Suggestions/UndecidedFebruary2006

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This page is for suggestions that have 50% or more Keep votes vs Total Votes, but not more than 66% Keep votes, which would qualify them for Peer Reviewed page. These are good, but not quite good enough Suggestions that could (and probably should) be reworked, refined, and resubmitted by a willing, knowledgeable party. Before doing so, please perform the proper research; reading the votes and the associated Talk pages, and adjust your new submission. State on the submission that you are not duplicating, but have revised and are resubmitting for approval.

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.

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_moved, and then timestamp it with ~~~~~.
  4. replace "suggestion" with "psuggestions".
  5. Please note under the suggestion, briefly, what the controversy was about. It would be good for people to know when revising suggestions and deciding whether to submit a new version of one of these. Because these are necessarily subjective, please sign these sections.

So, the new template should look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_moved=~~~~~ |
suggest_notes=Notes about the discussion about the skill. |
}}
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February 2nd, 2006

Desktop Clients

Timestamp: 18:35, 2 Feb 2006 (GMT)
Type: Client
Scope: N/A
Description: This isn't a gameplay suggestion, but I can see no better place to put this at the moment. It would be very nifty to have desktop clients for the game - I realize that the the current HTML interface (and the gameplay itself) are very straightforward, but desktop clients could definitely be shiny. Initial implementations could just act like a web browser and screen scrape the existing HTML, giving them no more impact on the server than existing users. Future versions could request a non-HTML variant of the game data, reducing bandwidth, and simplifying client parsing. I'd gladly work on and help maintain an OS X variant. User:wcoleda
Notes: 5/8 Keep/Total. See original votes for feedback.
Left Queue: 08:09, 20 June 2006 (BST)

February 5th, 2006

Different Speech Types

Timestamp: 13:27, 5 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors inside building with 50+ players
Description: Due to the recent update where survivor can only speak to the 50 nearest players had made communicating and cooperating differcult. This improvement will give a drop-down window infront of the speech box, with 2/3 options: Shout (OPTIONAL: 1- 3 AP, everyone in the room can hear, or: only supporters, those who have donated can use, or: 2 AP, nearest 100 can hear), talk(only 50 most rescent active players can hear, 1 AP) and whisper(only players on contact list can hear, 1 AP)People reading the message woud be somthing like: "Brian Hunter Shouted: 200 zombies outside, run!" or, "Papa Smurf walked over and whispered in your ear: Retreat to the base 5S and 3E, hold there for briefing"
Notes: 15/23 Keep/Total. See original votes for feedback.
Left Queue: 08:11, 20 June 2006 (BST)

February 11th, 2006

Free Death v.2

Timestamp: 16:37, 11 Feb 2006 (GMT)
Type: Improvement for new players
Scope: Everyone just starting out
Description: I think Urban Dead is kind of tough on new players. While the importance of getting to a safe place each day is explained up front, I don't think most new players fully grasp just what that entails. They find themselves stuck outside an XHB building and are quickly killed. To help ease the new players in and keep folks playing past the learning curve, I propose that every new character be given one "free" death. The first time a new character dies, the character is offered the choice to "Stand up as a human" or "Stand up as a zombie." It would be made clear on the stand up screen that this leniency will not be afforded again.

Once the free death is exhausted, play continues as normal with every death resulting in zombification.

Btw, not a new player myself. Main character is level 31. Just want to keep players from getting turned off to the game too quickly.

Edit: Commenters have suggested that the free death should not be offered indefinitely, but only until the player advances a level. If the player dies for the first time as a level 2 character, no free death option would be offered. I feel this is a smart way to go.

Notes: 21/35 Keep/Total. See original votes for feedback.
Left Queue: 08:14, 20 June 2006 (BST)

February 12th, 2006

Zoo animal

Timestamp: 22:34, 12 Feb 2006 (GMT)
Type: animal, location alteration
Scope: tourists, sightseerers, people who go to the zoo
Description: The City Zoo has no animals. Most of you have probably never been to the City Zoo. That's because it's empty. I think there should be zoo animals. Of course due to the apocalyptic situation, the animals would have escaped (seeing as they already have escaped). Since the zoo is the animal's home, the animal would probably come back some of the time. Animals would only appear in the zoo areas. Animals would not be interactive. NPC's are bad for this type of game. I am merely suggesting that on some days there will be an animal in a certain area of the zoo. Maybe one day there is an elephant in the aquarium, and the next day a lion is in the reptile house. On the third day there may not be any animals there. The animals would do nothing except be in the description.

ie: (the original description) + You see a lion roaring inside the building. It would make the long hike to the zoo, worthwhile.

Notes: 11/19 Keep/Total. See original votes for feedback.
Left Queue: 08:15, 20 June 2006 (BST)

February 16th, 2006

Inform of Brainrot Upon Successful Scan

Timestamp: 17:42, 16 Feb 2006 (GMT)
Type: Improvement
Scope: Scientists
Description: The zombie practice of standing in revive points and using brain rot to intercept syringes is completely valid. But there's currently no way to discern if they are brain rotted or not unless they are unscanned, and you fail scanning them. I suggest that upon sucessfully scanning a brainrotted zombie a simple addition is added to the information you get, undearneath their name and class: "Cortex Damaged." It makes sense you could get the information you get automatically by failing if you succeed! Also if a zombie is already scanned players with NecroNet access should be informed that they were found to have brain rot. These players have access to Necrotech's database of info on already extracted zombies, it makes sense they'd get more information through the wireless connection of their DNA extractor. It'd simply add to the "Already scanned" message one line: "Their file is marked with a red flag." This allows scientists to use DNA extractors to avoid wasting syringes, but still allows one brain rotted zombie to prevent the scientist from reviving. It'd just prevent scientist players from losing 20AP's worth of effort all the time, but still allow brain rotted zombies to disrupt revive points.
Notes: 16/32 Keep/Total. See original votes for feedback.
Left Queue: 08:17, 20 June 2006 (BST)

Emote

Timestamp: 19:55, 16 Feb 2006 (GMT)
Type: interface improvement
Scope: Survivors
Description: This would allow survivors to use an Emote, much like the /me command in IRC or similar features in many other games and chat programs. This would be available to Survivors, and would manifest either as a new textbox/button combination, such as "Speak" and "Graffiti" exist now, or simply utilize the Speech textbox, where any string beginning with /me is interpreted as an emote.

Appearance: If the character John issued the command /me jumps, it would simply appear as

---John jumps.

This would also appear in a different color to distinguish it as an emote, to prevent it from being confused with speach, or an action. A person can't sit there and type /me attacks you for 58 damage. I am currently imagining that the color would be distinct but subdued - perhaps like a Burnt Sienna, though the actual color is not a part of this suggestion. Also, the exact appearance is not written in stone - ***John jumps, or other variations may end up being implemented, as Kevan's choice.

Why Survivors Only? Well, there is a limited number of actions that the Zombie mind can carry out, namely things like shamble, bite, claw, and moan. As there already exists actual functions to handle these already, there just isn't much need for them to have this ability otherwise. Furthermore, the anonymity that zombies enjoy as "just another face in the crowd" would make emote abuse amongst zombies too attractive - at least with survivors, we can see who's doing what. Some may feel that zombies deserve an emote anyways - if so, I feel that the zombie version of the emote feature would be different enough from the survivor version that it would be deserving of it's own suggestion. In other words, let your hopes for a zombie emote stand on it's own merits; this suggestion does not preclude the existence of yours.

But this is a Dupe! - No, it isn't. You may be thinking of this /me suggestion, or of the "Emote" suggestion that was made earlier this week. The former is currently residing in the "Undecided Suggestions" limbo, and as such is not a valid basis for a Dupe vote, while the latter was removed by the author, after some folks had erroneously convinced him it was a dupe. So please, save us the trouble, don't bother, and just debate the merits of this suggestion.

If you are interested in discussing this suggestion, the discussion thread already exists on the talk page.

Notes: 15/27 Keep/Total. See original votes for feedback.
Left Queue: 08:17, 20 June 2006 (BST)

February 19th, 2006

Search Vehicles

Timestamp: 12:02, 19 Febuary 2006 (GMT)
Type: Game Mechanics
Scope: Survivors
Description: I suggest that vehicles can be found outside of buildings, but more commonly on empty streets with no buildings (this makes empty streets ACTUALLY have a purpose). A survivor can search the vehicles and find items. This has MUCH less of a chance than in buildings, obviously, but it would provide a way for non-freerunners to get useful items and also provide a way to get items while you are on the streets without having to go inside. You are vulnerable while you search, so watch out!

Also, there could be different types of vehicles. Such as...

-Civillian Car: Newspapers, Books, and Cell Phones.

-Civillian Truck: Newspapers, Books, Lengths of Pipe, Crobars, and Beer.

-Police Car: Pistols, Pistol Clips, Shotguns, Shotgun Shells, and Flare Guns.

-Swat Truck: (Same as Police Car, but with greater chance of finding each item.) Also contains Flak Jackets.

-Ambulance: Cell Phones, First-Aid Kits, and Fire Axes.

-Fuel Truck: Fuel Cans, and Crobars.

-Fire Truck: Fire Axes, Crobars, Lengths of Pipe, Flare Guns.

-News Truck: Newspapers, GPS units.

-Necrotech Resupply Truck: *Disguised as a Civillian Truck or Fuel Truck. Cell Phones, GPS units, DNA scanners, Revivification Syringes.

Notes: 7/11 Keep/Total. See original votes for feedback.
Left Queue: 08:19, 20 June 2006 (BST)

February 23rd, 2006

Security Cameras

Timestamp: 22:11 GMT, 23 February 2006
Type: Building modification
Scope: Survivors
Description: In buildings that were used before the outbreak for civic or business purposes, the networks of security cameras were bulit to be easily reparable and usbable by laymen. Therefore, the following functions should be available in any powered buildings except Schools, Junkyards or Churches:

Spend 1 AP to see who is outside that building (denoted merely by amount of characters and Zombie or survivor) OR Spend 5 APS to see the last 3 hours worth of messageable actions inside that building (representing rewinding and checking the last security tape). Outside a building where a security camera has just been used, a message could come up along the lines of "Over the door of the building, a security camera swings from side-to-side, regarding you with a cold electronic eye", thus informing the characters outside that they're being watched. Security Cameras could be smashed, much like generators, and be reparable by spending 3 AP. For extra fun, they could be vandalised with spraycans, with the same effect as smashing them.

Notes: 8/16 Keep/Total. See original votes for feedback.
    • Tally - 8 Keep, 8 Kill, 1 Dupe
Left Queue: 08:21, 20 June 2006 (BST)

February 27th, 2006

Infectious blood (reworked with better math)

Timestamp: 06:53, 27 February 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: *Prerequisites: Brain rot (infectious bite could be added as a prerequisite if you know how we could set it up on the skill tree)
  • Story element:

Whether the zombies initially became infected due to disease, radiation, viruses or an act of God(s) or Demon(s), it is unknown. It is known that now the older, the most decomposed, the most diseased of the zombies have become so putrid that their very blood is filled with death and filth. Leaving those unfortunate souls who get too enraptured in the carnage of death tainted.

  • Theme:

I can't count the numerous grade B zombie flicks where zombies have managed to infect individuals just by getting a drop of blood into their victims system. The infections are usually introduced through openings in the victim's body such as their eyes, mouth or open wounds. I.e. 28 days later.

  • What it does: It expands on infectious bite and gives an actual reason to get brain rot. A zombie with infectious blood has a chance of infecting the player that kills it in the same way that infectious bite infects them. It goes with the theme in zombie movies where someone kills a lot of zombies and has a small drop of blood get in a opening and infects them. See percentage below.
  • Possible flavor text:
  • For those infected
"In the heat of the carnage a drop of the zombies blood" 
"made it into an open wound. You are now infected."
  • For the zombie
"The last thing your rotting eyes see before all goes dark,"
"is blood spraying from your rancid corpse." 
  • other stuff

What this is intended to do is to add a small element of danger, fear, and best of all paranoia. It will have little effect on players but instead cause players to be a little more cautious and prepared. FAX packs are readily available to any player that searches for them. Most Survivors will have a pack on themselves anyway either to cure themselves or others. And since brain rot is a prerequisite you should never have to worry about one out five zombies infecting you. See percentage below.

  • The percentage

The chance of infection should ideally result in the potential of getting infected with every twentieth zombie kill. The chance should be based on the number of zeds with infectious blood (IB). So if half of the population of zombies has IB then the chance of being infected would only be 10%. Ex. 2(the number of zombies you kill before you kill a IB infected zombie)*10(# of IB infected zeds killed till infection)=20 total zeds killed till infection. So given that the population is like this 50%IB or 25%IB or 10%IB, then the chance of being infected would be 10%, 20%, 50% or 2*10=20, 4*5=20, and 10*2=20

Just like with infectious bite no XP is given to the zombie, only satisfaction at having bled on someone..

If you truly feel that getting infected once for every twenty zombie kills (statisticly) is punishment please vote kill, but I would love to hear comments on ways to get this to work better, thanks. I do expect this to get shot down but I hope to improve it by the use of your comments.

Notes: 14/28 Keep/Total. See original votes for feedback.
Left Queue: 08:23, 20 June 2006 (BST)

February 28th, 2006

Travels Light

Timestamp: MrAushvitz15:15, 28 February 2006 (GMT)
Type: Millitary Skill
Scope: Benefits from a "light load"
Description: This skill is meant for a "small, fast and mobile" concept. Your character is a lot more effective when not "armed to the teeth" with a whole shwack of junk. You can always find your pots and pans later, you need to be able to MOVE when you see zombies come crashing through that door.

Prerequisites: Free Running and Level 5+.

Adds to the skill tree right under "Free Running".
  • Travels Light - "This skill allows your character's maximum AP to be increased by 5 IF you last logged out with 15 or less items in your inventory. Note - Some equipment counts as 2 items for this calculation. This skill does not apply to zombies, this skill is related to top running speed, which zombies lack."

RP Benefits: Scouts and other millitary personnel may enjoy the "Hutt! Hutt! Hutt!" and "Move! Move! Move!" elements this skill implies. Then again, maybe your grunt loves that heavy backpack when surrounded by the enemy. Medics "behind the lines" carried only what they absolutely needed, so they can carry a body if nessesary.

Notes: 20/35 Keep/Total. See original votes for feedback.
Left Queue: 08:24, 20 June 2006 (BST)