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{{User:Dr Cory Bjornson/Nav}}


'''The list'''
Projects, Suggestions, And the lot.


<sup>(Of [[User:Dr Cory Bjornson|this guy]])</sup>
As for coherency, and clarity, don't expect much. I was half asleep and rambling away when I wrote this.


__TOC__
==Suggestions:==


Concepts, Projects, Suggestions, And the lot. (Some Quickly jotted down.)
===Fire===
 
In the glorious form of Matches, Or an Igniter.
As for coherency, clarity and other things, Who knows. I was probably half asleep when I wrote this. And Rambling away.
 
__TOC__


==Suggestions:==
Found in arms, mansions.. 2% Encumbrance.


===Matches===
Clicking the match while in inventory would result in "X lit a match (0 Seconds ago)".
Say an N% chance to burn you for Y Damage, an X% chance to catch your clothing on fire, Chance or Damage increases if you are fuel soaked?


You can ignite fuel soaked enemies?
There is a chance that the match will fail to ignite.
On igniting the match, a chance to burn you for damage, a chance to catch your clothing on fire for damage, the chance or damage increases if you are fuel soaked.


Can be utilised with a Spray paint can to make a pseudo flamethrower?
You can ignite fuel soaked enemies.


Perhaps a 'bomb', or something made out of a Fuel Can?
Can possibly be utilised with a Spray paint can to create a pseudo flamethrower.


Sabotage the generator?
The following are separate from the above:


Kill the occupants? Or burn/injure them? (Of course, you, the saboteur, would to included in this list)
Perhaps a 'bomb' 'constructed' out of a Fuel Can?


I'd hate that.
Sabotage the generator? Kill the occupants or injure them? (Of course, you, the saboteur, would to included)


"Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."
"Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."


Plus, Of course, A chance to fail.
Also, [[Item Combination]].


===Power Grid===
===Power Grid===
In each Suburb there would be a power substation (Not created a new, but) added in or outside of a location (block).
In each Suburb there would be a power substation (Not created a new, but) added in (or possibly outside of) a block.
 
Operating with the current Generator mechanics, Requiring a whirring generator nearby?


In it would to be working, Generator-esque.
It would require power itself to power the complex electronic systems that regulate the flow of power.


And it (Or something) would have to be powered itself to power the complex electronic systems that regulate the power flow. (If not in perfect repair, Problems would occur; They could anyway)
If not in perfect repair, Problems would occur; They would anyway..


And various extraneous things would need to be in working condition for the 'power grid' systems to be functioning properly.
And various extraneous things would need to be in working condition for the 'power grid' systems to be functioning properly.


And the 'Regulator' 'thing' would direct power to one or two other suburbs. It would require maintenance to keep operating/working.
And the 'regulator' would direct power to X other suburbs. It would require maintenance to keep operating.
 
Of course, the generators at the Power Stations would have to be fueled. And on, And Working.


Think Nexus War, Perhaps Hell Rising?
Of course, the generators at the Power Stations would have to be fueled and operational.


Or maybe just display the power level through out Malton, As [[User:Seventythree|73]]?
Or maybe just display the power level throughout Malton, As [[User:Seventythree|73]]?


===Necro''Net''===
===Necro''Net''===
Access a NecroNet terminal, Where's the "''net''"?
Access a NecroNet terminal, Where's the "''net''"?


You can connect to any other powered [[NecroTech]] [[NecroTech Building|building]]. (Within scanning range so it's not overpowered?)
You can connect to any other powered [[NecroTech]] [[NecroTech Building|building]]. (Within scanning range.?)


You get a number of all the zombies within scanning range of that building, No a list or anything. (Less server load/Not overpowered)
You get a readout of all the zombies within scanning range of that building, just a number?
(Less server load)


You can connect another 'hop' to another powered building.
You can connect another 'hop' to another powered building??


If the power is cut to that first building, The connection is severed at least back to the building you're in. Or you log off? Retry, Fiddle with it, Give up in frustration and log off?
If the power is cut to that first building, The connection is severed at least back to the building you're in. Or you log off? Retry, Fiddle with it, Give up in frustration and log off?


<pre>
o(Building you're in)-o(Powered NT)-o(Another)-o(Current)
o(Building you're in)-o(Powered NT)-o(Another)-o(Current)


Line 67: Line 69:


o(Building you're in)-o(Connection is severed/lost back to this building)
o(Building you're in)-o(Connection is severed/lost back to this building)
</pre>


Obviously, Each hop there's a chance to fail to connect, Or for something to go wrong in between, Errors in scanning, Or if the generator in a building in between in damaged, The chance increases, plus a limit.
Obviously, Each hop there's a chance to fail to connect, Errors in scanning.  


And/or, you could see the power status of NT facilities within scanning range, Or a certain range.
If the generator in a building is damaged, The chance increases.


Maybe you could 'connect' to powered NecroNet Facilities and do <nowiki>'</nowiki>''stuff''<nowiki>'</nowiki>.
And/or, you could see the power status of NT facilities within scanning range. ([[User:Amazing|Amazing]])


===DNA Mutation===
===DNA Mutation===
Either over time or a button with some limit and AP usage, Zombies can 'mutate'(Revert/Change/return) back to being unscanned, Therefore they won't show up on NecroNet scans until cataloged again, There's the dead zone of [[Mornington]], Then there's this. Also, it helps new NecroNet Scientists, And gives the older ones something to do.
Either over time (Passively) or with a button (Ever so often), Zombies can 'mutate'(Revert/Change/return) back to being unscanned.
 
Therefore they won't show up on NecroNet scans until cataloged again.
 
It could also help young NecroTech scientists.


===Antiquated Rifle===
Is this already a mechanic?
Likely Bolt Action.


I need to comb/dig through old Suggestions for similar things.
===<s>Antiquated Rifle</s>===
Bolt Action


A Bottle, or Bag, or a Sack, or a Pouch of Gun Powder?
A bottle, or bag, or a sack, or pouch of Gun Powder?


Probable locations to find such a thing would be the following:
Some probable locations to find such a thing, that wouldn't interfere with search rates.
[[Arms]]([[Pubs]]), [[Museums]], [[Mansions]]?
[[Arms]]([[Pubs]]), [[Museums]], [[Mansions]]?
I tried to come up with some that wouldn't interfere with current find rates.


===The Mechanical Hound===
===The Mechanical Hound===
Line 100: Line 105:
"..and set the ticking combinations of the olfactory system of the hound .."
"..and set the ticking combinations of the olfactory system of the hound .."


- Ray Bradbury
- [[Wikipedia:Ray Bradbury|Ray Bradbury]]


..And I'm tired of typing.
..And I'm tired of typing.


===[[Brain Rot|Rotted Bran]]===
===[[Brain Rot|Rotten Branz]]===
A brain rotted zombie can be revived in a living, Breathing Harman.
A brain rotted zombie can be [[revived]] in to a breathing Harman.
In a powered [[NecroTech Building]] a scientist, With all (Possible a new) [[Science Skills|NecroTech skills]] has the option to attempt to preform black magicks, Surgery, And something else. This prompts said Zombie with a few buttons, Resist or allow the operation to proceed. This will remove Brain rot, At least temporarily. (Perhaps refund the 100 Experience Points)
In a powered [[NecroTech Building]] a [[scientist]], With all (Possible a new) [[Science Skills|NecroTech skills]] has the option to attempt to preform black magicks, [[Surgery]], And something else. This prompts said Zombie with a few buttons, Resist or allow the operation to proceed. This will remove [[Brain rot]], or temporarily negate the effects.


Or perhaps after said person with Rot has been revived?
Or perhaps after said person with Rot has been revived?
Line 112: Line 117:
Does this go against the entire point of Rot?
Does this go against the entire point of Rot?


Skills:
Skills, the entire [[Science Skills|scientific]] tree? And perhaps the advent of a new skill?
 
Full NecroTech Tree
 
Surgery
 
Maybe the entire scientific tree?
 
And perhaps the advent of a new skill?
 
Items:
 
Revivification Syringe
 
Firste Aide Kit


Multiple?
Perhaps multiple items - a [[Revivification Syringe]] and [[First Aid Kit]].


===A harpoon===
===A harpoon===
Line 136: Line 127:


===Pick Axe===
===Pick Axe===
Something that's been floating around in my churning mind..
What now?
 
<small>(Probably one for [[User:Tselita|Tselita]].)</small>


===List===
===List===
Line 159: Line 148:
[[Suggestion:20071212_Necrotech_Panic|Necrotech Panic]]
[[Suggestion:20071212_Necrotech_Panic|Necrotech Panic]]


[[Suggestion:20080708_Portable_Necronet_Workstation|Portable Necronet Workstation]]
[[Suggestion:20080708_Portable_Necronet_Workstation|Portable NecroNet Workstation]]
 
[http://wiki.urbandead.com/index.php?title=Talk:Suggestions&oldid=1226076#Portable_Necrotech_Lab Portable Necrotech Lab] (Perhaps; At first I liked this Idea, I still do, But now I don't know whether I'd really want it)


====Miscellaneous====
====Miscellaneous====
[http://wiki.urbandead.com/index.php?title=Talk:Suggestions&oldid=1233714 Olde]
<s>(I still want my Scary Zombies.)</s> Are [[Zombie|they]] scary?


====Subterranean====
====Subterranean====
Line 182: Line 166:
Find certain suggestions, then add a link to them.
Find certain suggestions, then add a link to them.
*Some warehouses would contain canister on the wall that buffs Zombies.
*Some warehouses would contain canister on the wall that buffs Zombies.
**[[Suggestions/13th-Feb-2007#Pathogenic_Liquid|Suggestions/13th Feb 2007]]
**[[PR_Buildings:_Multiple_Types#Pathogenic_Liquid|PR Buildings: Multiple Types]]
===Some Ideas===
Lifts? In Towers? Preposterous. However, It could possibly allow for the 'multiple floor' suggestions.


==Concepts==
==Concepts==


===The 100<sup>th</sup> Campaign===
===The Hundredth Campaign===
The Visit, Restore, And Catalog every suburb in [[Malton]]? Just an old idea.
The visit and catalogue every suburb.


===S.H.R.O.K.===
==Projects==
My typical Revival Procedure. Start by scanning the target Zombie, If you plan to revive it, proceed to heal it with a [[First Aid Kit]], If you have one, Then finish be reviving said Zombie/specimen.. Or you could kill the Zombie, In my case, Only if its [[Brain Rot|Bran is too rotted]]..


<b>S</b>can
===The Hunt===
 
[[User_talk:Kevan/Archive2#Do_you_play_Urbandead_Kevan.3F|For]] [[User_talk:Kevan/Archive#Nice_Game|him]].
<b>H</b>eal
 
<b>R</b>evive
 
<b>O</b>r
 
<b>K</b>ill
 
===Dohz [[DEM]]===
 
What would happen to UD if [[DEM]] disappeared?


A social experiment.
* [http://urbandead.com/profile.cgi?id=11 Bub] (11)
* [http://urbandead.com/profile.cgi?id=14 Kevan] (14)
* [http://urbandead.com/profile.cgi?id=17 Ben] (17? Ben)
* [http://urbandead.com/profile.cgi?id=19 Fodder] (19)
* [http://urbandead.com/profile.cgi?id=21 Garrett] (21)
* [http://urbandead.com/profile.cgi?id=22 Shooty] (22)
* [http://urbandead.com/profile.cgi?id=23 Professor Plum] (23)
* [http://urbandead.com/profile.cgi?id=24 Faceless] (24)
* [http://urbandead.com/profile.cgi?id=25 Scott] (25? Ben)


Nothing? Chaos?


What about [[ACC]], [[USAI]], [[DHPD]], [[The Fortress]]?
* Ended at [http://urbandead.com/profile.cgi?id=33 33] of 100.


But mostly 'Dohz' [[DEM]].
Template profiles, input name and UDID. Option for link text to be either.


==Projects==
I've been considering making an inquiry as to whether or not his characters have [[UDID]]s under the 100<sup>th</sup> mark.


===The Hunt===
===Location Pages===
For [[User_talk:Kevan/Archive2#Do_you_play_Urbandead_Kevan.3F|h]]i[[User_talk:Kevan/Archive#Nice_Game|m]]. (That's two links there.)
In the [[User:Dr Cory Bjornson/Workshop|workshop]].

Latest revision as of 00:04, 14 January 2009

Projects, Suggestions, And the lot.

As for coherency, and clarity, don't expect much. I was half asleep and rambling away when I wrote this.

Suggestions:

Fire

In the glorious form of Matches, Or an Igniter.

Found in arms, mansions.. 2% Encumbrance.

Clicking the match while in inventory would result in "X lit a match (0 Seconds ago)".

There is a chance that the match will fail to ignite.

On igniting the match, a chance to burn you for damage, a chance to catch your clothing on fire for damage, the chance or damage increases if you are fuel soaked.

You can ignite fuel soaked enemies.

Can possibly be utilised with a Spray paint can to create a pseudo flamethrower.

The following are separate from the above:

Perhaps a 'bomb' 'constructed' out of a Fuel Can?

Sabotage the generator? Kill the occupants or injure them? (Of course, you, the saboteur, would to included)

"Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."

Also, Item Combination.

Power Grid

In each Suburb there would be a power substation (Not created a new, but) added in (or possibly outside of) a block.

Operating with the current Generator mechanics, Requiring a whirring generator nearby?

It would require power itself to power the complex electronic systems that regulate the flow of power.

If not in perfect repair, Problems would occur; They would anyway..

And various extraneous things would need to be in working condition for the 'power grid' systems to be functioning properly.

And the 'regulator' would direct power to X other suburbs. It would require maintenance to keep operating.

Of course, the generators at the Power Stations would have to be fueled and operational.

Or maybe just display the power level throughout Malton, As 73?

NecroNet

Access a NecroNet terminal, Where's the "net"?

You can connect to any other powered NecroTech building. (Within scanning range.?)

You get a readout of all the zombies within scanning range of that building, just a number? (Less server load)

You can connect another 'hop' to another powered building??

If the power is cut to that first building, The connection is severed at least back to the building you're in. Or you log off? Retry, Fiddle with it, Give up in frustration and log off?

o(Building you're in)-o(Powered NT)-o(Another)-o(Current)

o(Building you're in)-o(Powered NT)-o(Power is cut)-o(Current)
Connection is severed

o(Building you're in)-o(Connection is severed/lost back to this building)

Obviously, Each hop there's a chance to fail to connect, Errors in scanning.

If the generator in a building is damaged, The chance increases.

And/or, you could see the power status of NT facilities within scanning range. (Amazing)

DNA Mutation

Either over time (Passively) or with a button (Ever so often), Zombies can 'mutate'(Revert/Change/return) back to being unscanned.

Therefore they won't show up on NecroNet scans until cataloged again.

It could also help young NecroTech scientists.

Is this already a mechanic?

Antiquated Rifle

Bolt Action

A bottle, or bag, or a sack, or pouch of Gun Powder?

Some probable locations to find such a thing, that wouldn't interfere with search rates. Arms(Pubs), Museums, Mansions?

The Mechanical Hound

A roving Mechanical Hound?

Fahrenheit 451.

It may also be armed with Revivification Serum, Next to its Procaine and Morphine..

"The Mechanical Hound Slept but did not sleep, lived but did not live in its gently humming, gently vibrating, softly illuminated kennel back in a dark corner of the firehouse. The dim light of one in the morning, the moonlight from the open sky framed through the great window, touched here and there on the brass and copper and the steel of the faintly trembling beast. Light flickered on bits of ruby glass and on sensitive capillary hairs in the nylon-brushed nostrils of the creature that quivered gently, gently, its eight spidered legs under it on rubber-padded paws."

"..and set the ticking combinations of the olfactory system of the hound .."

- Ray Bradbury

..And I'm tired of typing.

Rotten Branz

A brain rotted zombie can be revived in to a breathing Harman. In a powered NecroTech Building a scientist, With all (Possible a new) NecroTech skills has the option to attempt to preform black magicks, Surgery, And something else. This prompts said Zombie with a few buttons, Resist or allow the operation to proceed. This will remove Brain rot, or temporarily negate the effects.

Or perhaps after said person with Rot has been revived?

Does this go against the entire point of Rot?

Skills, the entire scientific tree? And perhaps the advent of a new skill?

Perhaps multiple items - a Revivification Syringe and First Aid Kit.

A harpoon

Yeah, Why not.

Can I be thrown and retrieved? Or does that make it a projectile weapon?

Pick Axe

What now?

List

Yum

Here have a rat

Fallback

The Malton Wall

Free Calling and Charges

NecroNet Accessing Device

Triangulation

Refine

Necrotech Panic

Portable NecroNet Workstation

Miscellaneous

Subterranean

Combine and update the following:

The Underworld (Mostly this, Though read the other one and combine them in your mind; With or without the Padlocks, No seeing the location above you.)

Subway Tunnels

= Subterranean

Oh, I found some new stuff.

Searching..

Find certain suggestions, then add a link to them.

Some Ideas

Lifts? In Towers? Preposterous. However, It could possibly allow for the 'multiple floor' suggestions.

Concepts

The Hundredth Campaign

The visit and catalogue every suburb.

Projects

The Hunt

For him.


  • Ended at 33 of 100.

Template profiles, input name and UDID. Option for link text to be either.

I've been considering making an inquiry as to whether or not his characters have UDIDs under the 100th mark.

Location Pages

In the workshop.