage and rip off a chunk of his still fresh corpse" or for humans (now corpses) "A zombie muals you for 3 damage and tears a chunk of of your corpse as you fall to the ground" This would add alot of flavor to the game and it would not be to over balanced. Also think of zombie groups outside of a mall chewing on the dead they have already claimed. You might say "gee why cant zombies just eat corpses?" well think about it zombies only ever eat the living or else they would just eat each other. (yes I know they do in this game but thats not the point). Also zombies would not be able to give the chunks to other zombies (zombies dont share!) Give me your votes this is my last submission for a while. | suggest_moved=10:51, 27 April 2006 (BST)| }}


    28th February 2006

    Cellular Necrosis

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    suggest_time=00:06, 28 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Subskill of Brain Rot. Due to advanced levels of decay, some of the older zombies are now exhibiting signs of volatile chemicals in their tissues. These fluids react violently with the contents of necrotech syringes, causing a violent reaction in the zombies skin and in the syringe which results in the syringe exploding. The Zombie in question takes between 1 and 3 damage due to the reaction of its bodily fluids and the syringe. The scientist, sprayed with the volatile concoction as well as shards of glass takes 5 damage, with a flak jacket negating one point of that damage. The Scientist does gain exp for this (Equal to the damage done, and the kill bonus if the damage kills the zombie, however headshot would not apply in such a death). The Zombie gains no exp. Powered NT buildings contain the machinery required to neutralise these chemicals while treating individuals with brain rot, however these are not portable.

    It is easy to avoid such individuals by scanning the zombies beforehand (As part of brain rot evasion), and is intended to be an amusing wake up for the zombie rather than a serious attempt to do damage to people.

    Person X injected you with a Necrotech Syringe, which reacted violently with your skin and exploded,
    causing (1-3) damage and peppered Person X with shrapnel.
    

    In response to the eventual claims of "its overpowered", you are most likely to run into such zombies while they are offline, allowing you to escape easily. It does make it a bit more dangerous to revive mindlessly, but not overly dangerous. Also, this would help provide newbie medics with people to heal.| suggest_moved=10:52, 27 April 2006 (BST)| }}


    EAT BRAINS!

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    suggest_time=MrAushvitz00:18, 28 February 2006 (GMT)| suggest_type=NEW ZOMBIE SKILL| suggest_scope=New zombie lifegaining skill (adds to "flavour" text)| suggest_description=EAT BRAINS! Cost: 100 Points. Minimum Requirements: Digestion, and level 5 Minimum. On Zombie skill tree should appear just below "Digestion".

    Any time you kill a human target you MUST (you do it every time) drop to feast on their BRAINS!!!

    Game Mechanic: When you kill a human you spend up to 5 AP you have remaining feasting... "BRRRRAAAAAIIIINNSSSS!" For each AP you spent in this manner, you gain 3 life. In essence when you kill a human you gain 15 life for 5 AP.

    This is NOT as good as an augmented First Aid Kit (FAK), with the appropriate skill for 10 Life, because it only costs a survivor 1 AP and it's optional (use it when needed., AND they can choose to heal others).

    Only the killing zombie gets this benefit, immediately after the kill. (Yummy!)

    Rationalization: Eating brains temporarily counters "the pain of being dead" - "Return of the Living Dead". It does appear well fed zombies appear "happier" and more dangerous. Additionally, even if you aren't wounded, who turns down a free buffet really?

    It adds to the "insult to injury" because now a zombie didn't just break into a building and kill a survivor, he ate a part of them! The cannibalistic acts of zombies eating survivors ADDS to the TERROR!!! Besides, survivors currently have "headshot" which is fair, but shouldn't the zombies have an "insult to injury" skill just to aggrivate the survivors?

    What is heard at the location: By the victim... "You were killed by a zombie who happily ate your BRRRAAAAIIINNNSSSS!!!!". By the attacker... "You killed ____ and happily feasted upon his/her big, juicy, BRRRAAAAIIINNNSSSS!!!!". By the bystanders (living and dead)... "_____ was just killed by a zombie who happily feasted upon his/her brains!". | suggest_moved=10:52, 27 April 2006 (BST)| }}


    Steady Aim

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    suggest_time=03:30, 28 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Survivors| suggest_description=This is a zombie hunter skill (it requires a minimum level of 10). Steady Aim is exactly like Tangling Grasp for zombies, exept for survivors with other consequences.

    • Steady Aim requires 5 AP and has a 50% chance of working.
    • Once used, all firearms becom 10%-30% more accurate depending on the power of the weapon (so as not to overpower weapons such as the flare).
    • Once used, survuvors can attack targets that are 1 block away, as well as within the block they are in.
    • Steady Aim fails if the survuvor moves or is attacked.|

    suggest_moved=10:52, 27 April 2006 (BST)| }}


    Generator Attack Script

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    suggest_time=16:18, 28 February 2006 (GMT)| suggest_type=other| suggest_scope=All| suggest_description=There is a very annoying trait in the game that allows players to attack generators, then scarper out of the building once the generator has been destroyed, with only the "death blow", as it were, to the generator being advertised. This implies that the character is able to destroy the generator "quietly". This is a simple proposal that when a player attacks a generator, each blow is recorded and advertised in a manner similar in display to when a character is being attacked. i.e

    Player X attacks the generator (GMT 10.46)....and again (GMT 10.46)...and again (GMT 10.47).

    This way it is easy to identify the culprit who is destroying the generator. Much hilarity ensues when everyone descends on aforementioned culprit and kicks his arse.

    I understand that many people may find it "fun" to destroy generators discretely, as it is one of the only subversive acts (other than being a Z scum spy) in UD. However, not only is it unrealistic to be able to smash a big, metal object without a sound, it is also highly annoying for over half the UD population.

    The only practical reason against this is that it may hit the servers..| suggest_moved=10:52, 27 April 2006 (BST)| }}


    Letting players control their Brain Rot: Reanimation(revised)

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    suggest_time=17:30, 28 February 2006 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description=Though Brain Rot is now reversable in powered NT buildings actually getting revived that way is extremely difficult and probably requires extensive metagaming. Selecting Brain Rot means you're going to essentially be a zombie for the forseeable future. This makes taking the skill a heavy decision, even though you can be revived it will take so long to get revived each time you die that you're more or less giving up all the human skills you took so long to earn. I suggest a subskill of Brain Rot that allows a limited form of an off-toggle for the Brain Rot skill for players that may eventually change their minds or feel like a change of pace.

    Reanimation would be subskill of Brain Rot with the following effect: When a survivor that took Reanimation when they were a zombie dies the stand-up button to become a zombie would have a small checkable box next to it. If they check this box upon standing their Brain Rot skill would become dormant and have no effect, the in game reasoning being that the revivification they underwent in a powered Necrotech building to become a survivor reanimated their rotted gray matter and cured them of this afflication. They can be revived and scanned as normal. If they do not check the box and stand it is assumed their Brain Rot took hold again and it would operate as normal, thwarting scans and stopping revives. They would have this choice each time they are revived and killed again as a survivor, each time they die they could choose if they want to play as a Brain Rotted zombie or not. The decision is permanent until the next time they are revived and killed as a survivor.

    • Note: This skill would give more power to the players. Brain Rot wouldn't be an eternal commitment, you could choose to use it or not use it freely. It would not be easier for zombies with this skill that choose to be Brain Rotted to be revived, they would still need to enter a powered Necrotech building. They would not get to choose between being Brain Rotted or normal until they are revived and die once again. Why should Brain Rot be a penalty and keep players from doing what they want in the game? This gives power to players and let's them have fun doing what they want to do. If you're a dedicated zombie player you might not want to use this ability but there's no reason to deny this to others.
    • Note: If the player chooses not to have their Brain Rot affect them the skill is displayed differently in their profile (perhaps a different color text or some other method) to indicate to others it is dormant.|

    suggest_moved=10:52, 27 April 2006 (BST)| }}


    Zombies know to much!

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    suggest_time=17:54, 28 February 2006 (GMT)| suggest_type=Improvement| suggest_scope=Zombies without memorys of life.| suggest_description=Why can zombies tell humans apart but humans can't tell zombies apart? It makes no seanse a zombie cant tell the differnce between two humans or vice versa. I say that zombies should when incountering a human or group of humans see this "You see a group of tasty looking meat bags". But upon gaining the skill memories of life the zombie is then able to reconize different humans. Zombies that cannot reconize humans would attack a random human when attacking, much like when a humans attacks a zombie. It just makes sense for zombies to not be able to tell humans apart. When zombies with the ability to see health, but don't have Memories of Life see a group of humans they can still attack the weakest human or which ever one they want without it being random. But it would still show only meat bag not "so-and-so" NOTE This does not get rid memories of life's effect only adds to it| suggest_moved=10:52, 27 April 2006 (BST)| }}


    Torment The Living

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    suggest_time=MrAushvitz16:00, 28 February 2006 (GMT)| suggest_type=Zombie Skill| suggest_scope=More intelligent zombies add to RP opportunities, and overall terror!| suggest_description=Your zombie doesn't just like to eat people, he/she likes to tell people he/she is about to eat them! You like to "play" with your food, and derive great pleasure from the fears of these humans. Prerequisites: Scent Fear, Feeding Groan, and Level 10+.

    Adds to the skill tree right under "Feeding Groan", your character needs to overcome certain verbal communication limitations before this skill is even possible.
    • Torment The Living - "This skill allows your zombie to speak in completely coherent sentences, 3 times a day for 2 AP each. When you do so outside a building, all survivors inside the building can hear what you have said (they are unable to resist listening to your unnatural 'voice'.) Any time you use this skill to speak at a location (or just outside a building) where there is a human survivor who is either alone and/or at least 5 levels below you gain 5 XP."

    Game Text: You speak to a survivor outdoors "A zombie whispers ________ to you, you can barely believe your ears!". You speak to a survivor inside a building "You hear an unnatural voice hiss _______ from behind the nearest window... this can't be happening!" RP Benefits: It is usually customary to mutter things about how tasty someone's brains will be. Insult the living about the "weaknesses of the flesh". Share unwanted information with the living about how "good" it feels to be a zombie. Use your favorite one liners: "Someone's in my fruit cellar... someone with a fresh SOUL!"-Evil Dead, "Send more paramedics" - Night of the living dead, "More brains!" - Night of the Living Dead.| suggest_moved=10:52, 27 April 2006 (BST)| }}


    Street Preacher

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    suggest_time=MrAushvitz17:15, 28 February 2006 (GMT)| suggest_type=Civilian Character Sub-Class| suggest_scope=An interesting slant on what happens to religious leaders in the face of what seems the "apocolypse"| suggest_description= You are a priest, pastor, cleric, (psychic?), shaman or any other religious leader of sorts (even a televangelist!) From your perspective it is the apocolypse, armageddon, the final battle between good and evil, and it is your duty to save all of the souls that you can! Maybe your former "flock" is now dead.. Maybe you aren't even a 'real' priest but one of those street people who wore a 'The end is near' sign on yourself all day. Starting equipment: Crucifix (or any non-denominational religious icon), First Aid Kit. Starting Skills: Last Rites. The street preacher 'suffers' a +25 XP cost for millitary skills, and +50 XP for science skills, they may still learn them.. but not cheaply. There are some skills this penalty does not apply to (ex. First Aid), anything that is considered attending to their flock or being of humanitarian aid.

    Street Preacher skills are a seperate sub-tree of miscellaneous skills, not available to other character classes.
    • Last Rites - "Your character is able to go about getting XP by praying for the dearly departed (a basic ritual.) Any time your character is at a location that contains bodies, you can see the click option "Last Rites" if one or more of those bodies needs to be consecrated (priest has not gained XP from it since it died). 'Last Rites' costs 2 AP and gains you 2 XP per use. You have no way of knowing how many bodies at this location are unconsecrated, however your character will 'feel' when further sacraments are no longer nessesary here." For game purpouses the "blessed"/"Not blessed" status of a body is simply a number 0 or 1 for example next to the body at the location, and only affects a street preacher's clicking options. So far as anyone knows it has no effect on the zombie who is about to rise (but maybe it saved their soul!)
    • Bless you, my child - Skill Tree Under 'Last Rites' "Your character may spend 3 AP at any time to perform a blessing at this location. The effect is random, based on your level, and usually does nothing, but the effects usually increase search chances at this location for other characters. All characters in this area will read '_____ performed a blessing at this location, asking a greater power for hope in these dark times.' "
    • Rebuke The Damned - Skill Tree Under 'Bless you, my child' "Your character may spend X AP any time they are at the same location as any group of zombies, where X is their total numbers at that location. By doing this you gain X XP for rebuking them, cursing them, and threatening great and terrible things will happen to them. It has no other effect per se, other than the game text 'A strange human approaches your zombie group and dances about moaning and hissing at you.. for a while.' humans see this as 'A street preacher approaches the nearby zombies and threatens and curses them. Also accusing them of all manner of impurity and hellfire.' "
    • I Shall Smite Thee - "Your character gains +20% to hit with any unarmed punch attack. "
    • Strike Thee Down! - Skill Tree Under 'I Shall Smite Thee' "Your character gains +10% to hit with any unarmed punch attack. Your character deals +1 punch damage so long as they have at least 1 crucifix in their inventory. "
    • Religious Fervor - Skill Tree Under 'Strike Thee Down!' Prerequisite: Level 5 "Your character gains back 1 AP every time you miss a zombie 2 attacks in a row, with any attack. "
    • Unclean! - Skill Tree Under 'Religious Fervor' Prerequisite: Level 8 "Your character gains +10% to hit with all attacks against any zombie when inside a church. "

    RP Benefits: The street preacher believes that he/she is helping the cause. Perhaps they are! But in such a dire situation, many survivors look to anyone who can help them get through it.| suggest_moved=10:52, 27 April 2006 (BST)| }}