Suggestions/RejectedNovember2005
From The Urban Dead Wiki
This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.
Notes for Editors
Those who are placing Suggestions on this page should do so under the following procedure:
- Take the entire template and paste it into this section.
- Remove the entire suggest_votes field.
- Add the field suggest_moved, and then timestamp it with ~~~~~.
- replace "suggestion" with "prejection.
So, the new template should look like:
===Suggestion Name===
{{prejection</nowiki>|
suggest_time=''Old Timestamp''|
suggest_type=''Original type''|
suggest_scope=''Original scope''|
suggest_description=''Original description''|
suggest_moved=04:30, 22 Nov 2005 (GMT)
}}
----
Peer Rejected Suggestions
6th November, 2005
Adapt Attack Skill
| Timestamp: | 02:54, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies |
| Description: | This Skill Gives Zombies a +1% to accuracy for each consecutive attack they make. They lose the bonus if they change targets or perform any action other than attacking, after which it must build up naturally again. This Skill goes under Memories of Life. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Capture the Building Mission
| Timestamp: | 02:54, 6 Nov 2005 (GMT) |
| Type: | Mission |
| Scope: | Survivors |
| Description: | This Mission involves Survivors holding a particular Building, to be disclosed at the start of the mission. Survivors must keep Zombies out of the designated building for 3 days. All Survivors in the building get +20XP if no Zombies are inside the Building at the deadline. All Zombies in the block get +20XP if at least 1 active Zombie is inside the building at the deadline (Dead Bodies don't count). |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Axe Throw
| Timestamp: | 04:10, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Survivors |
| Description: | The Axe Throw skill falls under Axe Proficiency in the Hand-to-Hand Combat tree. It allows the user to attack an enemy with the weapon "Thrown Axe," which uses up one Fire Axe in their inventory for 4 damage at 75% to-hit. There is a 10% chance of getting the axe back. This skill does less damage/AP than the pistol and is harder to find ammo for; it is designed to give melee-focused fighters a final attack to use when they can't afford to miss. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Death Stench
| Timestamp: | 05:17, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies |
| Description: | Zombie can choose to emit a foul stench which stays in the same block. It disappears only after either 24 hours has elapsed or 10 AP has been spent in the block. Every AP spent by a human in said cloud would have a 10% chance of becoming infected and a 50% chance of taking 1 damage. Effect DOES NOT stack. So if 5 stenches were in one square then there would still be a 10% chance of infection and 50% chance of taking 1 damage. Using this ability in an already stenched block would NOT reset the timers or extend them, the user would simply be told, "There is already a stench here". |
| Left Queue: | 20:02, 8 Nov 2005 (GMT) |
Body Burning
| Timestamp: | 06:47, 6 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | This skill takes the number of bodies on ground and burns them using a can of gasoline. Burned bodies are have half of their max HP. This skill makes use of the gasoline and finally adds some more fun for high level players. Players using this skill get no XP as this would lead to abuse of just moving square to square burning bodies. I edited my suggestion based off of feedback. Plz review and comment by clicking discussion at the top of the page. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Hunting Shotgun
| Timestamp: | 06:47, 6 Nov 2005 (GMT) |
| Type: | Weapon (Shotgun) |
| Scope: | Survivors |
| Description: | This weapon deals 8 damage at a base to-hit chance of 15%. Against flak jackets, this damage is reduced to 6. May be found in sporting goods stores or inside mansions. The weapon carries one shotgun shell at a time and takes 1 AP to reload or fire. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Scavaging
| Timestamp: | 06:47, 6 Nov 2005 (GMT) |
| Type: | Consumer Skill Shopper Tree |
| Scope: | Survivors |
| Description: | This skill adds a +25% modifier to searching standard buildings. For example when searching the arms or a police station there is a +25% chance of finding something during a search. This does not affect the modifier in place for the mall. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Teaching skill
| Timestamp: | 08:33, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | All players |
| Description: | Players with the "Teaching" skill have the ability to train other players who are one quarter of their level (round down) or less. This skill is accessible to both humans and zombies, though obviously for humans it is more powerful since they can get higher levels. When a Teacher uses their teaching skill (1AP), the first 20 players who in the same location and are eligible students have a 20% chance of gaining 1XP. Numbers are open to suggestion for balancing changes. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Impale (was Crucifixion)
| Timestamp: | 09:32, 6 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill after Headshot |
| Scope: | Survivors |
| Description: | This skill is available after obtaining headshot. This Skill balances the ankle grab without being overpowered and unavailable to all starting players. This skill means when a zombie is killed and it stands up it has half the max HP it would normally have. A zombie with 60 Hp would stand up with 30 HP. This would not affect the zombies XP and would not harm level 1 zombies. This skill finally makes use of the crucifix. |
| Left Queue: | 00:29, 22 Nov 2005 (GMT) |
Crumbling Flesh
| Timestamp: | 14:46, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies |
| Description: | When a zombie with this skill dies inside a building, it costs survivors 3AP to dump the bodies. |
| Left Queue: |
Shoot into the crowd
| Timestamp: | 16:37, 6 Nov 2005 (GMT) |
| Type: | Skill or Abillity |
| Scope: | Survivors |
| Description: | An abillity (not necessarilly a skill you have to buy, but maybe an innate one survivors start with?) for survivors that gives +5% accuracy with guns for every Zombie beyond the first that is in the square, but always chooses one at random to target, not keeping the same target. Possibly with reduced damage to balance. |
| Left Queue: | 00:34, 22 Nov 2005 (GMT) |
Feast
| Timestamp: | 17:01, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombie |
| Description: | When landing the finishing blow on a survivor (not zombie) you gain a little more XP from the kill on top of what you already get. |
| Left Queue: | 00:34, 22 Nov 2005 (GMT) |
Layeth the smack on thee.
| Timestamp: | 17:50, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Survivors |
| Description: | A survivor with this skill has grown confident enough to start taunting his enemies. For every hit a survivor makes, a randomly selected taunt will be made. (You want some? COME GET SOME!) This costs no additional AP, and is pure novelty skill. |
| Left Queue: | 22:31, 6 Nov 2005 (GMT) |
Antiseptic
| Timestamp: | 21:24, 6 Nov 2005 (GMT)~ |
| Type: | Item |
| Scope: | Survivors |
| Description: | Cures infection. Can be used up to 5 times. |
| Left Queue: | 00:34, 22 Nov 2005 (GMT) |
Brevity
| Timestamp: | 22:27, 6 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Survivor |
| Description: | Speaking requires half the AP (can you have 1/2 AP?) |
| Left Queue: | 00:37, 22 Nov 2005 (GMT) |
Toolbox
| Timestamp: | 23:49, 6 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Used with gun upgrades |
| Description: | Can be used with the pistol or shotgun upgrades on the pistol or shotgun. There are many upgrades and each can be found in my discussion page--> Link |
| Left Queue: | 00:37, 22 Nov 2005 (GMT) |
7th November, 2005
Shotgun Slugs
| Timestamp: | 00:35, 7 Nov 2005 (GMT) |
| Type: | Item (ammo) |
| Scope: | Affects the shotgun |
| Description: | Increases damage by 2, but reduces damage by 5% accuracy because there's no lead balls in the slug, thus, no spread shot. When loaded into a shotgun already loaded with regular shells this may happen: "Jack has a shotgun with normal shells. He tries to load it, but the following message is displayed, 'You try to load it into the shotgun, but you are unable to.' This would also happen with normal shells trying to be loaded into a shotgun with slugs. |
| Left Queue: | 00:52, 22 Nov 2005 (GMT) |
Store
| Timestamp: | 01:21, 7 Nov 2005 (GMT) |
| Type: | Game event |
| Scope: | Survivors |
| Description: | Simply put, an NPC sets up a few shops, such as in a mall or random location, and for a couple of hours will trade items for different items. mostly, players will trade in the 3rd flak vest and 14th pistol for ammunition and syringes, or for other usefull items that person lacks. |
| Left Queue: | 00:53, 22 Nov 2005 (GMT) |
Blood Lust
| Timestamp: | 01:45, 7 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies |
| Description: | Gives the player the ability to deal 1 extra damage point with bite attacks, in exchange for 1HP loss per bite dealt. |
| Left Queue: | 00:58, 22 Nov 2005 (GMT) |
Undead Adrenaline
| Timestamp: | 01:45, 7 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies |
| Description: | Increases overall AP by 5, but reduces overall health by 10. |
| Left Queue: | 00:58, 22 Nov 2005 (GMT) |
Separate Speaking Ap
| Timestamp: | 02:37, 7 Nov 2005 (GMT) |
| Type: | Feature |
| Scope: | Everyone |
| Description: | I propose that a separate section of AP be devoted to the action of Speaking. This would allow for people to communicate more freely, but also prevent spamming. |
| Left Queue: | 18:21, 7 Nov 2005 (GMT) |
Scent Bomb
| Timestamp: | 04:23, 7 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors (Scientists) |
| Description: | Survivors can plant a "Scent Bomb" which when zombies with Scent Trail smell them out get two positions, where the survivor is and where the scent bomb is. This would be given to the players starting out as NT scientists so they have a chance of escaping a massive horde of zombies that they happened to have tagged. Only one scent bomb can be used at a time by a survivor. |
| Left Queue: | 00:58, 22 Nov 2005 (GMT) |
Flare Combat
| Timestamp: | 04:38, 7 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | +15% to flare acuracy: evetualy you Will learn to work with even the most dificult of weapons. |
| Left Queue: | 01:05, 22 Nov 2005 (GMT) |
Calloused
| Timestamp: | 11:42, 7 Nov 2005 (GMT) |
| Type: | Zombie Skill |
| Scope: | Zombies |
| Description: | This skill fits under a new tree. The zombie takes 1 less damage from a pistol, 2 less from a shotgun, and 3 less from a flare gun. Does NOT stack with a flak jacket. |
| Left Queue: | 01:05, 22 Nov 2005 (GMT) |
Accupuncture
| Timestamp: | 11:42, 7 Nov 2005 (GMT) |
| Type: | First Aid Skill Tree |
| Scope: | Survivors |
| Description: | This skill would be in the first aid skill tree. When used this skill removes infection from survivors. This skill does not restore HP and costs 1 Ap per use. This skill does not tell users who is infected so players must still rely on prognosis. This skill would be good since it enhances the use of that skill and removes the need too rely on a first aid kit. |
| Left Queue: | 01:08, 22 Nov 2005 (GMT) |
Burning Flesh
| Timestamp: | 16:29, 7 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombie Elite |
| Description: | With this skill a zombie can use a gas can to set itself on fire and go into buildings. So as not to off balance the game the zombie cannot attack but causes every survivor in the bldg 1 hp of damage every 30 minutes. While on fire all melee weapon attack result in equal damage since they would get burned punching fire. Zombie elite skill tree is in development so this should be a given for zombies since their allready dead. |
| Left Queue: | 19:02, 7 Nov 2005 (GMT) |
Basic Training
| Timestamp: | 16:29, 7 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Scientists |
| Description: | This Scientific Skill represents a small amount of basic combat training undertaken by the scientist. Thereafter, that scientist can buy Military Skills for 125 XP (instead of the standard 150 XP). Currently, a character that starts as a scientist has to spend way more XP than the other character types to gain all the skills. |
| Left Queue: | 00:58, 22 Nov 2005 (GMT) |
Rending Talons
| Timestamp: | 22:37, 7 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombies vs High Level Survivors |
| Description: | The Zombie's claws become gnarled and jagged. Whenever the Zombie kills a Survivor, the claws rip through their backpack, destroying one randomly selected item they are carrying (possibly make it weapons and armour only). Aim is to give a point to carrying multiples of an item, and to punish hoarders. |
| Left Queue: | 01:05, 22 Nov 2005 (GMT) |
8th November, 2005
Dismemberment
| Timestamp: | 00:23, 8 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Survivor, adds some game "flavor" |
| Description: | Subskill of Axe Proficiency. This skill grants a 5% chance that the attacker will dismember their opponent with their attack. "Your mighty swing hacks off an arm/leg/hand/foot/lung/etc." When killed, target stands up with -5 HP. Stacks once max for a total of -5 HP. We can safely assume that the process that turns you into a zombie regenerates your limbs when you stand back up...
Much later edit: I'll resubmit once voting ends. I do believe now that I see why everybody disliked this. Misunderstandings, gotta love 'em, heh... I'll clarify much more next time. |
| Left Queue: | 21:36, 27 Nov 2005 (GMT) |
Repair Fence
| Timestamp: | 00:53, 8 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Safe zones, (current) uselessness of wirecutters |
| Description: | Subskill of Construction. Allows players to repair chain-link fences only in squares where they previously existed.. (For those who don't know, zombies can't break through these fences.) Provides a slightly-more-secure safe area (zombies break down the barricade only to find the impenetrable fence) BUT serves as a hiding place that doesn't double as stocking point for useful items. This also gives people a reason to carry around wirecutters once more. |
| Left Queue: | 21:40, 27 Nov 2005 (GMT) |
Beheading
| Timestamp: | 02:20, 8 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill beside Headshot (not below) |
| Scope: | Survivors |
| Description: | This skill is available to anyone level 10 or higher. It is an alternative to Headshot, but completely different. When you obtain this skill, any cutting weapon (knife, axe, maybe bat?) can be used to behead a zombie similarly to the way in which one manages a headshot. This could be a good balance for the ankle grab because being beheaded would cost a zombie 5 to 10 AP (depending on what'd be the most fair) above their current requirement to stand back up. So in other words a zombie without ankle grab would use 15 to 20 ap to stand. One with ankle grab would use 6 to 11. Ingame, this would work because a zombie's body must spend extra time locating and picking up its own head. (So it works both OOC and IC.) Just one possible IC explaination offered beyond the mechanics. |
| Left Queue: | 04:51, 9 Nov 2005 (GMT) |
Duffle Bag
| Timestamp: | 02:54, 8 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors |
| Description: | Found in schools, the mall, anywhere applicable. Posessing this item means you will be able to carry about 25% more items. (give or take!) This means you will be able to hold some extra weapons, first aid kits, ammo, whatever you like. Here's the catch that makes it all even out: You must spend 1 AP to put items INTO the bag, and 1 AP to REMOVE them later. Much like you automatically discard a news paper, duplicate duffle bags would be discarded when you try to put in an item, giving a message similar to: "Carrying two full duffle bags would slow you down. You toss it away." |
| Left Queue: | 21:42, 27 Nov 2005 (GMT) |
Shovel
| Timestamp: | 03:13, 8 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors |
| Description: | Found in a Cemetery or, I suppose, a Mall. (though Cemetery-only is my personal preference..) You would be able to use the shovel as a weapon not unlike the Bat or Axe, but it would do something really helpful. Using the shovel in an unpaved area (IE: Not on paved streets! No digging indoors!!) would let you dig a hole in the Earth. If there is a corpse on the same block as the hole, all players would see a "bury corpse" button as one would see a button for dumping corpses out of buildings. Digging the hole would cost 3 or more AP, burying it would cost the same as dumping a body from a building. The result of burying a corpse would be that the corpse will need to click a "Dig free" button in the same way a zombie would break down a barrier. This would lend an upper hand to survivors, but consider this.. it will cost you some good AP to dig the hole, and you'll never know when a zombie's going to pop up right next to you! (IE: Good for coordination to set traps.) |
| Left Queue: | 21:46, 27 Nov 2005 (GMT) |
Stamina
| Timestamp: | 05:32, 8 Nov 2005 (GMT) |
| Type: | AP Boost |
| Scope: | Both high level zombies and high level survivors |
| Description: | Maximum AP increases by 1. This skill is available to both zombies and survivors, and can be bought multiple times. The aim is to give high-level players something to put their exp into. |
| Left Queue: | 21:58, 27 Nov 2005 (GMT) |
Weapon Harness
| Timestamp: | 06:26, 8 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors |
| Description: | Wearable item. Pistols and Shotguns can be placed in the harness only while you are wearing it. During this time they will count for one item slot each. You can remove a weapon from the harness at any time, but must have at least one item slot free to accomidate the resulting extra slot requirement for the gun. Harnesses would hold a specific amount of weapons, POSSIBLY two shotguns across the back, and two pistols on the front or sides. (Alternatively, one shotgun on the back, four pistols on front and sides, depending on what seems most fair.) Helps keep your item slots open, but allows you to carry loaded weapons at the ready. |
| Left Queue: | 22:01, 27 Nov 2005 (GMT) |
Grave Misfortune
| Timestamp: | 09:55, 8 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | This skill is obtainable after obtaining the Headshot Skill. After a zombie "Stands up" if the zombie attacks a zombie hunter then the Zombie has a -1 HP penalty during attacks. This balances out the infection that zombies use which cripples all players. The penalty lasts until the zombie is killed. Players without headshot would not benefeit from this penalty and zombie attacks would suffer no penalty against survivors without headshot. There is no XP gain to Zombie hunters who purchase this skill. |
| Left Queue: | 22:05, 27 Nov 2005 (GMT) |
Last Rites
| Timestamp: | 12:43, 8 Nov 2005 (EST) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | This skill is a new twist on the other suggestions made for zombie hunters. This skill affects only zombies who have ankle grab. This causes zombies who have ankle grab to have to use 10 ap to stand up. There is no additonal XP gained from having this skill. This skill balances ankle grab and keeps the balance of the game on a level playing field. This skill is good for high level survivors looking for more options to spend xp on that make the game more fun and inventive. |
| Left Queue: | 22:29, 27 Nov 2005 (GMT) |
New Item: Wand of Defiance
| Timestamp: | 15:03, 8 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors |
| Description: | This item grants the user the ability to use the wand to see the HP of zombies. This is an item and not a skill. A skill tree should be developed to go with the Wand of Defiance. For example zombies with less than 25 HP show up red and at a later level all zombie HP are shown. The wand of defiance uses 1 ap and does not provide any xp bonus at all, The wand does not dissapear from inventory after its use. Once used the wand displays the statistics of zombies only while in the square with them and once they move out of the square there then the wand must be used again. The wand must be used in each square and only the user can see the results. This balances out the fact that zombies can see humans HP but humans cant see zombies HP or a list of zombies. The wand at first only grants the user the ability to list zombies and does not list HP until further skills are aquired. Further skills such as Staff of Ra which could then activate the wand to provide HP values of zombies besides names. Please dont vote spam since the skills dont exist. If voted to keep I will write out the skills if voted to kill I will avoid doing so if the Wand of Defiance is not welcomed. |
| Left Queue: | 20:03, 8 Nov 2005 (GMT) |
Notched Axe
| Timestamp: | 15:03, 8 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombie Hunters |
| Description: | Your axe had been with you for quite a while and has been used to dent many a zombie's head because of that it has become notched, able to deal 1 more damage than before raising its damage to 4. |
| Left Queue: | 22:09, 27 Nov 2005 (GMT) |
Crazed Runner
| Timestamp: | 21:22, 8 Nov 2005 (GMT) |
| Type: | Skill - Subskill of Lurching Gait |
| Scope: | Zombies |
| Description: | Crazed Runner Skill simulates a running Zombie (per 28 Days Later / modern Dawn of the Dead). For every 2 consecutive movement actions, Zombie can perform 1 additional action (attack, move, speak) without spending an Action Point.
With Lurching Gait 1 Move =1 AP Zombies in the recent flicks have this incredibly scary run, much faster than the traditional Romero lurch. In order to not upsed the balance of action points vs. speed, the "zombie run" could be simulated as approximately 1 move =.66 action points where the first two actions must be movement-based. This would require tracking the last 2 prior actions of a zombie and might be tough to implement (see proposed pseudocode solution below). As stated above, the "free" third action, though originally conceived as movement (and could optionally be limited as such), might not even need to be a movement; it could be an attack, simulating a rush forward and then instant attack, not costing the extra AP as long as the prior two actions were spent moving. Remember that the zombie doesn't just "jump" 3 spaces away (assuming the third action is used for movement). He still has to travel the intervening blocks, and it's his choice to move that third space. This is not a benefit to zombies that are stationary or don't choose to travel. "Crazed Runner" skill could be a foil for the "Motorcycle/Car" proposals. Code-wise, this could be implemented thusly: // - zombies initialize move_count to value of MIN_RUNNING constant var MIN_RUNNING =0; constant var MAX_RUNNING =2; constant var MAX_RUNNING_AP =1; perform-action(zombie, action) [ // Running - movement tracking if (zombie.hasSkill("running")) [ // if movement is at maximum count; reward zombie if (zombie.move_count ==MAX_RUNNING) [ zombie.move_count =MIN_RUNNING; if (action.point_cost <=MAX_RUNNING_AP) [ action.point_cost =0; ] ] else [ // alter movement tracking if (action.type equals "move") [ // if zombie is moving; increment zombie.move_count++; ] else [ // if zombie is doing anything else; reset zombie.move_count =MIN_RUNNING; ] ] ] // end running section ... continue code ] |
| Left Queue: | 22:18, 27 Nov 2005 (GMT) |
Container Buckets
| Timestamp: | 22:15, 8 Nov 2005 (GMT) |
| Type: | Mechanics Change |
| Scope: | Survivors |
| Description: | An immobile depot for items. "Buckets" act like the treasure chests in Resident Evil games; Survivors can drop items off into a Bucket or take items from a Bucket - it is a handy place to leave Flak Jackets and extra guns, etc; and solves the trading dilemna. This requires a list of items on a per-location basis, or we can turn the bank vaults into Container Buckets. More intellectual Zombies can raid these buckets and steal/destroy the items, as can jerky Survivors. This is the same as dropping an item but might cost an AP. |
| Left Queue: | 22:26, 27 Nov 2005 (GMT) |
Mind Munch
| Timestamp: | 22:58, 8 Nov 2005 (GMT) |
| Type: | Skill for lvl 10 or higher |
| Scope: | Zombies |
| Description: | Much like a zombie hunter has headshot, a zombie could have Mind Munch. There would be a certain precent chance of successfully breaking through the skull and chomping on a survivor's brain for the "final blow". This would result in a loss of 5 XP for each level the survivor has above level one. I think this is a good companion for the survivor's "Head Shot" skill, while being different enough to warrent sugesting. If necissary, the percentage could be low enough to keep it from throwing off the balance of the game. |
| Left Queue: | 06:23, 22 Nov 2005 (GMT) |
9th November, 2005
Camoflage
| Timestamp: | 03:13, 9 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | When a survivor aquires the Camoflage skill, they will be able to hide themselves in the area with a button similar to the "barricade" or "search" button. It could read something like: "You gather together some books and hide." with the specific item being whatever may be in the area, as with barricades. It takes 2 or more AP to camoflage yourself, and if you STAY camoflaged, it will take 2 AP to move from block to block. (OOC it's to keep the skill in check, IC it's because you have to move slowly and concentrate on staying hidden.) What does this do, you ask? Well, both survivors and zombies on any OTHER block than the on you are on will not see you in the list of players on that block. In other words, a horde of the undead would be oblivious to you until you step onto the same block as them, at which point they will see you as being in the room and on the map view. If you remain camoflaged and leave that block, they will not know in which direction you left and won't be able to give chase. As I say, this will take 2 AP to change blocks. Camoflage can be turned on and off at will using the aforementioned button, and being attacked will also toggle your camoflage off. To make a long suggestion short, think of it as 'barricading' yourself against people on surrounding blocks being able to see you, and you can move in secret for a larger AP cost. |
| Left Queue: | 23:01, 27 Nov 2005 (GMT) |
Crossbow and Arrows
| Timestamp: | 03:13, 9 Nov 2005 (GMT) |
| Type: | Weapon, Ammo, possibly skills |
| Scope: | Survivors |
| Description: | The crossbow, found in sporting goods stores, would act like any other projectile weapon in that you will need to find arrows to reload it, and you can shoot zombies with it. Beyond that basic explaination, here's the interesting part: A zombie struck with an arrow would not only take the normal damage, but there will also be a 5% or 10% chance of the arrow STICKING in the zombie, causing it to lose 1 HP for every action as an infection would do to a survivor. Arrows would have a 15% or 20% chance of falling out of the zombie's rotten body with each action. Arrows should be prevented from sticking in a zombie that already has one in it. There could also be additional "Archery" skills that would enhance use of this weapon. The default could be 5% to hit, and 2 damage.. IF players could then buy skills later on to enhance these numbers. There could in fact be a whole tree dedicated to archery. Increasing chance of a hit, increasing damage, and increasing chance of it sticking. IC, better chance of an arrow sticking would of course be explained as hitting the "bullseye" of the chest or midsection. |
| Left Queue: | 23:05, 27 Nov 2005 (GMT) |
Name Unspecified
| Timestamp: | 05:50, 9 Nov 2005 (GMT)(hope I did this right... ) |
| Type: | Skill+Item, or just Skill |
| Scope: | Survivors |
| Description: | The scientist, using an item plus( or merely) this skill, gets to see who is inside every building in the area. Very changeable, and even potentially a skill tree if necessary. (Only one building, randomly, three buildings, whatever) Makes the skittish, usually weaponless beginner scientist find allies easier. Good for all people involved, usually. "Zombies in the building? Aaah!" or "Die!" "Or, oh no, that helpless soul is surrounded..! Mayhap he needs a healthpack.." So he uses radar, GPS unit, wireless laptop +satellite, common sense. I thought it to be a good skill mechanically and gameplay wise, anyway, to be able to see what areas surrounding you to avoid, or where allies are. I'll remove it after a few more kill votes and work on something else. |
| Left Queue: | 23:01, 27 Nov 2005 (GMT) |
Trail-Marking
| Timestamp: | 09:25, 9 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Zombie Communication, Gathering players together |
| Description: | To use this skill, the zombie would activate it and then move. For the next 3-12 blocks the zombie moved, a trail is left. A trail disappears after a day or three. This skill also allows the zombie to see the age of trails, using a system similar to how the barricades' strength is shown -- 1-2 hours could be 'fresh', 3-9 for 'new', 10-23 could become 'old', 24+ could be 'faint'. The trail would show up as an addition to the room's description for all to see, something along the lines of "An (age) trail has been marked here, leading from (block of origin) to (next block on the path).". Using this, zombies could have an additional in-game way to gather eachother together; especially in locations whose names the zombie speech filter would make impossible to decypher. It would attatch to the Memories of Life skill tree, along with Death Rattle. |
| Left Queue: | 23:07, 27 Nov 2005 (GMT) |
"Ace" Skills
| Timestamp: | 10:58, 9 Nov 2005 (GMT) |
| Type: | Set of skills |
| Scope: | Survivors |
| Description: | A set of Zombie Hunter skills, possibly where only one of the set can be taken and the others become unavailable:
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| Left Queue: | 23:42, 27 Nov 2005 (GMT) |
Motorbikes
| Timestamp: | 11:15, 9 Nov 2005 (GMT) |
| Type: | New Item |
| Scope: | Survivor Movement (and possibly combat) |
| Description: | MotorBikes:
CAN BE FOUND AT:
PROVIDES:
REQUIRES:
EXTRA FUEL:
RESTRICTIONS:
NUMBER OF ITEMS: Several options:
AS A WEAPON:
SKILLS:
PLAY BALANCE:
UNANSWERED QUESTIONS:
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| Left Queue: | 23:14, 27 Nov 2005 (GMT) |
Feign Death
| Timestamp: | 15:05, 9 Nov 2005 (GMT) |
| Type: | Zombie Skill |
| Scope: | Zombie Defense |
| Description: | A Zombie with this skill would spend X APs (1 to 5 depending on what y'all think of this Skill) to "fall down" and play possom. It would cost the Zombie as many APs to stand up as it normally would (10 APs or 1 AP if he has Ankle Grab). As long as the "Feign Death" Zombie performs no action, all visitors to the square (see enhancements below) will think that there is just one more dead body laying around.
Additional enhancements to Feign Death could include:
This skill would aid starting-out zombies who do not have Lurching Gait, or old-hand survivors who turn into zombies and are at the mercy of any and all headshot-mavens. This would not be a subskill. |
| Left Queue: | 23:22, 27 Nov 2005 (GMT) |
Flamethrower
| Timestamp: | 18:14, 9 Nov 2005 (GMT) |
| Type: | Weapon |
| Scope: | Survivors |
| Description: | A flamethrower, working on gas cans, which would allow it 3 shots each; 65% chance of hit (full skill.. will need a part of skill tree) and 15 damage. However there is a risk factor... bad use of it may give you a 10% chance (when you miss) that you will ignite the gas can which you are using. Result, 10HP for each can you are carrying. So if you carry to much... you have a good chance of getting yourself killed. IMHO a nice weapon with a great risk factor. |
| Left Queue: | 23:33, 27 Nov 2005 (GMT) |
Death Knell
Was implemented as Feeding Groan...
Smiting
| Timestamp: | 21:25, 9 Nov 2005 (GMT) |
| Type: | Survivor Skill |
| Scope: | Zombie Hunter skill |
| Description: | This skill adds a +1 damage to all melee attacks only. As a Zombie Hunter the player has become adept at close quarters fighting and can now deal an additonal +1 damage with melee weapons. Over time the player has gained enough experience fighting zombies to use melee weapons in a more deadly manner. This doen not affect the % modifier to hit only the damage. |
| Left Queue: | 23:38, 27 Nov 2005 (GMT) |
10th November, 2005
Sanatize
| Timestamp: | 00:45, 10 Nov 2005 (GMT) |
| Type: | scientist skill |
| Scope: | reducing the levels of plague in Malden |
| Description: | Should a scientist with this skill (a third for the necrotech tree) manage to find a vacine kit (new item to go with it), he is able to use this to synthasise a counter agent for the infection zombies carry. After using it to scan 3-5 zombies (which ever number turns out to be best balanced) the scientist is able to create an anti toxin syringe, that if used on an infectious zombie, nullifys that ablility for its next 50APs. After that the infection will have mutated, otherwise everyone left would have vacinated themselves against it, right? Just an idea to give the scientist a little more to do, with an XP award for "curing" a infectious zombie.
EDIT- Oh and forgot to mention, the kits are one use only, the creation of the syringe uses all of the kits supplys to create. And yes, the name does need some work. |
| Left Queue: | 00:00, 28 Nov 2005 (GMT) |
Aggression Amplifier
| Timestamp: | 02:45, 10 Nov 2005 (GMT) Update: 03:25, 10 Nov 2005 (GMT) |
| Type: | Misc Item |
| Scope: | Survivors |
| Description: | A chemical compound first discovered in Necrotech labs as a byproduct of their research. Basically, it increases dmg done with melee weapons for a period of time after it is used. After some refining, it was given to various military bases and hospitals for experimentation. Increases melee damage by 1 or 2 (im not sure) and effect lasts until 10 AP has been spent |
| Left Queue: | 00:00, 28 Nov 2005 (GMT) |
Gunsmithing
| Timestamp: | |
| Type: | Items, Skills |
| Scope: | Skills, Combat |
| Description: | High-level (20+?) Zombie Hunter skill allowing modification of existing firearms in-game. Adaptation of Carfan7's Toolbox suggestion. Would require mastery of all firearms skills and player must be at or above the appropriate level. Player would also have to find a "Gunsmithing Kit" item and an appropriate modification component for whichever firearm they want to modify. These items would ONLY be found in Mall gun stores and have VERY low search odds. If it's possible that only a character with the Gunsmithing skill would be able to find them in the first place (those without Gunsmithing would get the "nothing" search result) it would be even better. Available pistol components would be: Compensator - increase chance to hit by 2%, Electronic Sight - increase chance to hit by 2%, Match Trigger - increase chance to hit by 2%. Available shotgun modifications would be Short Barrel - increase chance to hit by 2% but decrease damage to 8 HP, Double Trigger - increase damage to 20 HP (or 16 with Short Barrel) but uses both shells instead of one. Two actions would still be required to reload it but it would only fire once before it was empty, no cheating by loading one shell and doing the damage of two, if only one shell is loaded it would only do 10 HP or 8 HP with Short Barrel. Gunsmithing skill use: When player has the Gunsmithing skill, a Gunsmithing Kit, a modification component and the correct firearm for that mod, a button and drop-down menu will open up next to the mod component, similar to the "drop" menu but only showing firearms and not other items. Player selects a weapon to be modified and then clicks on the mod component. If the weapon is a correct type for the mod (ie. pistol for Match Trigger) and does not all ready have that mod installed that item will be removed from the inventory and replaced by a new weapon with a slightly different name (maybe something like pistol-m). Mods will be stackable, so a pistol could have Compensator, Electronic Sight and Match Trigger (pistol-cem) and a shotgun could have Short Barrel and Double Trigger (shotgun-sd); accuracy bonuses (and damage penalties) will also stack. A fully-modded pistol would have a bonus of 6% to hit, a fully-modded shotgun would have a bonus of 2% to hit but a penalty of -2 HP or -4 HP to damage. I know this is pretty complicated, but what else could be better for a badass Zombie Hunter than a badass custom gun? Plus the bonuses for attack and damage would be balanced out by all the AP they'll have to spend to find the stuff, the fact that they won't even be able to find it until they have the skill and the accuracy and damage bonuses would only apply to the use of the modified weapons and not ALL their weapons. |
| Left Queue: | 00:00, 28 Nov 2005 (GMT) |
Grenade
| Timestamp: | 04:47, 10 Nov 2005 (GMT) |
| Type: | Item |
| Scope: | Survivors |
| Description: | Basicaly it's a Grenade. It deals 10 dammage to the target with a 20% chance to hit, however it has a 5% chance to hit someone else in the square with 5 dammage from shrapnel, Ie Each character has a 5% of being hit with shrapnel. |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Pry Barricades
| Timestamp: | 06:11, 10 Nov 2005 (GMT) |
| Type: | Item ability |
| Scope: | Crowbar |
| Description: | Allows people with crowbars to pry out barricade pieces. The chance is Barricading in reverse; near 100% for EH barricaded and almost zero for lightly/loosely.
This suggestion's intent is to:
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| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Assess Threat
| Timestamp: | 06:27, 10 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | Similar to diagnosis, which allows medics to assess the HP of survivors, this skill would display the skill level of each zombie in the same building, or on the same block; and it would also allow zombie hunters to selectively attack individual zombies. This would allow advanced players to adopt a more tactical approach to hunting i.e. being able to target a specific zombie based in its potential to do harm. |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Will to live
| Timestamp: | 06:39, 10 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | Stops a zombie like state, this is the human verison of brain rot prehaps the human has to stand up with 5 hp and uses 20-30ap to do so, with this skill you can never be zombiefide, even if you jump from a tower you'll just stand up with 5 hp, comes after zombie hunter skill, cost alot? maybe 1000xp? to much? to less? --Redemptionx8 06:39, 10 Nov 2005 (GMT) |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Page Hash
| Timestamp: | 7:36, 10 Nov 2005 (GMT) |
| Type: | Basic Design Change(but relatively simple) |
| Scope: | This will help everyone |
| Description: | Taking a hash of the contents of a page would allow a form of authentication of the page screenshot. People are faking page contents. In fact, instructions on how to do it are now on multiple forums. (example: http://www.poe-news.com/forums/sp.php?si=31&fi=000051828&ti=1001042792&pi=1001042792)
This will seriously curtail this silliness and allow us to spot liars, making the game more fun for everyone else. |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Zombie Frenzy
| Timestamp: | 11:24, 10 Nov 2005 (GMT) |
| Type: | Zombie Skill, combat skill. |
| Scope: | Zombies |
| Description: | When using this skill as a combat action, zombie activates the Zombie Frenzy. While Zombie Frenzy is active , zombie deals 1 extra damage with other attacks , BUT the ONLY action permitted is to attack and he gains no experience from it . There is 10% chance Zombie Frenzy lasts after an attack. |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
Hardcore Characters
| Timestamp: | 13:52, 10 Nov 2005 (GMT) |
| Type: | Metacharacter Alteration. |
| Scope: | All characters |
| Description: | An option for current and new characters to become "Hardcore" characters, a la Diablo II. Although any of this should be up for debate, hardcore characters could receive a 50% or 100% XP increase for being hardcore. Of course, Hardcore characters get only one life. To fit in with the zombie theme, maybe hardcore characters could only become a zombie if died of infection (PKing, leaping from window, mauled to death by zombie all equal permanent death), but maybe zombies only hit with a headshot would die. Possibly killing a hardcore character gets extra XP. Character names who would be killed by this method could be logged off, as if inactive for five days. Again, this would just be an option, not suggesting making this the standard. --SprngHlJn |
| Left Queue: | 00:16, 28 Nov 2005 (GMT) |
11th November, 2005
Disabling Shot
| Timestamp: | 01:34, 11 Nov 2005 (GMT) |
| Type: | Zombie Hunter Skill |
| Scope: | Survivors |
| Description: | This skill is available after purchasing headshot; if a zombie is killed by a survivor who has the skill, it takes them 15 AP to stand up when they log back on, regardless of their own skills (i.e., it negates Ankle Grab). This would only be a momentary disability, only affects the zombie killed, and only affects it when it stands up immediately after being killed (i.e., if it was killed again by someone who didn't have the skill, the amount of AP needed to stand would be what it usually is). Obviously, this skill is designed to combat ankle grab so that high level zombies can be slowed down (currently, there is no way to slow down a high level zombie--standing up take 1 AP, and they can't be revivified. So, how do you stop them?). The amount of AP it takes to stand up can also be changed, if 15 would be considered "unbalanced." |
| Left Queue: | 19:45, 30 Nov 2005 (GMT) |
Endurance
| Timestamp: | 02:34, 11 Nov 2005 (GMT) |
| Type: | Skill |
| Scope: | Civilian, affects all |
| Description: | The AP version of bodybuilding. Max AP becomes 60 instead of 50. Could be very useful, and would affect both humans and zombies. |
| Left Queue: | 19:48, 30 Nov 2005 (GMT) |
Disarm
| Timestamp: | 07:35, 11 Nov 2005 (GMT) |
| Type: | Skill or Action |
| Scope: | Zombies |
| Description: | Instead of inflicting damage, a zombie making a successful melee attack knocks a random item out of the victim's inventory. Motivation is to give zombies an alternate means of neutralizing survivors besides killing them (which has little effect if defenders are well-stocked with NT syringes). Disarming survivors would deprive them of defensive consumables (NT syringes, First-Aid Kits, ammo), melee weapons (for which many melee fighters do not carry a backup) and, to a lesser degree, guns. Max To Hit percentage no more than 25%, probably closer to 15-20% (20% would be the equilibrium point where zombies would spend as many APs disarming as a non-Bargain Hunting survivor spent searching). If implemented as a skill, place under Vigor Mortis tree. Disarm would have a base 5-10% To Hit plus 10% from Vigor Mortis giving the target 15-20% To Hit. If implemented as a basic action, same base 5-10% To Hit. Death Grip bonus is not applicable. Known issues: survivors may keep a full inventory of junk to make it harder to lose their important items. |
| Left Queue: | 19:51, 30 Nov 2005 (GMT) |
Lurk in Closet
| Timestamp: | 08:45, 11 Nov 2005 (GMT) |
| Type: | Action |
| Scope: | Zombies |
| Description: | Allow zombies to hide inside a building. They will not appear in the list of who is inside the building, thus allowing them to pop out of the closet and surprise any survivors that decide the building is a good place of shelter. Survivors can discover the zombies by searching the area, say at a 5-10% chance per search action of discovering the lurker. Zombies can only hide inside a building if they can get into it (obviously) and if there are no survivors present. |
| Left Queue: | 21:41, 14 Nov 2005 (GMT) |
Booby Trap
| Timestamp: | 10:41, 11 Nov 2005 (GMT) |
| Type: | Skill & Action |
| Scope: | Survivors, Defensive |
| Description: | A character with the Booby Trap skill can use two items to Booby Trap a building against zombie intrusion. It only takes 1 AP to set up a Booby Trap. Survivors are smart and wary enough to avoid setting Booby Traps off, but no zombie can avoid a trap. The first zombie to enter a booby trapped building suffers an automatic attack. The numbers would need to be carefully thought out methinks. Dangerous enough to slow a zombie advance, not weak enough to make it worthless and not strong enough to make it overpowered. Perhaps an automatic hit of moderately severe damage? (5-15 or so?) Any extra suggestions would not be shunned. |
| Left Queue: | 19:54, 30 Nov 2005 (GMT) |
Riot gun
| Timestamp: | 11:30, 11 Nov 2005 (GMT) |
| Type: | weapon |
| Scope: | A means to help escape zombies that give chase |