Suggestion:20070708 Fear: Difference between revisions

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{{Rejected}}
{{Rejected|Class Change}}
===20070708 Fear===
===20070708 Fear===
[[User:BoboTalkClown|BoboTalkClown]] 00:35, 8 July 2007 (BST)
[[User:BoboTalkClown|BoboTalkClown]] 00:35, 8 July 2007 (BST)

Latest revision as of 13:28, 25 November 2012

Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.


20070708 Fear

BoboTalkClown 00:35, 8 July 2007 (BST)

Suggestion type
Improvement

Suggestion scope
Humans

Suggestion description
This will add realism and even the odds between zombie and human. The humans will have a stat for "morale". It would start at 25 out of 50(25/50). Being near zombies, being low on health, and other things normal humans would find demoralizing and scary will lower the stat. If the stat reaches 0, accuracy is cut in half, and all moves cost doulbe the APs. Having lights on, a baricade up, military traning, a crucifix, armaments, human company, or any other sort of secure sort of thing would raise the stat. Any suggestions would be GREATLY appriciated.

Thanks for the suggestions! I needed some input from more expreienced players.

Voting Section

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

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

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


Keep Votes

  1. It's a good idea! (Author vote) BoboTalkClown 00:41, 8 July 2007 (BST)

Kill Votes

  1. Kill - Has potential, but not in this version. Please use the suggestions talk page to develop ideas before bringing them to voting -- boxy T Nuts2U DA 00:58, 8 July 2007 (BST) (Oops sorry -notbyauthor-)
  2. Kill - As boxy, although without the potential. Things like this would make it even harder for survivors once it got beyond difficult - it would encourage (even more) grouping of survivors and probably turn it even more mall centric. 'arm. 01:04, 8 July 2007 (BST)
  3. Kill - As boxy and arm, 'cept it does have potential.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 01:12, 8 July 2007 (BST)
  4. Kill - Needs some work before implementing it. But a pretty nice suggestion :) --JudeMaverick Talk +1 Jobs 01:23, 8 July 2007 (BST)
  5. Kill - Needs some work and it is hurtful to newbies in respect to the training and armaments. --ZombieSlay3rSig.pngT 01:39, 8 July 2007 (BST)
  6. Kill - Hugely overpowered as it stands. Could have potential, but that AP effect will have to go for a start. --The Hierophant 01:53, 8 July 2007 (BST)
    If the AP effect goes, what's the point of the suggestion? 'arm. 02:43, 8 July 2007 (BST)
    There's still the effect on accuracy. --The Hierophant 00:22, 9 July 2007 (BST)
  7. Kill - No discussion of how fear is given/removed (fear bonus per item, effect of zombies, etc). Incomplete, and a bad idea. --Saluton 02:25, 8 July 2007 (BST)
  8. Kill - Fear is a bad idea, just like hysteria.--karek 02:29, 8 July 2007 (BST)
  9. Kill/Change Work on it. --Secruss 04:20, 8 July 2007 (BST)
  10. Kill - talk:suggestions --Ducis DuxSlothTalk 05:54, 8 July 2007 (BST)
  11. Kill - same as i wrote here, this isn't needed. a lot of players waste their AP by shaking in fear and broadcasting "help" when few zombahz break in their block without any special in-game mechanics. --Duke GarlandTLCD SSZ 11:45, 8 July 2007 (BST)
  12. Kill Please use talk suggestions. We keep telling you guys this for a reason. Don't make us go round adding it in bold to every new members talkpage.--Seventythree 13:35, 8 July 2007 (BST)
  13. Work on it - As people have said. I see potential too, but I must warn you most people who voted kill will probably do so again. ~m T! 17:07, 8 July 2007 (BST)
  14. Kill - Uh, even the odds? Dude, the odds are even. It's a balanced, fair interplay between human and zombies. Each have their advantages, disadvantages, weaknesses, strengths, and tactics that change, amplify, and weaken all of the above. Having this in there would cripple survivors, and our tactics. River tactics would become worthless and impossible, distributed defense would be nearly as badly weakened, and so we'd be forced to revert to Dam tactics, constantly, or we'd die from "fear." Ergo the first mall tour to come around would kill virtually every survivor, or at least every effective one. Nalikill 22:56, 8 July 2007 (BST)
  15. Kill - I also disagree with the notion that this suggestion has potential or could be worked on. As Garland mentioned, players in the game already feel the effects of good or bad morale. Some fight when the zombies come knocking, some run, and others jump out of windows. The characters don't need the game to tell them how they feel; that should be determined entirely by the players.--Jiangyingzi 12:46, 13 July 2007 (BST)
  16. kill - i think at the moment its to powerfull as it unbalances the game it needs to be refined i'd suggest lowering its effect and maybe introducing a new skill such as hard ass causing fear to no longer to effect your character or along those lines as we've all seen the films were the lone warrior takes on the aliens knowing he's about to die but has nothing but a crazy look in his eyes and a full clip in his machine gun.--delta 33 23:09, 19 july 2007 (GMT)

Spam/Dupe Votes

  1. Spam Having a crucifix? Oh hell no. Besides, it's potentially gamebreaking, and even at that, ridiculous. --User:Axe27/Sig 00:45, 8 July 2007 (BST)
  2. Something good for the zeds, but bad for the survivors and PKers. Uh. No. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:04, 8 July 2007 (BST)
  3. Spam - This can only a end up as a highly griefing nerf or totally useless suggestion. either way. don't take away AP or Percentages. using mechanics to force people to crudely roleplay something like that is the single most annoying thing that can happen in a game like UD.-- Vista  +1  21:35, 9 July 2007 (BST)
  4. Spam - no. Harman companions can go die. -- SgtBopTalk|Maris Viridis 19:55, 19 July 2007 (BST)