Talk:Suggestions
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[edit] Further Discussion
Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.
[edit] Developing Suggestions
[edit] How To
This section is for suggestions which have not yet been submitted and are still being worked on.
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and substitute the red texts with the details of your suggestion.
===Suggestion===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
----
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted five days following the warning.
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.
Be sure to check The Frequently Suggested List before you post your idea; new weapons, weapon buffs, infection changes, barricade changes, trading, and moving other players around are the most frequently suggested ideas.
Please add new suggestions to the top of the list.
[edit] Suggestions
[edit] Announcer
| Timestamp: | Blake Firedancer T E RNL? 02:59, 6 July 2008 (BST) |
| Type: | Skill |
| Scope: | Humans |
| Description: | Gives survivors a new Announce field, that works the same way as Talk, except that everyone in the area can hear, not just the 50 or so people near you. Does not appear if there are less than 50 people in the building.
Also allows you to broadcast over mall loudspeakers so that you can instantly broadcast your message to every mall inhabitant. |
[edit] Discussion (Announcer)
Dupe. I think the original was called "Oration" or "Oratory". Kinda negates the whole point of having the limit though (which is bandwidth) eh? ☢ 03:39, 6 July 2008 (BST)
- Yeha, the last one cost 2ap or something, or like 1 extra ap per extra 50 people. a bit too spammy for my liking. Unless it was stupidly expensive.--J3DSR! 03:54, 6 July 2008 (BST)
[edit] Malton FC Jersey # Change
| Timestamp: | -- |
| Type: | Improvement. |
| Scope: | All. |
| Description: | This change would allow folks to change the # on their Footy Jersey within a 2 digit range. Yeah, I know we'll see alot of #69s, but folks will be able to select a favorite #. |
[edit] Discussion (Malton FC #'s)
I assume the footy jersey is a piece of clothing you can wear in the game. Take this over to the clothing suggestions page.--J3DSR! 03:53, 6 July 2008 (BST)
[edit] Things you can do with the Perma-Dead
| Timestamp: | Blake Firedancer T E RNL? 12:49, 4 July 2008 (BST) |
| Type: | Balance change. |
| Scope: | Monroeville residents. |
| Description: | I was thinking about some of your criticisms about Looting the Perma-Dead, and I came up with a zombie counter to it, which I bundled with it under this new title.
Bold indicates changes from Looting the Perma-Dead Citizens in Monroeville have been getting a lot more savvy with their survival skills. They can now loot heatshotted zombies for items. You get a new button labelled 'Search Body' when in an area with a dead body. Find rates on bodies for objects are equal to their encumberance rates, i.e. a zombie carrying 16% encumberance worth of pistol clips will have a 16% chance of finding one upon looting them. Should you find multiple bodies, you search the headshotted zombie that has the most items first. EDIT: OK, for clarification 'perma-dead' means zombies who have been head-shotted and can no longer stand back up again, effectively making them 'permanently dead'. However, if a character goes idle I suppose this would also apply. If you find an item, you get: You search the body, and uncover <item> If you take the last item from the zombie, you get: You search the body, and uncover <item>. If you do not turn up an item, you get: You search the body, but fail to find anything. If the zombie has nothing on them, you get: You search the body, but they are not carrying anything of importance. If the zombie is just 'dead' and not headshotted, you get the same message as when you do not find an item. This next part is totally new However, the zombies have been getting smarter too. Well, actually, that's a lie. They've been getting hungrier, and have now resorted to eating their own dead. Zombies get a new button called 'Eat Corpse'. If clicked, you will eat part of the nearest zombie corpse to regain 5HP (With Digestion, this becomes 7HP). Each corpse can be eaten 5 times, for a standard total of 25HP, and a possible maximum of 35HP. Once a corpse is entirely eaten, it dissapears, and can not be looted. When you eat a corpse, you get the message:
You sink your teeth into the corpse, and devour its flesh. You gain #HP.
If you finish off a corpse, you get the message: You sink your teeth into the corpse and devour its flesh. You gain #HP. If you try to eat a non-headshotted zombie, you get:
You go to eat the corpse, but back off when you see it writhe. This one still has life in it. |
[edit] Discussion (Things you can do with the Perma-Dead)
Wonderful. Now this suggestion is not only a Double Dupe... but it contains two ideas straight off the Bad Ideas list. Sheeeeeeesh. Let it go, man. --WanYao 13:07, 4 July 2008 (BST)
As last time my point about there no longer being a perma death headshot makes this whole thing moot... however, For Monroeville only I would find this more than acceptable for Idled out level 1's and idled out dead harmanz that have no zombie skills. In otherwords disposable accounts that are created and abandoned once they have served their meatshieldy purpose and those sad-sack survivor alts who cannot bear the thought of playing a zombie if they die!--Honestmistake 13:12, 4 July 2008 (BST)
- Good point. Idle corpses should be edible/lootable too. I'll add that in now. --Blake Firedancer T E RNL? 10:55, 5 July 2008 (BST)
dude if you went to eat the corps and there aint nuthin left of it wouldent that kill that player entirely?--Fanglord2 14:19, 4 July 2008 (BST)
- wtf???? --WanYao 17:01, 4 July 2008 (BST)
- Yes, however, before the quarantine was lifted if a zombie got head-shotted, you stayed down. Period. This suggestion is modelled in case that comes back in once the quarantine is reinacted. That's what I mean by the 'perma-dead'. --Blake Firedancer T E RNL? 10:55, 5 July 2008 (BST)
Headshots don't (currently) cause any different effect in Monreoville, so there are no "Perma-Dead". ☢ 16:59, 4 July 2008 (BST)
- not quite... killed survivors can stand up as zombies but technically they are undead and therefore no longer alive. As there is no revive possibility in Monroeville they are actually perma dead, hence my suggestion that idled bodies might be a better/feasable target for this!--Honestmistake 00:31, 5 July 2008 (BST)
- This is in case the headshot-kill comes back into effect. If it doesn't, then I won't make this an actual suggestion. If it does, then and only then will I put this up to vote.--Blake Firedancer T E RNL? 10:55, 5 July 2008 (BST)
[edit] YAFS (Yet Another Flashlights Suggestion)
| Timestamp: | Blake Firedancer T E RNL? 12:20, 4 July 2008 (BST) |
| Type: | Item. |
| Scope: | Survivors. |
| Description: | Yes, yes, I know. This has been done to death, revived and done to death for a second time. Well, consider this the second needle to the forehead.
Basic idea for mechanics comes from Danny lee's suggestion:
You walk into a darkened building. You click on the flashlight in your inventory, which would cost 1 AP, to turn it on (press again to turn off). When the flashlight in on, your search rates, hit rates, (and all the rest) will be bumped by 10% their usual 'dark' value. Also, with the flashlight active, you can repair ruined 'dark' buildings, but it will cost an extra 3 to 5 AP on top of the AP that it costs to repair the building. the progression of the extra AP will work like so. *When the AP cost to repair the building is between 1~7, the extra cost will be 3 AP. *When the AP cost to repair the building is between 8~12, the extra cost will be 4 AP. *When the AP cost to repair the building is 13 or over, the extra cost will be 5 AP.
As for locations, it will be found in Sporting Goods stores (Tramping, caveing etc.) at 2%/6%/9% RNL, and as a flashlight can be considered to be 'emergency provisions', in hospitals, fire stations and police stations (2%/3%/5%). |
[edit] Discussion (Yet Another Flashlights Suggestion)
Note from author: If you're going to dupe anything, dupe the solar part. I already know the flashlight part is a dupe.
Nice try but its still a dupe and the solar part is too complicated. Search buffs negate the point of the update, that said a flashlight which allowed you to repair unlit ruins but for double AP would be fine with me... pointless but fine!--Honestmistake 13:16, 4 July 2008 (BST)
[edit] Gunshots
| Timestamp: | Techercizer 02:31, 4 July 2008 (BST) |
| Type: | erm.. improvement? maybe Flavor... |
| Scope: | Firearms users. |
| Description: | Guns are loud, I'm suggesting that the firing of a gun be able to be head outside a building (if fired within), or up to two blocks away if fired outside in the streets, as well as being able to be heard inside if fired directly outside. I think it would change game play up a little, yet not unbalance the game or remove anything we already have. It's not a flare due to its short distance, and if you're are hiding in plain sight, it gives motivation to use "less noisy(?)" methods of execution, say a fire axe? if you run around Ridlybank firing off shotgun blasts, people are gonna know you're there.... also if you have HB cades and you hear someone dying in front of your building, you might choose to de-cade a little and help him out... I dunno about that, but the idea remains the same. Flavor text along the lines of "You heard a loud gunshot from inside" or "you heard a series of loud gunshots 2 blocks South and 2 Blocks East)
Update: as with the observation of Flares and Feeding Groans, you could choose not to observe them, possibly to only observe certain ones (although I am unsure about this aspect) |
[edit] Discussion (Gunshots)
It'd get pretty loud at malls and forts then wouldn't it? I'd kill this purely because of the sheer number of gunshot alerts there would be. I already hear enough groans and see enough flares as it is. I Am Sabbo 03:24, 4 July 2008 (BST)
- More than one gunshot from the same location would be substituted for (multiple gunshots) and the time span between them. (2 shots at 2AM, 1 shot at 3AM, 1 shot at 4AM= You heard multiple gunshots from XXXX between 2 and 4 AM)
- It would be kind of nice to know when there was a battle going on, but I don't think it could be made practical with as many gunshots as there are.--Insomniac By Choice 03:47, 4 July 2008 (BST)
- All you'd hear is "You heard a barrage of gunshots from XX", and since you can choose to only observe certain feeding groans or Flares, the same could go for Gunshots if you were in a major battle. (FYI You'd never hear more than one barrage message from the same place)--Techercizer 03:50, 4 July 2008 (BST)
- It would be kind of nice to know when there was a battle going on, but I don't think it could be made practical with as many gunshots as there are.--Insomniac By Choice 03:47, 4 July 2008 (BST)
This is a dupe. Will find the link later if not beaten to it. --Sir Bob Fortune RR 07:17, 4 July 2008 (BST)
Behold. -- Iscariot BB2 PK WTE 17:41, 4 July 2008 (BST)
- The old one was voted down because of the spam it would cause (apparently), but with this suggestion, more than one shot is replaced with "multiple gunshots", so I think it's a valid suggestion... right?--Techercizer 01:15, 5 July 2008 (BST)
- On that version it was voted down due to spam concerns. It's been up at least twice more from my memory. I only put up the easy one to save Bob having to find the link. Go through the hassle of creating a page for the suggestion and putting it up for voting and I'll dig the others out to kill it. -- Iscariot BB2 PK WTE 01:40, 5 July 2008 (BST)
[edit] Archery
| Timestamp: | Treviabot92 01:02, 4 July 2008 (BST) |
| Type: | Skill and weapons |
| Scope: | Survivors |
| Description: | Basically, this is going to add a compound bow and a crossbow to your weapons. THEY DO ACTUALLY MAKE CROSSBOWS TODAY, GO TO BASS PRO SHOPS AND YOU'LL SEE PLENTY OF THEM, SO DO NOT CALL THIS TRENCHY NONSENSE BEFORE YOU EVEN READ THIS. Also, Basic Firearms Training is going to be changed to Basic Ranged Combat to compensate for the archery branch. The branch will start out "Archery Training" and end with "Advanced Archery Training". This will add the same amount of accuracy as the pistol and shotgun skills. Compound bow will weigh 10%, crossbow 25%. Both will be one-shot-then-reload weapons. Damage, though, I dunno, you guys decide. |
[edit] Discussion (Archery)
Why does a standard Crossbow weigh more then an industrial generator? Indeed, why does a crossbow weigh more than a compound bow, and why doesn't the string break? Not to mention... There are no Bass Pro shops in Malton, so....Trenchy BS. Fin.--Techercizer 02:34, 4 July 2008 (BST)
- CLEARLY YOU ARE A DUMBASS BECAUSE YOU NEVER CONSIDER ANYTHING I SAY, JUST LIKE EVERY SINGLE FUCKING DIPSHIT WHO'S GOING TO LOOK AT THIS AND SAY "TRENCHY FUCKING BS". Bass Pro is in real life. If there are Bass Pro shops in Malton, they're in the malls. And if the string breaks, then the firing pin on a gun should have a chance of breaking too, to balance things out. And why the hell do you care if a crossbow weighs more than a generator? A compound bow isn't a crossbow, it looks like one of those ones from the medieval times. Treviabot92 03:33, 4 July 2008 (BST)
Trenchie nonsense --
#19 - DrPain TMG 03:40, 4 July 2008 (BST)
- Rude Trenchie nonsense--Techercizer 03:53, 4 July 2008 (BST)
Might be a fun weapon if found in the sporting good shops. Pretty pointless though, as you'd always have the option of going to the gun store instead. Plus the damage would have to be huge to make up for the AP spent loading it. Plus it would just chew up your whole inventory (I assume arrows are 2%). So while flavorful, its also useless- much like all the other "weapons" from the sports shop. BTW, I live in Nashville, so I know all about Basspro; the nearest mall to my house has one. ☢ 04:48, 4 July 2008 (BST)
Back to your bridge, Trenchierbot92. --Sir Bob Fortune RR 07:14, 4 July 2008 (BST)
Rename it a "Hunting Bow"
- Found only in sporting goods store
- weight should be the same as a shotgun
- damage 6 (could feasibly be higher as those things can get incredibaly powerfull!)
- ammo is "projectiles" each weighing the same as a knife and bieng loaded 1 at a time.
All this would make it a niche weapon for roleplayers and would not dilute search rates for any really useful weapons. Making it a more generic "hunting Bow" means that each individual can decide what type they have.. much like the case for "pistols"--Honestmistake 13:28, 4 July 2008 (BST)
[edit] Trenchcoat (clothes suggestion)
| Timestamp: | Kolechovski 19:55, 3 July 2008 (BST) |
| Type: | New clothing |
| Scope: | Trenchcoaters, or anyone wanting to wear this common clothing item |
| Description: | Let’s see, does Trencocoater Troy have everything he needs to save Malton?
Sword-no, but a knife, that’ll have to do 17 fully loaded shotguns-check Free Running-no, but that’s okay, because I can aim my shotguns at the ground and fire them rapidly, using the propulsion to get me to the upper windows L33t Sp34K-check (B00M HE4DSH0T, LAHLZ3RZ) Trenchcoat-uh…trenchcoat? Trenchcoat??? No trenchcoat!?!?!?!? WTF!?? Now how is anyone supposed to role play a trenchcoater (or not “role play” for many people) if he can’t even find a trenchcoat anywhere? Even though forts (classic trenchcoater hangout) would probably lack them, I see no reason malls shouldn’t have them. So let’s add trenchcoats to the mall clothes selection (all colors). After all, it’s hard to roleplay a trenchcoater wearing hospital or church clothes, right? |
[edit] Discussion (Trenchcoat (clothes suggestion))
Just die. -- Iscariot BB2 PK WTE 20:07, 3 July 2008 (BST)
- O_o Trenchcoats are already in the game. -- Cheese WTF!RandomSysOp? 20:21, 3 July 2008 (BST)
- Dupe of in-game item, as per my bro, cheese. Duuuuude. No, like, seriously, dude, UD usually doesn't get that specific... and a regular black coat for example is, like, enough... Like, put it in your character description. Beside, like, the katanas. DUUUUDE! --WanYao 20:23, 3 July 2008 (BST)
There are already black and brown coats, they should suffice. Also, you know where the clothing suggestions live. Go and troll there. --Sir Bob Fortune RR 23:38, 3 July 2008 (BST)
Trenchcoats are basically raincoats. And we already have them in the game in the form of greatcoats. --Aeon17x 23:49, 3 July 2008 (BST)
I honestly can't think of a single good reason why these are not already in the game with the actual word "trenchcoat" used. Trenchies are players too and while many do not like them thats hardly a good reason to block something. Adding a trench coat to the game would change only one thing.... it would make their wearers die just a little more often ;) That said, this really should be on the clothing page where no-one ever goes anymore --Honestmistake 13:34, 4 July 2008 (BST)
[edit] bikes
| Timestamp: | --Fanglord2 19:52, 3 July 2008 (BST) |
| Type: | balance change |
| Scope: | humans |
| Description: | ok ever wanted to get around using less AP well how about go to your local mall and get a bike? For the bike it would take 5AP you mount and only .5 AP to move around this bike would be more suited for long distances because anything to close would just be a waste of AP. The bike will weigh 10.
But to make it a bit fairer if you bike over an area with dead bodies on the ground you have a 45% chance of crashing and your bike will be ruined. If you bike by a ruined building you have a 30% chance of getting you tire popped by broken glass or nails or some sharp object if that does happen your bike will be harder to peddle and will take the normal 1 AP to move. To find the bike just go to the mall and search any mall, you have a 35% chance of finding a bike without Bargain Hunting and you have a 60% chance of finding the bike.(25% more due to Bargain Hunting). You cant bike through zombie mobs if you do a message like this will come up
You bike through the mob of zombies and crash, you are hurt
you will take 5 damage if you crash anywhere else except mobs of zombies, if you crash in a mob of zombies you will take 7 damage. if a player zombie/human is online they can knock you off and you will take 5 damage only if they have the skill Feeding Drag. A human play has a 40% chance of knocking a person off the bike, a zombie player has a 65% chance of knocking a person off the bike.
You mount the bike and prepare to go.
Zombies cannot mount bikes and if they try a message like this comes up.
You attempt to mount the bike but lose your balance and fall to the ground.
if you crash this message will come up.
You lose control of the bike and crash, your bike is ruined.
If your tire gets popped out on your bike a message like this will come up.
you bike over<sharp object>,your tire is popped. It will now take 1AP for you to move around.
You can dismount the bike for no AP. If you get knocked off the bike a message like this will come up.
You are suddenly struck by (human/zombie) and fall heavily to the ground,you stand up dizzily.
if you find a bike in a mall this come up.
You find a bike, you can ride this around the city.
And just as a bonus how about you can barricade a mall and sometimes you will get this message.
Using a bike you, reinforce the barricade.
|
[edit] Discussion (bike)
Gets the "thousand fold dupe" kiss of death. Also, with the rates / circumstances for crashing / tire poppage, it would be utterly useless. You'd pay 5 AP to get on, then maybe move 5-10 blocks if you were lucky. Walking would be just as fast, and requires no searching.
Besides, when you get down to it, walking is pretty fast anyhow. You can cross half the city in a day. ☢ 20:06, 3 July 2008 (BST)
- Dupe-o-rific, as per Swiers. --WanYao 20:25, 3 July 2008 (BST)
- But just for the record, on a decent mountain bike, what swiers said wouldn't be true. But, I tihnk we can safely assume that almost all bikes in Malton are road models or banana-seat types.... to which what swiers said would apply. --WanYao 20:28, 3 July 2008 (BST)
- I wasn't speaking of actual bikes at all- I was referring to the rules in the original post. If you wanna talk about real bicycles, I've got 4 bikes in my stable, 1 of them a mountain bike with tubeless, puntcure proof tires and durable enough components to jump it off a loading dock, ride down long flights of stairs at speed, etc. Riding THAT bike over dead bodies and the other debris in Malton would be no problem (for the bike, at least).
I also ride my road bike 10 miles each way to work several times a week, and it handles rough terrain better than you'd think, though flats are an issue. Bikes can be ideal transportation, but this suggestion made them rather awful- as I said, walking (per the game rules) would be easier. ☢ 05:29, 4 July 2008 (BST)
- I wasn't speaking of actual bikes at all- I was referring to the rules in the original post. If you wanna talk about real bicycles, I've got 4 bikes in my stable, 1 of them a mountain bike with tubeless, puntcure proof tires and durable enough components to jump it off a loading dock, ride down long flights of stairs at speed, etc. Riding THAT bike over dead bodies and the other debris in Malton would be no problem (for the bike, at least).
- But just for the record, on a decent mountain bike, what swiers said wouldn't be true. But, I tihnk we can safely assume that almost all bikes in Malton are road models or banana-seat types.... to which what swiers said would apply. --WanYao 20:28, 3 July 2008 (BST)
You must be one heck of a clumsy cyclist. --Aeon17x 00:10, 4 July 2008 (BST)
- The streets are littered with rubble, gsrbage, potholes and dead fucking bodies. No Tour de Malton, sorry. It'd be a rough ride on a Cannondale, impossible on a road bike. Next dumb suggestion, please..... --WanYao 07:57, 4 July 2008 (BST)
[edit] dark buildings not shown as powered
Moved to Suggestion talk:20080705 "Dark" Buildings Not Lit on Map; suggestion up for voting. ☢ 04:10, 6 July 2008 (BST)
[edit] Looted
| Timestamp: | Kamikazie-Bunny 16:54, 3 July 2008 (BST) |
| Type: | etc. |
| Scope: | Humans |
| Description: | As a population rises resources become more scarce, Zombies have this issue with regards to food however survivors do not. What I'm suggesting is a depletion of resources in heavily populated buildings.
For every Human over 50 inside a building the search rate is reduced by 1% of it's original value (to a maximum of 50%). |
[edit] Discussion (Looted)
You'll have to forgive the bad phrasing and shortness, I'm kinda in a rush, feel free to leave a better description below and I'll be sure to ammend it. --Kamikazie-Bunny 16:54, 3 July 2008 (BST)
- Something like this kinda already happens. Remeber how crazy high the search rates were back when survivors dropped down below 35%? Well, now that tons of breathers are looting everything is sight, the rates have dropped back down again.... ☢ 18:08, 3 July 2008 (BST)
[edit] Footlockers, ammo manufacture
| Timestamp: | Treviabot92 05:30, 3 July 2008 (BST) |
| Type: | Skill & items |
| Scope: | Survivors, mainly cops and army |
| Description: | Ok, I have this wooden box in my garage that weighs an easy 25 pounds, and this thing is full of gun crap. I also have a shotgun shell reloader, which is fairly easy to use, just pull down and you make a loaded shotgun shell, after a few pulls.
Here's what I'm suggesting: You can get any kind of large box from a mall, maybe from the sports store (or you can make one with pieces of plywood and some rope), but it takes up 1/4 of your space. Shotshell reloader will take up 1/20, so total, that's 3/10 of your space taken up by both objects. Also, you need a sturdy surface upon which to set up the reloader, so a couple of sawhorses (10 space each?) would work fine for table legs, take a thick square of plywood (15 space?), which can be found anywhere outside (hey, you see trash everywhere where I live), and put that on top of the sawhorses and you got yourself a table. Of course, if you're already in a mall, there's no point in taking all that crap with you, since the gun store would probably have plenty of reloaders bolted to the counters, unless you wanted to make an outpost. For 5 ap you can make either one shotgun shell or 5 pistol rounds. In order to get 5 clips, you will need to make pistol rounds 6 times. These objects can be destroyed in the same way you would destroy a radio transmitter or a generator, but these objects do not require electricity in order to work. Footlocker stores ammo and reloader makes it. No experience is granted for making ammo, zombies can get experience for destroying these objects as if it were a gen or a radio trans. Dunno if you guys will like this, but it beats looking around for guns and ammo, am I right? |
[edit] Discussion (Footlockers, ammo manufacture)
this is such a wretched idea on so many levels. first of all, footlockers are for storing clothes or junk, that's hte expected effect: storage... second, making your own ammo? go away, please. especially considering that the construction rate is utterly spammorifically broken. --WanYao 14:08, 3 July 2008 (BST)
- Well, then why the hell is my footlocker full of spent shells? All of those can be reloaded EASILY. I SHOULD KNOW, I'VE DONE IT BEFORE. Treviabot92 00:55, 4 July 2008 (BST)
Well, it's not that bad. While the method seems odd, it's just like manufacturing syringes in NTs. A factory might be a more appropriate place for this though, having ammo production possible in a mall is just too overpowered. --Aeon17x 14:26, 3 July 2008 (BST)
- Dude, if you actually own a reloading tool, it ain't an odd method. All you do is crank. Treviabot92 00:55, 4 July 2008 (BST)
Yeah it is, the construction rate is better than searching in a PD. That's unbalanced. Also, we can't construct a lot of things that it's totally logical we could construct, so why ammo? And, while it can be done, people do it... making your own ammo is NOT easy... not if you don't want it to blow your arm off when you fire. This suggestion is just trenchy nonsense, sorry. . --WanYao 20:33, 3 July 2008 (BST)
- Dude, you're a dumbass. The device shown at http://en.wikipedia.org/wiki/Image:Hornady_Reloading_Press.jpg is meant for reloading pistol and rifle rounds. Then the one shown at https://images.dealerease.net/prodpics/hornpic366Auto.jpg is meant for shotgun shells. Get your facts straight before you call it "trenchy nonsense." Treviabot92 00:55, 4 July 2008 (BST)
- In guerilla warfare, you learn to make your own ammo. If zombies can adapt, so can survivors. And the construction rate can be adjusted, that's why this talk page exists, doesn't it? --Aeon17x 23:33, 3 July 2008 (BST)
- Just outta curiosity, what would you suggest? It's be pretty hard to make firearm ammo by hand. Arrows and bolts, pretty easy if you're good with a knife or other sharp object. Treviabot92 00:55, 4 July 2008 (BST)
- In guerilla warfare, you learn to make your own ammo. If zombies can adapt, so can survivors. And the construction rate can be adjusted, that's why this talk page exists, doesn't it? --Aeon17x 23:33, 3 July 2008 (BST)
The explanation had me a little confused, but I think I get it. I suggest changing the AP rate to slightly worse than searching so it's a choice between the sure deal or luck, or limiting its use to factories and/or auto repair shops. --Atticus 05:35, 4 July 2008 (BST)
Okay, 1st i gotta say that I don't really like this. However in the name of being constructive i offer an alternative way that something like this might be done.
- Gunbench
- A gun bench may be created in any powered and undamaged school or fort. Why these? Where else are you going to get the propellent for your newly cased round?
- setting up a gunbench requires a toolkit (which is consumed in the set up) It may be attacked like any other usefull instalation.
- everytime you fire a shotgun you will now be assumed to keep the empty shell case.
- for 2Ap you may reload a shell case at a gunbech provided that there is still power. Due to using homemade propellent (or salvaged from abandoned rifle rounds the success chance is only 50% however you will not know if you succeed until you fire the shell and recieve a message telling you its a dud! That gives a cost of 8AP to make, load and fire 2 shells (of which only 1 will work most of the time)
For balance purposes i would suggest forgetting about reloading pistol clips. I should think a new science skill might be needed for this. Making gunpowder is pretty easy in a lab but only if you know what you are doing, given that survivors need a skill to push furniture about and zombies a skill to open doors it would seem only fair to require a skill to understand chemistry and manufacturing.--Honestmistake 14:12, 4 July 2008 (BST)
[edit] The outside
| Timestamp: | --Fanglord2 15:27, 2 July 2008 (BST) |
| Type: | unsure.... |
| Scope: | everyone |
| Description: | ok me suggestion is that the map is extended by one outer thing around the entire map called
"the outside" if you try to walk out into the outside (basicly outside the quarantine zone) and if you go something like this comes up
You see a sudden flash it was a warnning shot to go back.
and if you stay in the outside for to long a message like this will come up.
You see a sudden flash in the distance and feel a very sharp pain in your shoulder,you have been shot.
the shot sustain 5 damage if you continue to not go back they will shoot you for 10 damage each time you use up a turn. this would be the message if you continued to fuck around at the ouside
You finaly realize that they are serious, you think you may be in danger.
and if you logg out there you will log in with this message.
You wake up to find out you are outside <building> instead of at the outside.
this could be used for Monroeville also. |
[edit] Discussion (The outside)
First of all, check your spelling before submitting your suggestion for discussion. Second, we already have a perfectly functional border, there's no need for anyone to get killed for playing at that area. And finally, these folks won't like your suggestion. At all. --Aeon17x 15:37, 2 July 2008 (BST)
I like this idea. It gives revived zombies another way to commit suicide, and makes those edge suburbs a bit more interesting / challenging to play in. I'd say that to keep it simple, you'd just have something like a 25% chance of taking 15 damage (12 with flak- this is from a military rifle) for each AP you spend while outside in one of the "edge" blocks. Note that this is actually a potential boon to survivors; they can free-run from the "interior" into a building in one of those blocks, barricade the building up, and laugh as zombies get shot trying to tear the cades down. However, since death from this damage would NOT cause headshot effects, its not that big a deal to most zombies; while it increases the cost to destroy cades, that would be balanced out by the fact that is allows "zombie suicide" and this helps them avoid headshots.
It would also be very cool to see the border "painted red" on the SIM. ☢ 20:25, 2 July 2008 (BST)
A lot of newbie alts spawn in border burbs. This would just make life annoying for them. For no really good reason. And Aeon17 got it right... --WanYao 00:23, 3 July 2008 (BST)
Nahhhhhh no need. Although i would like to see the border altered. maybe the infection spreading over the quarantine into a new area (with some kick ass buildings) or even the external military firebombing and clearing a suburb...but hey that's totally irrelevant to this...--J3DSR! 02:57, 3 July 2008 (BST)
[edit] New Engineer Class (Revised)
| Timestamp: | Cyrus Hanley 20:32, 28 June 2008 (GMT) |
| Type: | New Class |
| Scope: | Survivors. |
| Description: | Ok, I know that an engineer class was suggested before, but my idea is different to the reviewed one. Anyway, here goes.
Basically the Engineer will be a new support Military class, a kind of counterpart to the Medic. The Engineer will start out with the survivor skill Construction, and their starting equipment will be one loaded pistol, a toolbox, and *maybe* a generator. |
[edit] Discussion (New Engineer Class)
The problem with this is multiple characters. You can create a character everyday, repair and recade a building and you don't care what happens to them. If they die, you dont bother with reviving you just create another. Now imagine ten people doing that in a suburb. PRetty soon everything would be caded with ease. And as we all know barricades are the bane of all zombies as it is. --Rosslessness 13:40, 28 June 2008 (BST)
Dupe. --Midianian|T|T:S|C:RCS| 13:43, 28 June 2008 (BST)
As Midianian, it's a dupe. Also, as Rosslessness, it makes barricade strafing ridiculously easy, especially for zergers. I don't think any class starting with construction will ever pass, I'm afraid. --Sir Bob Fortune RR 13:46, 28 June 2008 (BST)
Hmm. You're right, it would attract zergers. Anyway, thank you for your input. ~ Cyrus Hanley 08:31, 29 June 2008 (GMT)
- Actually, this could go with my idea for the skill 'Maintenance', which would be required to conduct repairs on mobile towers, generators and radio transmitters. It would be a better skill to start off with than Construction, methinks. Construction and a toolbox would still be needed to unruin buildings, though. --Blake Firedancer T E RNL? 06:35, 29 June 2008 (BST)
It's totally overpowered to have survivors start with construction. Period. --WanYao 17:38, 29 June 2008 (BST)
I'd love to see this happen, and then watch as somebody programs a bot that creates new "engineer" alts using a proxy and cades everything in site. Ruins would be the only entry points left in the city. ☢ 19:19, 29 June 2008 (BST)
Not to mention the fact that people would create dozens of these zergs and rush them into malls while the cades are down. Its already bad enough with the level 1 scout zergs sitting there meatshielding. --The Grimch U! E! WAT! 11:31, 30 June 2008 (BST)
[edit] Yummy!
Moved to Suggestion_talk:20080701_Yummy!, as it is up for voting.
[edit] Cordless Nailgun Reduxalistic
| Timestamp: | Gardenator 03:03, 28 June 2008 (BST) |
| Type: | Realistic New Item |
| Scope: | Survivors |
| Description: | It seems that everyone and their sockpuppet wants to have a nailgun. However, the last nailgun suggestion was spammy because it replaced another weapon, the axe, and it's associated skill. If the purpose of the nailgun is a new alternate starting weapon, then it should need no skills to be effective. However, it should also not be to strong or accurate that it take the place of another weapon. My idea is if it was to have a large encumbrance that it would be unused by higher level players, but still appealing to low level players then this could be a good weapon. The whole nail "ammo", battery, and fuel cell could be said to be included when you find the nailgun. Questions on where the extra nail "ammo" is could be answered that survivors have already been using nails to barricade buildings and have used up most of the easily accessible nails such as bundles used by nailguns.
Nailgun Stats: With the above stats, a nailgun would have a starting accuracy 5% above that of a pool cue; however, the accuracy would not be effected by skills. Note: If the accuracy portion of this item must be modified by skills, then the initial accuracy should be 15% and upgraded to 30% with Hand To Hand Combat skill. The niche this weapon would fill would be - Low damage, high initial accuracy, high encumbrance, not reloadable. Nailgun would be appealing to new survivors or those who want to RP. From website[[1]] Carrying Case: All Impulse models come with a convenient carrying case including space for fuel cells (not included), a 3 hour charging time AC charger, Re-chargeable battery, and Clear Safety Glasses. Mobility: We can not over emphasize these units' portability. Since it needs no compressor these tools allow movement throughout the job without any restrictions. Warranty: These tools are tough ! The re-inforced durable housing comes with a 5 year limited warranty (contact Duo-Fast Northeast for details ) Solid state circuitry assures dependability, serviceability; and easy maintenance. Just Add: Fuel Battery Nails The flavor text would read something along the lines of "Attacker nailed (shot whatever) you for 2 damage!" |
[edit] Discussion (Cordless Nailgun Reduxalistic)
Disturbingly reasonable. But i would scrub auto repair shops. Explain how i fix a car with a nail gun? --Rosslessness 10:29, 28 June 2008 (BST)
- A nailgun is used when building boxes/frames before fiberglassing them into custom parts. Havent you seen shows like "pimp my ride"? --Officer Dick Trickle 02:36, 29 June 2008 (BST)
- Oh I missed this part, auto repair shops wouldn't have cordless nailguns. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 03:52, 29 June 2008 (BST)
- Oh I missed this part, auto repair shops wouldn't have cordless nailguns. --
I wouldn't say it was direct spam. That would be suggesting for the sake of suggesting. At worst, Tselita's suggestions are bad, but not spam, since she at the very least has the right idea in mind, which is to enhance the game. It seems reasonable, actually, and makes for an interesting spin on weapon suggestions, or at least this one. However, how is a nail gun, a regular power tool, twice as encumbering as a generator? Generators are big. And heavy. Nail guns are much smaller than generator, and probably about the same weight as most power tools, which is not unbearably heavy. I'd shoot for 18 encumbrance, as that seems much more reasonable.-- Quizzical Quiz Speak 12:17, 28 June 2008 (BST)
The encumbrance is just far too high. Even 18 is a bit steep, whatever it should be less than a toobox!--Honestmistake 19:29, 28 June 2008 (BST)
Just make sure you submit this before she who must not be named. Even if it gets voted down, she'll never be able to raise the subject without a gang of people screamin DUPE--
#19 - DrPain TMG 19:57, 28 June 2008 (BST)
- As long as the next nailgun suggester uses significantly different mechanics, numbers, and so on, it can be justified as not a dupe. -- Quizzical Quiz Speak 20:23, 28 June 2008 (BST)
- Are you saying I can haz 100 nailgun suggestions? --
LABIA on the INTERNET
Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 03:52, 29 June 2008 (BST)
- Are you saying I can haz 100 nailgun suggestions? --
The low accuracy alone is enough for high-level players not to consider this as a serious option. There's no need to make the encumbrance ridiculously high in addition to that. Also, as the webpage says: "We can not over emphasize these units' portability. Since it needs no compressor these tools allow movement throughout the job without any restrictions." Doesn't quite sound like a 40% item. --Midianian|T|T:S|C:RCS| 20:17, 28 June 2008 (BST)
So, this is twice as heavy as a generator? Spppppam. Variation on the Pool Cue? Duuuuupe. --BoboTalkClown 20:38, 28 June 2008 (BST)
- Ok I'm going to modify the encumbrance and raise the accuracy by 5%. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 00:22, 29 June 2008 (BST)
I'd make the encumbrance an even number, all the other items are.--CorndogheroT-S-Z 02:20, 29 June 2008 (BST)
- OK --
LABIA on the INTERNET
Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 03:52, 29 June 2008 (BST)
How can it be low accuracy though? Most, if not all, modern nailguns have a saftey that needs to be depressed by making contact with the material to be nailed. You would have to actually have the nailgun against the target, otherwise it wouldn't fire. Plus, most nailguns require some kind of air compressor to be able to fire. http://en.wikipedia.org/wiki/Nail_gun --Officer Dick Trickle 02:36, 29 June 2008 (BST)
- How can anything be low accuracy? Using your accuracy logic, I can argue the same for any weapon currently in the game. Regarding an air compressor, how hard is it to read the suggestion? The picture is of a cordless nailgun! It even says the word "cordless" on the picture! There are cordless nailguns out and about in the world. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 03:52, 29 June 2008 (BST)
- So you're saying that shotguns and pistols have safty features requiring them to have the barrel be pressed against a target or it wont fire? I've read the suggestion (everytime someone has suggested it), and it's stupid everytime. Why not suggest a real weapon insted of stupid crap? --Officer Dick Trickle 03:59, 29 June 2008 (BST)
- Go shoot yourself with a nailgun and tell me it's not a real weapon. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 04:24, 29 June 2008 (BST)
- It's a tool, not a weapon. You can burn yourself on a stove, by your logic, wouldn't that make a stove a weapon? --Officer Dick Trickle 04:34, 29 June 2008 (BST)
- I'll rephrase - give a nailgun to a parole/gangmember/biker/drugdealer, call them a faggot who cannot hurt you with a nailgun, and then observe the results. A [weapon] is a tool employed to gain a tactical advantage over an adversary, usually by injury, defeat, or destruction, or the threat of these. Weapons may be used to attack or threaten - but also to defend and protect. There are a huge variety of weapons, which all have different means of coercion. They can be as simple as a club, or as complex as an intercontinental ballistic missile—and metaphorically anything capable of being used to damage, even psychologically, can be referred to as a weapon. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 04:53, 29 June 2008 (BST)
- I would say that the low accuracy might be because the user might have trouble getting close enough to press the nailgun to the zed's head. In that case I'd make it so misses do not take up ammo.--CorndogheroT-S-Z 05:27, 29 June 2008 (BST)
- I'll rephrase - give a nailgun to a parole/gangmember/biker/drugdealer, call them a faggot who cannot hurt you with a nailgun, and then observe the results. A [weapon] is a tool employed to gain a tactical advantage over an adversary, usually by injury, defeat, or destruction, or the threat of these. Weapons may be used to attack or threaten - but also to defend and protect. There are a huge variety of weapons, which all have different means of coercion. They can be as simple as a club, or as complex as an intercontinental ballistic missile—and metaphorically anything capable of being used to damage, even psychologically, can be referred to as a weapon. --
- It's a tool, not a weapon. You can burn yourself on a stove, by your logic, wouldn't that make a stove a weapon? --Officer Dick Trickle 04:34, 29 June 2008 (BST)
- Go shoot yourself with a nailgun and tell me it's not a real weapon. --
- So you're saying that shotguns and pistols have safty features requiring them to have the barrel be pressed against a target or it wont fire? I've read the suggestion (everytime someone has suggested it), and it's stupid everytime. Why not suggest a real weapon insted of stupid crap? --Officer Dick Trickle 03:59, 29 June 2008 (BST)
- plees make it so that you can use the nails to hang up your favourite stuff too so in your safehouse (ceom to dulston i have a rockin house) you can put up paintings and sofas and shit. That said, shooting folks with nails would make me laugh. --Sir Topaz DR ♣ GR 17:55, 29 June 2008 (BST)
Not bad. Rather different from Tselita's version inf intent and effect, but equally plausible in terms of "realism". The only problem I see is that the niche this would fill is already handled rather well by th Flare Gun. However, few people seem to realize that, so giving them an alternate method (with a much different variance to boot) to do the same thing isn't all bad. ☢ 19:32, 29 June 2008 (BST)
I don't realluy care if this (or any other niche/flavour weapons) do mimic others the very fact that this will allow me to shoot someone with a nailgun makes it well worth while. On a side note... if this gets implemented i will do all i can to find Tselita and Gardener in game and hound them with nailguns for weeks just for making me read so many variants on the theme without getting any into peer reviewed ;) --Honestmistake 00:41, 30 June 2008 (BST)
I like this. disturbingly well researched.--Themonkeyman11 05:53, 2 July 2008 (BST)
Where are people getting that it is twice as heavy as a generator? A generator has 20% encumberance (and a toolbox 16%). This is 14% (and even if the author changed it, that means it would have been 40% encumberance? WTF?). It just seems like something is wrong with the fact that it is not reloadable.--Pesatyel 18:45, 2 July 2008 (BST)
- I updated it from the comments I've been getting on the idea. Read the last sentence of the first paragraph for an answer to your question. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 21:35, 2 July 2008 (BST)
- My question? So you actually had the portable nail gun weighing 40% encumberance?--Pesatyel 04:02, 3 July 2008 (BST)
- Yup. --
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 05:03, 3 July 2008 (BST)
- Simply....wow.--Pesatyel 08:20, 3 July 2008 (BST)
- Yup. --
- My question? So you actually had the portable nail gun weighing 40% encumberance?--Pesatyel 04:02, 3 July 2008 (BST)
You should try making this suggestion sound less ridiculous. It currently looks like a paid nailgun advert. --Aeon17x 05:09, 3 July 2008 (BST)
I'd vote for it! while it doesn't fill a gaping hole in game mechanics, it adds new options and ways to play to the game. Perhaps missing should yield flavor that says why you haven't damaged the zombie or lost ammo. (You try to attack the zombie but are unable to get close enough)--Techercizer 01:42, 4 July 2008 (BST)
[edit] Generator Efficiency
| Timestamp: | Blake Firedancer T E RNL? 11:07, 23 June 2008 (BST) |
| Type: | Balance change |
| Scope: | All UD players |
| Description: | The idea is that damaged generators use up fuel faster than undamaged ones. The rate goes that for every hour that passes, the generator uses 1 hour of fuel + 10 minutes of fuel for each time the generator has been damaged.
I was also thinking that, if someone with a new sub-skill of Construction, called 'Electrician' tinkered with the generator, you'd get a 15 minute bonus to each hour of fuel, so that 1 hour of use would only use 45 minutes of fuel. A tinkered generator would display the flavour message: There is a generator here. It appears to have been modified in order to run more efficiently. This should encourage more people to repair those generators, and would also encourage more people to get Construction. It would also give an incentive to attack the generators even if you know you're not going to be able to kill it. |
[edit] Version 2.0
Given the feedback from 1.0, I thought I'd edit this before I put it up to a vote.
In 2.0, a modified generator uses 45 minutes of fuel for every hour of operation, however for every point of damage on it, it uses up an additional 30 minutes of fuel per hour. A standard generator runs at the even 1 hours fuel per hour (current rate), but the rate increases by 15 minutes for every point of damage.
Repairing a generator takes 3AP per point of damage, unless you have either the Maintenance Crew skill or a toolbox. Having either of these two makes repair costs 1AP less per point of damage. This skill could also be applied to repairing Radio Transmitters and Cellphone Towers. Maintenance Crew also allows you to modify the generators for 4AP, though the generator needs to be empty first.
This should hopefully make more people actively search for Toolboxes, instead of just those people interested in getting Construction.
[edit] Discussion (Generator Efficiency)
[edit] Version 1.0
| WARNING | |
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--
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Dunell Hills Corpseman
#24 - הפוסל במומו פוסל TMG 10:35, 28 June 2008 (BST)
Alright, this suggestions doesn't totally suck, it has some merit. ;P But it's still not quite there. Here's why IMNSHO.
- It's dupey. Electrician-type skills have been suggested a lot. Though usually with slightly different effects than this.
- Survivors are already encouraged to get Construction because it's the one single skill, other than Free Running, which will help ensure their survival.
- In practice, generators exist in one of two states: fully repaired or, like, gone. It's very rare that a generator will sit there in a damaged state for any length of time. Survivors, in my experience, almost always repair a damaged gennie or radio if they happen to notice it, it only costs 1 AP to fully repair ALL damage, after all.
- The only time repairing gennies is even an issue is when you have active zombies attacking it, and active survivors seeing this and fixing the generator in real time. This does happen, but it's soooo rare... making the impact of this suggestion neglibable, and therefore kind of pointless.
Nonetheless, I dig the basic idea behind this... Unfortunately, it just doesn't quite work the way you'd like it to. Let's see if we can make it actually work! One idea that comes to me is that the older the gennie is, the less efficient. But gennies get killed so often anyway, meh... --WanYao 12:49, 23 June 2008 (BST)
- I think this idea has definite merit. It also might fix one of the problems with fixing gennies. If you have this Electrician type of skill, you'd be able to 1) make generators more efficient. But you could also fix the generator-repair problem. Currently, you use one AP to repair ALL the damage to a generator. What SHOULD happen is without the Electrician-type skill, you have to use several AP to fix it (depending on how damaged it is), while if you HAVE the skill, then it takes 1 AP as it currently does. --Tselita 16:59, 23 June 2008 (BST)
I like the gist, but Gennies don't need a buff. Or a nerf, for that matter. --BoboTalkClown 16:31, 23 June 2008 (BST)
I'm more interested in energy efficient bulbs. They last longer than your default installed lights. Also gives a global warming message in UD, too! --Aeon17x 16:51, 23 June 2008 (BST)
- The quarantine has made getting the new types of bulbs unlikely. --Tselita 16:59, 23 June 2008 (BST)
- Airdrops. The new NT revive syringes were explained that way.
- NecroTech memo: In light of the wasteful re-deaths of patients undergoing post-revivification recovery in such an unexpectedly dangerous environment, re-engineered syringe stock has been airdropped to all NecroTech buildings.
- Archived news from 3rd September 2005. --Aeon17x 17:13, 23 June 2008 (BST)
- Stop trying to poison us. Zombies aren't enough? You want us to get mercury poisoning as well? --Tselita 20:23, 23 June 2008 (BST)
- Chronic exposure. One broken bulb won't kill you. Multiple bulbs, on the other hand... would probably get you killed first by bounty hunters than the actual poisoning. :P --Aeon17x 23:35, 23 June 2008 (BST)
- It's a well known fact that exposure to the virus that causes zombification also makes a person 1000x more succeptible to mercury poisoning. Stop trying to kill us you crazy environmentalist. --Tselita 14:07, 25 June 2008 (BST)
- Chronic exposure. One broken bulb won't kill you. Multiple bulbs, on the other hand... would probably get you killed first by bounty hunters than the actual poisoning. :P --Aeon17x 23:35, 23 June 2008 (BST)
- Stop trying to poison us. Zombies aren't enough? You want us to get mercury poisoning as well? --Tselita 20:23, 23 June 2008 (BST)
- Airdrops. The new NT revive syringes were explained that way.
[edit] Version 2.0
I like the damage thing. Howabout only those with the electrician skill can repair gennies? --BoboTalkClown 20:42, 28 June 2008 (BST)
[edit] Armored Personnel Carriers
| Timestamp: | Blooey Jakkz 05:02, 23 June 2008 (BST) |
| Type: | New Skill, Vehicles |
| Scope: | Everyone |
| Description: | A new military skill would be introduced that allowed players to operate unarmed APCs. By "operate" I mean being able to drive it and open/close the hatch in the back. The APC's purpose would be a movable safehouse.
Initially, all APCs would have an open hatch. They should be able to hold a maximum of 12 bodies, (including the driver). If there are 3 dead bodies in the APC, only 9 more people can get in. The first person to get in the APC is designated the driver. However, players should be able to click on a "mount/dismount" button that can get them on or off the driver's seat. When the APC hatch is open, both people and zombies can climb in. When the driver closes the hatch, no bodies can be dumped and no one can climb out. The APC's would be vulnerable from the inside, so it would be easier to damage to hull and make an opening to crawl through. They would also be susceptible to ransack, and thus could be wrecked, (unable to be driven). APCs with an opening in their hulls should still be able to be driven. Wrecked APCs should still be able to be entered. From the outside zombies should not be able to destroy the APC, only damage the hull enough to make an opening that allows them to crawl inside. The APC should consume fuel and 5 AP when it moved. Opening/Closing the hatch and Mounting/Dismounting the driver seat should all use 1 AP and no fuel. Additional things Id like some help with:
|
[edit] Discussion (Armored Personnel Carrier)
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