Suggestions/RejectedJanuary2007

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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.

Peer Rejected Suggestions

January 1st

The Purgatory Feature

Timestamp: Yaznov Makushkin 08:30, 1 January 2007 (PST)
Type: Balance Change
Scope: Applies to player killers and impacts all players
Description: The urge to murder for pleasure has been linked to an abnormality to the cortex of the brain. This abnormality makes the brain highly suseptible to the disease which turns dead players into zombies when the damaged region of the brain is stimulated. A player who has killed another player and then been killed himself by zombie or human in a 24 hour period from his initial attack will suffer a temporary condition similar to brain rot. Revivification methods will be useless until the chemicals causing this brain abnormality have subsided (usually in 36-48 hours). The player has no choice but to walk amongst the dead.

Game Mechanics: A player who has killed another human is given a separate set of 24 negative points which are removed one by one over a 24 hour period. No other player will see this "mark" while the PKer is still human. If they die and rise as a zombie before the negative points zero out, the points are replaced by ABS points (Abnormal Brain Syndrome), which are also removed one by one over a 36 or 48 hour period, whatever time frame seems fair. a DNA sample during that time will register an ABS reading that keeps scientists from wasting needles.

Game Impact: This Purgatory/Jail feature ups the stakes for both PKers and bounty hunters, while giving some relief to survivors who would rather stick to the zombie/human aspect of the game. I think this adds excitement to the game as well as a sense of justice.

  • Q: You're feature is unfair to PKers!.
  • A: How so? Your game choices are as free as before, but now a penalty exists. Isn't it more fun for you to try and get away with something when the penalties are more severe for getting caught? Besides, what is going to be different? You'll still perform the same actions: kill someone.......run and hide...etc.......
  • Q: You're giving power to the bounty hunters!.
  • A: Not really. Bounty hunters and other survivors are subject to same rule. Killing a "marked" player will not result in negative points for the hunter, but would apply if he or she kills an unmarked player, thereby making accurate and timely PK reporting crucial.
  • Q: Everyone is going to be after me!.
  • A: As stipulated, no other player can see your mark, but your reputation has become your own enemy. PKers are put more accurately into their own personal game environment.
  • Q: This sounds like a bogus feature.
  • A: Funny, I was thinking the same thing about the PK feature when I'm a constant target.


The concept of this feature has been formed over a long time after taking into account the observations of the existing gameplay. After many different attempts to play UD according to its existing features, I have found I seldomly get to play the survivor/zombie aspect anymore. I am spending too much time hunting down serial PKers in other suburbs, wasting my own time and resources just to keep my targeted hometown group and myself alive another day. I used to try to ignore it, and play my game the best that I could, but I am now forced play someone else's game and it has gone on for long enough without repercussions. Pking of course is a part of the game, but it has for a long time unfairly tipped the scales of balance, especially when massive human/zombie conflicts require every AP needed (example: During the Blackmore seige, a PKer killed me almost every other day for two weeks, resulting in a loss of AP that could have kept the NT barricaded until another player could assist). In this post apocalyptic world, groups have been created, communications have improved, and even councils have formed. The next logical step would seem to be that a society eventually reinstitutes a form of law again. The Purgatory Feature does exactly that without restricting a PKing player's choices of gameplay, yet giving survivors some balance again.

Left Queue: 21:42, 1 January 2007 (UTC)

January 3rd

A Possible Solution

Timestamp: ShadowScope 01:17, 3 January 2007 (UTC)
Type: Game Mechanic.
Scope: Pkers.
Description: I understand the problems that both defenders of PKers and opponents of PKers has raised. To me, the reason that PKers are "effective" is that they are rare, and because they are rare, nobody would be willing to risk their lives to battle PKers and be bounty hunters. By not caring about others, PKers are powerful.

I came up with a solution that could get people to care about PKers, and therefore, when people care about PKers, then people in the metagame will organize and pose a challenge to PKers. Once that happens, then PKing will become a bit diffcuilt, however, I would like to emphazie this is not a nerf to PKing. I do not want to nerf PKers at all.

If a Human player kills 3 Human players without being killed in the process, then a hidden flag (hereby termed "PKer Flag") has been triggered. You do not know that you have this flag. Nobody knows you have this flag. The flag expires if/when you die or get killed.

A new stat is formed, called Bounties Claimed. If you PK someone with the "PKer Flag", you will receive a Bounty for killing the PKer, and the Bounties Claimed stat goes up by 1 point. You gain 10 extra XP as well for killing the PKer, to reward the Bounty Hunter for its work. Also, since you are killing a PKer, your killing of the Human player does not count to tiggering the "Pker Flag".

Q: How do you know who has the PKer Flag?

A: You learn someone is a PKer.

Q: How do I know?

A: How you always know. By listening to the rumors and spams on the radios. By seeing the graffti warning of certain people. By using the metagame. There are always many ways.

Q: Then what is the point?

A: The point is to provide players a reason to hunt down PKers, that is to gain more Bounties. This will allow players to have some vainty. XP is useless, and the Bounties does not help you, but it does make players feel better. Players may now finally start to organize better in order to defeat the enemy.

Q: This could help idenitfy Bounty Hunters...and allow us to differnate between PKers and legit Bounty Hunters...

A: Not so fast. A person willing to invest one AP can easily justify that he is not a PKer and is in fact a Bounty Hunter. A Pker, with a blank face, can easily state Bobby is a PKer, since I saw him kill a guy, so I Pked him! and won't get any flak because Bobby only "PKed" one person, and therefore, did not activate the Pker Flag. Also, the PKer can state Bobby destroyed my genny/radio! and people will be unable to call him on it.

Q: Will this nerf the act of PKing?

A: No. All it will do is just give players some sort of encourgment to turn Bounty Hunters and hunt down Pkers. You are allowed to PK, but you pay the consquences, and if you are unprepared, may meet a quick end. PKers, of course, if they plan ahead, can prepare and hide against Bounty Hunters, and continue to prey on their enemy, without worrying of the consquences. If the Bounty Hunters are idiots, then the PKers can just laugh at their pitful defenses. If the Bounty Hunters are strong, then the PKers will just grow more stronger to defeat them, and hopefully, it might be fun. It will not be Kevan's hands that will make Pkers weak, but, in its stead, bounty hunters that can be outwitted and outlasted. Playing against other players, matching your powerss against theirs, that, I hope, can cause fun.

Q: What if I accidently kill a PKer, during a PK run?

A: Lucky sod. You get the XP bonus and a bounty for targeting the PKer and you won't get the "PK Flag". But, to be fair, PKers are rare. It is unlikely you will kill a fellow comrade in arms. You probarly won't get that lucky again if you kill the next person though. :)

Q: Will this distract players from the zombies?

A: Prehaps. But PKing is a part of the game, and is considered by some intergral. Besides, while zombies play a role, the game is also taking place in an apoc. And Death Cultists are nothing more than combat revived zombies out for revenge.

Left Queue: 19:40, 23 January 2007 (UTC)

Make More Things Visible

Timestamp: Jon Pyre 01:44, 3 January 2007 (UTC)
Type: Improvement
Scope: Universal
Description: It'd be nice to get some more information from the game than we do now. Seeing attacks while they happen could help both zombies and survivors focus their attacks on active players, or tell who enemies are even if they only succeeding in injuring, not killing. Seeing people heal could earn them reputations as great physicians. Seeing people set up and fuel generators would help us appreciate those that spent an entire day's AP for the benefit of others. it'd be nice to know who in your safehouse is doing work and who is just chilling out. However it's important to avoid spamming up people's screens. So I suggest displaying messages in the following space saving ways:
  • Attacks

All attacks would be combined into one message like so:

A zombie/SurvivorName attacked a zombie/SurvivorName X times for X total damage. (timestamp)

If the attacker eventually killed the person the kill message would be combined with the attack message:

A zombie/SurvivorName killed zombie/SurvivorName with X attacks for X total damage. (timestamp)

  • Healing

More or less the same thing:

SurvivorName treated Survivorname X times to restore X health. (timestamp)

  • Generator Set-Up and Fueling

A similar idea but without a numerical variable. Just setting up a generator would give this message:

SurvivorName connected an unfueled generator to the building's electric grid. (timestamp)

If they fueled it as well:

SurvivorName hooked-up a generator and fueled it. (timestamp)

And if they just fueled it:

SurvivorName refueled the generator and pulled the start cord. (timestamp)

Now obviously this is something of a wishlist and technical reasons may prevent some of them from being implemented. Obviously if server load prevents one of them Kevan won't implement them. So your keep vote is just an expression of support that if it can be done, and it isn't too much trouble, we'd like this added in.

This would make both survivors and zombies a little more powerful during sieges so I think it is balanced in that regard. Survivors could tell who to heal and which zombie to attack, but zombies could see which survivors were doing the healing and attacking and target them.

As for the beneficial acts there really is no downside to having other people know you're doing them. They'll respect you for your contribution and it'll build up "street cred".

Left Queue: 19:40, 23 January 2007 (UTC)

New Starting Class: Vigilante

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:09, 3 January 2007 (UTC)
Type: New Civilian Character Class
Scope: Bad, tough, and you got a bat...
Description: New Starting Character Class: Vigilante

Starts with a Baseball Bat, Crowbar, Fuel Can, and the Bodybuilding skill.

Unlike the fireman who starts with a fireaxe and is skilled with that weapon, this starting character class is very open-ended, to start with. In that although it is not as easy to access fast XP as a fireman or NT Lab Assistant, this character class can go any route with their Vigilante character (search for any specific hand weapons, go for the firearms route.. etc.)

But, unlike the consumer.. and many firearms based starting character classes a starting player won't have to spend their first week or so searching before they can go after any zombies.

The premise for the starting skill of Bodybuilding is so that your character will be tougher to kill, and may not become a zombie quite so easily, until they get started up. (Or die outside a mall, screaming to be let inside.)

The starting equipment of the crowbar and fuel can, are mainly because they add to the feel of the vigilante (maybe you hunt zombies with a crowbar?) But these items also have their uses.

If nothing else, as a starting character if you're trapped outside, at least you have a crowbar to get inside before you get mobbed!

RP & Society: Vigilantes are often a helpful, but violent lot... usually most of them are the buddy we all have who is a "great guy" but loves the occasional barfight. With the coming of the zombies Vigilantes are basically "Free" to finally express themselves without having to go to jail, as often.

Not all vigilantes are even criminals, many of them are just revolutionary-minded, or a bit too "wild" for our society. To each their own.

Note: The Convict class in Peer Reviewed is very similar, however.. in all likelihood if the Convict were implimented into the game: chances are it would be given a Knife as a starting weapon, and probably Knife Combat ("Shank-Fu".) This being due to the enhancement of the knife's starting accuracy and locations to get it.

Left Queue: 19:40, 23 January 2007 (UTC)

Assault Rifle

Timestamp: Rodwy 05:52, 3 January 2007 (UTC)
Type: New Weapon/Skill Tree
Scope: Survivors
Description: I know these mostly get thrown to the curb, well mostly because they are overpowered and unbalanced.

A fairly large, small caliber, highly accurate rifle with a 10 round clip. It only does 4 damage but is more accurate than a Pistol, say 75% max? Takes 1 AP per shot and Flak jackets don’t affect it’s rounds. With the skills tree I made fore it, the rifle starts underpowered but passes the pistol and shotgun AP usage against 60hp enemies with flak jackets on max skill. This weapon is to be used mostly to kill people with flak jackets and probably wont be used much I know.

  • Starting Skill: 5% Accuracy

Average Damage Per Clip: 2

Average Damage Per AP: .2

To Kill 50HP Enemy: 260 Attacks (26 Clips 285 AP) To Kill 60HP Enemy: 300 Attacks(30 Clips 329 AP)

  • Basic Firearms Training: 30% Accuracy

Average Damage Per Clip: 12

Average Damage Per AP: 1.2

To Kill 50HP Enemy: 44 Attacks (4.4 Clips 48 AP) To Kill 60HP Enemy: 50 Attacks(5 Clips 54 AP)

  • Rifle Training: 60% Accuracy

Average Damage Per Clip: 24

Average Damage Per AP: 2.4

To Kill 50HP Enemy: 22 Attacks (2.2 Clips 24 AP) To Kill 60HP Enemy: 25 Attacks(2.5 Clips 27 AP)

  • Advanced Rile Training: 75% Accuracy

Average Damage Per Clip: 28

Average Damage Per AP: 2.8

To Kill 50HP Enemy: 18 Attacks (1.8 Clips 19 AP) To Kill 60HP Enemy: 20 Attacks(2.0 Clips 21 AP)

Oh forgot to add: Found at armories and police stations only. Easy to find at armories and hard to find at Police stations. No percentages yet.

Left Queue: 19:40, 23 January 2007 (UTC)

January 4th

Yell

Timestamp: Canuhearmenow Hunt! 01:31, 4 January 2007 (UTC)
Type: New Action.
Scope: If your stuck outside of a building.
Description: We all know how it goes, low AP, and a EHB building with active people inside, while you are stuck outside. This adds the ability to yell into a building for 2 AP and the building must be above VS+2, which would give each person inside a message "You hear someone yell "Open this door! Open this door! In the name of King Arther open this door!" this is actually not that much spam if you think about it. It also can help those trapped outside. Can also make for some hilarious Monty Python's Holy Grail type situations.
Left Queue: 19:46, 23 January 2007 (UTC)

The Revision Of Burn XP For Glorious Battle (Newbie Friendly Edition)

Timestamp: Jon Pyre 04:53, 4 January 2007 (UTC)
Type: Several Skills
Scope: Everyone
Description: *Note: Please forgive the vague parts of this suggestion because I am proposing a new kind of skill to use up the thousands of excess experience points players can accrue, without putting forward any specific skills that would use this system. I will be as detailed as possible though with the underlying concept.


  • Intro

Any player that plays the game for even a few months will quickly earn every skill they want and begin gaining extra xp. I personally have every skill but brain rot and over 5,000 xp I have little use for. Since I still fight and revive my rate of experience gain far outstrips what I spend on the occasional new skill. I suggest allowing people to burn up their xp for temporary boosts in different areas.


  • What they do

What would boosts do? They'd provide a small but significant bonus, something you wouldn't consider worth the activiation cost most of the time but worthwhile during a major siege or battle where you want to fight for the honor of your group, some grander tactical scheme that requires maintaining that building for a while longer/invading quicker, or hold your ground for roleplaying reasons. They could range from things like improving accuracy or damage, increasing search rates, raising hitpoints, making zombies speak slightly clearer, increasing the length of spray messages, pretty much anything you can imagine. Please don't vote kill for any of these hypothetical examples. Were Kevan to express interest in this concept we could propose all of these skills up for individual voting.

  • How to use them

Boosts would be accessed through a drop down menu. You'd need to unlock each boost by buying skill before it'd even appear on the menu. It would then remain dormant until you temporarily turned it on with an additional expenditure of xp each and every time you use it. Depending on the nature of the bonus it could either last for a set number of AP or for a set amount of (real world) time. You'd be able to tell which boosts were still active because the unlocking skills would be highlighted yellow on your buy skills page. When a bonus ends you'd receive a timestamped message informing you of it. You could activate as many different bonuses as you like at a time but each would have a seperate cost. You could not activate the same bonus a second time while it is currently active.

  • Scaled To Power/Newbie friendly Costs

Different boosts would have different activation costs. For instance a hypothetical bonus that allowed zombies to point to additional items using Flailing Gesture would be far cheaper than something that increased attack accuracy. Bonuses that could increase your rate of xp gain, such as accuracy increases, would have the highest cost of all to ensure that using a boost costs much more xp than it will return. To prevent this skill from aiding players with thousands of xp far more than newbies they will work by burning a percentage of your current xp, with a minimum cost. So one bonus might have a 1%, 25xp minimum, activiation cost. A player with 25xp to 2500xp will pay 25xp, but one with 5265xp for example would pay 53xp for the same benefit.

Yes it's vague but rather than describe a specific skill I'm putting forward the general system. Players stop caring about xp after a few months, and gain more than they could ever hope to use. This would give all those points a purpose, even between skill additions. And having to wisely choose between bonuses and conserve xp would vastly increase the tactical options and gameplay variety for players.

Left Queue: 19:46, 23 January 2007 (UTC)

Really Leave Building?

Timestamp: Labine50 MH|ME|P 06:33, 4 January 2007 (UTC)
Type: Improvement?
Scope: Survivors
Description: Most of you know where I'm coming from on this, you know when you've just wrapped up for the day, and your heading to your safe house, when all of a sudden you accidentally click on open ground instead of another building, then you wind up outside with low AP? I propose that when a player, regardless of dead/alive free-running/no free-running status click outside, a message pops up, "This will cause you to exit the building. Do you really want to move here?" followed up by a button saying "Leave Building"
Left Queue: 19:46, 23 January 2007 (UTC)

January 5th

Scent: Sweat

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:57, 5 January 2007 (UTC)
Type: New Zombie Scent Skill
Scope: Buildings & Building Sections With 250+ Survivors Inside, You See A (*)
Description: Scent: Sweat

Appears on zombie skills tree as a sub-skill of Scent Blood, adds no benefits to your human character.

On your map, all buildings (or large building sections) that contain 250 or more survivors inside, can be identified with a (*).

  • Quite simply, just like if you can tell a building is NecroTech you'd see an (NT) on it.. with this skill all buildings with 250 or more survivors inside you see a (*) on them. This doesn't cost any AP, you just see it on your map as you're travelling about.

Whoa, X-Ray Vision.. blah blah.. getting a posse together.. blah blah.. stringing you up Mr A.. etc, etc.:

X-Ray Vision? .....you damn rights. (A change is in the air, you can smell it.) But the only specifics it provides is it doesn't say which buildings have survivors and which do not, just which ones have a hell of a lot of survivors inside.

But, how does it work, well let's see... a whole swack of survivors who probably don't get to bathe (have access to fresh water) as much as they used to.. trapped indoors of the same buildings. Probably exherting themselves daily, also doing the free running high-wire act, and the occasional tussle with some dead neighbour. As well as searching for supplies, amidst the rubble in many instances. And when was the last time you washed that flak jacket? Phew!

All things considered, yeah.. the indoors of blantantly occupied buildings are probably a bit ripe to say the least. "For godsakes man, can't you pee off the roof like everyone else?"

But such buildings are needless to say very well defended, no shortage of survivors inside.. any # of which may be active.. and more than willing to lay out the welcome mat of complimentary headshots to zombies that wish to enter. So this doesn't endanger individual survivors, or smaller safehouses, just the really big ones.

This would take the guesswork out of which buildings are major survivor safehouses, seeing as how zombies can't really see what'd inside without cracking a building open. And that knowledge will change from day to day, since the last time you checked. This skill would definately save many zombies some AP for not having to go for "unimportant" safehouses. Cuts down on the gambling to some degree.

This could cut down on all kinds of zombie spy techniques.. but it would be also handy with other skills like Flailing Gesture, Death Rattle and if the zombie gets inside Feeding Groan.

Zombies don't have free running, they can't just step in and out anytime they want to know who's inside (even then the lights being on is no guarantee.. but there is a generator to destroy if you're wrong...)

This skill is meant to work only for the most obviously occupied buildings that even if they are barricaded to the teeth. If the survivors inside can breathe, their scent can be picked up in the street by zombies, if it's strong enough (experienced zombies have learned to associate a strong sense of sweat, with food.)

This can help newbie zombies, when more experienced zombies know which ones are heavily occupied and can eventually communicate this to others.

Left Queue: 19:58, 23 January 2007 (UTC)

January 7th

Unload weapons (Revised)

Timestamp: Mark 21:20, 7 January 2007 (UTC)
Type: Improvement.
Scope: Survivors with guns. Lots of guns.
Description: We all know how you can click on a pistol clip and load it into a pistol, or load a shotgun shell into a shotgun. Simple mechanics. However, whoever heard of a gun that couldn’t be unloaded? It’s easy for pistols. Just press the magazine catch and let it slide. Assuming these are double-barreled shotguns, or even if they are pump, it’s still easy to unload.

What this skill would do is simple. The inverse of loading. Click on a shotgun, and it will unload 1 shell at the expense of 1 AP. Click on a pistol, and you will unload the clip. Note, however, that if the amount of ammo in the pistol is less than 6, the clip is thrown away. No need for added complication.

Why even need this? Well, I personally like to have only two pistols, and a lot of clips. If I find a loaded pistol, I always wish I had found a clip instead. Also, you may find a shotgun loaded with 1 shell, while having another 1 shell shotgun in your inventory. You can rearrange the shells to save space. It’s simple, and it works. Please remember, this is not a skill. Everyone that has a gun can do it.


Now, for questions: “Unload? Don’t need to! Just fire away!” Yes, but have you ever lived in a suburb where zombies are few and far between? Didn’t think so. You have AP to spare, so maximize space efficiency.

“Are you kidding? I’d never use it! It’s useless!” Do you have guns? You’re basing that because you have fifteen pistols and toss out empties, everyone does the same thing. Plus, you don’t have to use it all the time. It’s just nice that you have the option.

“Why throw away ammo?” Good point. But if you want to include ammo count in the clip, the size doubles. Then this improvement is redundant, adds needless complication, and then we’d be finding pistol clips with 1 bullet. It’d be a shootless pistol. And yes, you actually do find a good amount of fully-loaded pistols. About half of the ones I’ve found were. Besides, this applies more to shotguns than pistols.

“This doesn’t need a skill!” Uh, did you read the top? This isn’t a skill at all. It’s a slight game mechanic change. Everyone with a gun can do it.

“Pointless.” Tell me how and why it’s pointless, or refer to others’ votes.

Clarification - Neither this or the previous version were ever a skill, or even hinted at being. Please stop thinking that it was.

Left Queue: 19:52, 23 January 2007 (UTC)

January 8th

Headshot/Ankle Grab Changes

Timestamp: Labine50 MH|ME|P 01:51, 8 January 2007 (UTC)
Type: Balance change
Scope: Dead people?
Description: This addresses three different issues. 1)Headshot is hard on new zombies 2)Headshot has next to no effect on older zombies 3)Survivors spending next to no AP to stand up and head to a revive point. I propose that ankle grab doesn't work for survivors, (Survivor --> Dead body) and that headshot has no effect on zombies without ankle grab, but it costs the normal 10 AP for zombies with Ankle Grab. You didn't waste your XP, there are 8000 survivors without Headshot, and many of them are probably more concerned with things like reviving, or healing.
Left Queue: 19:55, 23 January 2007 (UTC)

Newspaper, Stack

Timestamp: MrAushvitz Canadianflag-sm.jpg 10:58, 8 January 2007 (UTC)
Type: Flavour Item Improvement
Scope: Your Newspapers, Stack
Description: Newspapers, being mainly a flavour item.. are still fun to read. But, they do take up inventory space, and this can be a bit annoying especially for new people who usually search first.. discard later.

Here is a proposal that should make newspapers more fun and make life a bit easier for newbies (especially ones locked out of important resource buildings due to overbarricading.)

Newspapers now stack. All newspapers in your inventory will be grouped together in packs of up to 3 newspapers for 1 inventory space per stack. If you pick up any new newspapers, they will be added to your "most full" stack 1st, then the next, and so on. Each time you click on a stack of newspapers to read, after reading them 1 will be removed from that stack's total.

Simple enough, it's like a pistol clip, but it holds 3 newspapers instead of 5 bullets. If nothing else, you'll find you have some more inventory space after it's implimented.

So if you found a brand new newspaper (if you didn't have any) you'd read:

Newspaper (1) in your inventory

It's, just gonna be that much easier to carry, read, and hell, even discard (because now you'd be able to toss stacks of up to 3 newspapers at a time.) And, of course, for those of you who love newspapers, well now you can carry dozens of them for a good sit & read while zombie moans outside add to the ambiance.

Left Queue: 19:55, 23 January 2007 (UTC)

January 9th

Newspapers For Private Messages

Timestamp: Jon Pyre 07:45, 9 January 2007 (UTC)
Type: Skill
Scope: Survivors
Description: Survivors can't speak to more than 50 people at a time. But what if you have a message you want to give to someone who's #60? Or if you want to have a private conversation?

I suggest adding a new Civilian skill: "Writing". When a player with the skill is carrying a newspaper they'd have text box and button, "Write", combined with a drop-down menu to target individual survivors. When you write you'd get this message "You write your message on a piece of torn newspaper and hand it to [Target Name]". That person would see this: "[Writer] handed you a note saying 'text'. You tear up the paper when you finish." No item is added to the recipient's inventory. The length of the note would be equal to talking. Effectively it's similar to all those old whisper suggestions but requires a newspaper to work. There would be a 10% chance of tearing and finishing the paper, similar to spray cans emptying out.

This would implement "Whisper" but also give newspapers a use.

Left Queue: 21:04, 27 January 2007 (UTC)

Scent Sweat

Timestamp: Reaper with no name TJ! 20:27, 9 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: The zombies have become a little more strategic with regards to target selection...

Sub-skill of Scent Fear. Basically, whenever a zombie enters a safehouse, whoever was last to barricade the building is marked in some way (asterisk, special font/color, whatever), because the zombie can smell the exertion on them (moving couches and whatnot in a building with no AC and tons of people in it who haven't had a shower in God knows how long wouldn't be easy and would probably cause some perspiration).

Why is this necessary? Well, let's think about it. Survivors can seal up breaches extremely quickly because their barricade odds are virtually 100% when the building has none. And there is very little that zombies can do about it. Sure, they can attack whoever is at the bottom of the stack (they'd still have to scroll through all the people, even with this skill), but there's no guarantee that the last person to make an action was barricading. They could have been talking, searching, etc. This will give zombies a way to actually combat survivor barricading efforts and put up a more strategic fight as opposed to just trying to force their way through the barricades and kill whoever happens to be at the top of the stack.

This would break the game! How so? If it's not a large siege, this is useless because the person who last barricaded is probably not online to put up any barricades. If it's a large siege, then chances are you have more than one person online at a time who can take over the barricading (either that or it's not a very busy time of the day; in which case there won't be enough active zombies to do much damage anyway). And it's not like the first guy is gonna get killed instantly anyway; the breach will be long sealed before the defender is dead. The chief benefit of this skill is to make it possible for subsequent breaches to not be sealed as quickly and allow more zombies a chance to get inside. It's potentially powerful, yes, but would provide no more of an edge to zombies than survivors currently possess.

Left Queue: 21:09, 27 January 2007 (UTC)

Writing Notes

Timestamp: ThreeSided 22:43, 9 January 2007 (UTC)
Type: small addition/book improvement
Scope: Survivors searching in libraries
Description: This is a small idea I've had for a while.

The idea is that when searching certain places, such as a library, you may come across a piece of paper. On the paper, you can write something, such as poetry, or a note. You can also, of course, sign your work as well. After writing a note, the paper turns from a "piece of paper" to a "note" in your inventory. You can do two things with a note. You can hide a note in a book if you have a book in your inventory. After hiding the note, the book still only reads as a book in your inventory. You can also hide books, and books with notes in them, in a building. Only 5 books can be hidden in one building square. When you hide a book, the text will read "you hide the book". If you cannot hide any more books in an area, it will read "all the possible hiding spaces are taken. You cannot hide the book.". For every book hidden in a building, there is a 1% chance of finding the book(s) while searching the area. Due to being hidden under objects, these chances do not increase if the room is powered. When in a library, however, you do not need to have a book with you to hide the note. You can just click your note, and the text "You hide your note in a random book" will appear. Up to 10-20 (I'm not sure which would be more appropriate) notes can be hidden in a library. Unlike most buildings, the chances of finding a book do not go up with hidden notes in a library. However, when a book is found by a survivor, there is a chance 1% chance it will have a note in it for every note in the library. When a survivor reads a book with a note in it, they will find the note on some random page (random part of the book, since you can read a book multiple times) and can read it. The note is treated the same as it would be in the inventory of the person who origionally wrote it. It can be dropped, or placed back into another book. If someone tries to hide a note in a book that already has a note, you will get the text "While trying to hide the note in the book,, you find another note. You hide your note and take the old one out" and the notes will switch places. Hiding a note in the square of a mall is no different than hiding one anywhere else. Different stores in the mall don't affect anything. If you drop a note, or a book with a note in it, the note will disappear forever. Once a note is written, it cannot be edited (this so that people can't take cool notes they found and write their names on it). Notes cannot be hidden in poetry books.

This would be very good for RPing, as it would be fun to find a note from some person when the brake out happened.

I am not particularly worried about spammers, because it's not an opportunity to miss, and even if you do get a note that says "lyk ZOMG lolroflness!!!111" it's more interesting than the average book. This would give more of a usage to both books, and libraries. When I first thought about this idea, I thought it would take up too much server, but then i realized, "Hey, urban dead has thousands of character descriptions, doesn't it?" of course, I don't know much about making these types of games, so I wouldn't be surprised if the whole programming of the idea would.

If it seems like too much, I could always remake this so that it was only for libraries, rather then every building in Malton.

Left Queue: 21:12, 27 January 2007 (UTC)

January 10th

View Damage Dealt

Timestamp: Jon Pyre 06:25, 10 January 2007 (UTC)
Type: Improvement
Scope: Everyone
Description: Seeing every attack performed would cause a great deal of spam. However sometime it's important to see it so you can come to the aid of an ally. Therefore I suggest leaving this spam-free message that consolidates attacks that happened since your last turn into one message:

A zombie/SurvivorName attacked a zombie/SurvivorName X times for X total damage. (timestamp of most recent attack)

If the target is killed just change the message to this:

A zombie/SurvivorName killed zombie/SurvivorName with X attacks for X total damage. (timestamp of death)

This would prove useful to both zombie and survivor and allow you to intervene while someone is under attack instead of having to wait until afterward.

Left Queue: 21:21, 27 January 2007 (UTC)

Poison Needles

Timestamp: Asheets 21:47, 10 January 2007 (UTC)
Type: new tool/weapon
Scope: Humans.
Description: This suggestion is for a new item, called the "research vial" or some other appropriate name. It can only be found or manufactured in powered Necrotech Building by humans with the NecroNet Access skill.

The backstory behind this is kind of muddled, but it should stand to reason that (1) before the outbreak that NT buildings were playing with virus that eventually caused the outbreak, and (2) that the NT buildings now still are playing with the virus in order to make revivifying syringes and, eventually, a cure.

If someone were able to get ahold of the virus, that person could inject people or xeds. The effect on a human would be to "infect" them (like an infectious bite) that would require a FAK to cure. The effect on a zed would be to give the zed infectious bite until such time that the character is cured with a FAK (yes, this could potentially give a zed, temporarily, a skill that it has not earned through XP).

The research vial can be manufactured in a powered Necrotech Building by humans with the NecroNet Access skill for the cost of 50AP. It can also be searched for in powered Necrotech Building by humans with the NecroNet Access skill, with a find rate of 0.1%

Left Queue: 21:22, 27 January 2007 (UTC)

January 11th

Zombie Weapon Use

Timestamp: Pesatyel 05:46, 11 January 2007 (UTC)
Type: Class change and new skill.
Scope: Zombies.
Description: Zombies have the ability to use weapons, but most never do. Why bother? Even a recent convert without Vigour Mortis has bettter claw skills for the same damage. This is what I propose:
  • Damage: Zombies do SIX damage with a bat, pipe or crowbar. This is reduced to 5 by a flak jacket.
  • Dexterity (new skill): Requires Vigour Mortis. Zombies are +10% to hit with weapons. This would grant 15% to hit with a crowbar and 20% to hit with a pipe or bat and put the damage/AP at 1.2/1.0 (flak).

The Dexterity skill is NOT required for the higher damage.

Left Queue: 21:29, 27 January 2007 (UTC)

January 12th

Rest Ye Bones

Timestamp: MrAushvitz Canadianflag-sm.jpg 05:07, 12 January 2007 (UTC)
Type: Zombie Heal Effect, Ransacked Buildings
Scope: Zombies heal very, very slowly in ransacked buildings
Description: Not really important, either way, but here goes.

Zombies do like to hold ransacked buildings, to deny survivors the resources located inside them whenever possible. It is a game mechanic that definately made the game more interesting, and tactical. But it's a boring, thankless job (in reality, you're pretty much just leave your zombie there checking in on them periodically, making them stand up if need be.)

Just to make it a little more exciting, here goes:

All standing zombies, regardless of skills/levels heal a little bit when inside a ransacked building. This amounts to 2 HP awarded at the end of every game day (midnight) to all zombies that are currently inside of a ransacked building, and not active (moving, attacking, etc.) at the time this HP is awarded by the server.

This prevents abuse, as well as only being awarded to standing zombies. Obviously this HP award does not let you go over your max. HP total. Survivors can screw this by tossing bodies outside of ransacked buildings each chance they get (on their standard run-though.) And of course, killing zombies in these buildings, whenever they can just before midnight.

Why?

More than anything, this is a punishment of sorts to survivors who fail to keep permenent zombies out of their area. Survivors have so many advantages of mobility, communications and weaponry available to them. This nice little bonus for the zombies gives them the advantage of time being on their side. That in places where survivors are not active, blasting dead bodies and cracking skulls, and donating medicines.. zombies prevail.

You can call it an advantage of stagnation for the zombies, if they can get and hold a building, and noone bothers to check on it.. or remove them from such building. All zombies standing in it will eventually heal up to full.. making it that much harder to take back. Well, for whatever zombies bothered to stay after it got ransacked anyways...

How do the zombies heal? They just grab a seat & vegitate ("play dead") and digest whatever meat they've been feasting on previously, or gnaw on whatever bones are available, lick their claws "clean", etc. Real, slow, metabolism... but they don't recover as nicely as FAK's. The best zombie healing will always be to fill your mouth with as much fresh quivering gore as you possibly can..

Limitations:

2 HP a day seems pretty damn weak (it is, cuz it's basically free), but it does not require a skill, and it applies to all zombies indoors of a ransacked building (good for newbie z's, to end their session inside of one.) The main thing is due to the multiply it times a thousand/million rule.. so it won't be excessive. Mind you, if that much of a % of the zombies in Malton are inactive, just standing inside the same building(s).. many parts of Malton are going to be quite safe.

Left Queue: 10:09, 3 February 2007 (UTC)

Chain Gun SH Mock 1-Infin

Timestamp: THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 16:56, 12 January 2007 (UTC)
Type: New Weapon, Skill, Improvement
Scope: Survivor enhancement to balance the rampant zombie buffs
Description: This suggestion is to add a new item into the game, The Chain Gun SH Mock 1-Infin.

The beginning specs of the weapon would be:

  • This would be a military grade weapon and be only available in forts.
  • 5% beginning accuracy with advancement through skills.
  • Damage would be 1 point to 10 random people in the nearest 50 people.
  • The Chain Gun SH Mock 1-Infin is a larger weapon and would take up 3 item slots rather than 2.
  • The Chain Gun SH Mock 1-Infin takes 5 AP to warm up before firing. Once fired up and can fire at a rate of 1 spray per 2 Action Points as long as you remain in the room. Once you leave the room, you will need to spend another 5 AP to begin firing again.
  • Ammo Clips will be larger, and hold 200 bullets, and thusly take up 2 item slots each.
  • The Chain Gun SH Mock 1-Infin will be able to hold only 1 clip.
  • The Chain Gun SH Mock 1-Infin has a higher caliber of weapon and therefore would bypass Flak Jackets.
  • The Chain Gun SH Mock 1-Infin, being relatively rare and limited in a fort would have a search/find rate of 5%.
  • The ammo for The Chain Gun SH Mock 1-Infin would have a search/find rate of 7%.


This of course would add a new tree of skills to be available for players which will look as follows:

  • ’’’Military Grade Weapons’’’ - +45% to hit for all military grade weapons.
  • ’’’Chain Gun SH Mock 1-Infin’’’ - +20% to hit for the Chain Gun SH Mock 1-Infin.
  • ’’’Advanced Chain Gun SH Mock 1-Infin’’’ - +15% to hit.
  • ’’’Control Spray’’’ – Damage increases by 1 point.
  • ’’’Advanced Control Spray’’’ – Damage increases by 1 point.
  • ’’’Eradicate Target’’’ – One single target takes 10 points of damage.

As you can see much thought was put into this suggestion, and with the recent uprising in zombie hordes, this will prove quite useful against their incursions and attacks on malls and other notable locations. I appreciate your vote and approve this suggestion

Left Queue: 10:09, 3 February 2007 (UTC)

Firearms Backblast

Timestamp: --SporeSore 17:18, 12 January 2007 (UTC)
Type: Realism Flavouring
Scope: Survivors
Description: Each time a firearm is discharged there is a small chance(0.5%) that it will backblast. If the firearm does not backblast it will fire normally. If it does backblast it will: 1) destroy itself and all of its loaded ammo 2) damage its wielder at 50% the total possible ammo damage. A full shotgun would deal 2*10HP*50% = 10HP damage. A full pistol would deal 6*5HP*50% = 15HP damage. Total ammo is that loaded previous to discharge.

Why? In the UrbanDead scenario it is unlikely that all firearms found would be in pristine condition. More likely, some of them would be damaged or entirely defective.

Left Queue: 10:09, 3 February 2007 (UTC)

January 14th

Scrounging skill

Timestamp: Steveha 08:52, 14 January 2007 (UTC)
Type: Skill
Scope: A skill for survivors.
Description: I'm proposing a new skill: Scrounging. Scrounging is very similar to searching, except for two things: (a) you can specify what you are searching for; (b) it takes longer than 1 AP. As an example, let's consider a survivor searching for a revive syringe, and then the same survivor scrounging for a revive syrings. Searching: finds nothing (1AP), finds DNA extractor (1AP), drops DNA extractor since he already has one, finds nothing (1AP), finds DNA extractor (1AP), drops DNA extractor, finds syringe (1AP); total is 5AP. Scrounging: selects "revive syringe" from the list, and the game says "After scrounging for 5AP, you find a revive syringe."

Please note that scrounging does NOT find items in fewer AP. The number of AP it will take to scrounge an item is based on the odds of finding that item; one simple way to calculate it is to simulate repeated search commands until the item is found.

Please note also that, when searching, you may find valuable items while looking for something else. When you want shotgun shells, sometimes you find a shotgun. When Scrounging for shotgun shells, you will never find a shotgun. However, you will click fewer times with your mouse, and you won't have to drop a whole bunch of DNA extractors, GPS units, etc. This is mainly for high-level characters; when you already have one of everything, plus four pistols and four shotguns, it would be nice not to have to drop so many extraneous items.

This would slightly reduce the load on the server. Currently, a search that takes 10AP will require ten hits on the server, each one using the random number generator to decide the results of the search, and possibly each one adding an item to inventory (which may just be dropped again). With Scrounging, one hit on the server will return one item that will not be dropped, and will still cost the player 10AP.

I suggest that this should have Shopping as a prerequisite. Perhaps even Bargain Hunting.

What happens if you Scrounge for a revive syringe in a Junkyard, or other place where they just aren't there to be found? Two possibilities: the game could say "You realize there is no point in looking for that here", or else it could burn a random number of AP and then say "You look and look without success. Discouraged, you stop looking." I am suggesting the second one ("Discouraged, you stop looking.").

What if you have 2 AP left, and you Scrounge and the game decides it takes 10 AP? Then you have -8 AP, just as if you had used "Manufacture Syringe" inside an NT building and you didn't have 20 AP.

Left Queue: 10:14, 3 February 2007 (UTC)

Bandoleer

Timestamp: MrAushvitz Canadianflag-sm.jpg 21:01, 14 January 2007 (UTC)
Type: New shotgun loader item
Scope: Reloading shotgun shells, near larger groups of zombies is easier
Description: Bandoleer

Commonly used by hunters, law enforcement (usually S.W.A.T.), and depending on ammo type & size, millitary personnel. They are used (in various shapes, sizes, styles and configurations) to make your ammunition "easy access" (especially if you're nervous or cold and your hands are shaking.) Even in the modern day they still exist, and can always found usually in hunting stores & the homes of a serious game hunter.

Game Mechanics: Can be found in: Mall: Gun Store / Mansion / Armory (1.5%); Police Department (1%). These chances are added to current search %'s replacing the you find nothing search odds, so it won't take away from other available arms, ammo and equipment.

You may only carry 1 Bandoleer at a time. Weight: 1 item slot (Cool looking belt/shoulder strap) If you find another bandoleer and you are already carrying one, you get the message: "You already have a bandoleer" and the extra bandoleer is not added (saves IP hits for dropping.)

If you are at any location that contains at least 15 zombies, this is how the bandoller will function:

  • While in your inventory, if you click on your Bandoleer and you have any single shotgun shells available in your inventory: For 2 AP, up to 3 seperate shotgun shells will be loaded into your shotguns.. starting with the most fully loaded shotguns 1st. (If you are in active combat this may come in very handy as far as actual game time, and attacks going back and forth.)

Clicking on a bandoleer outside of an area that contains 15 or more zombies: no AP is spent and you get the message "This item is only effective in direct contact with 15 or more zombies" (So newbies will know when to use it, and not waste any AP...)

Having a Bandoleer does not prevent you from reloading your shotguns in the normal manner, by clicking on single shells.

The effective reason why it works is that the bandoleer doesn't allow you to carry more shotgun shells, but it definately makes them easier to access ammo accurately in combat. But since we won't allow something for nothing, and with PK'ing its so easy to find human targets.. we'll just say it only allows that +50% to reloading speed if you are in direct contact with a mob of at least 15 zombies. (So if your building is becoming overrun, it's your handy last stand piece of equipment.)

The zombies outside probably won't mind, gives them a chance to add some excitement to your gaming experience.

Left Queue: 10:14, 3 February 2007 (UTC)

January 15th

Weapon Customization/Mutations

Timestamp: --05:22, 15 January 2007 (UTC)Cap'n Silly
Type: Skill
Scope: Harmans and zambahs.
Description: I'm bored of having the same old shotgun and pistol. Are you? Probably. Anyway, here goes. Weapon Customization would be a skill availiable to level 15+ survivors. They would need to find a "Weapon Customization Kit" at a Mall Gun Store at 1.5% search rate, and spend 10 AP modding their weapon. The upgrades could be-


SHOTGUN-

Easy Loading Mechanisim- Load 2 shells for 1 AP.

Penalty: -5% accuracy.

Grooved Barrel- +5% accuracy.

Penalty: - Shotgun only holds one shell.

PISTOL-

Laser Sight- +5 accuracy.

Penalty: -2 clip capacity.

Elongated Clip- Can fit 2 clips into 1 pistol.

Penalty: -2 damage.


FIRE AXE-

Easy Grip- +5% accuracy.

Penalty: No headshotting with the axe).

Sharpened Blade- +1 damage.

Penalty: -5% accuracy.

alive KNIFE-

Custom Handle Grip- +10% accuracy

Penalty: No headshot.

Razor Blade- +1 damage

Penalty: -5% accuracy.

On the other hand, Mutation would be a skill available at level 15 to zombies, and they would need 15 AP to upgrade their weapons, since they don't have to search for the customization kit.


CLAWS:

Sharp Nails: +1 Damage

Penalty: -5% accuracy

Frenzied Grip: +10% Accuracy

Penatly: -2 Damage

BITE

Sharp Teeth: +1 Damage

Penalty: -5% accuracy

Shearing Teeth: +5% Accuracy

Penalty: No Infection

This should stop oldies from dropping out of the game from boredom, since they get cool new toys to tinker with. And, in Urban Dead, old people aren't useless. (unrealistic)

NOTE: You would only be able to have one upgrade at a time.

Left Queue: 10:36, 3 February 2007 (UTC)

January 16th

Suicide using guns

Timestamp: Protomorph 00:00, 16 January 2007 (UTC)
Type: Game and item improvement
Scope: Survivors who wish to be zombies.
Description: I was wondering, if I want to die, why can't I simply shoot myself with a pistol or a shotgun? It seems as a much easier way than going up a building. Also, it can possibly lessen the effects of an unwanted combat revive, since a revived zombie will be able to immediately kill himself again. This option should provide a prompt window, so some people won't accidentally shoot themselves. Once you did it, you will get the message "You put your pistol's/shotgun's barrel next to your head and pull the trigger. You are dead."

You might think that zeds are going to abuse this tactic to get into the buildings, but you're wrong. :) If you will try to kill yourself in a building with more than 10 survivors, you will get a message, "You are trying to force yourself to commit suicide, but it is too crowded and lively in here." If there are less than 10 people and the attempt is successful, then people in the room will see a message, "You see Someguy commiting suicide, blowing their brains out with a pistol/shotgun." I know, this might sound as humorous suggestion, but I am being serious.

Now, this next part is not necesserely has to be implented, so don't vote for it. During Christmas, each set of christmas lights lowers the limit by 2 survivors and a Christmas tree lowers it by 4. So, even if you are alone, in a fully decorated room, you'll get a message after an attempt, "You are trying to force yourself to commit suicide, but the spirit of Christmas overwhelms you.".

Left Queue: 10:19, 3 February 2007 (UTC)

Small Prisons Using Fort Mechanics

Timestamp: Jon Pyre 07:40, 16 January 2007 (UTC)
Type: Improvement
Scope: A couple of police stations
Description: Forts have a very interesting and unique mechanic, preventing people from walking into a square unless they're coming from the right square. It seems a shame to limit Kevan's invention to just two locations. I suggest modifying a couple police stations to take advantage of it. Many police stations also have a prison complex attached.

I suggest making a few police stations two square large buildings. One square is the Police Station, and is more or less normal. The other square is the prison and effectively does not have an outside. When outdoors players would not be able to walk to the outside of the prison square, the prison square could not be free run into, and players in the prison square would not be able to move to any other square except back into the police station. The only way in and out of the prison would be through the interior of the police station, or to be killed and dumped as a body. Dumped bodies would land in front of the police station half. This wouldn't make the police station/prison complex any harder to break into than a police station.

To make the prison square advantageous I suggest allowing surgery inside of it (yay prison infirmary) when powered and having the following items at the following percentages: Knives (4%), FAKs (10%, it's less than a hospital but still significant), binoculars (2%). It would also allow binocular use and suicides thanks to the watchtower. Suicides would land in front of the police station half.

Now this would clearly makes those PDs more powerful thanks to the surgery and nearby items so I suggest leaving these prisons relatively rare, adding only 10-20 to Malton as a whole. They'd be boons to the few areas that receive them but unique enough that they add to the flavor and richness of Malton without unbalancing PDs. To make the change with as little upheaval as possible I suggest only altering police stations with an empty square next to them. That way there's no need to replace any buildings. Any zombies standing in the empty square can be moved over 1 space to in front of the police station.

This should add an interesting kind of minifort to the game without making them so common as to significantly overpower police stations. And of course even this small bonus to survivors should be balanced by implementing something nice for zombies along with it.

Left Queue: 10:19, 3 February 2007 (UTC)

No more shooting blindly

Timestamp: Reaper with no name TJ! 19:00, 16 January 2007 (UTC)
Type: game mechanic
Scope: Survivors, buildings with generators.
Description: Have you ever tried shooting a target in a dark room? Not so easy, is it? You're probably a much better shot with the lights on.

Now, we all know that generators increase search rates in buildings. But not by much. Certainly not enough to justify making yourself and everyone else in the building a target unless you happen to be in a TRP (and even then it is debatable, considering the high AP cost to maintain a generator and the presence of griefers).

Therefore, I propose that firearm accuracy is increased by 5% when inside a powered building. Melee attacks aren't affected because it's easier to see your opponent when they are close to you (which you need to be in order to swing an axe at them). If you run the numbers using the Firearms Vs Melee Weapon Efficiency page, you'll see that the increase in attack efficiency would only be about 0.1 Dmg/AP against a flak jacket in a mall (1.47, versus the normal 1.37), so it's not overpowered. However, it will be one more reason for having a genny around.

Left Queue: 10:19, 3 February 2007 (UTC)

Bolt Rifle

Timestamp: Horje 23:56, 16 January 2007 (UTC)
Type: Weapon
Scope: Item Users
Description: It seems kind of silly that the military would drop soldiers into a city infested with zombies with just a pistol when they have much more effective weapons at their disposal. Then again, adding a much more effective weapon would tip too much of the balance of the game towards survivors. So I propose a basic, bolt action rifle.

The Bolt Rifle, or just "Rifle" could be used to fire at enemies, either in the same or adjacent square. Accuracy in the same square would begin with a base of 5% accuracy when firing into the same block and 2% accuracy when firing into an adjacent square, and, because of the large calliber of the bullet fired, would do 12 damage. The attack would also ignore flak jackets because the bullets issued by the millitary would probably be armor piercing. A player could get the Basic Firearms Training skill to increase the accuracy of both ranges by 25%. Another, possible, skill would be Rifle Training which would provide a 10% accuracy bonus to long range.

Attacking with the weapon would be the difficult part, which is why the rifle would keep the game relatively balanced. To fire the weapon, one would have to click it's name on the inventory to "Raise and take aim". One would then need to use another AP to fire. Because it's a bolt action rifle, bullets would have to be loaded and then fired individually. Each bullet loaded would require one AP, though, unlike the shotgun, bullets would be found in cases of 5. Thus, the process of performing a ranged attack with the rifle would require a total of 3 AP, making it preferable for long range, but usable for close range.

Another possibility is the "Rifle Butt Attack," which could be performed by attacking with either a loaded or empty rifle before raising it and taking aim. A rifle butt attack would have the same stats as a crowbar attack and would be subject to the same skill increases. Attacking with the rifle butt would only require 1 AP, making it more useful than firing in close quarters.

The whole thing seems pretty complicated, but I'm hoping it will be implemented as a way to make the game, especially collaborative fighting, more interesting. Thus, my goal is not to use this to make the game much easier for survivors, but, instead, to make it more enjoyable.

Left Queue: 10:19, 3 February 2007 (UTC)

January 18th

A syringe is manufactured item, not randomly found

Timestamp: Robert McFarlane 05:56, 18 January 2007 (UTC) (Corrected timestamp. -Mark 16:36, 18 January 2007 (UTC))
Type: Item Improvement
Scope: Scientists
Description: Currently, syringes are too easy to find. In a powered NecroTech building, I can find 5 or so syringes with 20AP with all human skills. Yet using 20AP upon Manufacture Syringe will only yield 1 syringe. Thus, I propose a change to the way in which syringes are received in game. A syringe is a very complicated item, and to simply find it with no trace of a creator is strange. My suggestion is that syringes should not be found in buildings at all, but can only be created using the Manufacture Syringes option, with a new cost of 10AP.

This would mean that to revive a zombie would take the same amount of AP to kill it, around 20AP. This would help get rid of the current trend of Combat Reviving zombies and forcing them to be humans, whilst still allowing Scientists to easily revive humans who have died.

Left Queue: 10:21, 3 February 2007 (UTC)

Shooting Blindly

Timestamp: Reaper with no name TJ! 19:37, 18 January 2007 (UTC)
Type: game mechanic
Scope: survivors in unpowered buildings
Description: If this sounds familiar, it's because it's a revision of my suggestion yesterday. So just skip over the first two paragraphs if you voted on the one yesterday.

Have you ever tried shooting a target in a dark room? Not so easy, is it? You're probably a much better shot with the lights on.

Now, we all know that generators increase search rates in buildings. But not by much. Certainly not enough to justify making yourself and everyone else in the building a target unless you happen to be in a TRP (and even then it is debatable, considering the high AP cost to maintain a generator and the presence of griefers).

So in the interest of keeping generators useful in the face of these large disadvantages, I propose that firearms attacks made inside an unpowered building suffer a -5% accuracy penalty. This cannot bring their accuracy below 20% (to prevent situations such as newbies firing a shotgun with 0% accuracy), since anything below that is pretty much shooting blind anyway. This also doesn't affect melee weapons because using them requires that one be close to their target to begin with (and therefore make the amount of light present mean very little).

Left Queue: 10:21, 3 February 2007 (UTC)

January 21st

Zerger Preventing GKing Melee Alteration

Timestamp: Jon Pyre 06:09, 21 January 2007 (UTC)
Type: Balance Change
Scope: Survivors Attacking Generators
Description: GKing (referring to survivors destroying generators) is a bit overpowered considering that generators are only equivalent to a single level of barricades, easily destroyable in five or so hits, but take upwards of 50AP to find and fuel. I suggest the following minor change to make it a little more fair: prevent the use of melee weapons against generators.

A few simple hits from the axe is all it takes to eliminate a generator. The generator can be eliminated with perhaps five to eight hits, allowing a GKer to depower multiple buildings and have plenty of AP left to escape and hide in a distant location. Many people run characters that exclusively GK with an axe, never needing to search or perform any other action. Requiring them to use firearms instead of axes would have a few positive effects:

  1. First, it would force them to divert some of their AP into searching, allowing less destruction of generators overall, though this might be more or less evened out by the greater accuracy of the pistol.
  2. It would require they utilize resource buildings for ammunition, meaning that the destruction of generators would have a negative impact on them as well by lowering their search percentages too. Currently a GKer need never search.
  3. And finally, and most importantly, this would help eliminate zerging. It takes far too little effort to make multiple GKer characters. Right now to have the most utterly efficient GKer you only need three skills: Free Running, Hand To Hand Combat, and Axe Proficiency. A fireman only has to earn 200xp and they're ready to destroy generators by the dozen. Requiring the use of guns means the most efficient PKer would instead need six skills: Free Running, Basic Firearms Training, Pistol Training, Advanced Pistol Training, Shopping, and Bargain Hunting. The greater number of skills and the fact that they're spread into two different class types would mean a greater investment of time to start a GKer character.

When trying to attack a powered generator with a fire axe, pipe, knife, or crowbar the player would instead get the message "Attacking a power source with a conductor is a bad idea." This would not consume an AP. Fair's fair, so melee attacks with metal weapons would be possible against unfueled and thus safe generators. Also it would be possible to destroy even powered generators with the baseball bat, though the weapon's low percentage rate would make guns the more attractive option. This would however, leave the baseball bat as an option to players that want to destroy a generator in order to make their building safer.

I think this is a fair change that would make it harder for zergers to destroy generators en masse. I'm not saying this is necessarily a widespread problem, but that it is a loophole that should be closed. Note that this change would not affect destroying a generator with a firearm in the slightest, GKers that already favor guns would suffer no adverse consequences from this fix.

  • Note: This wouldn't affect zombies in any way. We'll assume their utterly different biology isn't harmed by voltage quite as easily as puny humans are, so hand attacks are still aok.
Left Queue: 17:11, 21 January 2007 (UTC)

Knock Down

Timestamp: 10:09, January 21, 2007 (UTC)
Type: Zombie attack improvement/addition
Scope: Zombies
Description: When a survivor is below 30HP and the zombie has the survivor grabbed, it can decide to knock the survivor down onto the ground and topple over him/her. This should increase further attacks made by the zombie by 4 or so. It could also maybe give a 1-5% chance if the zombie uses bite, to rip out the survivor's throat killing him/her instantly. After each attack there could be a 40-60 chance for the survivor to wriggle free from the zombie on top of them. (wriggle free/stuck)
Left Queue: 17:08, 5 February 2007 (UTC)

Making Character Costs More IP

Timestamp: 07:19, 21 January 2007 (UTC)
Type: anti-zerg crap.
Scope: Zergers.
Description: Okay, basically, what I am suggesting here is that making a character should cost ten to fifteen IP hits, so zergers can't have as many zergs. This wouldn't really affect normal gameplay, as normal players usually only make one or two characters, not twenty seven.
Left Queue: 17:10, 5 February 2007 (UTC)


January 22nd, 2007

Ankle Grab Change

Timestamp: 01:50, 22 January 2007 (UTC)
Type: Skill change
Scope: Survivors with Ankle Grab
Description: The skill Ankle Grab should no longer work for revivifying survivors. It is one of the zombies' only advantages over survivors in the endless cycle of death, and making survivors spend 9 more AP to stand up will definitely increase the number of survivors caught outside sleeping, which will work wonders for our flagging local zombie population (and, though I realize that I am opening up a nasty can of worms here, this change ought to provide some modest compensation for the whole 'headshot' affair).
Left Queue: 18:02, 6 February 2007 (UTC)

Free Running and Barricades

Timestamp: Big Vic 15:02, 22 January 2007 (UTC)
Type: Balancing Change
Scope: Survivors
Description: An AP penalty to free run heavy and higher barricades. I was thinking of as you go from one building to another 1AP entering and 1 leaving.

Example

Building A has Very Strong Barricades Building B Has Extremely Heavy Barricades Bulding C has Heavy Barricades

Moving from A to B will cost 2 AP. 1 from the move and 1 from moving into heavy or higher barricades. A move from B to C will cost 3 AP. 1 from the move, 1 from leaving a heavy or higher barricade, and 1 for entering a heavy or higher barricade.

Left Queue: 18:32, 6 February 2007 (UTC)

January 23rd, 2007

Syringes have experation dates

Timestamp: EL Zillcho 03:04, 23 January 2007 (UTC)
Type: balance change
Scope: scientists
Description: Theres simply too many humans out there.

My solution (besides eating them) is to make it harder to revive them, so its more realistic. I understand some survivors that die want to come back but seriously, how many zombie movies have you seen where the humans run around reviving each other? I think the best way this would work would be like the pistol and shotgun ammunition (i.e. pistol (5) except the number would lower by one every hour until it has expired (i.e. at 1:30 syringe (30) at 6:30 syringe (25).) With syringes expiring they would be harder to obtain and scientists wouldn't be able to stock them.

Left Queue: 17:39, 19 March 2007 (UTC)

BB RIFLE

Timestamp: Jakey07 17:19, 23 January 2007 (UTC)
Type: weapon and skill
Scope: survivors
Description: WEAPON =BB GUN: this shall be a new weapon for all human players. It is the BB (blunt bullet) rifle or BB gun for short. It can be found gun store in malls, police stations and warehouses. The ammo can be found in the same locations in groups of one. It has a clip size of two. It has a base hit percentage of 20%. It has a damage of 6 reduced by 2 with a flak jacket (I have rounded the fraction up as it fires a blunt bullet).

SKILL: RIFLE TRAING This is a complementary attachment to the BB rifle. It is a skill which follows the same pattern as the other firearm skills. It requires basic firearms training. It is basic rifle training which gives the player an additional 25% to hit when using a BB rifle. This in turn can be upgraded with advanced rifle training which gives the player +10% to hit with a BB rifle. You need to have basic firearms training AND basis rifle training to achieve this skill as with all other firearms. N.B I have left it as rifle training so it may be extended to other weapons if it is implemented. Or it could simply use the shotgun skill tree.

Left Queue: 17:39, 19 March 2007 (UTC)

Barricade Change

Timestamp: ZombieCrack 18:01, 23 January 2007 (UTC)
Type: Balance Change.
Scope: Barricades.
Description: I suggest a change in the RNG (Random Number Generator) for barricade attacks by zombies. The change I'm suggesting would affect barricades from Loosely to Very Strong + 2. Heavy to Extremely Heavy would remain unchanged. I suggest that the weaker the barricade level the greater the chance for successful attack. Meaning that if a zombie brings the barricades from Very Strong to Quite Strong they would be rewarded with a slightly increased chance of success if they keep bashing, and so on down to Loosely barricaded. Individual barricade levels (VS, VS+1, etc.) would be the same. This would result on a reduction of overall barricade strength which I think is necessary to make zombie characters more appealing to play. Survivors have a near 100% success rate barricading from open to VS+2, I thinks its only fair to give zombies a better chance of bashing them down. I'll leave it to Kevan to decide what those increases should be, if this suggestion is carried out.
Left Queue: 17:39, 19 March 2007 (UTC)

January 25th, 2007

Mobile Phone Changes

Timestamp: Labine50 MH|ME|P 01:39, 25 January 2007 (UTC)
Type: Improvement
Scope: The long ignored mobile phone.
Description: Really, who carries a cell phone anymore? You need to have a building powered, and it costs 2 AP. Furthermore, the person you are sending the message to needs to be in a suburb with a powered mast as well. To make them more useful, I would like to propose the following changes: First, make it a no AP item. Second, to compensate for the lack of AP use, make several dead zones (Pardon the pun) where reception is impossible. These areas would be any block more than 5 squares away from a functioning mast, however in a "Tall" building (Suicide) phones would work as long as there is a functioning mast in that suburb. (Just like now)
Left Queue: 18:25, 19 March 2007 (UTC)

ZOMBIE CLASSES

Timestamp: Jakey07 21:36, 25 January 2007 (UTC)
Type: CLASS
Scope: zombies (mostly new players).
Description: the most off putting thing is when a new player whats to start out as a zombie is the lack of classes (i.e for military you have scout, private ECT). So here are some short suggestions for new classes to add to the zombie horde.

ZOMBIE CLASS: EARLY TEST SUBJECT As the strange happenings in Malton increase in frequency, scientific groups swarm into Malton and begin to take the survivors who have been noticed to have slightly changed, mentally and physically. When they show to take a turn for the worst the Doctors and their aides employ even more drastic and desperate solutions

-Starts with the memories of life skill.

ZOMBIE CLASS: EX-MILITARY OPERATIVE Earlier in the quarantine, even some of the most battle-worn soldiers have been caught unaware by the crude deception of the dubbed ‘zombie’ personnel.

-Starts with the Vigour Mortis skill.

ZOMBIE CLASS: UNDEAD CHILD/ADOLESENT Even the younger community in Malton have fallen victim to the zombie infestation. Although smaller they appear to be quicker the older, more sluggish zombies.

-Starts with the lurching gait skill.

Even if you think these are Daft and utterly ridiculous ideas I enjoyed writing the fiction more than anything else so I hope you enjoy reading it.

Left Queue: 17:39, 19 March 2007 (UTC)

January 26th, 2007

Scent Death Improvement: Pop and Concentration

Timestamp: Jon Pyre 02:32, 26 January 2007 (UTC)
Type: Improvement
Scope: Zombies
Description: Survivors can check how many zombies are in the area with Necronet. Zombies can't tell quite as easily. I suggest giving scent death an additional features.

First give the total number of zombies in the 10 x 10 square area centered on the zombie's position. This tally would include both standing zombies and dead bodies (not revivifying) and would not distinguish between those indoors or outdoors. "There are 1,257 zombies within range of your senses".

Secondly give what number of them are in the three most heavily populated squares in the 10 x10 area (again including both those indoors and outdoors). "423 are in one square, 127 in another, 56 in another". Note: This would not tell you where these three squares are.

This wouldn't make the zombie more powerful or help them coordinate any better, but it'd give them an idea of what's going on the area and whether it's the kind of fight they like. This shouldn't help survivors much as they can already scout with Necronet and binoculars, although it'd probably be appreciated by the people maintaining the suburb threat page here on the wiki.

Left Queue: 18:28, 19 March 2007 (UTC)

January 27th, 2007

Writing Notes: Revised

Timestamp: ThreeSided 01:24, 27 January 2007 (UTC)
Type: small addition/book improvement
Scope: survivors in libraries or schools.
Description: The idea is that when searching certain places, such as a library or school, you may come across a piece of paper. On the paper, you can write something, such as poetry, or a note. You can also, of course, sign your work as well. After writing a note, the paper turns from a "piece of paper" to a "note" in your inventory. These notes can be hidden in libraries or schools. Only 5 notes can be hidden in one library, and only 3 in schools. When you hide a note, the text will read "You hide your note in a random book". If you cannot hide any more books in an area, it will read "all the possible hiding spaces are taken. You cannot hide your note.". For every note hidden in a building, there is a 1% chance of finding the book(s) with notes in them while searching the area. You cannot know there is a note in a book until you read it. Due to being hidden in the books themselves, these chances do not increase if the room is powered. When a survivor reads a book with a note in it, they will find the note on some random page (random part of the book, since you can read a book multiple times) and can read it. The note is treated the same as it would be in the inventory of the person who origionally wrote it. It can be dropped, or if they liked what it said, hidden again in the library/school. If you drop a note, or a book with a note in it, the note will disappear forever. If a library or school with notes in it is ransacked, all the notes in it are lost. Once a note is written, it cannot be edited (this so that people can't take cool notes they found and write their names on it). Notes cannot be hidden in poetry books.

Some might just see this as another way for survivors to communicate, but it would be pretty hard to really communicate efficiently with people with this system, so it would really just be used for RP reasons.

I am not particularly worried about spammers, because it's not an opportunity to miss, and even if you do get a note that says "lyk ZOMG lolroflness!!!111" it's still far more interesting than the average book... This would give more of a usage to both books, and libraries, and schools.

Left Queue: 19:36, 19 March 2007 (UTC)

Brain Rot allows buying survivor skills

Timestamp: Swiers X:00 17:04, 27 January 2007 (UTC)
Type: skill tweak
Scope: zombies with brain rot
Description: As the title says- zombies with brain rot would be able to buy survivor skills without being revived first. This is mostly a "feel good" measure, to let players get the enjoyment of leveling up to the same level as any other player instead of being "stuck" at 20th or so level. It also would let said zombies grab the few "cross-over" skills, without resorting to the purely meta-game antics seeking out a "brain rot revive clinic".

Buying brain rot encourages folks to play as zombies (duh) and right now the metagame penalties (no level advancement, no crossover skills) discourage buying it. It is the ONLY skill in the game that has such a drawback (or any drawback, for that matter). Why not encourage more folks to play dedicated zombies by removing this handicap, especially as it is a handicap that already can be circumvented through meta-gaming?

Left Queue: 19:36, 19 March 2007 (UTC)

January 28th, 2007

Sense Tremors (Revised)

Timestamp: Jon Pyre 07:56, 28 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: Vibrations travel great distances underground. Take for instance native american hunters that could tell the distance and direction to a herd of animals just by pressing their ear to the ground. Or the almost subsonic rumbling that can precede a train's arrival. Zombies, who seem to have their senses enhanced, could use a skill taking advantage of this phenomenon.

The skill Sense Tremors would grant zombies this ability, giving them a button that when pressed would use 1AP and give them directions to the nearest powered generator. It would only give the nearest one. The loud rumbling can carry great distances, giving directions up to 5 spaces away if nothing is closer.

The message would appear like so: "You hear a rumbling from 3n 2w". If there is no one closest generator, with several at equal distances away it would only give you a random one of them.

There's a catch to this ability though: it only works when the zombie is dead, sprawled out with their head on the ground from being killed. This is meant to balance the skill and prevent every zombie nearby from converging on a generator. The button would not exist when standing. This would serve as a sort of guide and frustration reducer for slain zombies. Headshot? Don't know where to bash barricades? Killed by zombies? Not sure where to find humans to revive you? Use "Sense Tremors" and it'll give you a populated target. Or at least a powered one, but that's almost one and the same.

A zombie would not always want to use this skill, if they're in a neighborhood where finding a lit building is easy. In some areas it is not and this would be useful for then.

Left Queue: 19:57, 19 March 2007 (UTC)

Radio Engineer v3

Timestamp: Leeksoup 21:51, 28 January 2007 (UTC)
Type: Radio change
Scope: Radios
Description: This is the second revision of a suggestion I made earlier, named Radio Engineer. All the new additions/changes are in Bold.

Radios are great tools right now, they let groups of people communicate over long distances sans outside boards. Still, they remain almost useless if making local announcements or cries for help.

What I propose is a new subskill under Radio Operation, Radio Engineer (or some other better name). This would allow you, for 15 AP and 15 IP hits,to rewire a radio transmitter to broadcast on all frequencies a message. This message would only reach people in a 5 block radius from you. For 15 AP, you are supposed to have rewired the transmitter and broadcasted your message. The recieved message would be distinguished from regular radio message by the phrase "A loud burst of static cuts through the noise on your radio, followed by the message: (text)"

This was misinterpreted last time around, due to an oversight on my part: It takes 15 AP+IP to set the thing up, and another 10 AP+IP to actually *use* it. This is rationalized by the fact that whoever set it up did a crappy job, so it needs some repairs.

In order to rewire the transmitter, you need Wirecutters. They would not be used up. I am tempted to make the Transmitter you rewired to be broken, but that has a high possibility of grief- both spam and RK'ing. Instead, I think using up a Handheld Radio in rewiring it would be better. To justify this, however, this rewired transmitter lasts randomly between 2-5 uses. It would show up in the room description differently, and there would be two kinds of Broadcast text boxes: The normal one, and the boosted one. Only people who have the Radio Engineer skill could use the boosted text box. After 2-5 uses, you get a message something like this: "There is a spark from the radio, and the haphazard booster assembly dies. You disconnect it and throw it away." Credit to Gene Splicer for making me think of this whole paragraph.

This would be useful for large-scale local operations and calls for help. The large AP cost prevents spam, and the required XP in the skills prevents zerging spam. Remember, in order to use this you need Wirecutters, a handheld Radio, two skills, and a location with power and a Transmitter. The Transmitter you are changing does not break at the end of the boosted broadcast. It stays. Only the boosting apparatus breaks after 2-5 uses.

Left Queue: 19:57, 19 March 2007 (UTC)

January 29th, 2007

Urban Dead Rounds

Timestamp: Stuape27 21:50, 29 January 2007 (UTC)
Type: A side game that resets every couple of weeks, dont dismiss yet
Scope: A side, small game
Description: Im still a bit unsure on all the finer details. It would be a side game to UD and would be almost the same, but would get reset every month. The whole aim of the game is to see who will win, zombies or survivors in about a month. So it would start with about 3 zombies, everyone else would be survivors, starting inside buildings, and thered be a week sign up time when no one can enter the game, and then 2 days in the game to get ready, before any damage may be done. The first 50 z's would be able to do more damage, and this would only last until there are about 200 zombies (gives them a headstart) they would then loose there boost. There would be no necrotech, so there cant be any revives, so once you die, you are a zombie. This would make a more realistic game. If all become zombies, then the game ends. If two survivors stay alive for the month then the survivors win. If some programin could be done to stop any PKers. This prevents people who are on the zombie side but still humans getting there way. The people can ask to be z's, but once 3 have signed up in the sign up week, thats it, and they will start with the extra damage. Levels and skills could all work the same way. There could be a little tally showing who survived, and whether z's or humans won. THIS WOULD NOT REPLACE URBAN DEAD, just be a side game. At the end of the month, everyone must sign up again. A test game could be run at least, and then maybe have the skills and whatever re done making it harder for survivors and zombies.
Left Queue: 20:00, 19 March 2007 (UTC)

Failed Suicide

Timestamp: Nimble Zombie 22:03, 29 January 2007 (UTC)
Type: Suicide improvement
Scope: Suicidals
Description: People can withstand some truly amazing things. I suggest that suicides are changed so you have about a 0.005% chance to survive a suicide jump. Fortuneately for the jumper, a random amount of damage is dealt, which can leave them with anywhere from full-1 HP, depending on the number of flagpoles hit on the way down.
Left Queue: 20:00, 19 March 2007 (UTC)

January 30th, 2007

Burning Zombies / Stop Drop Roll

Timestamp: User:ransomnator 00:12, 30 January 2007 (UTC)
Type: Skill, balance change, improvement, etc.
Scope: Humans attacking / Zombies being attacked
Description: Imagine burning zombies with fuel cans! Isnt that exciting!? You would use one much like a FAK or a syringe in that you select how you would like your fuel can to be used (hmmmm in the generator? or on the nearest zombie!!) It would work from a damage point of view much like the zombie bite infection whereby a zombie would be hurt 2 - 3 hp / every AP used for a maximum of 5 - 10 moves (5-10 % chance of fire extinguishing itself with every AP used). Zombies on fire would be unable to attack (all of their attack percentages would be reduced to zero) until they put the fire out!

With that said, the zombie counter for this could be "stop drop and roll" which would be a new life skill for zombies. The move would increase the percent chance of putting out the fire by 15%.

Experience points given to humans (pyros?) could either be over time until the fire is extinguished (tricky), or it could be randomly generated between 5 and 10 exp as soon as the human torches the zombie.

This new way of attacking zombies is intended to be an 'anti seige tactic' to be used against zombie hordes attacking buildings. The EXP gained is kept low relative to the possible damage carried out to make this a secondary mode of attack. I thought of this as I find there is a real imbalance in the game when it comes to defending buildings (especially malls) from zombie hoardes as they concentrate on one section of the building. It is extremely easy for 100+ zombies to chew through EHB's and the only current way to make them stop is to kill them. This could buy people more time (to reload, bring up cades) and string out the fight. Plus, burning zombies would be a hell of a lot of fun!

Thanks 4 reading!

Left Queue: 20:08, 19 March 2007 (UTC)

Antiviral Vaccine

Timestamp: JohnRubin 14:33, 30 January 2007 (UTC)
Type: Item
Scope: Infection, curing infection, first-aid kit, a new item
Description: This is an update. The initial suggestion can be found here.

At the moment the infection caused by an Infectious Bite can be cured with a first-aid kit. This limits the usefullness of the Infectious Bite for zombies since its consequences can be easily reverted in the process of restoring HP with a first-aid kit, which an infected survivor usually does anyway. Some people say that "the massive amount of collective survivor AP... is spent countering infection". I argue that infection nowadays is healed almost immediately along with restoration of HP taking no AP at all in most cases. That is why, in the words of another person, "being bitten by a zombie is currently about as dangerous and terrifying as being licked by a poodle".

I hereby suggest that the process of curing infection should be separated from healing wounds (restoring HP). This can be achieved by introducing a new item – antiviral vaccine. Using an antiviral vaccine on oneself or another survivor cures the infection immediately at the cost of 1 AP. This also consumes the vaccine. Using a vaccine on a survivor who is not infected wastes 1 AP, but not the vaccine. Curing another survivor earns you 1 XP.

In effect, the property of curing infection should be removed from the first-aid kit leaving healing properties only. The message that you get when healing an infected survivor may say that infection has not been cured.

Another change concerns infection. Simply put - infection should end with death. Once you are dead you are not infected anymore. This means that once you are revived you are not infected anymore either. Especially considering the fact that when you are revived you are treated with a revivification syringe, which brings you back to life - you would expect such a powerful thing to take care of any kind of infection. (Many thanks to SuperMario24 and GhostStalker for their remarks.)

Antiviral vaccine should be available by searching in any hospital, NecroTech building or infirmary (with chances to find to be 12%, 12% and 10% respectively). During discussion of the initial suggestion some people were concerned that the suggested search rates are too low. First of all - those are search rates for unlit buildings. In buildings with a generator they will be higher. Second - in hospitals and infirmaries survivors will also find first-aid kits, with which they can restore their HP. So it seems quite unlikely that one will die of infection, while searching for an antiviral vaccine in a hospital or infirmary - unless one has less than 10 HP to start with. Anyway, this suggestion is actually about infection becoming a threat for survivors - there should be a risk that you can die of infection.

Introducing this item and changing the properties of the first-aid kit may require a change in the game mechanism that would allow a survivor (perhaps with a certain skill) to recognise infected survivors, but such a change is not in the scope of this suggestion.

Separating the process of curing infection from restoring HP will make curing infection more difficult and thus will make the Infectious Bite more effective.

P.S.: To those people who think that "a standard First-Aid Kit in a zombie apocalypse would probably carry some sort of antibiotic for the infection" I say: People! Have you ever seen a first-aid kit? And we are talking about apocalypse here. Who would supply your first-aid kit with vaccines in the middle of apocalypse? Anyway this suggestion is not about realism. This suggestion tries to make the game a bit more challenging for survivors and a bit more rewarding for zombies - in a word, more interesting for everyone.

Left Queue: 20:08, 19 March 2007 (UTC)


Blah Blah Brainrot etc

Timestamp: Gene Splicer 23:21, 30 January 2007 (UTC)
Type: Skill, ish
Scope: Zombies
Description: That a hidden counter be incremented every time a Character with Brain Rot spends an AP while alive. When this counter reaches or exceeds 250 (i.e. after just over five days worth of AP is spent while a Survivor) the Character is given the opportunity to buy a Civilian "skill", "Full Recovery". If this skill is purchased the counter described in the next paragraph is set to 0, and Brain Rot is removed from the Character. This represents that the Character has spent sufficient time alive, and therefore with a fully functioning immune system, for the injured parts of their brains to heal. I know brains damage doesn't repair itself quite that easily, but you can't fix bullet wounds with a first aid kit either.

A Character with Full Recovery would be unable to immediately repurchase Brain Rot. Every time a Character with Full Recovery spends an AP while dead, a hidden counter is incremented. When this counter reaches or exceeds 250, the Character can once again purchase the Brain Rot skill at their leisure. Doing so removes Full Recovery and resets the counter in the previous paragraph to 0. This represents that the Character has spent enough time dead, and therefore decaying, for their brain to reach a sufficiently gooey texture to once again render standard syringe work inviable.

This gives someone with Brain Rot who does not really want it any more the ability to remove the skill, and in a flavourful rather than metagamey way. Given that to remove Brain Rot you need to a) get revived in a powered NT building and b) spend at least 5 days alive as a Survivor (but not neccessarily all at once), and once you do you will not be able to get it back again for at least another five days, it also addresses the main concerns that people had for the (many) other suggestions along this vein, to whit; switching back and forth between revivable and unrevivable on a whim is not possible, as it would take at least ten days and a reasonable amount of effort to go the full circle.

Edit: Added after posting, but before voting!

If Brain Rot is ever expanded into a full skill tree, any purchased subskills would go dormant upon purchase of Full Recovery untill Brain Rot is repurchased. The same would apply for Full Recovery, if applicable. Also, it goes without saying that buying Brain Rot or Full Recovery costs 100 XP each time.

Left Queue: 20:08, 19 March 2007 (UTC)

January 31st, 2007

Swords, and shields

Timestamp: Apex 00:45, 31 January 2007 (UTC)
Type: New Items
Scope: Living Players
Description: A new Melee Weapons and Defense object, both that can brake, to make the game more interesting. First the Sword, it will start off with 5% Accuracy and 3 damage. With the Hand To Hand Combat skill it will add on 15% Accuracy. Then with the Knife Combat skill it will add another 30% Accuracy. The problem is that after a long time of use it will brake. The shield will work like a Flak Jacket, but will offer 2 points of extra protection, and will brake after some time. Like say 30 or 40 attacks.
Left Queue: 20:16, 19 March 2007 (UTC)

FAK Either Cures Infection or Heal, Not Both

Timestamp: ShadowScope 03:51, 31 January 2007 (UTC)
Type: Balance Change
Scope: FAKs
Description: Listen, getting Infected is like getting licked by a puppy. Painful, but not really.

Infection is somewhat balanced, but there needs to be some benieft for zombies to start infections, so that they can be happy. How can one make infection better without overcomplicating it?

And Peastyl came up an idea. You use a FAK, and then you heal your Infection, and that's it. After that, you can then search for FAKs to heal your HP.

RP reason? Well, FAKs has lots of tools of the trade (bandages and what-not) to heal people. If you are hurt, you use the FAK to heal you. But if you are infected, you have to use all those tools not to heal the shotgun wound, but to heal the greater Infection wound (since it would be more lethal to you in the long-term).

How much does it cost to gain a FAK? I'm guessing 6 AP. How much does it cost to Infect? Only 4. Congrats, you got a Surivior to lose 2 AP, and zombies can feel better that their infections actually hurt suriviors. If you are terribly wounded, just find ANOTHER FAK to heal you, and no need to worry about the fear that you are going to lose HP...your Infection is over and all you have to do is spend enough AP to aquire the FAKs needed to surivie.

Left Queue: 20:16, 19 March 2007 (UTC)


Spread Infection

Timestamp: J Muller 05:47, 31 January 2007 (UTC)
Type: Zombie Skill
Scope: Zombies
Description: So I've been recently contemplating the issue of zombies being less fun to play than survivors, and the problem I've encountered is that it's difficult to find something that makes playing zombies more fun to a degree higher than it makes playing survivors harder. However, I think I may have come up with something agreeable to both sides.

New Skill: Spread Infection (Cost: 100XP) (Prerequisite: Infectious Bite, Neck Lurch)

Any zombie with this skill can use it on a building lower than EHB. By using it, they have a 30% chance to hit on the building. If they hit, there is a 50% chance to infect the last active survivor inside. If that survivor is already infected, it targets the next most active, and so on down the line. This meaning that the survivors who are barricading in a building will put themselves at risk of being infected, meaning they'll need to search for FAKs and heal themselves instead of cading, or take damage while they cade. I hope this will solve some of the issues with cading, and I don't think it'll nerf survivors unduly. Thank you for voting.
Left Queue: 20:16, 19 March 2007 (UTC)

Catch My Disease

Timestamp: Cap'n Silly T/W/P/CAussieflag.JPG 07:28, 31 January 2007 (UTC)
Type: Thing.
Scope: Infected survivors.
Description: Okay, been toying with this for an hour, and came to this. I think interacting with (attacking, healing, hugging..) infected survivors should give you a 5-10% chance to contract the infection from them. Killing an infected survivor could give a higher chance like 10-15%. Helps zeds infect more people, and helps the nearly dead, infected survivors by making them an unattractive target for PKers. Healers? Well, healing makes you feel all warm and fuzzy inside, but it's as exciting as reading. If you knew you might get the infection, a little bit of danger in a boring job. Risk is what makes UD fun.
Left Queue: 20:16, 19 March 2007 (UTC)

Use for Fuel Cans + Flares: Pyromanic Special

Timestamp: Valore 09:35, 31 January 2007 (UTC)
Type: Improvement (Additional Use for Fuel Cans) Addition of item (Fire Extinguisher, Fire Suit Maybe).
Scope: Survivor Option.
Description: Basically, this adds the ability to use fuel cans and flares together in order to start a fire, which works as follows:

Step 1: Douse an area with fuel, by using a fuel can. Step 2: Fire off a flare.

Using the fuel can in an area that a fuel can has not yet been used at:

Costs 3AP: You douse the area with petrol from your fuel can. Area description has the following line added to it: The stench of gasoline fills the air. A flare would probably set off quite a conflagration.

If a fuel can has already been used in the area, the following message is displayed, after user loses 1AP:

More gas would probably produce deadly fumes.

Fuel not ignited within one tick over evaporates, as suggested below by HonestMistake.

If a fuel can is used in an area that is currently on fire, the following message is displayed:

It would be fair to say affairs are heating up enough as it is.

When a flare is used in an area doused with fuel, a high or guaranteed chance (discuss) the following occurs:

Your flare strikes a particularly large patch of gas. The whole area ignites into a roaring conflagration.

Effects of an area being on fire: Entering the area has the following effects:

This message is displayed in the area description: This area is on fire. Staying here would not prove conducive to continuous survival.

For each AP spent by a SURVIVOR in an area that is currently on fire, that survivor loses 3hp. For each AP spent by a ZOMBIE in an area that is currently on fire, that zombie loses 1hp. Zombies that RISE in an area currently on fire: Use 5 more AP to rise

Every tick over with a fire burning in a barricaded area, barricades in the area have a chance of being weakened by 1 level.

Every AP tick over, fires have a chance of BURNING OUT. I am currently in favour of having the percentage chance at about 60-80%, as suggested below.

In addition to BURNING OUT, fires also can be SPREAD to adjacent squares by zombies.

Fires have a chance of being SPREAD by zombies. Zombies attacking a barricade in an area on fire have a chance of causing a fire to spread to the building/area they are assaulting.

Fires can be EXTINGUISHED by survivors, at a cost of 10AP, with a fixed chance of succeeding, possibly affected by the number of survivors in an area. Fires that are EXTINGUISHED automatically burn out on the next AP tick over, and have no chance of spreading. Firemen possess the FIRE MANAGEMENT civilian skill(wow, however did they learn that…) which halves the AP cost to attempt EXTINGUISHING a fire.

Additionally, consideration could be put into implementing a new item, the FIRE EXTINGUISHER, which can be used to either immediately put out or raise the chances of putting out a fire.

Fire Extinguisher Item: Found where/%:

As Fire Axes, but at half chance

Takes up 2 inventory slots

Uses: Either increases the chance of putting out a fire, or puts out a fire automatically. Expended after one use.

As well as a:

Fire Suit Item: Found where/%: As fire stations, 1%

Takes up 1 inventory slot

Reduces fire damage by 1, minimum 1.

Uses: Possible utilization by specialized ‘fire break’ team of humans who emerge in zombie infested burning areas to finish off burning zombies. Also useful for zombies, who intend to spend time Mrhing in fire choke points, pawing at barricades.

Possible problems:

Server drain My solution: Utilising already in place ‘AP tick overs’ to determine the length of a fire’s life. Also, with the current in place ‘ransacked’ conditions for rooms, adding an ‘on fire’ flag should not be too hard.

Griefer Exploitation: I don’t fancy trying to defend Caiger while some idiot griefer proceeds to set the inside on fire making me lose 2hp every time I try to shore up barricades, along with damaging the barricades I already have up. My solution: I’ve addressed this problem by making it a lot easier to extinguish fires than it is to start them, especially when considering the AP required finding the items necessary for a fire.

Area Effect: (Technically) This is technically an area effect, insofar as it has the potential to cause damage over a wide area/multiple players. However, I believe this is balanced by both the ability for fires to be put out, as well as the random natures of fires going out as well as spreading. Though Survivors have more control per se over a fire, the penalties to zombies as a result of fire are less severe. This ‘severity balance’ or the difference in how inconvenient a fire is to once side as compared to the other, can be discussed and adjusted accordingly. I am considering stiffer damage/penalties to humans, since there remains the potential for enough survivors defending a small area, i.e. fort gate, to keep a fire perpetually burning. Conversely, zombies that die from fire simply spend an additional AP standing back up. Big deal, unless the ‘ap cost for rising in a currently on fire area’ is implemented.

Conclusions: I came up with this concept thinking about what would provide survivors who were looking to defend a fortified location, e.g. a fort with more strategic options, since I’ve always liked ‘backs to the wall’ scenarios. However, since I play a zombie character, I also considered various things, such as whether these would make zombies less fun to play. The result you can see above. A strategic fire, only available to humans with the right resources, and one that once started, quickly moves beyond their control. I included fire extinguishers both to aid against griefers, as well as give humans the ability to take precautions against unexpected fire breakouts. Zombies, though not able to control fires, are less affected by them, and I’m sure will be dancing in their undead booties at the sight of not so smart and not so prepared humans roasting in their own stupidity. Imagine a zombie barricade breakthrough at the same time a fire accidentally spreads to a human barricade! Or a select fire team timing fire runs to perfection, pausing to nick outside barricaded areas to pick off burnt zombies…

Thank you for your reading time and voting!

Left Queue: 20:16, 19 March 2007 (UTC)