Suggestions/12th-Aug-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
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Civil Defence training

Timestamp: 00:07, 12 August 2006 (BST)
Type: skill
Scope: maintaining safehouses
Description: Malton looks pretty much like a city on war now. And like in a 'normal' war lights inside a building can be dangerous for people in it. A zombie group won't miss the chance to check a house which looks inhabited. But in 'normal' war the danger of electricity can be reduced by light screening. How came it that there is no people who know what words 'Civil Defence' mean in Malton?

So I suggest adding a new civilian skill 'Civil Defence training'. It would allow to screen the lights of a building with running generator inside for the cost of 1 AP. After this is done, the building will look from outside like it is not powered. It also will be possible to destroy the light screening like a generator or a radio transmitter.

Votes

  1. Keep - author vote --Boga 00:07, 12 August 2006 (BST)
  2. Kill - All of the benefits of a powered building and none of the risk. Sorry bucko, there's no such thing as a free lunch. That's the price you pay. --Mookiemookie 00:09, 12 August 2006 (BST)
  3. Keep - I like the idea. It's realistic and makes sense. It should probably cost more than one action point, because there are more than one window in buildings, and maybe you'd have to search to find a new item, like Scrap of Cloth or Plank of Wood. --Sabbit 00:27, 12 August 2006 (BST)
  4. Kill - As per Mookiemookie. --Paradox244 W! TJ! 00:29, 12 August 2006 (BST)
  5. Kill - Same as Mookie. --Matthew Fahrenheit YRC | T | W! 00:34, 12 August 2006 (BST)
  6. Kill -Fuck No.--LCpl Mendoza 00:39, 12 August 2006 (BST)
  7. Spam - something for nothing? That is really cool.--Gage 01:10, 12 August 2006 (BST)
  8. Keep - It has made me wander why there are no curtains in Malton or why you can't just turn lights off with a switch. Good Suggestion, I like it. --Blackie Chan 21:07, 11 August 2006 (BST)
  9. Kill - VERY realistic suggestion, BUT THIS IS A GAME WITH ZOMBIES WALKING THE STREETS. It unbalances the mechanic, at the cost of realism, which of of course absurd. "Get rid of zombies, it's not realistic" is also not valid. --Agent White 02:11, 12 August 2006 (BST)
  10. Kill - Debated for some time about this. On the one hand, it would be fair to have a generator not automatically turn on all the lights. Light switches exist, yes? On the other, 1AP is just not enough. Show me a building with only one window. Also, generators make noise, yes? At the very least, there should be a potential for "hearing a low hum" even with all the windows covered.

    I would propose a reworking of this into a skill, "Civil Engineer" say. Civil Engineers would know what circuit breakers are. They could toggle them in accordance to GMT. (Gotta have some measure of "it's daytime/night.") Active NecroTech buildings could get some camo during the "day," but suffer a penalty at "night." ("You attempt to create a syringe, but the lights are out. You can not see what you are doing and end up with a mis-mash of useless components.") It could be used as a weapon at first, but as the numbers of Civil Engineers grew... Rework it. Gene W! - Talk 02:39, 12 August 2006 (BST)
  11. Keep - Why not have this feature? It's a zombie apocalypse after all for goodness sake Kaylee Hans 07:49, 12 August 2006 (BST)
  12. Kill - As Mookiemookie. --Xoid 09:45, 12 August 2006 (BST)
  13. Kill - There has to be some risk when using generators. --Nob666 10:17, 12 August 2006 (BST)
  14. Kill - I like the realism aspect, but it is very unfair to zombies. Perhaps an on switch for generators costing 1 or 2 ap to activate and give 1/2 hours power would be fairer, although given the differing time zones of many players the effect might be akin to a slow strobe!!! --Honestmistake 12:23, 12 August 2006 (BST)
  15. Kill - As... Agent White? wow, yes, as him.--Thari T/C/TJ! 15:52, 12 August 2006 (BST)
  16. Kill - Changed my vote, too realistic, as Thari.--Canuhearmenow 15:55, 12 August 2006 (BST)
  17. Spam - What everyone else said. Sonny Corleone WTF RRF ASS 16:04, 12 August 2006 (BST)
  18. Kill - No one said you could turn on the ligth's risk free -- Officer Johnieo 16:57, 12 August 2006 (BST)
  19. Kill - At the moment, it needs work. An increased AP cost and added technicalities (searching for the items etc) should be thought of, and then have the suggestion resubmitted. A few changes and I'd vote Keep - HerrStefantheGreat 17:36, 12 August 2006 (BST)
  20. Kill - it too unbalanced, sorry. And I think that the Malton Civil Defense Unit may take offense to you saying that no one knows what that means. just a thought. --Kiltric 18:04, 12 August 2006 (BST)
  21. Kill - I think that realistically this could work, but it also needs a fix. I'd vote keep if there was a balancer, but still gave some sort of tactical usefulness in the game. Maybe you could make it so the lights are turned off, but the noise of the generator would still be on. However, if there are more than 5 or so zombies, something like a group, they won't be able to hear the humming at all. Something around those lines makes it just a bit more even. --Rocky Minoma
  22. Kill - My modification may sound overly complex.. but this skill would easily deserve several "Keeps" if the AP cost to keep the escaping light low was based on the size of the building then you'd have your smaller buildings make excellent safehouses because it only costs 2 or 4 AP to keep the lights low. While a hospital, tower, mall should be around 20 AP.. we're talking a lot of work to shield all those windows, sure just paper and blankets will do it.. but it still is a lot of work. Excellent idea, simple and elegant.. but maybe make it harder to have and use.. to be fair to the zombies. It makes sense though, there's a limit to barricades preventing movement.. so these light protection doesn't do squat to stop a zombie getting in, just noticing. --MrAushvitz 00:07, 12 August 2006 (BST)
  23. Kill - Survivors can't find a surgeon. --Max Grivas JG,T,P! 02:07, 13 August 2006 (BST)
  24. Kill - This would be OK if there wasa zombie skill that would be able to tell from the streets if a building had been screened but there isn't so no. --Whap 10:12, 14 August 2006 (BST)
  25. Spam - Where's The Food. Seriously. This is major something for (practically) nothing. Gage hits the nail on the head. And it takes what, a month to max out a survivor? Every newbie and their cousin will get this skill and grab a free lunch. David Malfisto 03:07, 15 August 2006 (BST)
  26. Keep- like the idea, but needs to be changed for the same reason as mr.aushvitz. --Abbabibble5 06:32, 22 August 2006 (BST)

Failed barricade attempt doesn't take AP

Dupe of this. God proves himself not omniscient. – Nubis NWO 19:59, 12 August 2006 (BST)


Free Running Difficulty, To EHB Buildings

8 Spam, 1 Kill, 1 Author Keep. Suggestion Spaminated. Players thought that this nerfing Free Running (an existing skill) was "moronic" (and that was Gage talking, so you know this wasn't spammed by the Humies before the Deaders could vote Keep - Mr A has a knack for these kinds of suggestion). David Malfisto 03:12, 15 August 2006 (BST)


Translation

Timestamp: 23:15, 12 August 2006 (ENG)
Type: Skill
Scope: Zombie Hunters or NT
Description: Understand Death Rattle

Lets face it, we aren't gonna get outa here so why not try and learn about the Zombies? This Skill aims to let people understand what the Zombies are saying (Those with death rattle). The 2 classes this could be for are either Zombie Hunter or Scientific. ZH because of the being around Zombies all day and getting used to them and the NT for researching them and finding out what happens when one says a regular saying. If an NT skill it would be at the bottom of the tree as it's got a hard to aquire (RP wise). It doesn't modify anything or change anything that's important so I don't really see a problem with it. It may also help survivors in malls because Zombies have spies to hear survivor tactics so (some) survivors should be able to hear Zombie tactics (but only in battle so not really as useful as spies).

Votes

  1. Keep - I always hate waking up to find a zombie has broken in said something and killed me. I wanna know what that is and I'm sure quite a few people would too. --Whap 23:29, 12 August 2006 (BST)
  2. Kill - Death Rattle is what it needs to be. --Paradox244 W! TJ! 23:35, 12 August 2006 (BST)
  3. Kill - Death rattle is meant to mimic a decayed and rotted corpse mouth. There's no translating that. --Mookiemookie 23:53, 12 August 2006 (BST)
  4. Kill You mean to tell me that zombies can't understand other zombies but humans can understand them perfectly? -BrainsYummy 23:57, 12 August 2006 (BST)
  5. Kill - Is this the end of zombie-Shakespheare? ~ Simpson's Halloween Special --MrAushvitz 00:55, 13 August 2006 (BST)
  6. Kill - Rnarrh? --Max Grivas JG,T,P! 02:23, 13 August 2006 (BST)
  7. Spam - Because in no way I would ever vote keep on anyone being able to understand what Zombies say perfectly. It's not a new language but a distortion of normal speach. - Jedaz 04:52, 13 August 2006 (BST)
  8. Spam - As Max.--Thari T/C/TJ! 05:02, 13 August 2006 (BST)
  9. Keep - Yes, it's sounds coming out of a decayed mouth - but it's no different from learning any other language. "Barhah" means "attack" so does "ataque", "assaut", "Angriff" and "attacco". No different from learning any other foriegn language. Ok, translation shouldn't be /perfect/ but it's a game about Zombies - this suggestion is realistic /enough/.