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<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Developing Suggestions==
''This page is for presenting and discussing suggestions which '''have not yet been submitted''' and are still being worked on.''


===Further Discussion===
Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
Nothing on this page will be archived.
== Please Read Before Posting ==
*''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | Suggestions Dos and Do Nots]] before you post your idea.'' There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a '''dupe''', or a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
*Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
*<font color="red">'''With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes ''before'' suggesting alterations.'''</font>
== How To Make a Suggestion ==
====Format for Suggestions under development====
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
"'''[[Developing Suggestions#Suggestions|Suggestions]]'''", paste the copied text '''above''' the other suggestions, and replace the text shown here in <span style="color: red">red</span> with the details of your suggestion.
<nowiki>
===</nowiki><font color="red">Suggestion</font><nowiki>===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
|suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
|suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
|discussion=|}}
====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
----</nowiki>
====Cycling Suggestions====
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 seven days following the last edit.
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 [[Developing Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
:'''The following suggestions are currently on the Overflow page:''' ''No suggestions are currently in overflow''.
If you are adding a comment to a suggestion that has the deletion warning template please remove the <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
__TOC__
<span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
----
==Suggestions==
===Syringe Modification===
{{suggestionNew
|suggest_time={{User:Lexi/sig}} 19:32, 17 January 2009 (UTC)
|suggest_type=Equipment Change
|suggest_scope=The Undead.
|suggest_description=Syringes act the same as headshot, adding an extra 5AP onto the standup cost.
Why?
Because according to the syringe's flavour text, when you inject a zombie, you're pumping a "glittering serum" that does "slow, molecular work". This is not something that you just jump up from. Having your flesh revitalised from rotten to living shouldn't happen instantly. I would prefer it to always cost 15AP, but there's no way that would be accepted.
Your thoughts?
|discussion=|}}
====Discussion Syringe Modification====
Your scope says the dead. surely you mean the living? As this would massively disadvantage them? --{{User:Rosslessness/Sig}} 19:45, 17 January 2009 (UTC)
Why? It may be more realistic, but all it really does is take more time away from the player. --{{User:A Helpful Little Gnome/Sig}} 19:47, 17 January 2009 (UTC)
I actually like this idea, it's quite logical and imo in-genre. However, it has one very big problem: it's a massive buff to combat revives. --[[User:WanYao|WanYao]] 19:58, 17 January 2009 (UTC)
I said the undead because you're neither alive nor dead after being revived.
But yes, realism, and inconvenience to the breathers.--{{User:Lexi/sig}} 20:02, 17 January 2009 (UTC)


===Shrink the map===
{|
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|'''Type:''' Map change
|-
|'''Scope:''' Everyone
|-
|'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.
|}
====Discussion (Shrink the map)====
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----


===Canned Food===
===Action Points===
{{suggestionNew
{|
|suggest_time=[[User:Red Hawk One|Red Hawk One]] 07:05, 17 January 2009 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|suggest_type=New recovery item
|-
|suggest_scope=Survivors.
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_description=Imagine yourself as a survivor who just miraculously survived a zombie attack with a small amount of HP and an infection. You crawl off into a warehouse to die when an untouched can of food left on one of the shelves catches your eye. You quickly wolf it down and, feeling slightly rejuvenated now that you have food in you, think you may be able to make it to the local hospital to seek medical attention. Canned food would be a new method of healing HP, along with First Aid Kits and alcoholic beverages.  When used, food would have a 50% chance of restoring 5 HP, and a 50% chance of restoring 1 HP (representing spoiled food). Food would have a 2% encumbrance, not cure infection, and only be useable on oneself. It could be found in warehouses (8%), schools (5%), stadiums (3%), cinemas (3%), and possibly in malls (a new grocery store/ food court?). Canned food would help survivors, particularly low-leveled ones, in situations where a hospital is out of reach (low AP, over barricaded, etc.) and health is severely needed.
|-
 
|'''Scope:''' Everyone
Food would also be an interesting addition in the RP sense as well. Currently zombies are able to eat when active, while survivors seem to be mysteriously immune to the effects of hunger. While it is possible survivors eat while logged off, there are also just as many times where they would eat during activity as well- a survivor celebrating a triumph over a zombie with a snack comes to mind.
|-
 
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
Any and all comments/ideas/criteque are welcome.
|}
|discussion=|}}
====Discussion (Action Points)====
====Discussion (Canned Food)====
 
So. At random in some buildings there are cans of food (like corpses for zombies but more random.)
 
You have a button saying eat food. and you get a random number of [[HP]] and then its gone?
 
Maybe. But.
 
*Certainly not in ruined buildings.
 
*The has to be a chance it does you damage. Remember how long the food been there.--{{User:Rosslessness/Sig}} 14:27, 17 January 2009 (UTC)
:But not kill, as falling from a ruined building? Also, it does need some adjusting, but then again, that's the purpose of this page. {{User:Dr Cory Bjornson/Sig}} 19:47, 17 January 2009 (UTC)
::Can you not die by falling? never knew that. --{{User:Rosslessness/Sig}} 19:49, 17 January 2009 (UTC)
:::Isn't this a dupe? --[[User:WanYao|WanYao]] 20:00, 17 January 2009 (UTC)
----
----


===Scent Blood Improvement===
===Drone===
{{suggestionNew
{|
|suggest_time=[[User:Faranya|Faranya]] 01:36, 10 January 2009 (UTC)
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC)
|suggest_type=Skill improvement
|-
|suggest_scope=Zombies
|'''Type:''' Survivor Item
|suggest_description=Scent Blood allows you to see the HP values and infection status of nearby survivors, right? But what of those zombies you have become acquainted with? Basically, I propose that zombies with Scent Blood should allow zombies to see the HP values of those on their contact list, regardless of whether they are human or zombie at the time. This of course only applies to those contacts located in the same block at the time. Infection status too, I suppose, but that might be kind of redundant. This doesn't apply to all zombies, just the ones on your contact list. The reason being, a random zombie is just that, a random zombie, an you would have no idea if it was suffering from fresh wounds indistinguishable from the old. But, a zombie you know, you should be able to realize when they have new wounds.
|-
|discussion=|}}
|'''Scope:''' Survivors
====Discussion (Scent Blood Improvement)====
|-
Useless.  What good would it do to see a zombie's hit points as a zombie?  You can't heal or help them.  And then as a cross over skill, this would cancel zombie anonymity and make it to easy to kill zombies.--[[User:Pesatyel|Pesatyel]] 03:50, 10 January 2009 (UTC)
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
:Hmm, perhaps it ruins anonymity...of course, being on someone's contact list does that anyways. [[User:Faranya|Faranya]] 04:30, 10 January 2009 (UTC)
|}
::But it doesn't currently show you their HP values, which is not something zombies like broadcasting. --{{User:William Told/Sig}} 19:54, 10 January 2009 (UTC)
====Discussion (Drone)====
:::Exactly. It gives TOO much information to survivors, who would be the only ones to use this "zombie skill".  And if you excluded it as a cross over, its useless because, as I said, what do zombies care what the HP of other zombies is?  They can't DO anything about it.--[[User:Pesatyel|Pesatyel]] 20:01, 10 January 2009 (UTC)
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
::::Yes, they can. They can kill them. It lets them avoid headshot and it allows them to stand up with full HP. <small>But that doesn't mean that I think this is a good suggestion.</small>--[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 09:40, 12 January 2009 (UTC)
:::::Not only that but in a horde situation breaking into a high population zone it would allow active zeds to not only save their fellows headshop AP but also steal kills and basically muck about with the combats dynamics way too much. --[[User:Honestmistake|Honestmistake]] 09:50, 12 January 2009 (UTC)
 
Not useful for zombies. Unless you are in a damned war and wish to exterminate the other. But then is not very likely. --{{User:Lithedarkangel/signature}} 01:27, 11 January 2009 (UTC)
 
It's scent blood. I assume the skill scents the blood which flows harmanz veins. Zombies, however, are dead... There's nothing there to scent... Except the rot... ROT! ROT! ROT! ROT! ROT! ROT! '''ROT!!!''' Erm.... excuse me, I got a little carried away there. But you catch my meaning, no? ;) --[[User:WanYao|WanYao]] 07:05, 16 January 2009 (UTC)
 
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===Backpack===
{|
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|'''Type:''' New item
|-
|'''Scope:''' Survivors
|-
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).




Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


===Manuals===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 00:25, 8 January 2009 (UTC)
|suggest_type=Item.
|suggest_scope=Survivors
|suggest_description=Manuals are found in Libraries at a rate of 7% unpowered, 3% for ruined and 10% for powered, in Mall Bookstores for 8% unpowered, 2% ruined and 12% powered, and in Schools for 6% unpowered, 1% ruined and 9% powered.
Once you have found a Manual, you must use it (by clicking the button) to find out what type of manual it is. There is an even chance of it being one of the following, with the following effects being enabled for as long as you carry the manual:
*Engineer's Manual - Building repair costs are reduced by 10%
*Medical Dictionary - Adds 2 HP to the effect of all FAKs
*Computer Technician's Manual - Manufacturing syringes costs 18 AP (Still cannot manufacture without the required skill)
*Martial Arts Manual - Adds 1 point of damage to Fists
Each manual has 8% encumberance. The effect begins as soon as you find out what the manual is, and is in effect for as long as the manual is in your inventory.
The effects do not stack with each other, so carrying 5 Medical Dictionaries will have the same effect as carrying one.
|discussion=|}}
====Discussion (Manuals)====
The Martial Arts one doesn't quite make sense to me. I can understand using the other manuals while performing the respective actions, but asking a zombie to stand still while you check the manual for "how to punch" seems a little weird. Other than that I think this will get shot down because it's a buff to survivors with not so great a cost. - [[User:Whitehouse]] 00:35, 8 January 2009 (UTC)
:That's fine, I was pushing a bit for that one. Definately the weakest of the bunch. --{{User:Blake Firedancer/sig}} 06:35, 8 January 2009 (UTC)
Yeah, what Whitehouse said. It needs some cost associated with it, other then the searching. {{User:Linkthewindow/Sig}} 02:43, 8 January 2009 (UTC)
The same, it needs to cost more for survivors...until that it's just a buff to make things easier for survivors. --{{User:Lithedarkangel/signature}} 03:02, 8 January 2009 (UTC)
:I'm not quite sure as to how to increase the cost. Perhaps all moves that require a manual (aside from repairing buildings) have double the AP cost in order to use the book. --{{User:Blake Firedancer/sig}} 06:35, 8 January 2009 (UTC)
Manufacturing cost 20AP -> 8AP is way too much. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 10:06, 8 January 2009 (UTC)
:Oh, right. Sorry. I thought it was 10 AP to start. I'll edit that now. --{{User:Blake Firedancer/sig}} 10:29, 8 January 2009 (UTC)
Give them an xp cost to use and only allow one at a time, logically this could be considered as having learned the books contents and keeping it to hand in order to consult for technical details. Oh and a zed should be allowed to carry 1 manual too. Obviously zombies are not noted for their reading ability; however we have all seen films where the hero is saved from a bullet by that handy pocket bible or watch.... as such a zombies manual should have a 10% chance to negate the next shot that would "kill" it, this attack would instead destroy the book.
:Yes I am (mostly) joking ;) --[[User:Honestmistake|Honestmistake]] 14:12, 8 January 2009 (UTC)


Perhaps if you had to read the manual for the same cost and chance of success as a book, and it granted the bonus for, say your next 5 actions...and negated the XP you would have earned for doing those actions... [[User:Faranya|Faranya]] 15:11, 8 January 2009 (UTC)
Q: If it wastes AP, what is the point?


What if performing an action that benefits from the manual has a chance of using it up. "You feel you have learned everything useful in the manual." Or, manuals can be part of a buildings library. You install it in buildings just like a generator, and it only benefits that one building and gets destroyed when it's ruined. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 18:38, 8 January 2009 (UTC)
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.
w 5
899999999999999999999999999999999999
Change the mechanics and activate the effect upon using the magazine.  Then give a % of the magazine taking effect that is inversely proportional to the number of actions taken since the book was read, I suggest an equation of x = 100 - 7.5n, X being the percentage and N being the number of actions taken after reading the magazine. --[[User:Diablor|Diablor]] 02:37, 10 January 2009 (UTC)


Overpowered. Not necessarily terrible in concept, but way overpowered. And one sided. - [[User:Tylerisfat|tylerisfat]] 08:09, 11 January 2009 (UTC)
:This isn't one sided because zombies lack the intelligence to read --[[User:Diablor|Diablor]] 19:35, 11 January 2009 (UTC)
::Its one sided because survivors would get basically a free buff to their choice of actions and zombies get nothing but hit with more damage. - [[User:Tylerisfat|tylerisfat]] 05:32, 12 January 2009 (UTC)
:::That and you can't argue zombies are stupid in a game where zombism is more evolution than revival. Note Scent Tree, zombie speech, gesturing, re-cognative ability(Memories of Life), and that the players themselves are smart(it means the characters they play will act in a manner that shows intelligence). If Kevan wanted zombies to be stupid they've be NPCs with different flavor.--<span style="white-space:nowrap;">[[User:Karek|Judge Karke]], self-proclaimed Decider of Everything and Ruler of All</span> 05:48, 12 January 2009 (UTC)
Well, the first thing you do wrong is proposing search rates for powered and unpowered. When proposing a search rate provide only one, powered or unpowered, powering or ransacking a building increase/decrease the search rate by a set percent put into the game system already so all proposing different search rates does is make it impossible to know what the real search rates will be. The second mistake I see here is that it's a permamnent upgrade; Bad idea, we don't need more useful forms of flak jackets, much less do we need to make survivors have the ability to nullify a week or more of zombies holding a building by repairing with a fifth off. If you're going to have the buff item it needs to be randomized upon reading, so you don't know what you get, and it needs to last for only a certain amount of time after reading. Like say a day with the item disappearing after use. Also, I like the idea of giving punching a buff very much.--<span style="white-space:nowrap;">[[User:Karek|Judge Karke]], self-proclaimed Decider of Everything and Ruler of All</span> 05:13, 12 January 2009 (UTC)
:OK, I think that the 'benefit only for next action' method would work better. Oh, and as for a change in the repair one, how about it only takes 10% off the repair cost if the ruin requires more than 30AP to repair? --{{User:Blake Firedancer/sig}} 13:37, 16 January 2009 (UTC)


Reading manuals can give you skills (already represented by books granting XPs), but if you need to consult the manual still, you'll be working SLOWER and getting WORSE results for most tasks. The exception is when for some reason the tasks require different info each time you do them (eg, referencing specs and diagrams for car repairs on various different models)- which isn't really the case in any of the above examples, nor would a single manual suffice for the variety of cases encountered.  {{User:Swiers/Sig}} 03:06, 16 January 2009 (UTC)
Please give your thoughts.
:You know what would be cool. Skills that can only be gained from XP from certain books in the game. They'd have to be somewhat strong to justify the difficulty in getting them though. Like say car repair. --<span style="white-space:nowrap;">[[User:Karek|Judge Karke]], self-proclaimed Decider of Everything and Ruler of All</span> 03:20, 16 January 2009 (UTC)


:Related to Swiers' point, how about reducing the AP for an extended action through reading? For ruins it might be considered overpowered with their sliding cost, but what about syringe manufacture? Spending 1 AP to read the Syring Manual (New Item) would reduce the cost of manufacturing a syringe as your next action to 16 AP? What's the maths on that? -- {{User:Iscariot/Signature}} 03:29, 16 January 2009 (UTC)
|}
====Discussion (Backpack)====
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==Suggestions up for voting==
===Feral Hearing===
This suggestion is up for voting [[Suggestion:20090113 Feral Hearing|here]] and its discussion is now [[Suggestion talk:20090113 Feral Hearing|here]] . --{{User:Rosslessness/Sig}} 15:32, 13 January 2009 (UTC)
===Sprinting===
This suggestion is up for voting [[Suggestion:20090114 Sprint|here]] and its discussion is now [[Suggestion talk:20090114 Sprint|here]] --{{User:Rosslessness/Sig}} 14:21, 17 January 2009 (UTC)
----
[[Category:Suggestions]]

Latest revision as of 16:29, 14 February 2023

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

Suggestion Navigation
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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)