PR Skill New: Survivor: Science

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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

This is not the place to put new Suggestions.
The Suggestions Page is the queue for new Suggestions to be voted on and suggested.

Any Suggestions that have not been voted on will be removed from this page.

DO NOT PUT NEW SUGGESTIONS HERE

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
suggest_moved=~~~~~
}}
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

Skill New: Survivor: Science

General

Medical Clearance (FAK Fort Search +)

Timestamp: 08:55, 15 Jan 2006 (GMT)
Type: Skill
Scope: Survivors, Forts
Description: This is a suggestion to help make forts more defendable. This skill would allow survivors to find first-aid kits within forts with the same chance as finding one as searching a mall drugstore without bargain hunting, the logic being they have permission to access medical storerooms most survivors cannot enter. The odds of finding other items would not be decreased to make room for this skill, instead some of the times the searcher would find nothing they'd instead find a first-aid kit. This would be useful as a fort defender searching for ammunition would occasionally come across a FAK they could save in case of infection. At the same time the relatively low odds of finding a first-aid kit wouldn't cause the forts to become grossly more powerful, keeping them worse than malls when it comes to item finding. It'd basically make forts be a viable alternative to malls when it comes to holing up: you'd have more trouble getting the item of your choice but you'd only need to guard one entrance. I think that's balanced.
Notes: 11/16 Keep/Total. Well accepted as is.
  • Was "Medical Clearance".
Left Queue: 14:51, 23 May 2006 (BST)

Network Operation (Building Fiction)

Timestamp: 03:00, 9 March 2006 (GMT)
Type: Improvement
Scope: Survivors
Description: Players have profiles to tell others about their own backstory. It would be interesting if players could create backstories for buildings as well. I propose that in certain buildings that would logically have pre-existing computer networks (Police Stations, Fire Stations, Hospitals, Necrotech Buildings, and Armories) it be possible for players to create and modify a profile for the building by changing the data saved on the building's computers. Here's how it would work:

Players with the science skill Network Operation would be able to bring the network back online when there is a running generator by pressing a "Restore Network" button for 1AP. This would modify the building's description to include the line "The building's computer network is restored (timestamp)". The link would cost 1AP to press and lead to the building's profile which would be about a quarter-page of text written by players (I'll explain how in a bit) along with some building statistics such as how many people on average have lived in the building over the past week, how many people have died in the building in the past week, the five largest survivor groups/factions in the building and their percentage of the building population, and perhaps some other worthwhile pieces of data as well. At the bottom of this page most players would simply have a "Back to city" button, those with Network Operation would also have an "Edit Data" button which would let them modify the building's player written profile for 1AP. The timestamp would indicate the last time the profile was modified. This would leave their name at the bottom of the profile, you'd be able to see who wrote the current building profile.

If power is lost due to running out of fuel the computer network would be down and the building profile page could no longer be accessed or edited. When the generator is refueled the link will come back without the network having to be restored though. You only must "Restore Network" after a generator is destroyed, restoring it would involve plugging everything back in.

What would be in the building profile? Anything the players want. A group could change it to boast about how the building was used as a base in a battle they just won, someone could put up a list of buildings rules that everyone could vote on, the possibilities are endless. It would be hard to get away with writing spam as the writer's identity would be known, and it would be very easy for someone else to change it back. It's best not to think of the building profile as an eternal thing but as a changing thing players could modify as they see fit. If you are concerned this would make spraypainting obsolete it would not. While you could write a larger message it would cost AP for others to check it. Spraypainting is better because it delivers a free message that doesn't require any action on the part of the reader, this is just if you want to record the history of the place and leave it around for those who want to learn more about the building they are in.

Notes: 13/15 Keep/Total. Well accepted as is.
  • Was "Building Profiles: Network Operation (revised)".
Left Queue: 11:01, 15 June 2006 (BST)

Diagnosis

Autopsy (Limited Diagnose Zombie)

Timestamp: The Mad Axeman 10:44, 17 November 2006 (UTC)
Type: New Skill.
Scope: Both survivors and zombies.
Description: Ah, everyone loves a good autopsy, and this suggestion gives a skill to reflect that. After spending many hours reviving, fighting, and disecting zombies, certain scientists have learned how to tell how strong a zombie is before attacking them.

Autopsy is a scientist skill that requires that the survivor already know Diagnosis. Once this skill is bought, the hp total of the zombie at the top of the stack is displayed. A message a bit like this appears "There are x zombies here (42 hp)." There is no link to the zombies profile, nor is any information about the other zombies in the stack displayed.

Once purchased, this skill remains active if the survivor becomes a zombie themselves.

Notes: 21/24 keep/total. Well accepted as is.
  • Was "Autopsy".
Left Queue: 22:49, 7 December 2006 (UTC)

Corpse Discernment (More Corpse Details)

Timestamp: 23:58, 5 Jan 2006 (GMT)
Type: Skill
Scope: Survivor
Description: This is a Scientist skill, not under anything else in the skill tree. Players who have it will no longer see the generic message "dead bodies"; instead, they will see:
   * Fresh Kills: Dead bodies who were survivors before they were slain.
   * Rotting Corpses: Dead bodies who were zombies before they were put down.
   * Reviving Bodies: Zombies who were stuck with a Mark 2 Revivification Syringe.
Notes: 24/25 keep/total
  • 1 vote suggested it be placed under diagnose
  • Original version had option to remove only "not revived" bodies due to popular demand
  • Was "Corpse Discernment".
Left Queue: 10:35, 19 April 2006 (BST)

Prognosis (See Infected)

Timestamp: 03:16, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: Subskill of Diagnosis. Represents the exposure of the player to the urban dead environment, hence their ability to recognize when another player has an infected bite wound by displaying the hp next to names in red. This places more priority on healing them over other players and helps those who want to play IC. The maximum HP level of the survivor is also displayed next to their name.
Notes: 28/29 Keep/Total. Implementation suggestion: use an appended character/symbol instead of a color to aid inept browsers.
  • Was "Prognosis".
Left Queue: 17:31, 20 Nov 2005 (GMT)

Triage (Drop-Down Wounded)

Timestamp: 13:27, 22 June 2006 (BST)
Type: Skill/Improvement
Scope: Survivors, Doctors
Description: Healers spend a great deal of real-world time searching through lengthy lists of names looking for people to heal. The combined total of this must equal hundreds, or maybe even thousands of minutes each day. Here's an idea to take a continuing hassle out of the game.

Triage would be a subskill of Diagnosis that would give you a new Heal button and drop-down menu when in room with injured survivors and no zombies are present. The drop down menu would display a list of only the injured along with their health. It'd look like this:

  • MaltonDude(45)
  • Shotgun Guy(23)
  • Zombiedude334(35)

Clicking heal would cost 1AP, use up 1 first-aid kit in your inventory, and target the selected survivor. If you do not have a FAK you get the message "You have nothing to heal them with." This skill does not make survivors more powerful because it does not save them AP, does not allow them to heal more than they otherwise could, and does not let them easily find who to heal when zombies are attacking. This is not a buff! It is an amenity that would save thousands of players an insanely large amount of time. Note this is not possible via Firefox extensions because of names being hidden in crowded buildings. Urban Dead is a great game but there's no need to take longer to do the same thing.

Notes: 23/27 Keep/Total. Well accepted as is.
  • Was "Triage: An Idea That Would Save Many Players a Great Deal of Time (revised)".
Left Queue: 09:32, 6 July 2006 (BST)

First Aid

Hospital Residency (Heal Without FAK)

Timestamp: 02:08, 20 Jan 2006 (GMT)
Type: Skill/Improvement
Scope: Survivors, Medical
Description: The new skill NecroNet access allows you to create syringes with the same amount of AP as it would take on average to find one. This saves the time of the player and vastly reduces server load. Why not do something similar for hospitals? I suggest adding a skill "Hospital Residency" (referring to the time doctors must spend as hospital residents, this skill indicates the player has completed this training). When in a powered hospital players with Hospital Residency would be able to heal themselves or others without using a First-Aid Kit for the average amount of AP it takes to find a First-Aid Kit (by using the hospital's equipment). Players in hospitals would gain a "Heal" button with a drop down menu. This skill should be a prerequisite of First-Aid so by itself it would only heal 10hp and players with Surgery would be able to heal 15hp. First-Aid kits would still be important to heal out in the field and in case power is lost. Now a skill that costs 100xp and only saves you a bit of time and helps the server probably won't be a high priority for most people so I suggest incorporating Peer Reviewed Suggestion Prognosis into this skill, allowing people that also have Diagnosis the ability when in a hospital to tell which players are infected when the power is on by displaying their health in red text (in game reason being that they can use the hospital's diagnostic equipment). I think that makes good sense flavor wise, it'd make waiting in a hospital to be healed a better choice than waiting in a populated police department because the doctors could tell you're infected and prioritize healing you. I'm following NecroNet's lead here: It eliminated the need to search and gives information when inside a Necrotech Building. This would eliminate the need to search and give information when inside a hospital. Good for players, good flavour for would be doctors, and good for the server.
Notes: 27/32 Keep/Total.
  • Was "Hospital Residency".
Left Queue: 22:41, 20 February 2006 (GMT)

Lab Experience

Advanced Syringe Manufacture

Timestamp: 03:57, 7 Jan 2006 (GMT)
Type: Skill
Scope: Survivors
Description: Pre-req: Lab Experience. This skill represents the ability of a trained NecroTech employee to operate the lab equipment to create the revivification syringes from stored DNA samples (as is done making antivenom from stored venom samples). After successfully gathering 10 DNA samples from zombies (the count will be stored on the player's extractor in a manner similiar to ammo on weapons) the player can return to a NecroTech building powered by an active generator and convert the DNA samples into one syringe. (Not sold on the 10 samples number -- this is up to Kevan's statistical analysis. I picked it because it was lower than the current 21 AP needed to search one in a NT building right now, and adding in APs for generator, fuel for the generator, walking to the zombies to sample them, sampling them, it seems like it would be approximately balanced. Anyone Killing on the number alone will be farted upon. Anyone Killing on the "i kill anything with variable numbers" excuse will be farted upon twice: the big K decides the final numbers on anything he choses to implement, and killing a decent suggestion for slightly off numbers is dumb)
Notes: 27/38 Keep/Total. Well accepted. Most people who were killing did so because this could result in more syringes in circulation.
  • Was "Advanced NecroTech Equipment Use".
Left Queue: 06:36, 14 May 2006 (BST)

Behavioral Research (Track Zombies)

Timestamp: 19:58, 10 Jan 2006 (GMT)
Type: New Skills and Item
Scope: NectoTech
Description: NecroTech is very pleased with the job you have done so far, but there is still much work to be done. For reasons too complicated for just any low-level employee to comprehend, it is important to study the behaviour of zombies. For this reason, certain operatives with lab experience will be instructed to find tracking devices that are to be implanted in target zombies in order to study the behaviour of zombies.
  • New item: Tracking Device - Can be found in NecroTech Buildings.
    • Survivors with Behavioral Research Clearance can attempt to implant it on a zombie (1AP).
      • There is a 50% chance of success to implant the Tracking Device. Successful implantation grants 5XP.
      • Faliure to implant the Tracking Device will cause loss of the tracking device. Attempts to implant onto a zombie that is already being tracked will be treated as faliures.
    • Only zombies with Sense Pain can distinguish between zombies that are being tracked and those that are not.
    • A zombie cannot remove a tracking device from itself.
    • A zombie with Sense Pain can remove the tracking device from a tracked zombie. Takes 1AP, grants 5XP.
    • When a tracked zombie dies, it loses its Tracking Device. When a zombie is revived, the (now) survivor removes the tracking device, thereby breaking and discarding it.
  • New skill (survivors): Behavioral Research Clearance - Placed under Lab Experience, required to use tracking devices.
    • When in a powered NecroTech building and with Behavioral Research Clearance, a survivor can click "view computer console," which will display a new screen of the full 100x100 Malton grid, with numbers in each square representing the number of tracked zombies in that block.
      • Only numbers for suburbs with powered phone masts are shown.
      • When attempting to view the computer console in a suburb without a powered phone mast, an error message is displayed (something along the lines of "Error: Connection to database severed.")
  • New skill (zombies): Sense Pain - Zombies with this skill can sense the discomfort inflicted by the painful implant, and remove the tracking device from any tracked zombie.

What this adds:

Makes the game more interesting for both sides. This provides another XP source for science-oriented charachters (trust me, low-level scientists need it), and provides both an XP source and a "help your friends" element to the zombie side. Also adds a use (and therefore value) to generators.

All this said, don't forget the practical use of being able to track zombies - knowing where they are. In turn, zombie groups can use this to confuse survivors, adding another element of strategy to the game.

Edit: Interface Issue: Displaying a 100x100 grid on one screen might be impractical. Suggested Solution: Show one suburb at a time (starting with the current) with navigation buttons to view the other suburbs. Directional navigation and a list (or map) of suburbs are both possible solutions.

Notes: 35/46 Keep/Total. Generaly well accepted, however people were worried about issues about server load. Also some people disliked that survivors could track hoards easily.
  • Was "Behavioral Research".
Left Queue: 06:51, 14 May 2006 (BST)

Dissection (More Corpse Details)

Timestamp: 12:21, 18 Nov 2005 (GMT)
Type: Skill/Item
Scope: Scientists
Description: A subset of Lab Experience, the dissection skill would be similar to NecroTech Employment in that it allows use of scientific equipment similar to the DNA extractor. The difference is that the dissection tools are intended for use on dead bodies in the preformance of an autopsy. While it's mainly there as a new way to get xp for non-coms and to add flavor, usefull information could be obtained from examination of a body, such as: how the body died & whether it was human or zombie when it was last killed (giving you an idea of what's going on in the area; lots of humans killed by bulletwounds suggests potential PKer activity, while lots of humans killed by bite wounds suggests a potentially large hord near by), how much ap the body has accumulated since it fell (giving you an idea of how long it may be untill it rises again) and what skills the body will have when it rises (allowing you to assess how dangerous the newly risen zombie will be).

The necissary item would be a dissection kit, found in labs and hospitals. It would be a single use item, as the contaminated instruments would need to be destroyed immediately, lest they contaminate future procedures or even spread the disease to whoever is caying them around, naimly YOU (as well as to prevent people from dissecting every single body they come across for easy xp). Though I suppose potentially there could be a skill/item for sterilizing your instruments between uses (possibly through the use of a depletable steralizing agent), though I personally don't recommend it.

  • edit: Rather than integrate new ideas and good suggestions, I will simply ammend. I may integrate when this nears the end of it's voting period.
    • There could be a %chance of screwing up the procedure, gaining no xp, and possibly learning nothing.
    • As an alternative to putting it under Lab Experience, dissection could be placed under NecroTech Employment. In this case, Lab Experience would lower the %chance of screwing up the procedure (provided that idea is implemented)
    • There could potentially be a negative effect on the zombie who gets dissected; such as having to spend an extra ap putting his guts back in or something similar. DISCLAIMER: I do not endorse this idea, it is simply one that occoured to me which I found interesting.
    • It should be that once a body has been dissected, it cannot be autopsied again untill it rises and falls again. It could be hard to tell, after all, which cuts killed it, and which ones were done after the fact. Rather than a "corpse" it would appear as "the dissected remains of a corpse"
    • A dissection kit could potentially contain enough supplies for several prociedures (maby five?), so that people dont have to fill up their entire invintory with the things if they want to do it alot. In this case, the "Dissection Kit" should be called a "Field Dissection Kit". *Note the "steralize" item/skill would render this suggestion obsolete.
    • Alternative skill title:
      • Autopsy
    • Possibilities as to how the command may appear in the menue:
      • "Preform Autopsy"
      • "Dissect Specimen"
      • "Examine Corpse"
    • Current list of things you may learn from an autopsy:
      • How the body died (Shotgun blast, claw marks, bite wounds, stab wounds, blunt force trauma, disease, ect)
      • Whether it was human or zombie when it was last killed
      • How much ap the body has accumulated since it fell
      • Aproximately how long ago the body was killed
      • What skills the body will have when it rises
      • Whether it was killed at it's present location or has been moved (dumped outside)
      • Character class (When alive)

Anyone who has anything else to suggest can feel free to do so, either in votecomments or on the talk page.

Notes: 17/21 Keep/Total.

Add some potential risks like cutting yourself and getting infected, causing damage to internal organs and thus botching the dissection, etc. Don't put it as a third skill in a tree. Put it under Diagnosis if anything. Rename to Autopsy. Does not seem useful for anything but an XP boost.

  • Was "Dissection".
Left Queue: 06:31, 3 Dec 2005 (GMT)

NecroTech Veteran (Specific NT Search)

Timestamp: 00:08, 13 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, Scientific
Description: Requires Lab Experience. Allows a Survivor to search specifically for any type of NecroTech item instead of just a blind search, much like the Shopping skill allows one to search a specific type of store in the mall. While you are searching for a particular item, the chance you will actually find something is lowered by 10%.
Notes: 11/14 Keeps/Total. Complaints about too low a search rate. Math as follows: Currently you have 20% to find something, and then a 1 in 3 chance for the different types of items (syringe, GPS, scanner). So basically the chance increases from 6.66% to 10% (the average AP needed to find a something particular (e.g. a syringe) drops from 15 AP to 10 AP). One might lower the percentage chance to 8.33% (i.e. average 12 AP per item) if the impact to the AP balance shouldn't be too high. I might buy with 6.66% as it still would stop me having to drop numerous GPS units and scanners (although my character claims he discards the old scanners due to their contamination). Will reduce server hits. Multiple preferred find percentage staying the same.
  • Was "NecroTech Veteran".
Left Queue: 14:49, 28 Nov 2005 (GMT)

NecroNet Access

Revival Selection (Random Zombie In Stack)

Timestamp: 08:04, 17 April 2006 (BST)
Type: Revive option
Scope: Random choice of another zombie in stack, after a wasted revive
Description: The above suggestion is brilliant, but let's simplify and balence it very carefully (if I can do it, god help us all!)

Revival Candidate Selection

New science skill appears after NecroNet Access on science skills tree. Adds no benefit to you zombie character.

  • After unsuccessfully attempting to revive from a stack of zombies for the first time at this location in the last 24 hours, the reviver then gets the target option "a random zombie" from the pulldown menu, if they so choose.

What this means:

Once you've already wasted a revive at this location, and there are other zombies here you want to help. You have the option to choose any other zombie other than the one you just attempted on. The selection is random (any zombie other than that one you just "tested" on.)

All this would do, is make it possible for you to choose another zombie at this location, it does not prevent you from losing the 1st revive needle.. but you are free to help others, if you can, and are willing to do so.

In this manner rotters still get to "screw" revive scientists (making them throw their taped glasses to the ground and curse vehemently at the cost of the medicines), but the wiser of these scientists are free to use the scientific method and try, try again until they get a success!

Zombies who prefer to be human will get revived more easily, or sooner, vote accordingly if you hate being a zombie for a long time.

Notes: 4/5 Keep/Total. Well accepted as is.
  • Was "Revival Candidate Selection".
Left Queue: 06:23, 21 June 2006 (BST)

Syringe Hack (Scanning before reviving - no extra 1AP)

Timestamp: 00:20, 24 April 2007 (BST)
Type: science skill
Scope: survivors
Description: You must already have Necronet Access to purchase this skill. XP cost is as for a science skill, based on character class.

Flavor Text Although it is only usually accessed by the Necronet in powered NT buildings when reviving a cortex damaged subject, Necrotech syringes have a short range wireless interface. After some analysis of the Necronet / DNA scanner interaction and Necronet / Syringe interaction, your character is now able to use his DNA scanner to "hack" a syringe's short range wireless interface. By altering parameters depending on the results of a recent scan, your character can optimize the speed of the revivification process.

Game Effect After scanning a zombie, the character is given the option to "Revive this Specimen". This normally has a specified cost of 10 AP. For survivors with this skill, the cost is instead 9 AP, and is displayed as such. The effects are otherwise identical.

Notes: 24/27 Keep/Total. Well accepted as is.
  • Was "Syringe Hack".
Left Queue: --~~~~T''' 20:55, 23 August 2007 (BST)

NecroTech Employment

Necrotech Beacons (Recognise Flare Firer)

Timestamp: 04:33, 23 May 2006 (BST)
Type: Skill
Scope: Scientists
Description: Signaling would be a subskill of Necrotech Employment designed to make both flares and GPS units useful. In real life GPS units receive and send a continuous signal to satellites to determine the unit's position. Several satellites receive the signal simultaneously and can triangulate the coordinates by comparing their own position to that of the unit. Since GPS units both send and receive data by satellite perhaps Necronet would try to include signaling capabilities in their units, to send alerts to other GPS units.

A scientist with the skill Signaling knows had to access the rudimentary communication features offered by a GPS unit. When firing a flare they send a simple identifying message via the GPS network. Gameplay wise this is done automatically upon firing a flare. To someone watching they'd see a flare go up and then their GPS unit would flash the person's name. All mutual contacts in range of the flare that have a GPS unit would see their flare messages like this: Jon Pyre fired a flare 4w 3n. Alerts by GPS unit that aren't accompanied by a flare wouldn't exist in gameplay, they'd be useless and ignored since there'd be no way to pinpoint the signaler's position (the precise position of other units can't be accessed through simple handheld GPS units due to security concerns).

Flares serve only as spam and GPS units are rarely used thanks to numerous maps. This would allow people to fire flares that people wouldn't just ignore by attaching their name for allies to see, and would make having a GPS unit crucial for sending and receiving.

Summary: If you have a GPS unit and your mutual contacts have a GPS unit they can tell if a flare was fired by you.

Notes: 21/27 Keep/Total. Well accepted as is.
  • Was "Necrotech Beacons: Flare and GPS unit Usefulness Idea".
Left Queue: 08:55, 29 June 2006 (BST)