Suggestion:20080117 Rucksack

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This suggestion has been removed from voting Withdrawing for Revision. Thanks everyone for your comments. :) I'll try and factor in as many as I possibly can into this revision.-- Cheeseman W!RandomTalk 22:10, 23 January 2008 (UTC).


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20080117 Rucksack

Cheeseman W!RandomTalk 23:23, 17 January 2008 (UTC)

Suggestion type
New Item

Suggestion scope
Everyone. (However, zombie wont really get much of a benefit from it while they're dead, but it'll look nice)

Suggestion description

  • What does it do? The rucksack will allow you to increase your encumbrance by 15%.
  • How will it work? Basically, when you reach your maximum encumbrance level, the rucksack will allow you to carry an extra 15%, perfect for carrying spare fuel, ammo, first aid kits or spray paint.
  • Where can I find it? You'll be able to get your hands on one in Malls, Office Buildings and Hospitals using the current clothing options and wearing it with a new Rucksack field. As a result, there can be several colours for you to choose from. Like clothing, it will show up in your profile description.
  • Are there any catches? Unfortunately yes. Since, it will be used like clothing it can become torn and as a result, won't be able to be used anymore and you'll lose all the items that you picked up to take you over 100%. There will be a 25% chance that it will rip. When it tears, you'll receive a message:
As you fall to the ground, the zombies claws catch your rucksack, tearing it and spilling it's contents onto the ground. You'll no longer be able to hold any extra items."

For Example: Fred is 95% encumbered and has a rucksack. It tears, but as he's not at full encumbrance, he can pick up more items till he reaches the 100 mark and won't lose any.

Bob is 100% encumbered and picks up a first aid kit, taking him to 102%. It also gets torn, however being at full encumbrance, he can't pick up anymore and will lose the first aid kit in his rucksack.

  • Summary:
    • Rucksacks will be added to the game.
    • They will allow you to carry an extra 15% worth of items.
    • They can be found in Malls, Office Buildings and Hospitals and are worn as clothing in the Rucksack Slot.
    • There is a 25% chance that they will be ripped if you are killed by a zombie. If that happens, you will lose the contents. (the items you picked up to take it over 100% encumbrance.)


  • Note for clarification Purposes: If you pick up an item which takes you over the 115% limit, then you will be fully encumbered. For example, picking up a generator at 98% will take you to 118%. You won't be able to pick up any more and if the rucksack rips, you will lose it.

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. Author Vote - My suggestion. My vote. -- Cheeseman W!RandomTalk 23:23, 17 January 2008 (UTC)
  2. Keep - I support backpack suggestions even when they are unclear or poorly written. --Heretic144 23:28, 17 January 2008 (UTC)
  3. Keep- Because he has a sense of humor, and takes criticism well.  Nalikill  TALK  E!  W!  M!  USAI  23:38, 17 January 2008 (UTC)
  4. Keep - I like this guy... I vote keep :) --/~Rakuen~\ 23:53, 17 January 2008 (UTC)
  5. Keep - Cause I'd love to carry more ammo.--GunFox13 23:59, 17 January 2008 (UTC)
  6. Keep - Because.-- Kiali 00:06, 18 January 2008 (UTC)
  7. Keep - Cause the Randoms have plenty of humor and we need spaces to keep it. LCpl Hicks 00:17, 18 January 2008 (UTC)
  8. Keep - normaly i dont vote for "carry more items" suggestion's, but this one has a pretty decent downside, evening it out.--'BPTmz 00:24, 18 January 2008 (UTC)
  9. Cool This version of backpack isn't just a straight increase, it's a temporary item so i don't see a problem. Tho i would ask that it shows up in your profile if you are wearing one. - Pardus 00:44, 18 January 2008 (UTC)
  10. Well Done Could we have several other names to choose from as well? IE: Backpack, burlap bag, duffel bag, briefcase, etc.? ----Secruss|Yak|Brahnz!|CGR|PKA|800px-Flag of the United States.svg.png|EMLN|Templates|RRF|RFTM|Crap|WHOZ|Evil3.gif|MU|GN|C2008|Chippy.gif|01:25, 18 January 2008 (UTC)
  11. Keep I was about to suggest something like this, yet I think you've made a better suggestion than I could have made. Good Job!--MikhailA 02:03, 18 January 2008 (UTC)
  12. Keep Dude... You're just... Awesome... Big Thumbs up on this one! ~A`Blue`JellyTME*V*I*L*? 03:47, 18 January 2008 (UTC)
  13. Keep - I am a one minded survivor asshole who votes keep for all pro-survivor suggestions. --  AHLGTG THE END IS NIGH! 04:40, 18 January 2008 (UTC)
  14. AWESOME This is a great idea!--Kasei 04:46, 18 January 2008 (UTC)
  15. Keep/Change - Okay. Sounds game breaking, but I guess it comes with both advantages and drawbacks. I've had enough with survivor buffs, but I can't say this is unbalanced. But change the item drop mechanic. Instead of making the system calculate which items to drop to return to 100%, simply drop random items from the inventory list until encumbrance reaches 100% or less. So, if you are at 102% when your rucksack rips, the system could decide to throw out your generator, bringing it down to 82%. This means that survivors could end up losing their precious weapons. ~AriedartinTalkA KS J abt all 13:33, 18 January 2008 (UTC)
  16. Keep- Good. --Darth LumisT! A! E! SR 00:30, 19 January 2008 (UTC)
  17. Weak Keep - Ergh...ok. --Hhal 01:53, 19 January 2008 (UTC)
  18. Weak Keep - I don't like extra encumberance, but this is well put together, and the rip thing is more than enough nerf. BoboTalkClown 04:30, 19 January 2008 (UTC)
  19. Keep - I like items with a catch. --Toejam 04:19, 21 January 2008 (UTC)
  20. Keep/Change - Its a good idea but unbalancing, how about lowering default encumberance by 15% as well. Pvt human

Kill Votes

  1. Kill - may as well implement a wheelbarrow to increase exuberance to 200% while you're at it -- boxy talki 04:17 18 January 2008 (BST)
  2. Kill - As interesting as the suggestion is, it is no where near balanced whatsoever. This would definately tip the scales further into survivors favor --Ryiis 04:38, 18 January 2008 (UTC)
  3. Kill - Bad for game balance, and also for flavor. Survivors carry plenty already- more than is realistic, in most cases. SIM Core Map.png Swiers 05:02, 18 January 2008 (UTC)
  4. Kill - Present game mechanics already allow people to carry over 100%, they just can't pick up after hitting 100%. Your change would make that inconsistent. Besides, it mentions zombies where there may be none. --Pgunn 05:38, 18 January 2008 (UTC)
  5. kill - ok, i just don't like it. --~~~~ [talk] 07:43, 18 January 2008 (UTC)
  6. kill - I don't feel the disadvantages balance the benefits. You are only loosing stuff you wouldn't normally have been able to carry anyway. If additional gear was lost as well, that might be more significant. Perhaps if you dropped everything except flak jackets and 1-3 additional items picked at random it would be better. The Mad Axeman 12:05, 18 January 2008 (UTC)
  7. Kill - I'm just not convinced that the disadvantages outweigh the advantages.--SeventythreeTalk 14:25, 18 January 2008 (UTC)
  8. Kill/Change - I feel it's a bit overpowered, though losing the items is a good touch. Mainly, I don't like that you won't have to search for it - basically, the whole 100+ crowd in a mall gets + 15% encumbrance for just being in the "right" place. Again, just going to a hospital lets you get plus 15% of FAKs. --Atan Varno Talkof EDU 15:24, 18 January 2008 (UTC)
  9. Kill - not the most balanced of Ideas, and I always assumed that a character used whatever they needed to carry their stuff, whether it is finding a backpack to carry a bunch of FAKs or syringes, or getting a wheelbarrow from a junkyard to carry 5 generators--CorndogheroT-S-Z 15:47, 18 January 2008 (UTC)
  10. Kill - I like what you're trying, but it's just too survivor-favored. Zombies can't get an upper-hand as it is. Besides, a PKer in a safe area (where the sack won't be ripped) is just that much more effective. See, someone CAN vote this down without pissing and moaning about "trenchcoaters".--Actingupagain 16:00, 18 January 2008 (UTC)
  11. Kill - Try fitting three shotguns in a backpack. --Ciaran Deckardson 16:22, 18 January 2008 (UTC)
  12. Kill - I liked this one a lot better. Strangely enough, I did not vote for it. --Z. slay3r Talk  18:22, 18 January 2008 (UTC)
  13. Kill - It would be unbelievable that a survivor didn't have a bag of some kind. You try carrying an unbelievable number of weapons, ammunition, syringes, first aid kits and technical equipment without at least some kind of a bag. Heck, most survivors probably need a trolley! Maybe that's why they can't get upstairs... --Anotherpongo 19:48, 18 January 2008 (UTC)
  14. Kill - Interesting but I'm not sure about the balance.Studoku 21:04, 18 January 2008 (UTC)
  15. Kill - What's the point? If you want to carry more stuff, ask for more encumbrance points, a survivor skill that increases carrying capacity, or ask for certain items to weigh less. Also, I'm 'on strike' regarding survivor buffs. - Grant 00:03, 19 January 2008 (UTC)
  16. Kill - As so many above me. Acoustic Pie 13:34, 19 January 2008 (UTC)
  17. Kill (for now) - But if I don't have a rucksack, I can be at 98% encumberance, grab a generator (taking me to 118%), and not have to worry about what happens if my rucksack gets torn. Address this problem (if there's a version 2) and I'll gladly change to a keep vote. Also, as above, I'd recommend creating a special clothing slot that provides this function. It could include backpack, dufflebag, briefcase, guitar case, shopping cart, and little red wagon. All would provide the same function despite size/physical properties of each. (Just a flavor thing so you have something to match what you're wearing.) Alternately, if a lot of people are against increasing the amount of stuff you can carry, just create a new clothing slot for bags that doesn't do anything but at least looks cool. --Uncle Bill 16:50, 19 January 2008 (UTC)
  18. 'kill - If it's not a forklift, then I'm not buying Sanpedro 01:59, 21 January 2008 (UTC)
  19. Kill - Unbalances gameplay unfairly towards survivors. Good idea (I especially like the "torn" idea), but encumbrance is fine.  Billy Club Thorton  T!  RR  04:05, 21 January 2008 (UTC)
  20. Kill kind of unbalanced. --Barroom Hero 04:12, 22 January 2008 (UTC)
  21. How do you determine what is in the rucksack?--Pesatyel 05:19, 22 January 2008 (UTC)
  22. Kill - It's kind of pointless and also a decent bit unbalanced.--Kolechovski 17:46, 22 January 2008 (UTC)
  23. Kill - Interesting idea, but I don't really like where this leads, despite hating how Encumbrance works already. --Diano 20:15, 22 January 2008 (UTC)
  24. Kill - One word: Unbalanced --Johaen 21:28, 23 January 2008 (UTC)

Spam/Dupe Votes

  1. I swear to you, I saw a backpack suggestion once. And I believe that went to Rejected. Or somewhere around there...This Dupe vote won't count unless a link is supplied. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:26, 17 January 2008 (UTC) The link was supplied, but was removed, and therefore this is not a Dupe. So my reason for Spam? Read Karek's vote. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:48, 22 January 2008 (UTC)
    Spam/Dupe Just, no. Please. This is one of many "carrying case" suggestions; if survivors didn't already have a backpack, how can they carry around 15 shotguns, or 5 generators, etc.  Nalikill  TALK  E!  W!  M!  USAI  23:28, 17 January 2008 (UTC) Vote Changed.  Nalikill  TALK  E!  W!  M!  USAI  23:38, 17 January 2008 (UTC)
    • Re: Very, very, very big pockets and a hell of a lot of holsters. What sort of trenchie carries a backpack? You have two pistols under your arms, two on your belt, another set on your thighs and one on your right ankle. You then have four shotguns strapped to your back with your katana, another two up your sleeves and a few others in various pockets of your trenchcoat. And the generators are balanced on top your head and attached to your sunglasses. -- Cheeseman W!RandomTalk 23:35, 17 January 2008 (UTC)
  2. Spam - There is no world where this isn't overpowered. All the keep voters should be ashamed for actively supporting breaking of the game.--Karekmaps?! 01:21, 18 January 2008 (UTC)
  3. Spam - irredeemably broken --The Grimch U! E! WAT! 04:50, 18 January 2008 (UTC)
  4. Spam - Needs major revisions to be acceptable. --Druuuuu OcTRR 05:31, 18 January 2008 (UTC)
  5. Spam - okay, so all the survivors are voting Keep just so they can get an extra 15% of encumbrance space. Except me - I'm voting Spam because there's nothing wrong with the system we have, and I already assumed my character did have a backpack, in order to carry all the shit they have. Either that, or very deep pockets in his trenchcoat. This just isn't needed. And it definitely is a recent Dupe. I just don't know where it is. --Funt Solo QT Scotland flag.JPG 09:25, 18 January 2008 (UTC) Oh - here, I found it in the removed suggestions bit. Therefore, this is not a Dupe, as the other one did not complete voting and was not itself Spammed or Duped. --Funt Solo QT Scotland flag.JPG 09:36, 18 January 2008 (UTC)
  6. Spam - I have seen similar suggestions before, but I won't bother finding a link. Survivors do not need any more space in their inventory. On a separate note: how do think you can carry 5 portable generators if you do not have a backpack or rucksack already? -- John RubinT! ZG FER 09:27, 18 January 2008 (UTC)
  7. Spam - Survivors can already carry ridiculous amounts of stuff. --Midianian|T|T:S|C:RCS| 14:21, 18 January 2008 (UTC)