Pronunciation: 'ma-(")thyü stü-&rt
Function: specific proper name
Definition: 1. A guy, who does stuff and thinks about things 2. a. A blunt person, b. A person lacking in subtlety c. An advocate of definition and clarity 3. a. An eloquent yet sarcastic writer b. A lover of words 4. SEE DICHOTOMY 5. a. Hardcore, or extreme in disposition b. Obsessive or addictive qualities displayed in excess c. Resolute or unyielding in stance 6. A reasonable and rational person who understands the finer points of courtesy and civility 7. An anarchist 8. Literal translation "Gift of God overseer" 9. Someone who believes freedom and responsibility are interdependent to the point of being synonymous
Quotes about Me
"Sometimes just being right is smug enough." -Monica Wagner, in reference to me never being wrong.
UD Character and Player
In-Game Description: This young man of wiry and athletic build with a military haircut, carries an array of firearms, back up weapons, mobile phone and wears a flak jacket. He wears a name tag that says *IF DEAD, PLEASE REVIVE*
I am very proud of this character as he is an altruistic creation and I can feel good about his IC goals. He is the antithesis of my zombie chararacter in this regard.
My Wiki Workshop
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|Timestamp:||07:24, 21 Jan 2006 (GMT)|
|Scope:||Make knives useful|
|Description:||According to the game assumptions attacks should be balanced with each other, all with their own advantages and disadvantages. The example cited in the Claw-Bite comparison where the AP/Damage ratio favors the claw attack but the Bite attack has special features. This suggestion view the same distinction between knives and axes should be made.
This Suggestion is a New Skill, located under knife fighting, called "Stab" which allows an option to use the knife as a one hit item. This would appear either as a drop down menu from the knife itself, or listed "Knife-[stab]" in the standard attack menu. The success rate would be lower (20%-30% range) and the knife is lost upon a successful strike with this ability. The character stabbed now have a knife sticking out of them. The target has the option button to "removing the knife" for 1AP and it takes 1 HP damage when it is removed. Until the knife is removed it causes the target to spend 1 more AP to stand up per knife (to represent the additional effort of expelling the foreign objects so regeneration is possible). Standing up after death or revival removes all knives without HP damage(to represent the regeneration upon standing up). The knife is automatically discarded upon removal. No more than 5 knives can be stuck in a person at once.
Note the loss of the knife means AP will have to be spent searching for a replacement knife, which balances it with the axe.
This makes the Attacker-spent/Target-spent AP ratio greatly favor the Target, (the attacker must spend several times the AP that the target would lose to achieve the effect) however as the Attacker can save knives for future use it makes it a viable tactic for those willing to invest in keeping their opponents down longer.
As written this affects survivors and zombies in the exact same manner.
- Thank you to those who previous reviewed my idea, I have revised the idea and would like to know your thoughts on this one. --Matthew Stewart 18:52, 22 Jan 2006 (GMT)
- Comment - I really like this one. I believe you will see some opposition from strictly zombie players - but I play both sides, and don't have a problem with it. It would need to be a zombie hunter skill with a level requirement, I think. Also believe you will get slammed by the "multiply it by a billion" clause, but - with a level requirement, and the low hit %, I personally don't think it would be unbalanced. i think some people might choose to use it as their attack of choise, but as any other weapon is more effective in killing zombies - I don't see this as being absurd (massive amounts of people are not going to fill up their entire inventory with knives to walk around stabbing zombies, as you will probably hear some people claim). But that's me - don't know what others will think. --Blahblahblah 23:06, 22 Jan 2006 (GMT)
- Re - I meant to recommend a cap to how many knives can be stuck in. Now that I am rereading my comment, I realize I forgot to include that. Strong recommendation for a cap, preferably 1 - 3, but no more than 5. IMHO. --Blahblahblah 01:15, 24 Jan 2006 (GMT)
- Comment But imagine if a zombie got several dozen knives stuck into them. It'd be unfair to take away a whole day's AP just to stand, and then another days AP to get the knives out. I think you'll face a lot of opposition from the "Don't Mess With AP" crowd too. Here's an idea: what if instead of reducing AP having a knife stuck in them makes a zombie when they stand up have 5 damage instead of being fully healed. Multiple knives wouldn't stack, only the first would matter. The zombie could remove the knife for 1AP and would gain 1XP for doing so. That way it'd actually be beneficial to newbie zombies because they could use the XP and it'd only hurt maxed out zombies. Everybody wins that way. --Jon Pyre 07:17, 23 Jan 2006 (GMT)
- Re:I believe you missed the section of the suggestion that says standing up get rid of all the knives, does that change your opinion? --Matthew Stewart 07:22, 23 Jan 2006 (GMT)
- Re I did miss it. In that case I'd approve of it, assuming that getting stabbed multiple times wouldn't stack. --Jon Pyre 07:34, 23 Jan 2006 (GMT)
- I'm one of the leave AP alone crowd, so although I think this one works better than the first, the kind of mechanics it uses I don't like. although I doubt that there will be a lot of pincushion zombies. I just don't think we should take more AP from zombies. So as it is I can't give much critism as I dislike the idea entirely. but the one HP damage looks out of place, most combat takes place with the zombie offline, so he is usually killed before he can take them out anyway. for active zombies the HP cost is too neglible anyway. So why put it in? the AP spend to take them out is punisment enough under the mechanics it uses.--Vista 12:16, 23 Jan 2006 (GMT)
Contributions of Note