User talk:Jim Stevens

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Advanced Character Skills

Timestamp: 20:56, 11 March 2006 (GMT)
Type: Advance Skills
Scope: Maxed out or High Level Characters
Description: A skill set of this type was first suggested by DicktheTech back on the suggestion page but was receiving many Kill votes (including mine) due to it not being a fully fleshed out idea. I liked the concept and thus have tried to put my own polish on his basic concept. So here goes...

Intro:

What do you do once you maxed out the skill trees? There is no place left to go! Your XP just keeps accumulating with nothing to spend it on. The following proposal is designed to fix this problem.

I propose a new set of advanced skills for characters of level 10 or higher, for the veteran players to dump their accumulating XP into. Each skill would give a bonus to a particular attribute or skill and would stack with any existing skills and bonuses. Each new skill would appear at the end of their corresponding skill trees. Each level of the skill would cost an XP amount increasing incrementally with no cap. For example:

  • Skill Level [1] = 150xp, 150xp total.
  • Skill Level [2] = 300xp, 450xp total.
  • Skill Level [3] = 450xp, 900xp total.
  • Skill Level [4] = 600xp, 1500xp total.
  • Skill Level [5] = 750xp, 2250xp total.
  • Etc...

Alternate: Exponential increase (for discussion purposes):

  • Skill Level [1] = 100xp, 100xp total.
  • Skill Level [2] = 200xp, 300xp total.
  • Skill Level [3] = 400xp, 700xp total.
  • Skill Level [4] = 800xp, 1500xp total.
  • Skill Level [5] = 1600xp, 3100xp total.
  • Etc...

Note: Currently the Skills page states that a human character requires 2000XP to 2325XP to max their skills, Zombies require 1500-1600 xp.

The skills:

Military:

  • Expert Pistol Training [1] - A bonus of 1%/skill level to hit with pistol attacks.
  • Expert Shotgun Training [1] - A bonus of 1%/skill level to hit with shotgun attacks.
  • Expert Knife Combat [1] - A bonus of 1%/skill level to hit with knife attacks.
  • Expert Axe Proficiency [1] - A bonus of 1%/skill level to hit with Axe attacks.

Science:

  • Expert Medical Technique [1] - A bonus of 1 HP/skill level when using a first aide kit.

Civilian:

  • Graffiti Artistry [1] - Additional bonuses to spray cans and tagging XP bonuses (This skill is a bit vague, but I could not find information on the exact nature of the Tagging skill)
  • Ultimate bargain hunting - A bonus of 1%/skill level to searches in malls.
  • Extreme body building [1] - A bonus to 1HP/skill level to maximum health
  • Endurance [1] - A bonus of 1 AP/skill level to maximum AP.

Zombie Skills:

  • Ragged Claws [1] - A bonus of 1%/skill level to hit with claw attacks.
  • Jagged Teeth [1] - A bonus of 1%/skill level to hit with bite attacks.
  • Strengthened Sinues [1] - A bonus to 1HP/skill level to maximum health. This skill is a sub-skill of Brain Rot.
  • Unstoppable [1] - A bonus of 1 AP/skill level to maximum AP. This skill is a sub-skill of Brain Rot.

Pros: The pros for these skills is that it allows for some kind of further development for advanced characters. The cost for these skills is quite high for a relatively low payback, but what else are you going to do with that XP? It's nerfed pretty well so that I don't feel that will un-balance the game.

Cons: There a a few cons that I know people will jump all over so let me address them here.

  1. - These skills are slightly unbalanced toward Zombies. A zombie without brain rot could sink a bunch of XP into Extreme BodyBuilding and Endurance before taking brain rot to get the Strengthened Sinues and Unstoppable skills. This would give them an advantage over their warmer adversaries. I would also counter this by saying that most veteran zombies with a lot of built up XP would already have brain rot and thus would not be able to take advantage of this possibility.
  2. - These skills mess with AP. This seems to be a sacred cow with some people. My take on raising the max AP level is that it gives the player an advantage one day but gives them a dis-advantage the next. Since the AP recharge rate remains constant, the more AP used on one day means less AP available the next. I would be more concerned with any skill or item that messed with the recharge rate.
  3. - There are many veteran characters with massive amounts of XP saved up. These will become unstoppable supermen in a day! Granted I do not know how much XP some of the oldest characters have saved up, but looking at the amount of XP required to gain a 5% or 5 point bonus, and looking at the number of skills in which you can sink your XP, I don't see this as a big problem. Besides, if you have been playing for that long you deserve some sort of benefits.

Conclusion: This new set of skills gives veteran characters something to still strive for. I think that it is fairly well nerfed as not to not completely unbalance or destroy the game.

Votes

  1. Keep - Bravo! Go for it!--DicktheTech 02:22, 13 March 2006 (GMT)

Advanced Character Skills Ver.2

Timestamp: 20:56, 11 March 2006 (GMT)
Type: Advance Skills
Scope: Maxed out or High Level Characters
Description: This is version 2 of this suggestion, the first version getting good results with good feedback. This version has been modified to eliminate an optional component that caused some to vote

Intro:

What do you do once you maxed out the skill trees? There is no place left to go! Your XP just keeps accumulating with nothing to spend it on. The following proposal is designed to fix this problem.

I propose a new set of advanced skills for characters of level 10 or higher, for the veteran players to dump their accumulating XP into. Each skill would give a bonus to a particular attribute or skill and would stack with any existing skills and bonuses. Each new skill would appear at the end of their corresponding skill trees. Each level of the skill would cost an XP amount increasing incrementally with no cap. For example:

  • Skill Level [1] = 150xp, 150xp total.
  • Skill Level [2] = 300xp, 450xp total.
  • Skill Level [3] = 450xp, 900xp total.
  • Skill Level [4] = 600xp, 1500xp total.
  • Skill Level [5] = 750xp, 2250xp total.
  • Etc...

Alternate: Exponential increase (for discussion purposes):

  • Skill Level [1] = 100xp, 100xp total.
  • Skill Level [2] = 200xp, 300xp total.
  • Skill Level [3] = 400xp, 700xp total.
  • Skill Level [4] = 800xp, 1500xp total.
  • Skill Level [5] = 1600xp, 3100xp total.
  • Etc...

Note: Currently the Skills page states that a human character requires 2000XP to 2325XP to max their skills, Zombies require 1500-1600 xp.

The skills:

Military:

  • Expert Pistol Training [1] - A bonus of 1%/skill level to hit with pistol attacks.
  • Expert Shotgun Training [1] - A bonus of 1%/skill level to hit with shotgun attacks.
  • Expert Knife Combat [1] - A bonus of 1%/skill level to hit with knife attacks.
  • Expert Axe Proficiency [1] - A bonus of 1%/skill level to hit with Axe attacks.

Science:

  • Expert Medical Technique [1] - A bonus of 1 HP/skill level when using a first aide kit.

Civilian:

  • Graffiti Artistry [1] - Additional bonuses to spray cans and tagging XP bonuses (This skill is a bit vague, but I could not find information on the exact nature of the Tagging skill)
  • Ultimate bargain hunting - A bonus of 1%/skill level to searches in malls.
  • Extreme body building [1] - A bonus to 1HP/skill level to maximum health
  • Endurance [1] - A bonus of 1 AP/skill level to maximum AP.

Zombie Skills:

  • Ragged Claws [1] - A bonus of 1%/skill level to hit with claw attacks.
  • Jagged Teeth [1] - A bonus of 1%/skill level to hit with bite attacks.
  • Strengthened Sinues [1] - A bonus to 1HP/skill level to maximum health. This skill is a sub-skill of Brain Rot.
  • Unstoppable [1] - A bonus of 1 AP/skill level to maximum AP. This skill is a sub-skill of Brain Rot.

Pros: The pros for these skills is that it allows for some kind of further development for advanced characters. The cost for these skills is quite high for a relatively low payback, but what else are you going to do with that XP? It's nerfed pretty well so that I don't feel that will un-balance the game.

Cons: There a a few cons that I know people will jump all over so let me address them here.

  1. - These skills are slightly unbalanced toward Zombies. A zombie without brain rot could sink a bunch of XP into Extreme BodyBuilding and Endurance before taking brain rot to get the Strengthened Sinues and Unstoppable skills. This would give them an advantage over their warmer adversaries. I would also counter this by saying that most veteran zombies with a lot of built up XP would already have brain rot and thus would not be able to take advantage of this possibility.
  2. - These skills mess with AP. This seems to be a sacred cow with some people. My take on raising the max AP level is that it gives the player an advantage one day but gives them a dis-advantage the next. Since the AP recharge rate remains constant, the more AP used on one day means less AP available the next. I would be more concerned with any skill or item that messed with the recharge rate.
  3. - There are many veteran characters with massive amounts of XP saved up. These will become unstoppable supermen in a day! Granted I do not know how much XP some of the oldest characters have saved up, but looking at the amount of XP required to gain a 5% or 5 point bonus, and looking at the number of skills in which you can sink your XP, I don't see this as a big problem. Besides, if you have been playing for that long you deserve some sort of benefits.

Conclusion: This new set of skills gives veteran characters something to still strive for. I think that it is fairly well nerfed as not to not completely unbalance or destroy the game.

Votes

  1. Keep - Bravo! Go for it!--DicktheTech 02:22, 13 March 2006 (GMT)

Malton Transit Athourity

Timestamp: 20:56, 11 March 2006 (GMT)
Type: Trains
Scope: Human Transportation
Description: I've seen a few train suggestions on the WIKI and they have all left somethng to be desired. When I first started playing I was very supriesed to find out that the trains did not go anywere. As such I propose the following...

The train/subway stations will be connected together in a line, or a series of lines, one to another. When a station is powered by a generator, a human will have the ability to travel up or down the line to the next station at the cost of 1 AP. It does not matter if the station they are traveling to is powered or not, only the station they are currently at.

Thus if a human wanted to cross Malton, they could hop on the train and, provided all the stations on the line were powered, could cross the city in a fraction of the AP of walking.

On the other hand, if I am a zombie, or a mischif maker, then I could attack the subway stations to disrupt the transportaion line by destroying the generator. This would not stop any more humans from arriving, just leaving. In this way a GKer could not run down the line and destroy all the generators.

Human Pros / Zombie Cons:

  • Humans get a quick and easy way to get from one place to another.
  • Humans don't need to step outside when taking the train.

Human Cons / Zombie Pros:

  • Generators would be diverted from N.T. Buildings to power the subway.
  • The subway is easy to disrupt. A human would not know if the line is clear untill they travel on it.

Yet to be Determined:

I'm not sure

Votes

  1. Keep -

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