User:Kakashi on crack/Gat's Crap

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WARNING

  • code red, code red, we have a Kakashi on crack breach in sector UDwiki! please, all personell read this before even thinking of responding to this for the love of god!!!*
1243599986875.jpg HyperAnnoying
Kakashi on crack is a jerkoff, a psycho, a teenager on too many stimulants, and a hyperactive delinquent. He also has the most annoying templates on a single page.

If reading the intellectual filth on his userpage isn't annoying enough, then reading his drug-induced suggestions is enough to send anybody over the line.

You've been warned.


Fire.jpg Hell
This user is going to Hell.

I'm taking a big ol crap on Malton, and it doesn't even need any revives!!!

ok... now that you know the rules and procedures and the fact that I'm crazy... read on to find out all my ideas I've compiled into one page, its a developing suggestion and anything people don't like (the majority) will be removed!

Gat's crap

Timestamp: Crazy Hobo Man 06:52, 21 August 2009 (BST)
Type: Crap
Scope: Everyone you MOFO
Description: ehh... I hope this schnizz works :D



Random crap

before I begin, let me take to saying I have no fucking clue how to code shit so you don't ask ahead of time ^_^ I will say though that I have worked with TES construction set, nwn toolset, and a few other quest-creators/world-editors... Also take notice that all these ideas have been pre-created and the majority were duped or attacked by zergers on the wiki. --Crazy Hobo Man 06:52, 21 August 2009 (BST)


nails, you can find these basically anywhere, these can be used with some sort of weapon that can be used without causing damage to the item itself (axe, pipe, crowbar, pistol/shotgun, etc.) nails will allow you to nail items into a wall and such, unfortunatly certain items (such as ammo, metal-based items, flareguns, etc.) when you try to nail them to the wall will not work, and some may cause sparks and damage to the player who tried to nail them to the wall (A.K.A. evil guy bob tries nailing a flare gun to the wall and a flare gets let loose, hitting him in the chest and causing a random amount of damage from 1-10) --Crazy Hobo Man 06:52, 21 August 2009 (BST)


string, yes string, I think it should be able to be used to decorate houses, basically you find them in factories, malls, office buildings, and any useless area in the game. when you use it you get the message " (insert building name) seems to be covered with a ton of string... whoever was here last must have gone mad... it will then give an option to remove string, removing string will put it into your inventory and if dropped will auto-place onto the area but instead will say "there is a pile of string on the floor" and give an option to pick it up... string has a 50% chance of disapearing every week IRL.


Needles: needles are a special item used in combo with something else found later on in this... basically if used as a weapon they have a 10% base chance of hitting and do only 1 damage (and you will randomly get the "you stab the zombie to no affect" text if you miss since I don't see how someone can "miss" a swaying zombie with a tiny needle...)


the incinerator: in powered factories, people will now find these, you can put any item into these to get ashes (if they weigh more then 2% encumberence) or just for an alternate way to get rid of them... They also have a useful effect! suicide bombing!!! no it's not what you think. Bassically if you are grabbed onto by a zombie or have been attacked by one in the past 30 minutes, you can drag them into the fiery infernos of the incinerator at a 50% chance of you coming along... this has positive and negative effects...


on the bright side, this will cause the zombie holding onto you to revive at half HP, on the other hand it will do the same to you until you get revived/FAKed... in other words as soon as someone FAKs or revives someone who was incinerated, they will no longer start at half HP, simply inserting a syringe into a zombie is enough to heal them of their burn status... let alone if it works or not... Also any clothes you had on will remove bloodstains when you go into the incinerator but will now appear as charred or nearly-destroyed clothing/apparel. --Crazy Hobo Man 06:52, 21 August 2009 (BST)


Tailoring skill: basically when a survivor gets this skill, they can make simple clothing no matter what level they are or anything, all they require is string (used as thread) a needle, a knife (for cutting) and a bolt of cloth (will appear as 1/4 2/4 3/4 or 4/4 when found)... On use, the system will randomly generate a color and thats what color all clothes made with that cloth will be until the cloth is used up (maximum of 4 uses from a 4/4 bolt of cloth)... making a main item (shirt, pants, or jackets) will cost 5 AP and making a sub-item (hoods, gloves, etc.) will cost 2-3 AP. certain items such as boots will not be able to be made... --Crazy Hobo Man 06:52, 21 August 2009 (BST)


raining, every 72 hours it will rain, if your character is outside or in a building with smashed windows, their clothes will be soaked for 2 hours...


drunk, yeah you should get drunk if you drink too much beer, then everyones name will be slurred and if you try to talk you'll sound like a zombie shitting themselves. I'm surprised some of you haven't died from alchol poisoning by now...


rage hour and survival hour, selected randomly every day, these will give slight boosts to the two sides stats making the game have a bit of strategy (basically from what I can tell, a zombie is most active at midnight and a survivor is most active at afternoon, in otherwords, perhaps at randomly selected times it will be "midnight" or "afternoon" but it'll never be the same one twice in a row... during these hours, the appropriate team may gain a slight bonus, say 1 extra damage, better search rates by 3-10%, and better attack rates by 3-10%?)


shitting yourself, when your about to die, even if offline, you can't tell me you'll sit there with a straight face? if I was a human and was about to get killed, I'd be shitting myself! (in otherwords the pants will then appear to have brown/green smudges on them that will disapear when you change your pants) 50% chance of happening?


on-death message, basically when you die, your character may say something silly like mother fu... or oh shi... or gaa... or something random, these would be togleable so you would or wouldn't have them and they could be ignored...


shrooms, the sequal! basically, when you eat random mushrooms on the ground, random thigns will happen, in other words: say survivor eats this shroom, they realise that it was poisoned and die instantly, another may make them high reducing attack hit chance but improving their damage (somehow O_o) and another may luckily give them 1 extra AP on the next AP give time, but only once! on the other hands zombies could eat any shrooms they see to no effect but for strategy reasons...


shroom reading skill, if the above is added to the game, anyone no matter what side they are on will be able to purchase this skill giving them a 50% chance of finding out the effects of one shroom in the area, afterwards they can choose to eat the shroom or "flag" it (leave something to show it is poisoness and/or could help them...)


Ascension, for those who don't get it, basically its for those guys who are maxed out with nothing to do... when they ascend, they will restart as a level 1 with enough EXP to get 1 extra starting skill, on a second ascension they will get 2 extra starting skills and at a third they will get 3, after three ascensions they will be perma-maxed with that character. this would only be available to those who are maxed level and have acumulated 1000 EXP (a simple task, trust me) on every ascension they will have to improve their search skills or attack skills with a certain weapon by 3% chance of hitting overall, not large enough to affect the game majorly but enough to make a difference on their third ascension with say claws as their weapon of choice all three times. (at max that would be 50%+10% on grab+9% from ascensions=69% chance of hitting instead of 60%, this could be changes to 2% instead to reduce it to around 65% chance of hitting at max) this would be useless almost to a casual guy but the people who are serious about UD will have a tactical advantage! --Crazy Hobo Man 06:52, 21 August 2009 (BST)

Clarification: when you Ascend, you will keep any clothes on you, and the majority of items that weigh 5% or less, you will just be reset to level one and randomly teleported to another building of similar status (if in NT building, will be taken to another safe one, if in mall, same thing, etc...


Zombie specific skills/weapons/etc.

Zombie sniper bite! basically this skill will be extremely useful to zombies and possibly help fill the gaps between zeds and survivors without causing any major differences...


Zombie sniper bite is... another zombie skill... this skill will seem useless on the everyday survivor but will be extremely useful in large raids and such!


basically zombie sniper bite can be taken after getting infectious bite, digestion, and neck lurch... this ability (which will have a name change if people like it) will give a zombie a +2% chance of hitting on bite attacks but mainly gives the zombie a chance to do something serious to the survivors! when using bite attacks with this skill, zombies will have a 30% chance of disabling the survivor's ears! When a survivor's ears are disabled, they will only hear every 4th word said, this will limit it so if people meta-game this they will be forced to waste a lot more AP to get a messagde to deaf survivors! a human who is deaf who wants to be able to hear again must A. kill themselves causing the zombie regenerative process (only explaination for how they get up so often) or B. get healed by SOMEONE ELSE and will have no affect if they heal themselves...


Common tounge! basically a comprehension skill for zombies...


basically if zombie A says "come out humans" in zombie, it being this EXACTLY just in zombie, anyone with the common tounge skill who IS a zombie will hear "come ot humanz" or something similar as it is their "common tounge" and they understand it well. very usefull for zombbies!


body-rot

with this ability, zombies can hide O_O

zombies with this skill will be able to go into a new "mode" called body-rot IF they have 25 AP at least or are below 50% health... activating body rot has useful, and negative effects on the zombie...

basically zombies will have a new button called "body rot (on/off)" that they can activate to make their bodies... well rot... rotted bodies will soon fall to the ground from rapid degeneration (next reset) and will appear as corpses that "smell horrible" (not strange).

in this state, any other zombies in the area can tell that they are alive and will be able to do anything basically to them (including a new attack) but at the same time humans won't be able to touch them... this has good and bad effects...

good effects:

can't be hurt by humans

can be dragged inside by a fellow zombie

can stay alive if dieing

can be used kinda like a hide in plain sight like in dnd

bad effects:

CAN be hurt by other zombies

will regenrate turns at half the rate

will lose 5 HP due to body rotting

will have to spend the natural 1-10 AP to stand up


Kick the corpse:


zombies with the "kick the corpse" skill will be able to kick a corpse at someone... kicking a corpse at someone will count as a ranged weapon attack with a base % of 30% along with human-based ranged weapon bonus skills you can get!

because kicking a corpse counts as two attacks, it will cost two AP to kick a corpse at someone


a corpse that has been kicked at someone will be counted as that corpse "temporarily grappling" them even if they don't have tangling grasp skill so that if they wake up and haven't been taken outside, they will be grappled to that person until they are ungrappled by natural means...

kicking a corpse does: 5 damage to a survivor, 3 damage to the corpse on next revive

a corpse can also just be kicked with a button to do 3 damage to it only... if done inside a building that someone can commit suicide in, they will be kicked off of the building dealing an extra 5 damage on getting up from the fall. (still 2 AP)

remember 1 thing! this skill may be extremely accurate and do massive damage, but you can only kick a corpse one time until they die again! this means that you should make the most of it as a chance to try and do extra damage if there is one corpse while doing this... at the same time people could enter a mall infested with zombies and play a game of corpse ball :D --Crazy Hobo Man 06:52, 21 August 2009 (BST)


brute strength:

basically with this skill, a zombie can automatically tear down one barricade level at the cost of 10AP if the barricade is lightly caded or below... unfortunatly this also means that they had to have an adreniline rush and won't be able to open doors until the next reset!


extreme diseased (prestige class for zombies since humans get zombie hunter)


extreme diseased is the skill a zombie can take once they have ALL other skills in the zombie category, it is extremely powerful and as such requires that a zombie truly want to be a zombie...

you are a zombie... you walk the lands searching for scraps and have mastered almost everything... recently you found that your targets are weak and pitiful... and have mastered the ways of the scum humans you consider food...

you now have an extreme immunity to necrotech syringes... even inside a powered necrotech facility they only have a 50% chance of reviving you...

with this skill you will be able to buy additional skills for your prestige zombie!


extreme undead skills

advanced memories of life: You can now identify what they are by an initial next to their name when you see someone... NT(necrotech) D (defense such as military, firefighter, or police) M(medic) Z(zombie) B(anyone who is brainrotted will also get this initial next to their name) S(scout) C(civilian) H(hunter) ED(any other extreme undead)


body odor...


You have been finding it hard to mask that you are here as of late... every time you fall you let out a horrible stench that can be smelt from blocks away.

you can now release a stench into the air that anyone can smell and track to you... this skill is manually activated unless dead...

first 24 hours corpse: anyone inside or outside the square you are at can smell your horrible stench and can try jabbing you with syringes and FAKs to get the smell to go away...

third 24 hours: anyone in map range will smell your presence, any survivors with 1-2 HP who logs in will find themselves dead...

fourth 24 hours dead/corpse: anyone within groaning range will smell your presence, the smell is now too much for the survivors and anyone with 6 HP or less will find themselves dead...

fith 24 hours: the smell disapears! doesn't matter if you are active, your body has now used up all resources and you must stand or sit as if you are any other corpse... you have lost your ability to produce gasses for 3 resets after you get up...

advanced "regnerative" mode: you can double your ability to withstand damage but will also have your attack% chance of hitting cut to 1/4 its normal value... this can only be activated with 25 AP or higher


adrenaline rush advanced:

you can rip off the barricades of VSB or lower for 80AP, in other words you will be at -30 AP and have taken 30 damage... only to be used as a last resort...


extremely advanced brain rot: your brain is mush... litterally... you now have a 25% chance of being revived in a necrotech building that's powered... good luck with that :P


hunter skills

I find that humans are OPed as it is and require no more skills... I do however think it is shitty to have a "zombie hunter" prestige class with only one fucking skill...

my skills I suggest for zombie hunters will have to be taken in order, you heard me you don't have a choice in the matter :P


zombie trap!

A hunter can set a trap in front of the door for 20 AP, this trap will allow a hunter to gaurd an area but will deactivate as soon as they leave the area... this trap will place any melee weapon in front of the door so WHATEVER enters through the door (human or zombie)will get auto-hit by it once and will be unable to miss it unless they have the sense trap skill, then the trap will be deactivated and the weapon lost... yeah not that useful but will probably scare the crap out of someone when they enter a building to find out "so and so attacked you with a (weapon) for (#) damage"

NOTE: if one hunter has set a trap and a second one tries to in the same area, both traps will be deactivated


sense trap!

A hunter with this skill will be able to see if a trap is set at the front entrance when outside of a building, if they try and enter it the weapon will be reduced to only a 50% chance of hitting...


morale boost!

this skill will allow a hunter to boost the morale of nearby survivors to give a bonus to their search rates in that building until 5 hours have passed.

the list of + to search rates is as follows...

+4% if there are only 5 or less people in the room

+3% if there are only 10 people or less in the room

+2% if there are only 24 or less people in the room

+1% if there are 25+ people in the room to a max of 100 people


called shot

a hunter can aim at the claws or head of a zombie with a weapon but their chance of hitting is slashed in half, when aiming at the head they will recuce 1 damage from bites and while aiming at the claws they will reduce 1 damage from claw attacks until the zombie dies/gets FAKed... these effects will last until the hunter leaves the area so trenchies can't abuse it, if anyone else tries to shoot the same zombie with a called shot, they will get a message saying the zombie is crippled enough already and instead do a normal attack


extended comprehension:

a hunter can make out some words a zombie says, meaning they get a partial version of common tounge skill, this can be useful in finding out information

this skill also lets a hunter get an additional 1 EXP point when reading books or reviving a zombie!


radio-bomb if the zombie hunter has 30 AP, a FAK, a toolbox, handheld radio, and flare gun, the zombie hunter will try to mix them together with a 75% chance of success, making this bomb is probably the second most usefull zombie hunter abilities ever!

the radio-bomb will remain on the hunter until they die and will take up 20% encumberance in the player's inventory... a small price to pay for its usefullness...

basically if the said hunter was to be killed by someone, they would be shot out of the building by a small explosive connected to the zombie hunter's pulse... this will do 10 damage instantly and force the person who killed them outside of the building... if they are inside a building that you can commit suicide in, they will fall out the window from the blast..

if the said person was grappling them when they died, the explosive would do a whopping 30 damage as they were holding onto him/her and will still shoot them out of the building (yes I know its OPed but zed hunters should be badass... not an excuse for a free griefing skill...)


(must have all other hunter abilities first)


necro-trap, this skill requires the hunter to have every skill other then this in-game to get it. The hunter can set up a trap inside a building for 50 AP, three syringes, and a toolbox. the trap that will shoot three syringes at the next three zombies to enter the room. will have a 90% chance of sucess, and the other 10% says you will get killed immediatly. All three syringes have a 70% chance of success since they aren't being directly applied...

reminder: this skill will auto-deactivate if someone else tries to put a trap in, if the hunter leaves the area his/her trap will be disabled and have to be rebuilt...


headhunter skills

a new prestige class to futher the chaos...


the headhunter class will have only three skills...


death rattle human: can talk using death rattle as a human


human hater: does an extra 1 damage to humans as a human and will also have 10% added to hit% chance against them...


hide: will become a "corpse" any actions they do will reveal their true nature... also if zombies feed on them, they will auto-become a zombie, it will cost 5AP to stand up, and if a human searches they will find them alive revealing their nature! (can only be used with 25 AP or more)


and I may update this :D --Crazy Hobo Man 06:52, 21 August 2009 (BST)

Discussion (Gat's crap)

by the way I realise a few of these may deserve to be in do's and don't's... that's why they are here for inspection :D--Crazy Hobo Man 07:14, 21 August 2009 (BST)

Headhunter is probably on every PKer's wish list. and zombie headshot is a dupe.

eh I don't mind if you don't sign your comment... anyways if your reffering to zombie sniper shot, it really isn't a headshot and I had no intention of making it that, I only used the name "sniper shot" because usually they are aimed at the persons head if they are using sniper rifles and in this case the ears. I really think PKers deserve some motivation to PK... otherwise whats the point in the first place? think about it... --Crazy Hobo Man 00:19, 22 August 2009 (BST)