Suggestion:20100708 Fort Defensive Value Changes

From The Urban Dead Wiki
Jump to navigationJump to search


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


Fort Defensive Value Changes

Greo0 12:25, 8 July 2010 (UTC)

Suggestion type
New Skills, primarily to do with forts (zombie + human)

Suggestion scope
Forts and those who reside and assault them.

Suggestion description
Forts are the easiest (in theory) place to defend, but thats not necessarily true, lack of free-running in and out doesn't help, nor does fairly dodgy search rates and lack of easy to reach syringes don't help either, nor do the trenchies that flock there. Anyway a few skills to make Forts harder to take and also harder to defend :?

Humans Skills

  • Defender - New Family (called Defensive or something equally cheesy), not Civilian, Military, Science or Zombie Hunter

When purchased gives you a 10% chance to double barricade a building (twice with one AP), 20% chance in Fort Gatehouses,
100xp base cost and level 15
You have been trapped in the city so long, building a barricade is second nature to you, occasionally even without thinking


  • Medicinal Expertise - Defensive family, but costs more for military and less for scientist

This one lets you heal in a powered hospital or infirmary without a FAK however it takes 2 AP and only heals a max of 5, cures infection and can't be preformed on yourself,
100xp base cost + Defender + Surgury + cannot have Rallying Call + cannot have Adrenal Rush
You have been in the business long enough to know how to give someone minor healing without the proper medications


  • Rallying Call - Defensive Family and no cost alterations (inherently civilian)

Human version of Feeding Groan, can be used when barricades are below VSB++, the lower they are, the louder the call,
100xp base cost + Defender + cannot have Medical Expertise + cannot have Adrenal Rush
You notice the defenses of your building weakening so you roar for reinforcements to come and the top of your voice, the zombies will likely notice too however


  • Adrenal Rush - Defensive Family, but costs more for scientists and less for military

When fighting indoors all your weapons gain 10% additional accuracy because you are panicking.
100xp base cost + Defender + cannot have Rallying Call + cannot have Medical Expertise
When they're fighting on their terms, the conflict gets a whole lot more scary AND dangerous


Zombie Skills

  • Hulking Monstrosity - Zombie Skills, under flesh rot

The zombie becomes huge, mutated and brutal, it gains an extra 10HP for a total of 70 and has a 50% chance of doing double damage to barricades (if it hits in the first place), all feeding groans over 5 people have different flavor text, You hear a blood-chilling roar come from X Blocks N/S, Y Blocks E/W
150 xp cost + flesh rot + cannot have Sprinting Monstrosity


  • Sprinting Monstrosity - Zombie Skills, under flesh rot

The zombies legs and arm muscles begin to regenerate, it can now moved two blocks in one action point and has a 40% chance of hitting a human twice on a successful attack, all feeding groans over 5 people have different flavor text, You hear an ear piercing shriek come form X Blocks N/S, Y Blocks E/W
150xp cost + flesh rot + cannot have Hulking Monstrosity

Why? Because having variety in a group of skills makes more co-operation needed.

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


Kill Votes

  1. Kill. There are many, many things wrong with this... Unfortunately I have to hop to work now. I'd _heavily_ recommend you to withdraw your suggestion for now and take it to Developing Suggestions first. -- Spiderzed 06:52, 8 July 2010 (BST)
  2. Kill As below, take this to DS and work it in parts. --Maverick Talk - OBR Praise Knowledge! 404 11:41, 8 July 2010 (BST)
  3. Kill As above/below. Frankly, alot of this just seems wrong. Technical Pacifist 16:11, 8 July 2010 (BST)
  4. Kill I don't be liking this, especially when I see the words "double" and "barricades". The sun shone, having no alternative, on the nothing new 16:20, 8 July 2010 (BST)
  5. As almost everyone else. Take it to DS. Also, when you're panicking, you firearm accuracy actually goes down a bit... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:25, 8 July 2010 (BST)
  6. Kill - TIMBAAAAAAA -- 00:27, 9 July 2010 (BST)
  7. Kill As DDR. --Dawkins DAWKINS IS WATCHIN' [T][P!] 15:59, 21 July 2010 (BST)
  8. Light Kill Devolping suggestions next time.

Spam/Dupe Votes

  1. Spam - This really should have gone to Developing Suggestions first since there are some interesting ideas that have major flaws in them. For instance, with the Sprinting one, how do you move two blocks on one AP when you can only see blocks that are adjacent to you? Or why is Rallying Call a good thing for survivors at all (sounds to me like it's just as good for zeds)? Or why does panicking increase accuracy? It has some interesting ideas, but as it is, it simply doesn't work. Aichon 06:53, 8 July 2010 (BST)
  2. Strong Kill - Let's see here. Six completely new skills in a whole new family, including a completely new manner of buying them. Firstly, you need to KISS. Now, let me count the flaws:
    • Impossible to balance. - AKA the survivors will have the advantage.
    • Too vague. - Where does this apply? Everywhere? Inside forts? Does that mean buildings within forts, or everywhere inside? Where does the gatehouse fit in?
    • Vastly situational. - Surgery applies to 245 blocks. This applies to less than 20.
    • It's a(n) (un)life ruining decision. - Buying Brain Rot says you accept barhah, and want to be a zombie. Buying one of these skills means that you'll never be able to choose another, even when you find a new way to fulfill the same goal, whether it be pro-life or pro-death, and your new methods could benefit more from a different skill.
    • Now, for the problems with each skill:
    • Defender - Why not just raise survivors' ability to barricades? But then again, why give the winning side a buff at all?
    • Medicinal Expertise - Survivors must be fully dependent upon searching. The key difference between the living and the dead is that the living can win easily, but only with supplies, whereas the dead will triumph as soon as their foes are unequipped.
    • Rallying Call - The way this seems to be better than simple flares is that it requires low barricade levels, and thus eliminates disinformation, much like feeding groan. However, it wouldn't be hard for a Death Cultist to find a building attacked by a lone feral and left LiB, and summon every survivor in the area to help with what would have otherwise solved itself.
    • Adrenal Rush - If you're not fighting indoors, you're not really fighting.
    • Hulking Monstrosity - The "blood-chilling roar" is pointless spam, and thus anti-barhah. Also, why send the RNG through an extra roll when we could just down barricade resistance.
    • Sprinting Monstrosity - As Aichon. If we just skip over blocks, we miss valuable scouting information. Also, it's out of canon for zombies to outrun survivors.
    Some parts of this suggestion are salvageable. Develop it, try to shave it down to simple mechanic changes; For example, Adrenal Rush could be adapted to a simple, 5% decrease to survivors when outside. It would decrease trenchcoating activities while not overhauling or unbalancing anything. Remember, just because this suggestion is retarded, doesn't mean that you are, or that you can't make perfectly logical suggestions worthy of implementation. You just jumped the gun and submitted something overcomplicated without developing it first. Get on Developing Suggestions and submit your ideas there, and you'll end up with great suggestions that will pass with flying colors, help Keven brainstorm, and thus improve the game and all our lives. Don't be deterred. --VVV RPMBG 07:48, 8 July 2010 (BST)
  3. Spam By all means break this down and take it to DS, just be aware that parts of this will attract a lot of hostility. --Honestmistake 09:50, 8 July 2010 (BST)
  4. Spam - Over powered, also DS.--Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 16:32, 8 July 2010 (BST)
  5. Mountains: FUCK YEAH! - Your idea sucks, and you are now publicly humiliated for either not reading your welcome message and learning about the system you entered, or for thinking your concept was too good to get shot down somewhere safer. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:52, 9 July 2010 (BST)
  6. Spam - Sorry dude, use Developing Suggestions next time.-- Adward  15:08, 21 July 2010 (BST)



Voting Rules
Current Suggestions

Advice to Suggesters

  1. Adding options to your suggestion is not good practice. Others will not vote on the options, only the main body; please don't ask them to do so.
  2. Once you have posted your suggestion, it is considered complete. Altering the suggestion mechanics after voting has begun nullifies existing votes, and is considered an abuse of the suggestions system. Doing so will result in your suggestion being removed from the voting system to removed suggestions, where you can work out the details and resubmit later if you desire. It is preferred that you remove your own suggestion and resubmit a new version with changes, if changes are needed.
  3. "Notes" added for clarification purposes, and correcting spelling/typos are permitted. When considering adding a clarification note, it is often better for all parties involved, for the author to remove the suggestion and resubmit it with the clarification included for the voters who have already placed their votes.

Advice to Voters

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button at the top of the voting section, then enter your vote in the the proper format to the end of the relevant section (keep/kill/spam).
  5. It is strongly recommended that voters (especially in the kill/spam sections) justify their vote to help others understand the reason they disagree. Feedback helps new suggesters get a feel for what the community does and does not want included in Urban Dead, and a deeper understanding of the balance needed for a workable suggestion.
  6. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  7. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.
Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss the suggestion or vote here, please use this page's Talk page (Suggestion talk:20100708 Fort Defensive Value Changes). Suggestions do not have to be submitted in order to discuss them. Developing Suggestions can be used to workshop possible suggestions before they are submitted.

Valid Votes
  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described on the cycling suggestions page. Dupe votes will not be counted when votes are tallied.
  • Humourous, for suggestions that are obviously intended to be satirical, or of comedic value only.}}
Suggestions can be removed with Humourous votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Invalid Votes
  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.
Comments
  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.
All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)