Suggestions/RejectedDecember2006

From The Urban Dead Wiki
Revision as of 13:54, 10 June 2009 by DanceDanceRevolution (talk | contribs) (fixing link)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.

Peer Rejected Suggestions

1st December 2006

Subject Files

Timestamp: Jon Pyre 07:36, 1 December 2006 (UTC)
Type: Skill
Scope: Survivor, Scientist
Description: The quarantine of Malton has provided Necrotech with an unparalleled research opportunity. They've expanded the DNA extraction program and started gathering data on subjects both living and dead.

Any person with the Necronet Access subskill Subject Files has every significant action they observe another survivor doing uploaded to the Necrotech Network. The info is sent by the same transmitter and interface built into the DNA extractor (you know, the interface that shows you a person's profesion). They must carry an extractor in order for this skill to function.

The same player can now select the living as targets for their DNA extractor to check that person's Necronet file (which is different than their character profile). They aren't using the needle portion or extracting anything, they're just typing in a query about someone's name and getting a read-out on the screen. Only recent actions, those from the past two weeks are displayed. Here's what the read-out might look like:


MrFlash was recently observed by personnel to have...
Healed 8 survivors: HastyMcGee, Ninepins, [list names]
Attacked 1 survivor: Trolldude
Revived 5 survivors: Cavezombie, Mallman, [list names]
Killed 2 survivor: Trolldude, Exobot
Killed 10 zombies
Destroyed 0 generators
Destroyed 0 transmitters

Only something observed by someone with the subject files skill is reported. For instance in the example I gave MrFlash kills two survivors but is only recorded as attacking 1. That's because Trolldude has Subject Files and his extractor would record the attack, while Exobot does not have the skill and is only reported because someone else with the skill was present to view his demise.

This would be a very useful skill to learn more about your neighbors that makes perfect sense logically. On the contrary it's farfetched that a mysterious and possibly sinister corporation that meddles with life and death wouldn't be keeping close tabs on their employees and what they observe. Science skills generally are information based and this would certainly provide valuable information. This fits perfectly with the major aspect of the science profession: gathering knowledge and having your high tech gizmos record it.

It shouldn't hurt PKing/GKing unfairly though by fingering every raider. The scientist has to already suspect the subject to waste an AP scanning them, this only lets them confirm an accusation. I should point out that checking a human with the extractor gives 0 xp. So if a scientist were to check everyone in a room to see if they've killed anyone they'd end up wasting all their AP. Besides, while this would get used to confirm accusations it could also be used just to satisfy your curiosity about other players.

Left Queue: 05:56, 2 December 2006 (UTC)

Dectection

Timestamp: Lonewolf17a 21:14, 1 December 2006 (UTC)
Type: Skill
Scope: Humans
Description: Okay sorry for that last bomb on dectection now that im a little more fimilar with the wiki I think I'll be a little more informative...

Okay dectection is a skill avilable in the miltary section of the skill tree which what this implaction would allow players to do would be to track recent people or zombies who have either interracted with them or there enviroment of the building or street square they are in for instance lets say a you log on you recieve a message that states "you have been attacked fo 3 damage." now if you had Dectection this wouldn't be the only message you recieve the next one would be "Following the trail of your own blood it looks as though the zombie has gone 3 Blocks north 2 Blocks east"

This skill would also work for a zombie that would like a revive for necrotech people (or whoever) if the zombie has ran off for whatever reason you might recieve a message like this "A zombie has said Mrh?" (normally saying he wants a revive)"following the trail of its tattered remains it has gone 3Blocks north ect."

This Might also work for Pkers,Gkers,Bkers,or radio killers though on this part of my disscuision istrongly stress might as i will probley get negative fed back from those type of players but anyway to all who vote i appricate you who take time to read..--Lonewolf17a 21:14, 1 December 2006 (UTC)

Left Queue: 06:37, 2 December 2006 (UTC)

Ankle Grab Revision

Timestamp: Terra Ambius 22:41, 1 December 2006 (UTC)
Type: {{{suggest_type}}}
Scope: {{{suggest_scope}}}
Description: I suggest that the skill "Ankle Grab" be changed ever so slightly. As is, reducing the AP to stand up to only one is hugely unbalancing the game, as the AP required to kill somebody in the first place is 10-25 on average. I recommend that the AP required to stand up be instead cut only by 50-75%, meaning it would instead take 3-5 AP to stand up (in lieu of the normal 10). This still allows zombies to stand up quickly, but at the same time not making their deaths completely meaningless.
Left Queue: 10:34, 16 December 2006 (UTC))

2nd December 2006

Increased XP Amount for future Skills

Timestamp: Officer Murphy 12:17, 2 December 2006 (CST)
Type: Skill
Scope: All game characters.
Description: I placed this under the "skill" category as I did not know where else it would fit. I'm basically suggesting that the cost for future skills be increased. I know too large of an increase may of course throw the balance off. Veteran players would be able to acquire a skill of 1000xp much easier than beginning players. I'm not suggesting godlike skills be implemented though or even that sills cost this much of course. But I really think that even an increase of at least 200xp for future skills would do wonders for the game. This game has had countless players with thousands of points and nothing to do with them. Many players lose interest after they've peaked out and feel there is nothing more to do. This hurts the game since it is dependent on the number of people participating. Also, since leveling up is "reaching a new plateau" in the game then increasing the cost of skills even slightly would promote being involved in the game more, give a greater level of achievement to that player & the increase their playing time in the long run. Plus, when this is done then everyone benefits, not just the game.
Left Queue: 20:54, 2 December 2006 (UTC)

Car Park Modifications v2

Timestamp: Lord of the Pies 11:29, 2 December 2006 (UTC)
Type: Empty Block/Building Change
Scope: Survivors, Car Parks, Not the Free-Running Network
Description: As they are now, Car Parks all seem to represent open car parks rather than those with multiple floors. However, given that Malton is (or was) a bustling city, it seems a little unlikely that all car parks would be like this. They would probably have to accomodate many visitors and some modern car parks tend to be large, multi-storey buildings. As such, I propose that 1 Car Park in every suburb that has one becomes a Car Park Complex - in some suburbs they would be able to be chosen randomly, but in others they would have to be placed deliberately to avoid greatly affecting the Free-Running network (note: they can't be Free-Runned most of the time anyway, see below for details).

Car Park Complexes would be ordinary buildings that have no doors (because, well, they have no doors). External description is You are standing outside a car park complex, a stony grey building or alternatively You are standing outside a car park complex, the barriers at its entrance smashed and destroyed. Internal description is You are standing inside a car park complex, the skeletons of the remaining cars hidden in the shadows. If the Car Park Complex is powered the external description remains the same, but the internal description changes to You are standing inside a car park complex, the few remaining cars dented and wrecked. Barricading messages consist of You push a [insert vehicle type e.g. hatchback, van, sports car etc.] up against the barricade, You push a dumpster up against the barricade and You add a rubbish bin to the barricade and the appropriate messages if the attempt fails. Items to be found at Car Park Complexes would be Fuel Cans at a search rate of 2.5%, Newspapers at 1.5%, Beers at 2%, Spray Cans at 1.5%, Crowbars at 1% and Lengths of Pipe at 0.5%.

One point about Car Park Complexes is that, most of the time, they cannot be Free-Runned into (note that they couldn't be Free-Runned into or out of in the last suggestion, contrary to several votes). Additionally, because there's only so much that you can do with the few cars that are left and dumpsters that will just roll away if zombies push them hard enough, Car Park Complexes can only be barricaded up to level 10 of barricades, otherwise known as VS+2, approximately half as high as most other barricades are built. Anyway, onto the Free-Running...Car Park Complexes cannot be Free-Runned into or out of, except into Buildings (including NecroTech Buildings). As there would only be one Car park Complex per suburb (if any) and as Free-Running is restricted, it woudn't greatly change the Free-Running network.

Left Queue: 09:48, 17 December 2006 (UTC)

Online Status

Timestamp: Lonewolf17a 19:15, 2 December 2006 (UTC)
Type: Improvment
Scope: Everyone
Description: Okay this is more explantion than what needs to be said for this because it's really quite simple okay... what this feature would allow you to do would be to check your Contacts list Online status Example: You go to your contacts list right then the people who are online have checkmark by there name and the people who aren't online have an X by there name (oh when i say online I mean who are currently playing the game)

Anyways thanks for your consideration and time out reading this...--Lonewolf17a 19:15, 2 December 2006 (UTC)

Left Queue: 09:48, 17 December 2006 (UTC)

Generators and Ransack

Timestamp: Bassander 22:42, 2 December 2006 (UTC)
Type: Ransack skill modification
Scope: Survivors attempting to use a ransacked site.
Description: Currently in the game, a generator may be placed in a building that has been ransacked by zombies. This seems a little counterintuitive, because the purpose of the ransack skill is to deny survivors the ability to use the site. Specifically, this is important to Necrotech facilities because a generator in one could allow the survivors to use the NecroNet within a ransacked building with zombies standing in it. Another application would be to combat revive zombies who have the Brain Rot skill, yet have ransacked the NT site to prevent survivors from manufacturing/finding syringes. This seems to be a small omission in how the ransack skill works, and ought to be fixed somehow. Either zombies with Brain Rot may not be revived in a ransacked NT site (Nor may the NecroNet be accessed), or generator and radios may not be placed within a ransacked building.
Left Queue: 09:48, 17 December 2006 (UTC)

3rd December 2006

Suggestion for Flavor Text

Timestamp: UDfan 13:34, 3 December 2006 (UTC)
Type: Improvement
Scope: Flavor Text Suggestion for: A liquor store.
Description: My idea for flavor text for a liquor store is: You search through the {beer, wine, etc} aisle, you feel broken glass strewn under foot. Every bottle was smashed to pieces during the evacuation. Or, You feel broken glass under foot, luckily, you see one last unbroken {wine bottle, case of beer}.
Left Queue: 22:04, 3 December 2006 (UTC)

4th December 2006

A Skill To Make Railstations Interesting

Timestamp: Jon Pyre 06:56, 4 December 2006 (UTC)
Type: Skill
Scope: Civilian
Description: Railroads currently have no notable features. Here's an idea to make them sort of a "wild card" kind of resource building.

When all the trains departed before quarantine this left many boxcars locked and abandoned on the tracks. Survivors with knowledge of railway equipment, the Engineering skill, have been able to move these cars to the station platforms where they can be easily looted.

Survivors with Engineering would have a new button inside non-ransacked Railroad Stations: "Search Tracks". If they find a car with worthwhile cargo (2% chance) they might get a message like "You find a shipment of medical supplies and move it to the platform." The building description would be amended to say "There is an open boxcar with medical supplies at the platform." Once a car is at the station Engineers would no longer be able to search the tracks. The boxcar's presence would add new items to the railway station's normal search odds for all to find. Normal searching would have a 1/1000 chance of emptying out the last of the boxcar, removing it from the building description and no longer allowing those items to be found. There would be no boxcar and no items until someone found another one on the tracks. Ransacking a building will also remove any boxcar present and you cannot search the tracks when the building is ransacked.

There would be different kinds of cargo, each giving a different set of items. Only one of these could be present and active at any given point.

  • Medical Shipment: First-Aid Kits 14%, Knives "Scalpels" 1%
  • Military Shipment: Pistols 1%, Clips 7%, Shotguns 1%, Shells 6%, Flares 1%, Flak Jackets 2%
  • Electronics Shipment: Mobile Phones 5%, Radio 2%, Radio Transmitter 8%
  • Industrial Shipment: Generator 3%, Fuel 3%, Pipes 5%, Wirecutters 5%

This should make Railroad Stations useful but unpredictable. You could limp into one while infected hoping to find a FAK kit and be greeted by the sight of radios and phones, or possibly nothing at all. I can imagine a benevolent survivor returning to their safehouse and annoucing "They just found some ammunition at the train station! If you're running low stock up there before it's gone!"

Left Queue: 10:28, 23 December 2006 (UTC)

5th December 2006

Electric Shock Baton

Timestamp: Lord of the Pies 23:41, 4 December 2006 (UTC)
Type: New Item/Skill
Scope: Everyone?
Description: Electric Shock Batons could be able to be found in Police Stations at a search rate of 1.5%. The weapon's accuracy would be 15% initially and it would do 2 damage; however, there is a chance that it will hit the target in a more sensetive area (comparable to shooting someone in the head) which is represented by a 25% chance with each successful blow to do 3 damage each time the Baton is used. Electric Shock Batons differ from other melee weapons in that they have ammo; they begin with a charge of '5' and obviously lose 1 charge per attack. Batteries are required to recharge a Baton and are generic 9V batteries that can be found at Mall Tech Stores at a search rate of 3% ordinarily, PDs at a search rate of 4%, Armouries at a search rate of 3% and Storehouses at a search rate of 2%. Electric Shock Batons are affected by Hand to Hand Combat (which brings their accuracy to 30%) and also a new sub-skill of Hand to Hand Combat, Taser Training (for simplicity's sake) which give a further increase of 15% to the accuracy and increases the chance of a serious blow to 50% (normally people would be trained in how not to kill people with these, but this is a zombie apocalypse and people think differently). Therefore, the highest possible accuracy is 45%, doing 2 damage, with a 25% chance if the blow is successful to do 3 damage. While it could be argued that such weapons would have little to no effect on zombies I'm sure that the zombies don't appreciate having their skin fried - besides, neural activity is necessary for activity, and an electric shock would disrupt that. A possibility for this idea is that Cops could start with one.

Summary:

  • Electric Shock Baton found in PDs; Batteries (essentially ammo) found in PDs, Tech Stores, Armouries, Storehouses etc.; maximum charge is 5 (5 uses).
  • Initial Accuracy is 15%; damage is 2.
  • Initially, there is a 25% chance with each successful hit to do 3 damage by striking a sensetive area; 90% chance that a successful attack just does 2 damage.
  • Accuracy increases to 30% with Hand to Hand Combat.
  • Accuracy increases to 45% with Taser Training (subskill of Hand to Hand Combat); Taser Training also increases chance of serious blow to 50% each time an attack is successful.
Left Queue: 01:28, 5 December 2006 (UTC)

Generators: Over My Dead Body

Timestamp: Bluetigers 02:54, 5 December 2006
Type: New Skill
Scope: Generators
Description: For 1 AP a survivor can tie himself to the generator. Generator killers candidates must first kill the survivor before proceeding to the smash the generator. Attacks directed towards the generator are soaked by the tied survivor(s).

No other actions may taken by the tied survivor unless it spends another AP to untie himself from the generator. Please note the added depth: Do I waste 2 APs to untie/tie back to fix a barricade breach or do I stay put and wait for somebody else to take care of the problem?

Left Queue: 05:22, 5 December 2006 (UTC)

Nail Gun

Timestamp: Labine50 MH|ME|P 01:28, 5 December 2006 (UTC)
Type: New Item
Scope: Barricades
Description: There is another nail gun suggestion, but it's a weapon. Ok, this introduces a new barricade thingy, and two new items, So I'm splitting is into sections.

New Items

  • Nail Gun-Your every-day compressed air Nail Gun. The most important part of the suggestion. I'll explain it later. It can hold 10 nails at a time. Found at: Mall Hardware Stores:4% Factories:7% (Non-Mall Centric Gameplay FTW!) Warehouse:5%
  • Nail Clip-A clip of 10 nails, used on a Nail Gun. Found at: Mall Hardware Stores:5% Factories:9% Warehouses:5%

New Gameplay As you may have guessed, Nail Guns give survivors a slightly higher chance to succsefully add to the barricade. About 15% or so. It doesn't make it harder to take the barricade down, it just helps put it up.

New Skill ...because I haven't met my weekly quota for odd little suprises at the end of suggestions. This also introduces a new Zombie skill into the game, called "Rend Barricade" (No, That isn't very creative but I couldn't come up with anything else.) it increases thier chance to take down a section of the barricade by 25%. Yeah, you heard me. Twenty-Five percent. This is to help balance the Nail Gun. It requires the zombie to be at least level 10, and requires "Tangling Grasp". Naturaly, it costs 100xp.

Left Queue: 05:22, 5 December 2006 (UTC)

Nailed to the Ground

Timestamp: sid1138 05:03, 5 December 2006 (UTC)
Type: Skill
Scope: Survivor
Description: The “Pin to the Ground” skill is an advanced knife skill. It allows a survivor to use a knife to pin a zombie that the survivor just killed to the floor. It would take the zombie an extra 3 AP to stand up once pinned. This is a survivor skill, and costs 100 XP for all classes, just like the various other knife skills. (Note that since this is an advanced skill, I could see it costing 150 XP, but that is for another discussion).

Mechanism – If you kill a zombie with a knife (that is the death blow is done with a knife), you then have the option to pin the zombie to the floor. If you choose this option, the knife is removed from your inventory.

The survivor would get the message “You pinned the Zombie to the ground with your knife”. The zombie would get the message “You were pinned to the ground by Mac the Knife”.

This skill is additive to head shot. Therefore, if you had both Head Shot and Pin to the Ground, the cost for the zombie to stand up would be 8 more than normal. With both Head Shot and Pinned, the message for the successful attack would be – “You nailed the Zombie’s head to the ground with your knife”. The zombie would see “Your head was nailed to the ground with a knife by zombie hunt Mac the Knife”.

One other point – if a zombie who was pinned to the ground is later thrown out of the building, that zombie is no longer pinned to the ground. So, using Pin in a building does not have a great tactical advantage.

Q&A

Q: Isn’t the 3 extra AP to stand up a huge disadvantage to the Zombie?

A: No, actually the case is just the opposite. Three AP is minor compared to the AP required to find a knife. Also, knife attacks are less effective than say a pistol attack. If you got a zombie down to 5 points with a pistol or shotgun, it would take THREE successful hits with the knife to pin the zombie to the floor, versus 1 with a pistol to finish it. Remember you can only pin a zombie you got to zero or fewer hit points with your knife.

Q: Then why would I take this skill in the first place?

A: Well there could be a number of reasons. First, for a character who wants to be a knife expert, here is another knife skill. Second, there could be a short-term tactical advantage for pinning zombies to the ground outside a building. Third, this allows lower-level characters to get something akin to head shot but at a lower level. Forth, this would be a skill for higher level characters to purchase.

Q: What if a million survivors got this skill and each had a knife

A: Well, a million zombies could, in theory, get “nailed to the ground”, removing 3 million AP from the zombie pool. However, it would take those million survivors roughly 6 million AP (to find knife versus more ammo) to find the knives and 4 million AP in additional attacks (to get a zombie from 5 HP to 0) for a loss of 10 million AP for the survivor. The net loss for a long-term effect is 7 million AP for the survivors. On the other hand, there may be certain buildings that remain up just a bit longer, allowing survivors to up barricades, find needed supplies, or just move to another area. But that is a one-time affect.

Left Queue: 05:42, 5 December 2006 (UTC)

6th December 2006

Extention Skill

Timestamp: Lonewolf17a 15:50, 6 December 2006 (UTC)
Type: Skill
Scope: Zombie hunters
Description: Okay my suggestion is that Zombie hunters should get a skill called extention which would allow your player to hold a maxium of 4 shotgun shelles.Of course for a skill like this you would have to be at least a level 20.Also for anyone who would kill or spam this take this into consideration how often do you find enough ammo to fill all the guns in your inventory? Not often enough what this skill would allow you to do is to drop some of the guns you have for back up when one runs out and save alot ap over time but also cost alot to search and reload so this skill is pretty balenced out...--Lonewolf17a 15:50, 6 December 2006 (UTC)
Left Queue: 20:26, 6 December 2006 (UTC)

Re-scent trail

Timestamp: Aramor 00:16, 6 December 2006
Type: Skill
Scope: Zombies
Description: With Re-scent Trail, a zombie can regain the trail of a survivor after performing an action. The skill Scent Trail is a pre-requisite for this skill, as it is used to get the original scent of the survivor. This means that it can only be used on survivors that the zombie has been in contact with and are not too far away.

It works like this: there will be a new button called Re-scent trail with a dropdown box next to it where the names of the survivors are listed that the zombie has made contact with. If the survivor is within a 10 block radius (just like the Scent Trail skill) the zombie will see the new location of the survivor. This way the zombie can track down the survivor. This also makes it more necessary for the survivor to kill a zombie, or to keep moving. The use of this skill will be 5 AP.

Left Queue: 21:00, 6 December 2006 (UTC)

Maybe a PK suggestion we can all agree on?

Timestamp: Garrett Fisher 20:43, 21 November 2006 (UTC) Duly submitted, un-modified, by Certified=InsaneQuébécois 02:30, 6 December 2006 (UTC)
Type: Game mechanic tweak.
Scope: Survivors only.
Description: I'm sick of seeing constant suggestions on how to "stop PKing", mainly because they're a waste of everbody's time. There is no way they'd survive the vote, and there is no way that PKing will ever be stopped, though I do propose a (relatively) small change.
  • Simply: Don't nerf PKing, just remove any "reward" from doing it, i.e. the earning of experience points.


What I think to be a logical reason... Most actions that earn experience points in UD are those that in some way benefit or otherwise assist the cause of their side.

  • Zombies only earn experience by attacking survivors, and at a pinch, each other. I have no wish to interfere with ZKing, as I think most people will agree it's essential to help a lot of new zombies to get by until they can upgrade their attacks. It also has benefits for other zombies in that, for

1AP after being ZK'd, you can rise again with full health.

  • Survivors earn experience by attacking zombies, healing one another, reviving one another and dumping dead bodies. Reading is also another method, but the low XP reward indicates the usefulness of this.

So as I stated above, experience is earned primarily for actions that can in some way assist your character class. PKing does nothing to assist survivors, and is in fact detrimental to the cause, so why should it be rewarded as an action? In terms of game flavour, even if the city was so apocalyptic as to make any concept of law enforcement meaningless, you wouldn't exactly be rewarded for murdering people in cold blood.

This idea doesn't prevent PKing at all, and would have no effect on the play mechanics of UD. It would certainly not affect PK players with maxed skills, other than removing the kudos of an ever increasing number of experience points on their profile. It would, however, discourage low level players and people seeking to max out the skill tree from taking it up as a means of playing the game and developing their characters, and I think that is about as much discouragement as can realistically be given. --Garrett Fisher 20:43, 21 November 2006 (UTC)

Left Queue: 10:31, 23 December 2006 (UTC)

Ravenous Hunger

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:24, 6 December 2006 (UTC)
Type: Yet another zombie bite skill
Scope: +5% to bite if total zombies outnumber survivors at an indoors location
Description: Ravenous Hunger
  • Appears on zombie skills tree as a sub-skill of digestion, adds no benefits to your human character.

Your zombie has a +5% bonus to hit with a bite attack anytime you are attacking a survivor indoors, and the zombies outnumber those survivors by at least 2:1

  • That's right: It only works indoors, and only if the zombies present outnumber the survivors present by at least 2:1.
  • Only zombies with this skill get that +5% bonus to their bite attack. To let zombies know that their bonus to hit is available there is a red Ravenous Hunger lit up at the location description if you are a zombie with this skill, and the bonus is currently available.
  • This +5% bite bonus only works if you are a zombie biting a living survivor.
  • The bonus (and the red notifier) turns on and off as that 2:1 ratio goes up and down.. so survivors arriving and leaving (free running) may interrupt feeding long enough to "nerf" the bonus (for a while.) "Oh.. crap.. sorry man.. can't save you!" ~ Some survivor who runs away leaving a fellow human, to die.

Why?

This is a zombie safehouse clearing skill. It's all about zombie tactics (of sorts) which are very effective if they can corner you! If you want to know how or why this works... well... actually the zombie with this skill doing the biting is trying to make sure that they get their share before there is little or nothing left of these survivors they'd just found. It takes a bit of experience as a zombie (and that insatiable hunger of digestion) to be impatient enough to be this viscious, and accurate with the biting.

This skill also works in synergy with other zombie skills (ex. feeding groan) so the outnumbering of survivors indoors won't be quite as hard to pull off in a very nasty feeding frenzy (zombies doing what they do.)

This skill also allows zombies to have a "little something" to throw in every now and again when they have the numbers advantage over a falling safehouse. you can put down the claws and get down to some serious feeding.

The bonus is a meager 5%, then again, a maxed out bite does a lot of things too (infectious bite, digestion, etc.) so 5% on top of everything else will be quite handy, and balanced.

Left Queue: 10:31, 23 December 2006 (UTC)

Show Contacts

Timestamp: Jon Pyre 04:17, 6 December 2006 (UTC)
Type: Improvement
Scope: Survivors/Zombies
Description: Don't you think people saying "profile?=34u482y3y2335 is evil!" or "Revive my buddy profile # 47384" is a bit out of flavor? It reminds me of that great scene in Day of the Dead where the soldiers start arguing with the scientists and loudly shout their URLs at another. How about instead of all this mood ruining sharing of profiles we just let people show off their contact list in ways that make sense in game?

I propose adding a button for humans to use: "Show Contacts". This would give a message to up to 50 people in the room:

Survivor name takes out a list of names and shows it you [VIEW].

It'd cost an AP to display it but not to view. Clicking on view would take you to that person's contact list, color coded and all. You wouldn't be able to change it, just look at it. It'd be up to the survivor displaying it to explain the siginficance of the colors they're using.

Zombies would have the same exact ability, but the flavor would have to be changed. Maybe instead of "takes out a list of names" it could be "makes a low noise replicating the distinctive heartbeats of" or something along those lines. While they couldn't say what they used their colors for I'm sure zombie forum metagaming would establish a universal meaning for each color, and if not they can add a line to their profile with the meaning of each color.

  • NOTE ADDED FOR CLARITY: Some voters have expressed concerns this makes it too easy to share PKer profiles by showing all your contacts at once. I decided to experiment and see how many people you could accuse at one time currently. This was the maximum message I could enter:

"PKERS: 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456 123456"

That's 35 PROFILES! I don't have nearly that many PKers on my contact list. Heck, I want to leave room for my allies. And even if someone's contact list had OVER A HUNDRED, jesus, what does this save them even then? 3AP? That miniscule bonus rare enough to be laughable. And this method avoids having people recite six digit numbers during the zombie apocalypse.

Left Queue: 10:31, 23 December 2006 (UTC)

7th December 2006

Tracking

Timestamp: Jon Pyre 17:38, 7 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: This would be a tracking skill for detecting PKing and equipment destruction with similar mechanics to Scent Trail. Witness the act and it'll tell you which way the perp went. Unlike zombie noses this is less precise (it's also weaker to give the PKer a fair shot at escape). This only tells you two things:
  1. Which direction they're in. N, E, S, W, NE, SE, SW, NW. Obviously they're not always going to be straight in any one direction but it'll go by the most appropriate direction.
  2. How far they've gotten based on how hot or cold the trail is. A hot trail means they're within 1-5 spaces, a warm trail is within 6-10, a cool trail is 11-20, cold is anything greater than that. This is just to let people know if it's worth even trying.

So you might see

Fred Barnes destroyed the generator (A cold trail leads east).

This provides SOME kind of clue to bounty hunters but is so imprecise that they'd have to devote plenty of effort to searching, and would probably not find anything most of the time. This is far from a fixed location, it just points out which of eight cone shaped areas of the map expanding rapidly from your location the person must be in. An eighth of Malton is still a pretty decent hiding place. I think that's a fair balance between protecting PKers and allowing repercussions.

This doesn't doom PKers or grief them or make their lives hard. It just provides a hint to their pursuers. Bounty Hunters would be able to actually hunt, and spend lots of AP hitting every freaking random building vaguely to the Northwest. As opposed to now where Bounty Hunters are just Bounty Hey Look I Randomly Found a PKer.

Left Queue: 10:34, 23 December 2006 (UTC)

Repeat last action until success or 10 ap spent

Timestamp: Swiers 18:41, 7 December 2006 (UTC)
Type: action type
Scope: everybody
Description: I was thinking it would be nice if there was a button that allowed you to repeat your last action taken since that character logged in until it resulted in another "success". Success would be hitting an enemy, building a barricade level, finding an item, destroying a barricade level, etc.

Hitting the button would result in the server automatically having your character repeat an action, spending an AP each time, until either you had a success, or you'd spent 10 AP. After that, the computer would refresh your view, showing you how many AP you had spent (which would be 10 or less) and what (if anything) was accomplished. There could even be a flavor message- if you got it on the first try, it could say "after a brief effort, you..." ; if it took 10 tries, it would say "after a very prolonged effort, you..."

This would make performing repetitious tasks a little bit easier, and would slightly decrease server loads because the server would not have to serve up so many failed action pages. Characters could spend their 50 AP with as few as 6 clicks, which would obviously decrease the server load, but might require each AP spent to count as an IP hit in order to prevent alt abuse. I'd leave such an issue up to Kevan to decide, but the AP spent = IP hit would accurately preserve present play balance.

Note that this still only allows one block of damage, barricade level change, or found item per button click, so any impact on active combats and sieges should be very minor, and would tend to cancel out as the ability is useful to any character.

Left Queue: 10:34, 23 December 2006 (UTC)

Sever Limb

Timestamp: --Matt Scott 21:30, 7 December 2006 (UTC)
Type: New Zombie Hunter Skill
Scope: Level 10+ Survivors
Description: There's only 1 zombie hunter skill, and it's the only skill that does any real damage to a zombie, affecting the only thing that matters to a zombie: it's AP.

We've all seen it a dozen times before if we've ever seen a single zombie film: The survivor hacks away at a zombie's brittle limbs and *squish* there goes a leg! The zombie is down, but not out, as it continues to crawl toward its victim albeit impared.

The skill would be called "Sever limb". Sever Limb would be an additional zombie hunter skill, so it requires a level 10 or higher. Zombies that are successfully hit by a zombie hunter with the Sever Limb skill would lose 1 additional AP for every movement. This would equate to a survivor version of Infectious Bite that affects AP instead.

The extra AP would only be spent when moving. As long as the zombie doesn't attempt to move to a new block, they spend AP as normal. The severed limb could be cured by a first aid kit, by feeding, or even by moving onto a cemetery block (because a new limb could be acquired there). Until cured, the limb would remain severed even after death.

This should not be a stackable effect, since a zombie could quicly end up losing an extra 50 AP everytime it attempts to move. This could even be a sub-skill of the headshot skill due to the precision that such a hit would take.

Some flavor text:

  • Upon a successful severed limb, for the survivor: "You hit a zombie for 5HP and sever a limb! That'll slow it down some, but it looks like it can still crawl."
  • For the zombie: "Zombie hunter, Matt Scott, just hit you for 5HP and severed a limb! Your movement is slowed by 1AP until you feed again.
  • Or: "Zombie hunter, Matt Scott, just hit you for 5HP and severed a limb! Your movement is slowed by 1AP until you crawl to a cemetery for some spare parts."
  • From that point forward, the following flavor text would be displayed: "You have a severed limb. Your movement is slowed by 1AP until..."
  • Upon receiving a FAK: "Matt Scott bandages your severed limb. You are able to stand and move as normal."
  • Upon feeding: "You hit Matt Scott for 4HP. You feel refreshed and manage to restore your severed limb. You are able to stand and move as normal."
  • Upon reaching a cemetery: "You have arrived at a cemetery. You manage to restore your severed limb from the discarded body parts you find here. You are able to stand and move as normal."

In Summary:

  • Zombie hunter skill: Levels 10+ only.
  • Only successful on a hit.
  • Results in 1AP lost per movement. This is not stackable, and continues even after death.
  • This isn't over-powered because Infectious Bite can only be healed by a FAK, and a severed limb could be fixed with a FAK or by feeding or finding a cemetery.
  • New zombies with a severed limb would have to spend 3AP to move between squares until the limb is restored. More experienced zombies with Lurching Gait would be slowed to their original 2AP per square until restored.
Left Queue: 10:34, 23 December 2006 (UTC)

8th December 2006

Prayer

Timestamp: Matt Scott 9 15:01, 8 December 2006 (UTC)
Type: New Action/Flavor
Scope: Players in churches or cathedrals
Description: This is a flavor suggestion. The people of zombie-infested Malton are seeking hope amongst the despair:
  • Survivors inside a church or cathedral have a new action button that says, "Pray" or "Say a Prayer".
  • This costs 1 AP to use.
  • When you click the button, you receive this flavor text: "Overcome by despair, you kneel at a dust-covered bench to pray."
  • When someone in the room prays, all other players read this: "Matt Scott kneels to pray."
  • If that player has a crucifix, the text reads: "Matt Scott kneels to pray, clutching a crucifix tightly."

Just a little flavor to add to the apocalyptic nature of UD. Players could pray for forgiveness upon being revivified or prior to leaping from the cathedral window. For even more flavor combine this with the Sickening Thump suggestion for the following exchange:

Matt Scott kneels to pray.

Matt Scott says, "God, I just can't take this anymore..."

Matt Scott steps out of the third floor window! You hear a sickening thump outside.

Oh and this is not a dupe of a similar suggestion, Faith, since there is no XP benefit, can only be used in a church or cathedral, and does not require a crucifix. Prayer, like crucifixes, should exist purely for flavor.

Left Queue: 10:36, 23 December 2006 (UTC)

9th December 2006

Get Rid of the Wirecutters

Timestamp: Zombie slay3r 01:50, 9 December 2006 (UTC)
Type: Removal
Scope: Items
Description: I suggest the wirecutters should be removed from the game because they are useless. Ideas for new functions of the wirecutters have also been unsuccessful and not very encouraging.
Left Queue: 22:42, 25 December 2006 (UTC)

Bounty Hunting (revised)

Timestamp: Jon Pyre 06:04, 9 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: This is a revision of the earlier tracking skill, following the voter comments that suggested it be made weaker.

Tracking would be a skill used to respond to murder and equipment sabotage. When you witness a survivor kill another survivor or destroy a piece of equipment you would have a message next to all their recorded actions indicating what general direction they've escaped to. It'd be rare your quarry would be directly in one direction but it'd give whatever is most appropriate (for instance 8n 2e would be north because it's more to the north than it is NW). It'd look like this:

Maxine destroyed the generator (Now east).

This gives bounty hunters a hint but is so vague that it's more for flavor than anything else ('We saw him heading west! After him, boys!"). Still it'd be better than nothing. And while it'd affect bounty hunters too this would hurt them as little as it would every other PKer, and they could always explain themselves first to avoid reprisals, however unlikely.

How It Is Possible To Track Someone (Pick any of these that you like)

  1. The city is covered in dirt and litter and the buildings in dust after a year of discontinued street cleaners and janitors. People could leave footprints.
  2. Actually watching the person escape a few blocks from the window.
  3. AP isn't a unit of time. Technically normal time doesn't even exist in the game. You tracking them could be assumed to take place immediately after they start running.
  4. It's a game and doesn't need to make perfect sense 100% of the time. Machines that instantly scan DNA as opposed to hour long tests, and being able to scent someone's trail to their end location without actually following the trail and lots of other stuff doesn't make sense too.
Left Queue: 22:42, 25 December 2006 (UTC)

Necrotech Lab in Forts

Timestamp: Golden Reaper 21:04, 9 December 2006 (UTC)
Type: Improvement
Scope: Fort Creedy and Perryn
Description: From what I believe, both of the game's forts are now intended as areas of large human power, just as the streets are an area where zombies rule. Because of this I believe that one of the storehouses in each fort should be turned into a Necrotech lab. This way necrotech players will also have access to their items while inside the fort.
Left Queue: 22:42, 25 December 2006 (UTC)

"Doctor" Class Change

Timestamp: Labine50 MH|ME|P 21:13, 9 December 2006 (UTC)
Type: Balance change
Scope: Doctors?
Description: I really think doctors should start out as "Civilians." This way they wouldn't have to blindly heal people for quite as long before they could get free-running. They aren't in the military, and I would hardly say they are "continuing the experiments that brought them here". This would not effect the skills tree.
Left Queue: 22:42, 25 December 2006 (UTC)

11th December 2006

Animals

Timestamp: Blik 18:45, 11 December 2006 (UTC)
Type: character
Scope: anywhere (appears near any area
Description: you can be any of the two animals: dog or wolf. The animals can be zombies.

The idea is to bring animals to urban dead. I’m sure this might work.

Dog: weak but it can infect humans even if it is not dead. The dog cannot enter buildings or use/find objects. The dog can “eat” or”maul” zombies The animal skills cost 90 XP XP skills Dog Chase: the dog can move 2 blocks with only 1 AP spent Pack hunting: like zombie calling this skill alerts dogs as: You hear a loud bark Master: the dog selects a human or a zombie if the dog is a zombie a zombie. The dog can follow the master when logged of at the price of 1AP every 2 hours Scent: the dog can tell who has been here at the exact spot up to 2 hours ago

Wolf: the wolf is better than the dog in fighting only. Wolf XP Howl: this can alert other wolves Scent: the wolf can tell who has been here at the exact spot up to 3 hours ago Alpha: this skill is used for unlocking better skills Drag: the wolf can drag its victim up to 3 blocks away (needs alpha) Hunt: anyone that the wolf attacks can be shown (even if they are inside) (needs alpha)

Left Queue: 19:53, 11 December 2006 (UTC)

12th December 2006

Flu

Timestamp: Lonewolf17a 15:40, 12 December 2006 (UTC)
Type: Implication.
Scope: Survivors
Description: I am a long time player of Urban Dead so if any long time players think about it this would be kind of of fun and challenging okay my idea is that in the months of December and January it should be snowing in the game and what happens is if you camp outside for the night you get the flu which cause for a slower ap regeneration like one every hour instead of every 30. To heal this it would require a FAK.

Anyways thanks for your votes...--Lonewolf17a 15:40, 12 December 2006 (UTC)

Left Queue: 17:05, 12 December 2006 (UTC)


13th December 2006

Pistol Whip

Timestamp: Lonewolf17a 15:46, 13 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: What this skill would do would be after you purchase all the pistol skills you will be given another skill called Pistol Whip and what it would let you do would be after you sot an enemy in two consectutively shots with your pistol you hit the with butt of your gun and add an additional two damage to the intional five from the pistol so overall your damage would be 7 damage.

Example-Player A attacks a zombie with a pistol. ...and again and has pistol whipped you for an additional two HP.

Well Happy voting...--Lonewolf17a 15:46, 13 December 2006 (UTC)

Left Queue: 18:37, 13 December 2006 (UTC)


Antique musket/museum change/new skill/flavor

Timestamp: Danny lee 12:06, 13 December 2006 (GMT +5)
Type: New weapon/building change/Skill/flavor
Scope: Humans
Description: Since it was removed due to editing during poll, I have reposted this, with slight fixes. If you read my previous idea, it is generally identical.

The museums will now have 2 search buttons. "Search the exhibition hall" and "search the gift shop". Why? Muskets. Yes, Muskets. Old fashioned, robust, an antique.

These will be found in museums all over the city of Malton, abandoned in the display cases in various halls. The percentage of finding a musket should about 30 percent in museums. They will be found in the "exhibition hall" within the museums.

The ammunition, called "Musket Cartridge" will be found in the gift shop with a finding percentage of 40 percent, as the gift shop sells cartridges to take home. (In Malton of course, not Real Life.)

The reason for having a high percentage of finding ammo for the musket is that the musket will only hold 1 bullet when you reload. It will do 10 damage as the general caliber of the bullet was .70 caliber. The damage is reduced to 8 against flak jackets. The base hit percentage is 5%, and increased by "Basic firearm training" (+25%), "long arms training" (+25%) and "Advanced Long arms Training" (10%). To reload a musket, it will cost 2 AP, as it is a very tedious process. "Musket reload training" will reduce the reload to cost 1 AP.

Left Queue: 18:37, 13 December 2006 (UTC)

animal characters V.2

Timestamp: --Blik 16:54, 16 December 2006 (UTC)
Type: character
Scope: animal lovers and new players
Description: you can be any of the two animals: dog or wolf./

The animals can be zombies./ Animals can only start near a zoo./ The animal skills cost 90 XP./ this idea can bring new groups e.x:6 pack, the wolf hunters, killabytes and the hounds (all examples)/

new group types AKers(animal killers) e.x:the wolf hunters/ animal and human allinces e.x:killabytes/ animal groups e.x:6 pack and the hounds/ animal and zombie allinces e.x:predetor's prey/

new items dog whisle/ leash/ flea coller/

new xp skills e.x:none


Dog: weak but it can infect humans even if it is not dead.

The dog cannot enter buildings or use/find objects

ITEMS: none

Dog XP skills

Chase: the dog can move 2 blocks with only 1 AP spent

Pack hunting: like zombie calling this skill alerts dogs as: You hear a loud bark

Dog Scent: the dog can tell who has been here at the exact spot up to 2 hours ago

Rabies: the dog can infect humans even if it’s not a zombie

Wolf: the wolf is better than the dog in fighting only.

ITEMS: none

Wolf XP skills

Howl: this can alert other wolves up to 30 blocks away (this is like Pack hunting)

Wolf Scent: the wolf can tell who has been here at the exact spot up to 3 hours ago

Alpha male: the wolf gets an +20% chance of hitting the enemy and 6 extra attack points on every thing

Drag: the wolf can drag its victim up to 10 blocks away at the cost of 5 AP

Hunt: anyone that the wolf attacks can be shown (even if they are inside)

Zombie Dog: weaker than the dog and it can still infect humans

ITEMS: none

The dog cannot enter buildings or use/find objects.

The animal skills cost 90 XP

Zombie Dog XP skills

Chase: the dog can move 2 blocks with only 1 AP spent

Dog Scent: the dog can tell who has been here at the exact spot up to 2 hours ago

Zombie wolf: the Zombie wolf is almost useless compared to the wolf

ITEMS: none

Zombie Wolf XP skills

Howl: this can alert other wolves up to 20 blocks away and can be heard by all zombie types

Wolf Scent: the wolf can tell who has been here at the exact spot up to 2 hours ago

Alpha male: the wolf gets an +15% chance of hitting the enemy and 4 extra attack points on every thing

Drag: the wolf can drag its victim up to 10 blocks away at the cost of 10 AP

Hunt: anyone that the wolf attacks can be shown (even if they are inside)

Left Queue: 19:23, 16 December 2006 (UTC)

Hunting Skill

Timestamp: Jon Pyre 05:18, 13 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: Hunting would be a skill used by those facing enemies they witness killing anyone or destroying equipment. Part of a hunter's required abilities is to be able to tell how tired their quarry is. It can mean the difference between someone easily running away or attacking you, and being able to corner them when they're weary.

The zombie hunter skill Hunting (working title for now) would give you an estimate of how much AP a person has at the time they commit a violent act. 21+ AP would give no message. If someone has 11-20 AP remaining they are marked as "tired". 6-10 AP would mark them as fatigued. 0-5AP would show up as exhausted.

This skill would have two purposes. First it'd let you know how dangerous a zombie that just attacked you or someone else is. This wouldn't provide a tactical bonus really since you can't select the zombie with the most AP to attack. Maybe you might be willing to sleep in a safehouse if the only zombie inside had just 1AP but that's about it.

The other purpose is to determine whether it's even worth searching for a PKer/GKer. If the person that just killed your bud or smashed your genny had five or fewer AP, sure it's worth looking. 10AP...maybe it'd be worth looking. You might have a 50/50 chance of finding them if not actually having enough AP left to attack. If they could have moved up to 20 spaces away it's probably not worth looking. More than 20 certainly not.

So it doesn't actually make hunting PKers easier. It doesn't tell you where they are or which way they went. It just lets you know how large your search area could be, and let's you determine whether it's too big to even make the attempt. This skill should be useful both to determine the threat from a zombie and the maximum possible distance a PKer has gone.

  • Clarification: This only shows up when you witness a violent action. You might see "A zombie killed Fred (tired)" or "Bill destroyed the generator (tired). It doesn't show up next to people's names like diagnosis does. It's only coupled with violent actions.
Left Queue: 10:34, 31 December 2006 (UTC)

Broadcast Block

Timestamp: Conndrakamod TDHPD CFT 17:23, 13 December 2006 (UTC)
Type: Game Mechanic Tweak
Scope: Effectivly Humans
Description: Although the change to be able to ignore individuals on your contact list is great there are at least two individuals whom are using Alts to get around the "Ignore this Contact" tab. Therefore I suggest that a measure to block any given broadcaster that is using a radio in an assinine fashion. Although I would love to have profiles included in the broadcast (in some fashion) I would simply be happy with a "Block this User" Button so that the griefing tripe could simply be ignored. The Suggestion is for Kevan to implement whichever of the two options is easier to code and implement.
Left Queue: 10:34, 31 December 2006 (UTC)

Memorize Scent

Timestamp: Swiers 19:09, 13 December 2006 (UTC)
Type: Skill
Scope: Zombies
Description: Memorize Scent would be a new zombie skill that would have Scent Trail as a pre-requisite.

Memorize Scent would be a new type of zombie "attack", costing 1AP to use, with a 100% chance of success but doing no damage. It would be selected in a manner similar to Feeding Drag or any other attack, and would only work against targets that the zombie had established a grip on via a claw attack with Tangling Grasp. The target of the Memorize Scent attack would (of course) receive notice of the attack, something along the lines of "A zombie attacker clutches at your clothing, inhales deeply, and lets out a snarl of rage; the creature has memorized your scent!"

The next time the zombie player who used Memorize Scent logged on (i.e. after the zombie was logged off to recover AP's or whatever, then logged back in) s/he would receive a notice about the Memorize Scented target's location, just if the target of the Memorize Scent had attacked the zombie while the zombie player was logged off. Only one target at a time could be so affected by any single zombie; if the Zombie used a Memorize Scent attack on another character, they would receive notice about that character, and not about the first.

If the zombie was killed, it would receive no notice about the target of Memorize Scent (or any other Scent Trails) when they next logged in- the “tracking” ability works just as the current Scent Trail, with all the same limitations. Likewise, the user would only ever receive one report as to the target's location- just as with normal Scent Trail effect, they could not track them multiple times by logging out and then logging back on. Also, use of Memorize Scent would block gathering any information with Scent Trail in the normal way; if the zombie had a scent memorized, they would not recive reports on the locations of survivors that attack or scan them while they are logged out.

(I'm not sure what happens if the target of Scent Trail is killed, but this would also remain the same for Memorize Scent, so it may well be the Memorize Scent attack is wasted if the target gets killed before you get a report about the targets location. Also, I don't think Scent Trail normally works for tracking zombies, and the skill doesn't seem worth it for inanimate objects, so using a "scent trail" attack on those things would result in a "no can do" sort of message. Any new effects for "scent trail" are more complex to implement than I'd want to work up a suggestion for- this is intended solely to make the current "scent trail" a bit more actively useful.)

Italicized text added as editorials per comments- they do seem improvements. --Swiers 21:47, 13 December 2006 (UTC)

Left Queue: 10:34, 31 December 2006 (UTC)

Scoped Pistol

Timestamp: Kanadian 22:36, 13 December 2006 (UTC)
Type: New Firearm.
Scope: Survivors.
Description: Essentially, a pistol which trades some firepower for increased aimming ability.
  • Damage: 4 points (3 vs Flak Jacket*) See related skills.
  • Base accuracy: 15%
  • Capacity: 6 rounds from Pistol Clip
  • Location: Mall Gun store (1%), Armory (2%)

Related skills: Identical to normal pistol, but has a unique skill availbile in the military tree after Advanced Pistol training.

  • Marksman: When using a scoped pistol, a survivor can accurately target exposed parts of the body, bypassing the damage reduction of Flak Jackets. (This would make the scoped Pistol superior to the normal one in taking down armored targets. It’s a bit harder to find and an extra 75-150 EXP to use the feature, so why not?)

A slightly weaker alternative to the Pistol for those who just can’t stand missing their targets with their hard-found ammo. The basic Pistol should still outdamage it on average against unarmored targets. A small drop-down menu on the Pistol Clips in your inventory could be added to choose which type of Pistol to load.

Left Queue: 10:34, 31 December 2006 (UTC)

15th December 2006

A Solution To Necronet "Dead Zones"

Timestamp: Jon Pyre 08:40, 15 December 2006 (UTC)
Type: Improvement
Scope: GPS units, Necronet Access
Description: Due to the random distribution of necronets there is a large area of the map that doesn't appear on any necronet map scans. Here's a solution for these neglected areas.

Necronet scientists are starting to use the equipment in buildings equipped with cell phone relay towers to dowload necronet data onto their GPS unit map screens. I suggest if you have Necronet Access and click on a GPS unit in a powered cell phone tower building a NT map centered on that location appear.

Since every suburb has a cell phone tower this would expand Necronet coverage to all of Malton. And it'd give GPS units a purpose.

Left Queue: 10:39, 31 December 2006 (UTC)

Construction Expert

Timestamp: Nadada 13:38, 15 December 2006 (UTC)
Type: Skill, UI change
Scope: Miscellaneous Skill which depends on Construction
Description: A Construction Expert recognizes the strength of all barricades in the 3x3map.
Left Queue: 10:39, 31 December 2006 (UTC)

16th December 2006

Holy Water

Timestamp: Reaper with no name TJ! 04:28, 16 December 2006 (UTC)
Type: New Item
Scope: Survivors, churches, and cathedrals
Description: Simply put, let's add a new item to the game: holy water. It can be found in churches and cathedrals at the same rate as crucifixes in churches. It can be used on other players as an attack. It has 100% accuracy but does no damage. Players "hit" by this attack recieve the message "<insert attacker here> poured holy water all over you". Other players in the area would recieve a similiar message informing them of the event. One can also pour the holy water on themselves by clicking on it in their inventory. This will give other players the message that you poured the holy water on yourself.

This item is purely for flavor purposes. It doesn't actually do anything but adds that little bit of roleplay to the game. And it sure has a lot more flavor potential than those wirecutters (which currently have no purpose whatsoever except flavor).

Besides, you can end up with situations like this:

NewPKer said "I am ready to join the Church of Death. I vow to put an end to the lives of all who do not devote themselves to the church."

OldPKer said "With this final cleansing, you will forever be a part of the Church of Death."

OldPKer poured holy water all over NewPKer.

OldPKer said "Now awaken, and begin your new life as a servant of the Church!"

Left Queue: 10:41, 31 December 2006 (UTC)

Battlefield Medicine

Timestamp: MrAushvitz Canadianflag-sm.jpg 18:30, 16 December 2006 (UTC)
Type: New Millitary Skill
Scope: A way to grant XP for using 1st aid on survivors!
Description: Not a crucial idea, but could be very handy.

Battlefield Medicine

Appears on millitary skills tree as a seperate skill, adds no benefits to your zombie character. As an additional prerequisite your character must have at least 1 science skill to purchase this skill.

You benefit from using FAKs on other survivors "in the field". You gain 1 or 2 additional XP for healing survivors in various non-powered, non-resource buildings and outdoors locations.

  • Simply put: this skill adds no benefits other than additional XP harvesting for healing other living survivors at various locations. Note: these XP bonuses only apply to other living survivors not zombies. (Ahhh...)
  • +1 XP for using an FAK on another survivor: at any outdoors location, or at any indoors location that is not powered and not a major resource building such as: Mall, Hospital, Fire Station, Police Station, NecroTech Building. So all other buildings in Malton apply the benefit, if they are not powered when you do your healing.
  • +2 XP for same buildings other than ones listed above.. but only if you have the skill First Aid. (So it works "better")
  • The 3rd benefit, is if you have the Surgery skill... you are permitted the XP bonus in those same other buildings even if they are powered! (Ahhh, the final step, sweet!)

This allows players to create those "get out there and save people" kind of medical characters, who make house calls. When used in tandem with free running this could make your character a very effective means of gaining XP as well as curing zombie infection wherever possible, especially on newbies in underused safehouses!

It also makes First Aid and Surgery useful as a synergy bonus with this skill... but as a millitary skill it's not cheap for science characters. But the millitary Medic character may certainly find this one handy, as well as civilians (ex. firemen.)

Left Queue: 10:41, 31 December 2006 (UTC)

Other religions

Timestamp: Cheeseman W!ASBTalk 23:15, 16 December 2006 (UTC)
Type: Flavour Change
Scope: Everyone
Description: Christianity is not the only religion in the world. There is Islam, Buddhism, Sikhism, Hinduism and Judaism as well as countless other smaller religions and cults. I propose that some of the streets in game are changed to Mosques, Temples and Synagogues. Also, religious items for that religion could be found at these places.
  • Mosques:
    • Items to be found-
      • Koran-- read like a book, has a small passage from the Koran in it. Find rate = 7.5% (equal to wine in Church)
      • Kufi-- short rounded cap worn during prayer, can be worn by clicking on it. Find rate = 3.75% (equal to crucifix)
      • First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)
  • Buddist Temples
    • Items to be found-
      • Statue of the Buddha-- acts similar to the crucifix and has the same find rate (3.75%)
      • Buddhist Text-- acts like a book and has a small piece of Buddhist wisdom in it. Find rate equal to wine in church.
      • First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)
  • Synagogues
    • Items to be found-
      • Torah-- acts similar to book. Contains small passage from Torah. Find rate equal to wine in church.
      • Kippah-- skull cap worn during prayer. Can be worn by clicking on it. Find rate equal to crucifix.
      • First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)

All the items that can be worn appear in your profile. Eg. Player is wearing kufi/kippah etc. This would add a bit more diversity to Malton and would allow people to RP a completely new set of characters. I've put a lot of thought into this and used the main Wikipedia to get some of my information for the religious symbols.

Left Queue: 10:41, 31 December 2006 (UTC)

17th December 2006

Boomstick!

Timestamp: ThothAmon 22:48, 17 December 2006 (UTC)
Type: Functional change to Headshot skill
Scope: When using the Shotgun weapon
Description: I propose an amendment to the Headshot skill when the shot is delivered by a Shotgun. In this case, rather than receiving a Headshot, the target would be 'blown away' into an adjacent area. If the target is inside a building he is automatically moved outside the building and starts there when he wakes up. If the target is in the street he will automatically be moved to an adjacent street (chosen at random) and start there when he wakes up.

ATM the Shotgun (being modelled on the double-barrelled weapon) seems not to be the firearm of choice due to effective clip size and reload times. This suggestion should give the Shotgun some merit as a weapon of final defense for people inside buildings as it would save them from having to do a body dump. It should also provide some of the flavour of the Evil Dead / Army of Darkness movies where zombies and boomsticks make for spectacular action sequences.

This suggestion could be a separate Zombie Hunter skill but it might conflict with Headshot (I'm not sure how the mechanics would work with both skills and it doesn't seem right to have two Zombie Hunter skills stack together). To me it seems more apt to suggest an amendment to Headshot only for the Shotgun.

Thoughts? Constructive criticisms?

Left Queue: 06:34, 18 December 2006 (UTC)

18th December 2006

Muzzleloader

Timestamp: _Vic D'Amato__Dead vs Blue_ 02:53, 18 December 2006 (UTC)
Type: New weapon
Scope: Survivors
Description: The mall gun stores are running low on shelf-stock. Fortunately, the back rooms have been broken into, and the firearms and ammunition supplies are easily restocked. Along with the discovery of the back rooms, a new weapon has been found by survivors. It's the black-powder rifle, commonly known as the muzzleloader.

One "Muzzleloader ammo" item takes up one inventory space (and is considered to be all the elements necessary to load the gun: powder, wad, and slug), while the weapon itself takes up two, like the shotgun. The gun is a single-shot weapon, but it is more powerful due to the explosiveness of the raw black powder. Accuracy suffers slightly from the recoil and size of the weapon.

Specs:
Base Accuracy: 5%
Accuracy with Basic Firearms Training: 25%
No other skills affect accuracy.

Base Damage: 12
Damage Against Flak Jacket: 9

The weapon holds one shot, and must be reloaded after each attack, like a half-full shotgun. Having more base damage than the shotgun, and less accuracy, it is a good balance for those that like the damage of the shotgun, but need more attack power per shot.

It's found in mall gun stores at a rate of 5%. The weapon isn't found anywhere else, as it would be useless to Police Departments and military armories. The ammo is found at a rate of 7.5% (halfway between pistol clips and shotgun shells), also only in mall gun stores.

Left Queue: 18:59, 18 December 2006 (UTC)

STUPID FREAKING NEWSPAPERS!!!

Timestamp: Kaminobob 07:03, 18 December 2006 (UTC)
Type: improvement
Scope: useless items
Description: Currently, clicking on a useless item, such as a newspaper, causes it to do something useless and then wastes an AP and an IP hit. Obviously, this is bad. I propose that when you click on a useless item, (poetry book, newspaper, crucifix) it displays the relevant flavor text, and then automatically drops the item. This would use an IP hit but no AP, just like dropping any other item. I am NOT including wirecutters in this idea because they may one day be useful again.
Left Queue: 10:05, 7 January 2007 (UTC)

19th December 2006

Beer and Wine name change

Timestamp: Canuhearmenow Hunt! 18:39, 19 December 2006 (UTC)
Type: Item Change.
Scope: Better RP and Flavor purposes.
Description: As I searched a Hardware store I found a "Pocket Knife" which is a area specific name for a knife. This gave me the idea for this suggestion, which is, upon finding a bottle of wine, or beer, that it gives itself a unique name, for example, for wine it could be "You searched the liqueor store, you found a vintage 1972 bottle of wine." Think about it, people could start contests to see who can find the oldest bottle! ("I found a 1930" "Well, I found an 1899!") and for beer? Well, you can have Bourbon, Scotch, Vodka, and others ("I'd like to have a Malt please") This would be an excellent addition if the "Give Me pal a drink" suggestion got implemented (Canuhearmenow gave you a Scotch, you gained 1 HP).
Left Queue: 10:07, 7 January 2007 (UTC)

December 20th 2006

Speech Proficiency

Timestamp: Mattiator 05:56, 20 December 2006 (UTC)
Type: Skill
Scope: Survivors with a big mouth
Description: when bought, this skill would remove the cost of ap for talking. While it may seem kind of useless, it would be useful for yelling battle cries at zombies without wasting ap that could be used on shooting.
Left Queue: 06:54, 20 December 2006 (UTC)

December 21st 2006

Trading

Timestamp: User:The Rex 11:57, 19 December 2006 (Central)
Type: Skill
Scope: Survivors
Description: Perhaps a skill of being able to trade could be created as to allow trading of items between some one. I can see lines of trades going from a mall(or other resource point) to a different building. This would allow survivors to be able to have more ammo during a siege and be able to give FAKs to doctors. It would also allow survivors to not congregate in one building, thus being able to hide more efficiently. Of course there might be the problem of zerging several privates to get ammo, but I believe this might be avoided with a minimum level req.

Perhaps a pop down dialog box such as (button)give <item name drop box> to <player's name drop box>

Author Edit: Sorry meant to elaborate A high cost of AP would be used and the other player would have to be online to accept, and it would be under the free running tree at a min level of 10 ---The Rex 12:33, 20 December 2006 (Central)

Left Queue: 07:41, 21 December 2006 (UTC)

Mindless Destruction

Timestamp: Buster Wolfe 10:00 21 December 2006 (UTC) (Edited 10:15. Changed Exp to XP for consistency)
Type: Improvement
Scope: Zombies
Description: Currently, the only way for zombies to gain any experience is combat. Survivors however, have more ways of gaining exp. (healing, dumping bodies, DNA scanning, revives, etc.) What I am proposing is a way for zombies (and only Zombies) to earn some additional XP (numbers of course subject to tweaking) with the following actions:
  • Damaging Barricades: 1 XP for each part you knock off.
  • Destroying Barricade 1 XP (in addition to the one listed above) for destroying the last piece of the barricade.
  • Destroying Generators: 2 XP.
  • Destroying Radios: 2 XP.
  • Ransacking a building: Just like tagging an identical building for Survivors.
Left Queue: 10:12, 7 January 2007 (UTC)

Mindful Destruction

Timestamp: SporeSore 13:35, 21 December 2006 (UTC)
Type: Skill
Scope: Zombies
Description: An addition to the Memories of Life Skill Tree that allows a zombie to wield a crowbar against barricades with the same effectiveness as survivors. This skill can only be used if the zombie is completely alone - no humans or zombies can be present. The presence of others would break the extreme concentration required for this skill. I believe this skill is necessary both to advance the cause of lone feral zombies and to redress the long standing imbalance in numbers between the human and zombie populations. (If there are objections to the use of a crowbar, the skill could instead increase the % to hit and damage to match that of a survivor's crowbar attack.)
edit-Okay, I seem to have nerfed this suggestion by not reading the crowbar stats properly. What I really wanted was a crowbar attack that would either have a slightly highly chance than claws to hit barricades or have the same chance as claws but cause 1 point more damage. Bodies are irrelevant. If one stands up the skill becomes unusable --SporeSore 14:21, 22 December 2006 (UTC)
Left Queue: 10:12, 7 January 2007 (UTC)

Howl Of Bloodlust

Timestamp: MrAushvitz Canadianflag-sm.jpg 15:32, 21 December 2006 (UTC)
Type: New Zombie Skill
Scope: If there are enough seriously wounded humans, your feeding groan is a howl instead!
Description: Howl Of Bloodlust

Appears on zombie skills tree as a sub-skill of feeding groan, adds no benefits to your human character. As an additional prerequisite your zombie must possess the skill Digestion to be able to purchase this skill.

The smell of fresh blood makes your feeding groans much more urgent, if you encounter several wounded survivors.

  • When you make a feeding groan, if you meet the additional pre-requisites of this skill then your feeding groan is more "urgent" (it has a different pitch, and other zombies will recognize it doesn't just say "humans, here" but "wounded humans, here")
  • The howl is exactly the same range is a normal feeding groan, same AP cost, etc. nothing else changes.. just a better "pitch" to attract zombies to your location sooner (maybe).
  • Additional Prerequisites: For the feeding groan to instead be a howl it requires that your sombie is present at a location with at least 2 wounded survivors (25 or less HP) (and, your zombie has to be able to tell they are wounded, by appropriate skills, examples: scent skills, diagnosis,etc.) If your zombie is at a mall this number goes up to at least 4 wounded survivors (these requirements are to cut down on spam, and to make it more "fair" for malls which usually have around 50+ survivors per section when occupied. Malls would make this skill much "easier" to pull off, therefore this is much more fair to both sides.Let's just say mall ventilation systems disperse a lot of the blood on the wind...)
  • Instead of the standard moan sounds of the regular feeding groans, the Howl Of Bloodlust is just that, a higher pitched, excited shriek. The Howl's made are as follows:
  • 2 survivors (the minimum possible to work: if 2 are wounded): You give a short deathly shriek of excitement at the sight of fresh blood
  • 3 survivors (the minimum possible to work: if 2+ are wounded): You give a short deathly shriek of excitement at the sight of fresh blood
  • 4 survivors (the minimum possible to work: if 2+ are wounded, and if 4 are wounded in a mall): You give a horrifying howl of bloodlust
  • 5+ survivors (the minimum possible to work: if 2+ are wounded, and if 4+ are wounded in a mall): You give an echoing howl of bloodlust (indoors) You send an echoing howl of bloodlust through the streets (outdoors)

WTF Mr A? Again with the Feeding Groan Ideas! Ma, get muh shotgun...

Sounds complicated, it isn't.. won't happen all the time but this is a feeding groan option we can label "Near Dead Dinner Bell". Mainly it allows zombies who use feeding groans and have bought digestion (as well as scent skills/diagnosis) to be able to attract zombies to what may be a good feeding frezy for all. For example, you just walked into a nice, juicy hospital triage and there's so many tasty wounded.. oh... you just have to call the horde!)

Mainly, this can help noob zombies get some XP. Or mark out that this feeding groan is worth your zombie spending some AP to walk over (if it wasn't too long ago and the survivors didn't heal or aren't all dead, or fled for their lives.) How you react to feeding groans is up to you, this feeding groan would be more uncommon, but sounds different ("oh, did that just happen nearby?")

No feeding groan is a guarantee, it's a gamble and I like it that way, but as far as the limited zombie communications thing... it doesn't seem unreasonable to allow them a variant of their regular feeding groan (which won't happen all the time, just in really decent/damaged safehouses) to call the troops to "come get some".

This sucker is pretty basic, it does catch the ear.. and isn't calling a dozen or so brother zombies for backup what it's all about?

Left Queue: 10:12, 7 January 2007 (UTC)

NT Chemical Synthesizer

Timestamp: Canuhearmenow Hunt! 20:21, 21 December 2006 (UTC)
Type: New Item.
Scope: adds a boost to indoor revives.
Description: this adds a new item, called a "Chemical Synthesizer" at 2% in NT Buildings, the CS (Short for the item I'm suggesting) is a 3 inventory space item that must be hooked up in a building, it only works in powered buildings. What the CS does is it makes a revive cost only 5 AP. Now you might be saying "Too overpowered" remember that most survivors know combat revives are big no-no's, so this would be used almost exclusively in indoor revive points.
Left Queue: 10:12, 7 January 2007 (UTC)

December 22nd 2006

Antique Muskets/museum change Version 3

Timestamp: Danny lee-18:06, December 21, 2006
Type: Skills, flavor, and new weapon
Scope: Humans.
Description: Okay, third times the charm. Before you vote "SPAM", please, read it, think about it, and please judge with good sense and grace.

The museums will now have 2 search buttons. "Search the exhibition hall" and "search the gift shop". Why? You'll find out soon.

The muskets will be found in museums all over the city of Malton, abandoned in the display cases in various halls. The percentage of finding a musket is about 7% in museums. To find them, you'll have to search the "exhibition hall" within the museums.

The ammunition, called "Musket Cartridge" will be found in the gift shop with a finding percentage of 16%, as the gift shop sells cartridges to take home. (In Malton of course, not Real Life.

Why does the Ammo have a high chance of search percentage? The reason for having a high percentage of finding ammo for the musket is that the musket will only hold 1 bullet when you reload.

as for the damage, it will do 10 damage as the general caliber of the bullet was .70 caliber. The damage is reduced to 8 against flak jackets. The base hit percentage is 5%, and increased by "Basic firearm training" (+25%), and 2 new skills, "long arms training" (+25%) and "Advanced Long arms Training" (+10%) for a total of 65%. The "Long arm tree" can also affect rifle accuracy if they are implamented in the game later on.

To reload a musket, it will cost 2 AP, as it is a very tedious process. "Musket reload training" will reduce the reload to cost 1 AP.

Left Queue: 05:18, 22 December 2006 (UTC)

December 23rd 2006

Pin

Timestamp: Shadow213 20:48, 23 December 2006 (UTC)
Type: Skill.
Scope: Survivors.
Description: When you successfully attack a zombie- with a dagger, that zombie will be pinned. While the zombie is pinned, all melee attacks against the zombie will increase their chance to hit by 10%.

- = will not affect survivors.

Left Queue: 21:57, 24 December 2006 (UTC)

A new use for shotguns and pistols

Timestamp: MrAushvitz Canadianflag-sm.jpg 01:26, 23 December 2006 (UTC)
Type: Blastin' them thar radios and generators!
Scope: To honor Elvis, and the like...
Description: "@%$#@ radio is a wreckin' muh beauty sleep!"

BOOM

New application for projectile weapons against equipment:

All projectile weapons can be used to attack any "equipment" barricades (for example radios and generators) in the same manner hand weapons do. But they are still ineffective against regular barricades.

Limits:

  • Flare Guns have +5% chance to hit generators, due to the fuel being, flammable... if they destroy one the message reads "You see (player name) explode the generator using a flare gun!"
  • Flare Guns have the same regular chances to destroy a radio as they do of hitting anything, but no special message other than the regular "(This Player) destroyed a Radio"
  • Shotguns have a -20% chance of hitting generators or radios (max. of 45% chance to hit) yes it's higher, but it costs you ammo. The message is "You see (player name) destroy the (radio/generator) with a shotgun blast!"
  • Pistols have a -15% chance of hitting radios (nice shootin' Tex!) for a max. chance of 50%, but they have a -35% effectiveness against generators, for a max. of 30% to hit them. The message is "You see (player name) destroy the (radio/generator) with a bullet!"

Mr A... WTF? We don't need more people blowing up radios and generators?

You're right, we don't. But, technically.. not all human survivors/character classes are "good" with hand weapons, many specialize in projectile weaponry. Or only carry projectile weaponry & medical equipment.

So, it would be nice for all survivors to be able to choose to attack these devices if they want. After all, a zombie can... why can't Mr John Wu survivor? ("Ahh.. I keep punching this damn radio, can you help me Mr Zombie? Aaaaagh!!!")

It's only fair, and at times, shooting the radio can be.. well, satisfying so vote keep just for the dirty pleasure of being able to express yourself against the media, and/or commercials and the like.

Zombies won't mind survivors expending ammo on their own technology. They might even wait until you're done before eating you...

Left Queue: 09:59, 7 January 2007 (UTC)

December 25th 2006

ACTION POSE

Timestamp: NickM 12:32, 25 December 2006 (UTC)
Type: Improvement
Scope: Everyone
Description: Under Possible Actions how about adding a pose/emote button in addition to the speak button. Pose/emote to be prefixed by the characters name with maybe coded keystrokes.
Keystroke Male Female
: he she
~ his her
? removes prefix

POSE: sits on the ground crossing ~ legs.

this would show as Joe sits on the ground crossing his legs.

POSE: ?The sound of boots can be heard approaching.

this would show as The sound of boots can be heard approaching.

Left Queue: 00:32, 12 January 2007 (UTC)

Skill Rememberances

Timestamp: Field Marshall Phoenix Hawk 22:00 Eastern Standard Time, December 25, 2006
Type: Skill Subset Addition
Scope: Zombies
Description: Zombies can learn to use hand-to-hand weapons, but only very basically. Mechanically, this would mean that Zombies could use crowbars, fire axes, etc, but their attack percentage would be the same as their bite. Furthermore, a zombie could only carry two weapons, and they would lose access to their claw attacks while using a weapon. (I didn't see an idea like this, but I may not have looked back far enough.)

An expansion of this skill would allow zombies to use firearms, but not reload them, and automatically drop them after emptying them.

Left Queue: 09:45, 26 December 2006 (UTC)


Group Leaders

Timestamp: Jon Pyre 00:30, 25 December 2006 (UTC)
Type: Skill
Scope: Survivors, Civilian
Description: Currently groups have leaders but these people rarely use their power in game. Instead they communicate through forums, unable to effectively give orders because of the 50 person speech limit and often unable to speak because their high profile makes them frequent targets for assassination. Now running and being part of an effective group requires a good team dynamic, a sense of leader and follower...it takes skill.

Enter Leadership. Leadership would be a survivor civilian skill to allow you to A) Be followed as a leader and B) Follow a leader. Upon purchasing the skill you would get a new button "Follow" with a drop down menu containing every survivor with the leadership skill in the room. You may select one of them and from then on that person would be set as your leader, even if you are no longer in the same location, until you either change it to another person or back to blank.

The person following gets the advantage of paying attention. They can hear what their leader says even it would normally be missed because of the 50 person room limit.

The leader gets the advantage of protection. If a person has at least 10 people following them and nobody else in the building has more followers then then any attacks aimed at them by a survivor are instead diverted to their follower highest up on the list. In this way each building could only have one individual protected from PKing. Other people could see who it was by a new message "A tight knit group of X guards surround LEADERNAME". This protection does not extend to zombie attacks, a zombie break-in causes more chaos and reduces the ability of guards to keep track of their leader.

  • Q: Would this protect zergers? Could they just make a bunch of alt characters to protect their main from PKing?
  • A: Not really. They'd need at least ten other characters, each of which would need to purchase the Leadership skill, and it wouldn't work in a building with a larger group.
  • Q: Would this nerf PKing?
  • A: Not significantly. The PKer is only prevented from killing that one person. Everyone else is fair game, and at current attack percentages. It makes sense that the leader of a large group would actually be protected by their loyal allies.
  • Q: Would this exception to the 50 person limit cause horrible lag?
  • A: Since each person would only hear their leader, as opposed to hundreds of other people, while it might cause more server load I'm hoping the increase isn't large enough to be a problem. If it is Kevan could just take the latter half of this suggestion and ignore the beginning.
  • Q: Wouldn't leaders become dictators?
  • A: Nope. It'll let their followers hear them, nobody has to do what they say. And you can change your leader at any time or have no leader.
Left Queue: 09:07, 26 December 2006 (UTC)

A Stop-Gap Measure That Works

Timestamp: Reaper with no name TJ! 02:10, 25 December 2006 (UTC)
Type: Conditional Accuracy Revision
Scope: Everyone
Description: When the chips are down and your whole species is at stake, you tend to try a little harder...

Well, that's the roleplay explanation, at least. Anyway, the gist of it is that for each 2% difference in survivor vs zombie population, the underdog side gets +1% accuracy for all attacks. This benefit can't go past 15%, though.

So, to illustrate this, here's what the bonuses would look like:

Survivor Pop Zombie Pop Bonus
30% 70% +15% for survivors
35% 65% +15% for survivors
37% 63% +13% for survivors
43% 57% +7% for survivors
48% 52% +2% for survivors
50% 50% +0% for both
51% 49% +1% for zombies
60% 40% +10% for zombies
64% 36% +14% for zombies
65% 35% +15% for zombies
67% 33% +15% for zombies

Most stop-gap balancing measures fail because they can easily unbalance things in the long run. However, this suggestion does not suffer from that problem, because whoever's outnumbered will be the one who gets the benefits. So if the zombies are winning, the survivors will get the benefits. If the survivors are winning, the zombies will get the benefits. Overall, it's a fairly easy way to help keep the game numbers balanced that won't end up being unbalancing in the long run.

Left Queue: 09:07, 26 December 2006 (UTC)

December 26th 2006

Bust a move!

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:58, 26 December 2006 (UTC)
Type: Dance Routines
Scope: The capacity to spend AP, doing a dance in arms and clubs
Description: Dance Button

Inside a powered Arms or Club.. there is a "Dance" button which you may click for 3 AP to make a test to see if your character does a memorable dance routine. This dance button isn't available if the Arms or Club doesn't have power, and if you don't have at least 1 other living survivor present to dance with. If you succeed, a message will be posted that your character made a dance to ALL survivors and zombies at this location. If you do not succeed with the test, nothing happens.

  • You click the button and spend 3 AP: The computer makes a "dance test" to see if a message is shown to all present survivors (and zombies!) that shows you did a dance, worth mentioning (cuts down on spam.)
  • The test is made at random, and it is a very secret, highly unknown formula.. but it is believed to be a minimum 15% chance of success for level 1 characters. And it is believed that the more skills you have the better your chances improve. However: it is believed some zombie skills also increase your chances of success.. many of them even more so than survivor skills.
  • We're not sure, this suggestion is vague, and kevan is expected to keep it a lock and key secret. But one might imagine a handful of survivor skills might add 1-3% to your "dance skills" a piece, and some zombie skills might add 2-5% a piece.. but at most.. it is imagined your max. dance success odds might be 50%... at most.

So be prepared to spend some AP until you prove your footwork.. and the dance message you recieve, that is unknown as well!

But here is an example:

"You see (survivor name) busting a mad display of fancy footwork to the music."

Zombies can't dance (yet) but it does appear some zombie skills buff the living's ability to dance better, somehow.

Again, this suggestion is deliberately vague, for some reason. Live with it.

Left Queue: 22:55, 26 December 2006 (UTC)

Hunting (revised to the tenth power)

Timestamp: Jon Pyre 14:31, 26 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: Hunting would be a survivor skill limited to those level 10 and higher. When you, a fellow survivor, or a piece of equipment is attacked you get a message following the attacker's name similar to Scent Trail. This message would reveal your own deduction as to where the attacker is coming from showing only randomly giving you one direction they are now in. For example if they were 10e 2n or 5n 1e or 40e 6s, etc., the message would say 50% of the time (Now East) and 50% of the time (Now North). If they were directly n, s, e, or w of you it'd give you that direction 100% of the time obviously but there would be no way of telling that message apart from the ones picked from two directions.

All this does is prevent a person hunting for vengeance from going in the entirely wrong direction. The message (Now South) could mean they've farther to the east or west but at least you won't be going straight north. Effectively this just reduces the area they'd need to search by 50%, still leaving lots of area to explore. It's more a hint than any kind of pinpointing.

Now this could make things overly hard for a PKer if functional in an extremely crowded building since several hundred survivors could potentially get the hint and start looking for them. Therefore the message should have a chance to not show up based on how many survivors are present. The PKer can just escape easier in the extra confusion of crowds. For every survivor over 1 present the odds of getting a message should be reduced by 1%. So a lone witness has a 100% chance of getting the message, 10 having a 91% chance, 50 have a 51% chance, down to a minimum chance of 5%. So Hunting would primarily help small safehouses and unaffiliated survivors that don't have the means to organize a large posse, rather than the malls and supergroups that should be able to field hunting parties of their own rather than rely on a skill.

What is the game reasoning behind knowing where they are now? It's an educated guess (part of the reason it fails so often). Not tracking footprints or psychic detection or sniffing their position. Ever see those scenes in movies where someone shouts out "They're came at us from the [X DIRECTION]!", without actually knowing where exactly they came from. The same way villages in ancient Europe knew Viking raiders came from the north, even though they probably never went to the Viking mead halls on vacation.

Left Queue: 00:59, 12 January 2007 (UTC)

uber zombie

Timestamp: 11:50 est 04:57, 26 December 2006 [timestamp corrected by Funt Solo Scotland flag.JPG]
Type: class
Scope: zombies
Description: The uber zombie is a form of zombie that has mutated into something after getting killed several times. it has normal speed and it's attacks are claw swipe 25% at 15 damage and bite15% at 25 damage.you can't start as an uber zombie, but if a zombie gets killed 24 times in a row the next time he gets killed he raises as an uber zombie.The drawbacks of this creature is it has half health as a survivor and it ads 15% chance of the opposing player hitting it.Also if it gets killed it comes back as a zombie and it haves to wait another 24 deaths.While in this state you can not be cured.
Left Queue: 22:16, 26 December 2006 (UTC)

December 27th

Coffeeshops and Cafes

Timestamp: Murray Jay Suskind 18:23, 27 December 2006
Type: New Building
Scope: General / Survivor
Description: A new building to take the place of some current streets and wastelands. Averaging about 1-2 per suburb, Coffeeshops and Cafes shall function as a vital meeting ground for those who wish to regain some semblance of normal life in Malton. When powered, survivors can make themselves a cup of coffee or tea at the cost of 1 ap and then drink it for another ap for the benefit of 3hp.
Left Queue: 01:04, 12 January 2007 (UTC)

December 28th

Coming Out Of The Woodwork!!!

Timestamp: MrAushvitz Canadianflag-sm.jpg 02:21, 28 December 2006 (UTC)
Type: New zombie skill
Scope: Makes Feeding Drag easier to pull off if you have the building swarmed in zombies!
Description: Read carefully before you vote, this one may seem complicated... but it isn't!

Coming Out Of The Woodwork!!!

  • Appears on zombie skills tree as a sub-skill of Feeding Drag, adds no benefits to your human character.

Your zombie has an easier time using feeding drag on survivors if the zombies outside this building outnumber the survivors inside this building by at least 3:1!

Complex? Nope, it isn't.

Won't even be hard on the server.. basic math calculations are a pretty minor thing because only when a zombie with this skill is inside a safehouse will the computer even need to "check" and compare the numbers.

Game Mechanics:

Currently: Feeding Drag: Zombie is able to drag dying survivors (those with 12HP or less) out into the street, provided there are no barricades.

With this skill, all of the other feeding drag rules and limitations are in effect. But it becomes easier to drag wounded survivors outside if there are a lot of zombies outside this building. You still need to be able to do the feeding drag normally for this skill to be a "buff" in any sense.

  • If the # of survivors inside this building are outnumbered by the # of zombies outside of this building by 3:1 of more ~ The Feeding Drag attack is available for any survivor(s) at 13 HP or less. (1 place better)
  • If the # of survivors inside this building are outnumbered by the # of zombies outside of this building by 4:1 of more ~ The Feeding Drag attack is available for any survivor(s) at 14 HP or less. (2 places better)
  • If the # of survivors inside this building are outnumbered by the # of zombies outside of this building by 5:1 of more ~ The Feeding Drag attack is available for any survivor(s) at 15 HP or less. (3 places better)
  • If the # of survivors inside this building are outnumbered by the # of zombies outside of this building by 6:1 of more ~ The Feeding Drag attack is available for any survivor(s) at 16 HP or less. (4 places better)
  • If the # of survivors inside this building are outnumbered by the # of zombies outside of this building by 7:1 of more ~ The Feeding Drag attack is available for any survivor(s) at 17 HP or less. (5 places better)

Outnumbering the survivors in a building by 7:1 or more is the "limit" of this skill, things are bad enough for those inside.

Large Buildings: The computer calculates for the section (or quadrant) of the building your zombie is in... so if you're in a mall with 50 survivors, there needs to be at least 150 zombies outside of this section just for your zombie to have an easier time dragging someone outside.. for lunch!

So if your building is large, or small... survivors in groups are safer than ones, not in groups.. oooh scary stuff kiddies!

How it works, what's the logic man?

(Don't read if you don't want anything that isn't just the core game mechanics... this is just my analysis of this idea...)

This skill is basically all those zombies outside are occasionally getting an arm or two in a window, moaning "Braaaaainzzz" and so on and so forth. This can be some frightening and confusing crap for the poor survivors inside. And they may even be distracted, trip and fall or held for a second or two by the hair by some zombie outside.. just long enough to be distracted and your zombie gets their "chance".

This skill means that your zombie is very good at the "snatch and grab" method of zombie meat shopping.. basically like a good mugger they beat you up as fast as they can and drag you away to feed the zombie masses outside. So this is a very hands on zombie buff.. you have to earn it by still getting in there, and wearing someone down.

X Ray Vision? Oh wait, nobody can see squat, the zombies outside don't know how many survivors are inside or vice versa... this skill only helps your zombie if that zombie can get in.. beat some ass.. and drag some poor survivor outside for the kill. Your zombie can already see this survivor is seriously hurt, but can do the feeding drag a little sooner with a helping hand (or 8) from outside. "Graaah, feed me Seymoure.. Raaaaghhh."

That's all this skill does, actually it is a bit underpowered unless there are a lot and I mean a lot of zombies surrounding the same building. In which case your zombie is kind of like Santa, or the "provider" for the local zombie horde.

This skill means survivor safehouses that have several survivors huddled together for protection will be actually safer from this skill. So if there's a bunch of you at your safehouse, set up your generator.. turn on your radio and roast some weenies, and ignore the noise outside.

But, if you're in a decent resource building, that's surrounded by zombies (if you stepped outside to take a look just to be sure) "Uhh.. maybe I don't want to end my session in that building.."

This will put survivors a little more on the defensive mentally, they have the heavier hitting weaponry.. so this is hardly a change, it just means they will have to use other tactics (like all of their communications and so forth) to watch out for one another. "Don't go there man... like 500 zombies outside.. people are getting dragged out and eaten man.. it's hell man..."

The only real reason this is nessesary for zombies, well Feeding Drag man that's a hell of a fun way to kill a human survivor! Zombies haven't had a fun skill like that in a while.. this addition to it means more fun for you and other zombie players. And why the hell not? Doesn't hurt barricades, or waste AP for the survivors.. just means it's a bit easier to feed.. besides, that survivor may still be active (and armed to the teeth!) and still make it back inside!

And newbie zombies may get a piece before the poor bastard is shredded.

It also gives survivors a reason to make sure their HP totals are as close to max as possible.. or be the main course.

Left Queue: 00:29, 18 January 2007 (UTC)

December 29th

Decaying

Timestamp: Christobal 18:59, 28 December 2006 (UTC)
Type: Skill
Scope: Any one who is or attacks a zombie.
Description: With the infection lasting for over a year now zombies are of course going to rot. My idea is yhat as a skill a player as a zombie can choose to rot. The rotting cuases any one that comes within close proximity with a zombie to have a 25% chance of contracting the virus. This only counts when the person is either being attacked themselves

or, attacking with a melee weapon or, using a dna extractor or, a syringe. Infection after that works as if been bitten with an infectouse bite. The zombie, upon attaining this skill, now has to use 3 ap to walk around, due to rotting limbs.

Left Queue: 08:42, 29 December 2006 (UTC)

Specialization Skills

Timestamp: Matt Scott 9 14:38, 29 December 2006 (UTC)
Type: New skills
Scope: All character classes
Description: Right now, a player's starting class affects his or her gameplay and abilities, but once players have attained a few more levels and skills, they are only "Survivors" and "Zombies". I suggest we add 9 "Expert" skills, one for each class, that would encourage players to play "in character" even at level 10+.

A player may, upon reaching level 10, choose ONE of the skills listed below, regardless of their starting class. This effectively changes their starting class to the skill's class.

Military

  • Private - Expert Shotgun Training. +5% to hit with a shotgun. Prerequisite: Advanced Shotgun Training.
  • Medic - Field Surgery. Heal +5 HP (with a FAK) when outside a building. Prerequisite: Surgery.
  • Scout - Expert Free Running. Can enter buildings up to Heavily barricaded from the street. Prerequisite: Free Running. (Before you think this is overpowered, take a quick walk around your suburb and COUNT the number of buildings that are only HEAVILY barricaded. Not VERY or EXTREMELY Heavily, but only HEAVILY barricaded. This only provides the Scout with access to 3 more levels of barricades. I admit this could likely become the PK-er skill of choice, but it would not give them any greater advantage than any of the other skills here.)

Science

  • NT Lab Assistant - Expert NecroNet Access. Can manufacture a syringe for 10AP. Prerequisite: NecroNet Access. (Searching for a syringe would still be more efficient most of the time. 1 Syringe for 10AP is effectively a 10% search, versus the currently 12% find rate for syringes in powered NecroTech buildings.)
  • Doctor - Hospital Residency. +5% to find FAK's in Hospitals. Prerequisite: Surgery.

Civilian

  • Cop - Expert Pistol Training. +5% to hit with a pistol. Prerequisite: Advanced Pistol Training.
  • Firefighter - Expert Axe Proficiency. +5% to hit with an axe. Prerequisite: Axe Proficiency.
  • Consumer - Expert Bargain Hunting. +5% to searches in Malls. Prerequisite: Bargain Hunting.

Zombie

  • Corpse - Flesh Rot. Attacking players cannot determine zombie's HP value. Prerequisite: Brain Rot. (The logic here is that this is a CAREER ZOMBIE. Brain Rot makes it nearly impossible to revivify them, so their bodies are starting to decompose. Typically, when a zombie is hit, its total HP is shown to the attacking player. Players who attack a "Flesh Rotter" would only receive the message, "You attack a zombie for 5 damage, but its rotten flesh prevents you from determining its total HP.")

SUMMARY

All in all, these are simply meant to be little boosts for everyone's playing style of choice. Each skill was chosen specifically to encourage playing in character for the chosen character class. Some skills may be seen as overpowered, but they were picked specifically to balance with the other Expert skills. Remember each player can only choose ONE of the skills above, regardless of their starting class. My original idea was to limit these skills to the player's chosen starting class, but I was convinced that newbies might not realize the late game implications of their class choice. Another idea was to incorporate "Headshot" into this list, but the feedback on that was mixed as well. Thanks to Pesatyel and everyone else who contributed ideas for improvement to this in the Discussion forum.

Left Queue: 23:47, 17 January 2007 (UTC)

December 30th

Repaired Flak Jackets

Timestamp: Reaper with no name TJ! 18:42, 30 December 2006 (UTC)
Type: Item Change
Scope: Survivors with Flak Jackets
Description: The Flak Jackets in Malton aren't very high quality due to the huge amounts of punishment they have taken over the long months and years since the initial outbreaks. Fed up with the terrible quality, survivors have begun learned how to repair them and restore some of the quality they possessed before the outbreaks occured.

Ok, what the heck are you talking about?

Basically, that's the roleplay explanation. What the suggestion actually means is this: flak jackets (when worn by survivors) absorb 20% more of the damage done by firearms attacks.

Because of this, shotgun blasts will now do 6 damage, pistol shots will do 3 damage, and flare guns will do 9 damage.

This bonus will not affect zombies, because their flak jackets are still just as ratty and damaged due to the zombies not being able to repair them.

This nerfs PKing! No, it just makes it slightly more difficult. It takes an average of at least 103 AP per zombie to kill one survivor in an even battle (which means an equal number of survivors to zombies and equal amounts of metagaming). For a PKer, it takes only 62 (assuming they search in an unpowered PD). And this is a best case scenario for the zombie. I'm assuming that the survivor being attacked doesn't do any barricading whatsoever after each day. If we were to take that into account, it would be impossible for the zombie to kill the survivor (if all other things were equal) unless they got lucky. The point is that PKers completely and totally nerf zombies. This is meant to help address that.

Left Queue: 12:30, 20 January 2007 (UTC)