User:Signal9

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I joined Urban Dead in November (2005), and I think that I have a pretty good feel for the game. I hang around the suggestions page, occasionally putting up suggestions that tend to get shot down or not.


My Characters

I have several characters, six to be exact, none of them are in any groups or hordes, and all lead their separate lives (or deaths), I even try to keep them at different ends of the city.


Vargenson

First and most valued character. Started out as a military scout, and can tell you that Free Running is a beginner's best wish come true. Rather proficient with firearms as well...

Link to UD profile

As of now, he tries to stay as helpful as possible, shootin' Z's left and right. Nice and helps strangers by giving first aid when possible. He found a poetry book, so now every time he's down to 1AP (in a safe place), he reads some poetry.


Signal9

Second to be created. Started out as a Necrotech Employee. Right now she's kind of like one of those genius kids - done with the Scientist skill tree, and managed to learn some grafitti skillz ;)

Link to UD profile

She's the typical thing you'd expect from a college student during a zombie apocolypse... well, not really. But she doesn't miss opportunities to spraypaint clever remarks on monuments that come in her way, or to revive any zombie that gets too close.


Richard Focker

Started out as one of those dunb consumers with a cell phone and some knowledge of the malls...

Link to UD profile

Back from the dead. Watch your back.


Cat Lady

I was thinking like that crazy cat lady from the simpsons. Started out a corpse, and tries to stay that way, although her brain didn't rot just yet...

Link to UD profile

Well, you have to admit there isn't much more to say - zombie smash barricades, zombie eat brains, zombie get shot, zombie stand up, zombie smash barricades, zombie eat brains... It's still fun.


Yu Rizvertch Kov

Started out as a Private of the military, and is shooting zombies to this day.

Link to UD profile

Well, not really. As of 02:25, 8 Jan 2006 (GMT), Yu needs a revive.


WRW

She used to be a firefighter, but now there are other things to deal with... (More to be added later)


My Suggestions

I keep my suggestions, old and new on here. Use my "talk" ("discussion" tab at the top of the page) or the "votes" sections to comment on them if you want.

Suggestions I Suggested

In this section I'll put the suggestions that I suggested (my first few are omitted because they were before I made an actual userpage and they were horribly bad anyway). Sometimes I'll keep "notable votes" mostly for me (in case I decide to improve and resubmit them) because those comments pinpoint specific things that are wrong (or right) with the suggestions. The titles are links to the actual suggestions - use them if you want to vote on the suggestion, or see all of the votes.


Barricades Wear Out

-Peer rejected.

Timestamp: 21:01, 22 Dec 2005 (GMT)
Type: balance/realism
Scope: Barricades and all who care about them
Description: Let's face it - things wear out with use in the real world - so how come the same "strongly barricaded" building stays strongly barricaded even after people climbed over them 500 times? So I suggest that every entry and exit be treated as an attack on the barricade, having a 5% chance of successfully causing a part of it to collapse.

Votes
(notable votes)

  • Kill - Degrading barricades would probably be a good idea, but this does nothing for unnoccupied buildings that are barricaded.--Arathen 21:53, 22 Dec 2005 (GMT)
  • Keep - Makes high traffic areas significantly harder to defend. (thats a GOOD thing, game speaking) --Hagnat 01:43, 23 Dec 2005 (GMT)
  • Kill Ransack would solve the barricade imbalance without affecting barricades. Survivors would Barricade easier than zombies could break in but Zombies could Ransack easier than survivors could clean up, thus restoring AP balance. --Contaminated 02:04, 23 Dec 2005 (GMT)
  • Keep Change the percentages but its a good Idea. Howerver, there is one big problem with this discussion. Survivors don't Climb over barricades, they move THRU them. A barricaded door is a door that has a chair or table or stove preventing the door from being opened. every Barricade I have seen in Zombie movies required someone on the Inside to open up a section of the barricade to allow a survivor in. --Tom mot 03:10, 26 Dec 2005 (GMT)

Rage

-Peer rejected.

Timestamp: 21:27, 22 Dec 2005 (GMT)
Type: skill
Scope: Zombies
Description: A skill under "Vigor Mortis", which allows a zombie to inflict a "rage" attack. It will be listed in the attack drop-down menu, and will work as follows:

The server calculates how much damage N repeated hand attacks at +5% chance would inflict, where N is the attacker's current AP count. It then inflicts that ammount of damage to the target, and takes off all of the attacker's AP. An equivalent implementation can be made for a rage attack on barricades. This can reduce server load, and helps the zombie/survivor balance.

Votes

  • This was just very silly - i thought that wasting all of the day's AP would be a big enough penalty to prevent this from being overpowering, but apparently not. --Signal9 18:45, 27 Dec 2005 (GMT)

Portable Surgical Equipment

-Author Removed

Timestamp: ~~~~~
Type: Item
Scope: Survivors with Surgery
Description: Portable surgical equipment that can be found at hospitals at a low (0.5%) search probability. It allows anyone with the Surgery skill and the item to heal 15 HP when inside any powered building. Item size is double (like guns). A First-Aid Kit needs to be used with it. Once used, it needs to be sterilized inside a powered hospital in order to be used again. Sterilization is always successful and takes 1AP.

Undecided Details:

  • Searching probabilities.

Concerns:

  • Better name.
  • To be implemented after zombie imbalance problem is solved.

Advantages:

  • More use for the surgery skill.

Disadvantages:

  • Hard to find a balance.

Votes

  • Keep - Author's vote. --~~~~

Votes during development:

  • kill - field doctors healing 10 HP is good already. And, rare does not equal balanced --Hagnat 03:55, 27 Dec 2005 (GMT)
    • re: moved discussion to the Talk section (its gettting crowdy here, heh ?) --hagnat 14:05, 28 Dec 2005 (GMT)

- Major Changes Added - 05:47, 29 Dec 2005 (GMT) - Then I posted this thing... Ooh... didn't see that one coming "Special buildings should have special abilities" Votes after posting:

  • Keep - Author's vote. --Signal9 03:16, 2 Jan 2006 (GMT)
  • Kill - (edited) Can only use once per trip, only heals 5 HP more, and only works in powered buildings. Not silly as I previously thought, just too little of a difference for too much hassle. Slicer 03:21, 2 Jan 2006 (GMT)
    • Re - Right now you can only heal 15HP inside a powered hospital. With the equipment you'll be able to heal 15HP in any powered building. Well, you could always... you know - get more than one (like how people have more than one gun on them) --Signal9 03:58, 2 Jan 2006 (GMT)
  • Keep - not much to say, except that i dont like the iten-size-is-double-like-guns thing. --hagnat 03:22, 2 Jan 2006 (GMT)
    • Re - I didn't really care about that anyway. --Signal9 03:26, 2 Jan 2006 (GMT)
  • Kill- Because I like the idea of some buildings being able to do things that others can't. This makes hospitals less important. I want to see more special building attributes, not less. --Jon Pyre 03:27, 2 Jan 2006 (GMT)
    • Re: - hospitals would still be special - you need to get back there to sterilize it. --Signal9 03:58, 2 Jan 2006 (GMT)
  • Kill- you had me upto the Sterilization part. --RAF LT. General Deathnut 03:30, 2 Jan 2006 (GMT)
    • Re: - would it be better if it's a singl-use discardable item? (search percentages would probably need to be higher for that) --Signal9 03:48, 2 Jan 2006 (GMT) Edit: I'm not changing it, but for future reference your answer would be valued. --Signal9 04:10, 2 Jan 2006 (GMT)
  • Kill - Because it is good that certain buildings have unique attributes. Rhialto 03:50, 2 Jan 2006 (GMT)
    • Re: - hospitals would still be special - you need to get back there to sterilize it. --Signal9 03:58, 2 Jan 2006 (GMT)
  • Kill - We need to make more unique things for each type of powered building.. not spread the unique thing from one type all aroung. - Jak Rhee
  • Kill Believe it or not, Surgery DOES have a use in its current form: It stops survivors who are heavy on FAK use from using up their FAKs in one fell swoop! A healer with 12 FAKs can heal a TON more with the current surgery that with what your propose. Besides, the inventory space they take up would be better used to hold syringes or weapons, if not more FAKs. This would really only benefit someone who only heals themselves when they start to really take some damage, in which case they'd only have one or two FAKs and one or two of these tools. Really, the only major problem with surgery as it is now is that generators are too easy to smash, and therefore, too easy to stop survivors from using the skill. --Volke 04:38, 2 Jan 2006 (GMT)
  • Kill - Surgury works only in hospitals for a reason, and that reason is to not overpower the FAK like this would. --Grim s 07:03, 2 Jan 2006 (GMT)
  • Kill Nice idea on the surface, but hospitals are there for a reason. --B.Z.B. 08:06, 2 Jan 2006 (GMT)
  • Kill - We're trying to make awful suggestions that go against half the rules in the Suggestions_Dos_and_Do_Nots, aren't we? Keep things simple, and don't suggest lousy new ways to do the same old things. Bentley Foss 09:59, 2 Jan 2006 (GMT)
    • Re: - If you didn't notice, it is simple. But fine. New things to do old things might be true. This wouldn't have happened if I got some feedback earlier. --Signal9 16:37, 2 Jan 2006 (GMT)
  • Kill -200AP spend finding one gives you 5 extra HP the same amount of AP spend at searching would give you 29FAKS in a hospital. at 290Hp healed that one time 5 extra HP point healing bonus is just to negliable to warrant all that fuss. It's Better to stock up some more FAKs.--Vista 12:04, 2 Jan 2006 (GMT)
  • Kill - With the sterilization requirement, it's not worth the trouble; without that requirement, it's too powerful. I want hospitals to be valuable buildings. --Dickie Fux 16:20, 2 Jan 2006 (GMT)

Then I removed it


Crate Drops

It's Peer Reviewed, so there's no need to keep another copy of it here. See the votes


Behavioral Research

Go vote on it before Jan 24th if you haven't :)


Show HP in FAK drop-down

link

Timestamp: 03:35, 22 Jan 2006 (GMT)
Type: Interface
Scope: Survivors with diagnosis and FAK(s)
Description: For players who have diagnosis, show the HP of survivors in the First Aid Kit drop-down menu.

Votes

  1. Keep - Author. Sorry for mutually-exclusive suggestions. --Signal9 03:35, 22 Jan 2006 (GMT)

Suggestions that I'm working on

This section is exactly what the title suggests. If you want, you can vote on them (under "Votes during development"), clearly, votes would be very helpful if they address anything I listed, or anything I clearly overlooked.


Decaying Hands

Timestamp: ~~~~~
Type: Skill
Scope: Zombies
Description: In short, a skill that allows zombies to infect with claw attacks.

Suggested placement in skill tree:

  • Vigour Mortis: Zombie gets +10% to hit with all non-weapon attacks.
    • Rend Flesh: Hand attacks deal an extra 1 damage.
      • Decaying Hands: Every successful hand attack has P% of causing *Yet Another Infection*.

What's Lacking:

  • What would *Yet Another Infection* do? (regular infection is out of the question because bite would either become useless or make this useless)
  • A better name would be really good.
  • The value of P!
  • A flavorful description.
  • Pros/Cons

Votes

  • Keep - Author's vote. --~~~~

Votes during development:

  • Kill Your concern is right. Hands have a higher chance of hitting than bites, and so you can just thrash away at a survivor, and he will most likely get infected before a zombie kills him with his fists. AllStarZ 04:04, 1 Jan 2006 (GMT)
  • Kill -zombies rarely get attacked and not drop dead so digestion isn't really needed, Bite's infection is it's main extra strength. as long as P is high enough to cause infection at reasonable reliable rates it makes bite almost useless, if it doesn't cause an infection at reliable rates this skill is useless. tough task you set for yourself... I'm interested to see what you made of it--Vista 01:46, 3 Jan 2006 (GMT)

Hotel Rooms

Timestamp: ~~~~~
Type: Location Alteration
Scope: Hotels etc.
Description: Don't worry, this isn't a map expansion.

Hotels are designed to ensure privacy, which incidentally makes the many rooms in the hotel perfect for hiding. When you enter a hotel, you will have a button called "Hide in a hotel room" (or something like that) - by clicking it, you either find a room to hide in (text: "You search the building and find an unlocked room and hide in it") or not (text: "You try several doors in the building but find that they are all locked") chances of success are 50%. After hiding, you are no longer visible to anyone else in the building, nor are they to you, and you can't do anything other than search, perform actions on "self", or exit the room or the building. You can't hear anyone and no-one can hear you.

OMGZ!!! NO HIDING!!! - Which is why there will be an additional button: "Search the rooms for survivors" avaliable to both zombies and survivors, resulting either in "You search through several rooms but find no-one inside" or in "You hear a noise in one of the rooms and break the door down, revealing NinjaHidingPirate", where NinjaHidingPirate is the name of a random hidden player. This brings NinjaHidingPirate back to the lobby, un-hiding them. Chanve of succcess: Survivors: 50%, Zombies: 90% (if there are hidden players). Text for unhidden player: "PartySpoiler breaks down the door to your room, revealing you. You walk down to the hotel lobby." or "A zombie breaks through the door, you try to fend it off, but it manages to drag you out of the room."

TELL ME WHY! - Makes hotels useful, reduces the number of people in the main room of what might become a favorite safehouse (helping our server a tiny bit and reducing the spam), adds flavor, allows me to write "no one can hear you" in a suggestion.

Votes


Adrenaline Syringe (yes, again)

Timestamp: ~~~~~
Type: Item
Scope: Survivors
Description: Found in hospitals, you use it to regain AP, get penalized for it somehow (HP, XP?, Death?, Nuclear Explosion?)

will finish later.

Votes


My Evil Suggestions

These are intended to be as harmful/humorous as possible.



Insanity

Timestamp: NEVER
Type: Skill
Scope: Survivors
Description: Inspired by previous suggestions (will link).

Let's face it - the city has almost gone crazy - zombies are running all over the city, people have resorted to looting and sometimes even killing each other... the psychological strain was too great. You broke down. You are now insane. Thinking is no longer an option for you - you can't even distinguish zombies from survivors anymore.

Having this skill has the following outcomes:

  • Everyone shows up as "others". For example: "there is another here" for a single survivor or zombie, or "there are 20 others here" (even if there are 15 zombies and 5 survivors).
  • Full XP given for attacking anyone.
  • Subskills:
    • No fear and no remorse: +2 Damage with all melee weapons.
    • Obsessive Compulsive Disorder: +10% to find things.
  • The following skills are disabled (if taken before Insanity), and cannot be taken while with Insanity:
    • All science skills
    • All civillian skills except Tagging and Bodybuilding
    • Free Running
    • All Zombie Hunter skills

Additionally, the game stats page should display the number of insane people.

Anticipated side-effects:

  • Zombies coming together inside buildings to trick and kill insane survivors (?).
  • PKing insane survivors.
  • People not healing insane survivors.
  • More buildings barricaded above VS.
  • Insane groups.

Original Suggestion by Daxx at 21:02, 27 Dec 2005 (GMT), named Insanity:

Inspired partly by the suggestion above, and partly by my own curiosity, This skill once taken allows full XP to be gained from attacking/killing other human characters. The balancing penalty presumably would be just having the skill, because it would mark you out as a PKer.

NB: please don't confuse it with the suggestion above, however.

I responded:

  • Kill - I will change my vote if you make the following changes: 1) Having the skill prevents you from using any skills that have a thinking element in it. This means that with the skill you cannot take or use any science skills, any civilian skills other than tagging and bodybuilding, or any Zombie Hunter skills. 2) Anyone with this skill does not distinguish between people amd zomnbies - everyone will be shown as "others" for example - "you are in a hospital, there are 20 others here."

Votes

  • Kill - Honestly, kind of retarded. Who'd give up Free Running or the Mall Searching skills? They're pretty important. I just don't think it's necessary or would be used by anyone. --TheTeeHeeMonster 23:39, 27 Dec 2005 (GMT)
    • Re - That's why it's in a separate section :) What this skill does is effectively create a new kind of player - more danger for the survivors, but not a significant change for zombies. To address your question - I personally hate malls - searching in police stations is pretty effective anyway. And I have three survivor charachters who don't have free running and are doing fine. This skill is for those who want a real challange - insane people aren't safe anywhere. --Signal9 23:51, 27 Dec 2005 (GMT)
  • Kill -Pkers would love it as a excuse. and 2+ damage is a bit overpowered.--Vista 01:54, 3 Jan 2006 (GMT)

Neutron Bomb

Timestamp: NEVER
Type: Item
Scope: Everyone unfortunate enough to be near it when it goes off.
Description: The military has been storing its illeagal WMD's in Malton. The Neutron Bomb can be found inside Armouries at a finding probability of 0.001%.
  1. You can install it like a Generator in any building. When installed by itself the following message appears: There is a Neutron Bomb here. It seems to be inactive.
  2. When installed in a powered building, it is powered. A Neutron Bomb is automatically set to detonate 10 hours after it has been powered.
  3. The following message appears when the Neutron Bomb is powered: There is a Neutron Bomb here. The countdown timer shows that there are X hours remaining to detonation.
  4. If the power is cut off (the generator runs out of fuel or is destroyed) during countdown, the Neutron Bomb goes back to being inactive. Powering it again resets it to 10 hours.
  5. The Neutron Bomb can be attacked and destroyed like a Generator. When destroyed, it kills everyone inside the building. Message: Someone broke a Neutron Bomb apart in this building. The unleashed radiation kills you.
  6. When the Neutron Bomb detonates, it kills everyone (inside and outside) in a 25 block radius. (~1/4 of malton if properly placed) Message: You were killed by the blast from a Neutron Bomb detonation.

Votes


Delicious Irony

Timestamp: NEVER
Type: Use for Crucifix
Scope: Zombies
Description: Zombies (and only zombies) can use a Crucifix as a weapon. 20%, 1 Damage.

Votes

  • Keep - Author vote. --Signal9 23:20, 29 Dec 2005 (GMT)

EMP Bomb

Timestamp: NEVER
Type: Item
Scope: Everyone unfortunate enough to own electronics.
Description: Inspired by "Neutron Bomb".

The military has been storing some really high-tech weapons in Malton. The Electro-Mmagnetic Pulse Bomb can be found inside Armouries at a finding probability of 0.001%.

  1. You can install it like a Generator in any building. When installed by itself the following message appears: There is an EMP Bomb here. It seems to be inactive.
  2. When installed in a powered building, it is powered. An EMP Bomb is automatically set to detonate 10 hours after it has been powered.
  3. The following message appears when the EMP Bomb is powered: There is an EMP Bomb here. The countdown timer shows that there are X hours remaining to detonation.
  4. If the power is cut off (the generator runs out of fuel or is destroyed) during countdown, the EMP Bomb goes back to being inactive. Powering it again resets it to 10 hours.
  5. The EMP Bomb can be attacked and destroyed like a Generator. When destroyed, it kills everyone inside the building. Message: Someone broke an EMP Bomb apart in this building. The unleashed electric shock kills you.
  6. When the EMP Bomb detonates, it destroys all electronics (inside and outside) in a 10 block radius (~1/25 of malton if properly placed) This includes Generators and similar devices (including other EMP bombs), DNA Extractors, GPS Units, Mobile Phones, and anything else with electrical components that is introduced into the game. Message if you are in the area with an electronic device: All of your electrical devices fry themselves beyond repair. You conclude that an EMP bomb has been set off in the vicinity.

Votes

  • Spam - Author vote. Messes with people's inventories, overpowered, does not target zombies at all (but used by survivors), the list goes on. --Signal9 05:39, 3 Jan 2006 (GMT)


NecroTech Air Drop

Timestamp: NEVER
Type: Skill
Scope: Survivors, Supply Crates, NectoTech
Description: Skill name: Knowledge of the Necrotech Emergency Communication System

Inspired by Air Drop, modified to fit WCDZ standards.

With this skill, under NT Employment, when in a powered NT building, a survivor can call for an Air Drop.

Supplies will be dropped somewhere in an empty lot/street within a radius of 4 blocks away immediately.

There is no limit to how many crates can be called and/or how frequently. When two crates fall onto the same street, they have a 50% to smash into each other, destroying the items inside both. The smash chance increases by 5% for every crate above 1 that is already on the street at no limit.

Supplies inside NecroTech Air Drop Crates are not to be confused with the already existing Supply Crates! They can only include:

  • NecroTech revivification syringes (In packs of 10)
  • NecroTech Survival Packs (1 GPS Unit, 1 DNA Extractor, 1 Book, 2 FAK's, and a loaded Shotgun)
  • New Item: The NecroTech SuperZombieGrief Blaster with RotVision: It allows you to target only zombies that have brain rot, and fire (at 99% accuracy) a Blob of Nanobots that revert those zombies to their Human form, with full revivification, full AP loss, full XP loss, and of course, full zombie skill loss. The item comes loaded with 10 Blobs.
  • Neutron Bombs with Generators and Fuel included.
  • New Item: The WCDZ's Complete Plans for Eradication of Zombies in a compact pamphlet that takes up no space in your inventory, and can be given to other players!

Votes

  1. Spam - This is too much of a good suggestion to be let be peer reviewed. Away with this. --hagnat 18:13, 6 Jan 2006 (GMT)

Crucifix use #2058829057

Timestamp: NEVER
Type: Superweapon
Scope: Um... everything?
Description: Malton holds a dark and ancient secret... inside one of the cathedrals, an ancient stone matches exactly with one of the of the crosses in malton. When the two are rejoined, the skies open, and angels descend to the city to do the bidding of the one who united the cross and the stone.

When carrying a Crucifix in a Cathedral, there is a 0.001% chance that you will see the following message: You see a stone with a cross-shaped indentation embedded in one of the walls. If at this point you click on the Crucifix you are carrying, there is a 0.001% chance that the crucifix will match perfectly: You take your Crucifix and try to fit it in the indentation.

  • Faliure: The crucifix clumsily and akwardly fills the indentation. Nothing happens. You laugh at yourself for twenty minutes and then throw the crucifix out through a window.
  • Success: To your amazement, the crucifix fits perfectly. At this point you are presented with a big red button that sais "Play God" if you press it, you go into Superweapon Mode.

Superweapon Mode: You have a single screen, with the full 100x100 map of Malton, with numbers of zombies and survivors indoors and outside shown for every square. Building types (including NT, even without the skill), and state (powered or not), as well as barricade levels are shown.

  • You can kill all survivors/zombies in a location by clicking on the number of survivors/zombies (respectively). They see this message: You were slain by an angel.
  • You can toggle barricade levels between none, VS, and EH by clicking on the barricade level indicator.
  • You can instantly destroy/set up a running generator in a building by clicking on the power indicator.
  • You do not appear on the map, cannot be killed, and do not use up any AP while in Superweapon Mode.

Exiting Superweapon Mode: There is an exit button, which brings you to a similar screen, where you can chose where you want to exit to. You can exit to any location in malton (including a location outside malton, which means that you win the game, and your charachter is deleted).

Votes