Suggestion:20070514 Unique skill avalible to each class

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20070514 Unique skill avalible to each class

Firestorm 05:03, 14 May 2007 (BST)

Suggestion type
Starting Skill

Suggestion scope
All

Suggestion description
First thing: ALL NUMBERS ARE USED AS PLACEHOLDERS, AND ARE NEGOTIABLE. If a number for a certain skill makes it overpowered, the number can be changed. Same goes for underpowered skills. XP and AP costs for the skill falls into this category as well.

Due to the homogeneity among high-level players, each character class should receive their own class skill, which will show a character's original 'intent' better, i.e. a Doctor with Basic Weapons and a Private with Diagnosis have the same skills. This suggestion will show each character class as more 'in-character', as well as make higher-level characters more different from each other.

Military:

  • Private: Marksmanship. Reflecting the emphasis on firearms training placed by the military, all Privates with this skill have an increased percentage to hit. Once the Marksmanship skill is purchased, all firearms (pistol, shotgun, flare gun) fired by the Private have an extra 5% chance of hitting. This reinforces the Private's role of 'gunner' by increasing his effectiveness with firearms.
  • Medic: Field Stabilization. Reflecting the nature of a military Medic's job, which is to quickly stabilize as many people as possible in preparation for further treatment, all Medics with this skill heal more HP once the target's HP is below 5, healing 10 HP without First Aid or Surgery factored in. For example, if a Medic heals somebody that has 4 HP without the Field Stabilization skill, they would heal them for 10 HP (this is with First Aid factored in, since all Medics start with First Aid), but a Medic that has Field Stabilization would heal them for 15 HP. However, this effect only kicks in IF THE TARGET IS AT 9 HP OR BELOW, and Surgery does not affect this, i.e. there would be no FAK 5 HP + FS 5 HP + FA 5 HP + Surgery 5 HP = 20 HP. This reinforces the Medic's role of 'frontline healer' by giving Medics the ability to boost the health of survivors in greater need, while not giving any boost to 'rear-rank healing'.
  • Scout: Bypass Obstacle. Reflecting the advanced movement training military Scouts are given, all Scouts with this skill have a chance to bypass barricades FROM THE STREET. Basically, instead of a Scout moving into a VSB School and then Free Running into a EHB Police Department, they have a chance to move directly into the EHB Police Department, with the chance of success depending on the barricade level of the building. For example, HB buildings would have a 75% entry rate, VHB buildings would have 50%, and EHB buildings would have 25%. This effect would come in very handy for wherever there is need for a quick escape, since instead of searching for an entry point, Scouts could simply duck into any nearby building, but without certain success the first time, which is what makes Scouts with this skill still need to keep track of their AP. This reinforces a Scout's role of recon and hit-and-run, by giving them more direct access to shelter to escape heavy enemy attacks.

Scientist:

  • Lab Assistant: Internship. Reflecting the young and impressionable nature of most Lab Interns, all Lab Assistants with this skill have a chance of gaining XP even from a failed DNA scan. The XP gain possibility would be 10% for a normal failure (cancelled) and 20% for a Brain Rot failure, i.e. more experience is gained from seeing a new case than gained from making a common error. (cancelled) The XP gain possibility would be 20% for a Brain Rot scan, allowing a possibility of the Lab Assistant learning from his or her mistake. This reflects the Lab Assistant's role as a student who is still learning many new things.
  • Doctor: Compassion. Reflecting the compassion most Doctors have for their patients overriding fatigue, any healing performed by a Doctor has a 10% chance of not using up an AP, but only when the target of healing is above 40 HP. This represents a Doctor's calm, steady work in the safety of a sterilized room on patients that have been mostly patched up, but still need a final heal.

Civilian:

  • Cop: Street Cop. Reflecting the long experience most Cops have had with their neighborhood, a Cop has a 10% chance of not using an AP when moving from one square to another, due to the fact that they have found a shortcut. This does NOT come into effect for moving within multi-square buildings, nor does it affect moving from inside to outside of a building or vice versa. This also cannot be used in conjunction with Free Running, i.e. what good is a shortcut if you jump over it? This reflects the long time Cops have been patrolling the neighborhood and their familiarity with it.
  • Firefighter: Forced Entry. Reflecting the fact that Firefighters often need to force their way into burning buildings and whatnot, the Forced Entry skill gives Firefighters a 5% chance of knocking a barricade down to VSB in one attack using a Fire Axe. This allows entry by players who do not have the Free Running skill, but cannot be used by Zombie Spies or the like due to the fact that the skill can only be used to knock a barricade down to VSB, and no further. This skill reflects the emergency rescue training Firefighters must undertake.
  • Consumer: Pent-up Anger. Reflecting the average citizen's fury at having their homes and lives destroyed by the zombies, the Pent-up Anger skill allows Consumers to spend 5 AP to enter 'Anger Mode'. While in this mode, Consumers cannot perform any action other than attack with melee weapons. However, their attacks all have an extra 10% chance of hitting, as well as a 50% chance of dealing an extra 2 damage. This reflects the understandable fury of 'Average Joe' at having his home sacked and his friends and family eaten by mindless zombies.

Please note: since there is only 1 class for Zombies, there are no unique skills for Zombies, since every Zombie is the same class anyways.

EDIT: In response to complaints about the numbers, could people suggest better numbers, instead of simply telling me that these numbers do not work? That would help far more than simply saying 'these numbers are unbalanced'. I am not exactly the person who wrote the algorithms for Urban Dead. Any changes are, as I mentioned in the start of the suggestion, acceptable, as long as they keep all the skills balanced relative to each other, as well as 'in-character' for the class, i.e. no increasing Marksmanship to 30% extra chance to hit, we're talking normal Poor Bloody Infantry here, not Delta Force snipers.

EDIT: My mistake with the Lab Assistant's Internship skill. It should read '20% chance to gain XP from a Brain Rot scan'.

EDIT: In response to complaints about the need for Zombie skills, I propose three different 'special skills' for Zombies, which are each exclusive, i.e. each Zombie may only purchase one of these.

  • First skill: Early Death. Zombies with the Early Death skill have just died and become reborn, and as such, their physical structure is in better shape than that of other Zombies. All Zombies with the Early Death skill have 55 HP and an extra 10% chance to hit when making claw attacks. This reflects the better physical mobility of a freshly dead Zombie, with its muscle and ligament structures still mainly intact.
  • Second skill: Grotesque Mutation. Zombies with the Grotesque Mutation skill inspire far more fear in survivors than normal Zombies, due to their disgusting and horrifying physical features. All survivors attacking Zombies with Grotesque Mutation have a 10% reduction on their chance to hit, i.e. a fully upgraded Private (including my Marksmanship suggestion) with a 70% chance to hit with a pistol would be reduced to 60% chance to hit. This is to balance out the Marksmanship and Pent-up Anger attack bonuses. THIS UPGRADE DOES NOT AFFECT OTHER ZOMBIES, i.e. a Zombie with no upgrades would still have 25% chance to hit using claw attack if hitting a Grotesque Mutation Zombie.
  • Third skill: Wisdom of the Grave. Zombies who have lived long unlifes have begun to activate their learning processes again, relearning many tasks other Zombies would not have. All Zombies with Wisdom of the Grave remember the basics of how a survivor will do things, and have a 5% chance of expending 1 less AP moving, in the same manner as the Street Cop skill, as well as a 2% chance of being able to clamber over a barricade of VSB level or below. This balances the Street Cop and Forced Entry skills, and reflects the increasing intelligence and experience of the zombie hordes in Malton.

EDIT: All such skills are, as I made clear in the beginning of my suggestion, 50 XP cost.


Voting Section

Voting Rules
Votes must be numbered, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid voting sections are Keep, Kill, Spam and Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - Wow. Am I the only one that thinks this idea has ANY usefulness? It's a great idea, but as some have said the numbers need a little tweaking. All of these spec. skills are great too. I'd help with the numbers but I don't feel like doing math. Great suggestion. (SWEET. If this gets implemented, I'll be an even better shot due to Marksmanship)-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 02:28, 15 May 2007 (BST)
  2. Damn Strong Keep - We vote on the merit of a suggestion, not how it would be directly implemented. There are some brilliant suggestions in there, and I seriously hope it gets through next time. The pedantic nature of this wiki irks me no end. --Karloth Vois RR 11:03, 15 May 2007 (BST)
  3. Gorram right! - I like this. It breaks up the homogeneity of maxed-out characters. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 14:56, 15 May 2007 (BST)
  4. Since it won't pass anyway... I suggested the same idea a few months back. If you plan to revise, check out the discussions and resulting vote on my talk page here: Discussion I, Discussion II, and Final Vote. All in all, too many skills for one suggestion, but everyone seems to like the "idea". Not sure how to get this into PR. If you don't include the skills/numbers people will say it is incomplete, and if you do everyone's bound to find SOMETHING they dislike. Let's just hope Kevan sees some merit in the thought behind the suggestion. --Matt Scott 9 17:53, 15 May 2007 (BST)
  5. Keep I won't vote kill because you already explained that this is about the idea of each class having a special skill, not about the skill suggestions themselves. I think that's a very good idea.--Wee Sonny MacGregor 20:19, 18 May 2007 (BST)

Kill Votes

  1. Change - Come up with some more reasonable numbers to replace the placeholders. But uniqueness to the classes is a good thing. Make unique things for Starting Zombies, after all they start at a disadvantage anyway, the other classes you mentioned are starting choices just like zombie but not unique classes, and zombies wouldn't get any of the other unique abilities. I'm more than willing to vote for this if those changes are met.--karek 06:59, 14 May 2007 (BST)
  2. Kill - so many gathered in 1 suggestion. if vote Keep - you need to like all of them. i don't, ergo Kill --Duke GarlandLCD 09:01, 14 May 2007 (BST)
  3. Kill - Same as above. Suggestions that include many changes or additions are always likely to be shot down, keep that in mind. --Matthew Fahrenheit YRCT+1 09:40, 14 May 2007 (BST)
  4. kill/change i like most of these but feel they need work. While i appreciate the sentiment of Mat & Duke these only work as a package and are really just one suggestion with a lot of variables/options. It would probably benefit from time on the talk page but i have seen this kind of thing shot down many times. One last thing... really do need a zombie skill too or this is just not fair. Possibly a chance to infect even if a bite is missed while tangled, maybe just extra hits cos they are so far gone/rotted that more damage is getting immaterial? --Honestmistake 10:38, 14 May 2007 (BST)
    you changed this way after voting... It needs to withdrawn and resubmited as many early votes no longer make sense. I am suprised it wasn't deleted for breaking this rule! --Honestmistake 13:50, 16 May 2007 (BST)
  5. Change God, It kills me to vote change on this, seriously it does. New, groundbreaking well thought out ideas like this are what we need. Why didn't you put this on discussion? With lots of people working on this you coulda ironed out some of the problems, and come up with a list of class dependant bonuses that would be better received. Keep working on this.--Seventythree 12:55, 14 May 2007 (BST)
  6. Change - some are good, some are bad. The whole "placeholder number thing" doesn't work; either we are voting on those numbers, or don;t list any skill at all. Oh, and there is no such thing as a "failed normal scan"- without brain rot, scans are 100%, like using a FAK. You may not get XP (because everybody in the area is already scanned) but you still scan somebody. Anyhow, change it to just "Kevan should introduce some skills avaialable only to certain starting character classes" and it would be easier to vote on. As for zombies, and child skill to "brain rot" (of which there are several in Peer Accepted) would be a fair balance to this. --Seb_Wiers VeM 12:59, 14 May 2007 (BST)
  7. Change I have some likes and dislikes. Too much to add in one vote. Should be in discussion. --Target Zombie 18:24, 14 May 2007 (BST)
  8. Kill -Though your justification for making such a suggetion is wonderful,... I believe that these are to over powered, and in most cases,... rather bland. --Poodle of doom 18:48, 14 May 2007 (BST)
  9. Change - I really like the idea of Unique Skills for each class but, some of these skills need to be changed. --Sonofagun18 21:10, 14 May 2007 (BST)
  10. Kill - Complete your suggestion then come back with it. At the moment it feels like it needs a bit more hashing out. - JedazΣT MC ΞD CT SR: 10:20, 15 May 2007 (GMT)
  11. Change The zombie skills rocks: 5 extra HP and +10% to hit with claws! -10% for everyone to hit, which more than cancels the soldiers to hit bonus! Simply to good on the zombie side. Also, the lab technician sucks. Spending 100 (75?) xp for a chance to perhaps gain 1 xp once in a while it simply a way to waste xp, and wouldn't be chosen untill the survivor had everything else, and by then it would be useless. The other skills seems reasonable, and this would get my vote if you balanced the zombieskills. - BzAli 12:11, 15 May 2007 (BST)
  12. Kill - The whole draw of urban dead for me is to be able to do anything, and indeed, even change sides if I wish. This suggestion goes against the spirit of the game.--Bluish wolf 18:14, 15 May 2007 (BST)
  13. Kill - This would ruin the game, -- Lemonhead7t7 06:06, 20 May 2007 (BST)
  14. Kill - Too many suggestions. --User:Axe27/Sig 18:42, 20 May 2007 (BST)

Spam/Dupe Votes

  1. Incomplete / Spam - If all numbers are negotiable, than this is a draft of suggestion, which would belong on the (sadly now removed) suggestion talk page. Wait until you have exact numbers before submitting it as a complete suggestion. --Saluton 14:40, 14 May 2007 (BST)
  • Note - this suggestion was changed well after voting had started, I'm withdrawing it for revision. The author can resubmit it later when they've worked out the kinks -- boxy T L ZS Nuts2U DA 03:51, 17 May 2007 (BST)