Category talk:Imagine

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Board Applications

This is the place to leave your name, contact info, and other comments if you are interested in being on the board.

Fuster

Fuster 00:54, 16 May 2007 (BST) (willing to consider a non-executive director role)

Right now there's only two people in the group; neither really needs directing, AFAIK, though I suppose I could be wrong. Did you have some other directing duty in mind? --Seb_Wiers VeM 02:33, 16 May 2007 (BST)
No. Quite happy doing what I'm doing at the moment. Feel free to get in touch when you have a little more buy-in or if you want to network between groups. Good luck with your projects. - Fuster 07:54, 16 May 2007 (BST)

Seventythree

Er, you asked me to be a member, right? Does that mean I put stuff here?--Seventythree 23:03, 13 May 2007 (BST)

Yep. That's mostly just so people don't slap their name on the board list without any warning. Not that it matters much- its just us two right now. The actual group (category) page still needs a fair bit of work, such as... oh, outlining the goal or purpose of the group in some clear and persuasive way?
As I recall, you were interested in communications concepts for medical types and figured you could contribute some copy writing type work, but nothing in the area of coding? Well, that could put you solidly in the editorial arena. In that vein, pretty much anything you can think of to promote / explain the benefits of "non-violence" in urban dead would be good. If it is a wiki article, slap the "Category:Imagine" tag on it along with any other appropriate tags. Or hell, just find existing articles and put the category tag on them, with an explanatory note on the talk page. --Seb_Wiers VeM 01:21, 14 May 2007 (BST)

Ok then... can I keep editing this as work in progress?

Number 1. Zombies don't need resources. Humans need guns, ammunition, radio's generators, fuel First aid kits, revivication syrynges and so on. As it stands the zombie tactics of all grouping together and going to smash up a suburb work incredibaly well... Human groups require a much greater level of communication and syncronisation than the game provides at the moment, to hold resource buildings, maintain revives ect. Now, most importantly, humans do not need more weopons! --Seventythree 15:06, 14 May 2007 (BST)

Sure, whatever. At the worst, I'll go to its talk page and say what I don't like about it. --Seb_Wiers VeM 00:00, 15 May 2007 (BST)

Er, I'm just thinking out loud at the moment. I had a look at your X:00 idea, and it works without metagaming. Hmm. --Seventythree 00:16, 15 May 2007 (BST)

Duke Garland

anyway i'll get in eventually Duke GarlandTLCD SSZ 08:31, 1 June 2007 (BST)

Ben2

I'd like to join! So many creative projects :) I'm applying as a Programmer. --Ben2 01:58, 4 April 2008 (BST)

Cool. Not much action of late, although I'm gonna be re-building Iwitness eventually. SIM Core Map.png Swiers 03:11, 4 April 2008 (BST)

Article Submissions

This is the place to leave ideas that you thing Imagine might be interested in. They may be moved to a sub-page if discussion takes to a length, or if the reach the point where they merit development as an article.

Safesuburb

I had an idea for a suburb which would/should be safe for humans, its basic premise is simple, everybuilding should be at ehb+2 that means if you find a building below that it has to be raised. The idea is based on trying not to let any survivor die. If the buildings are all at ehb+2 then it would be easier to defend which means less zombies will get into a building which means less surviors die. In theory a survivor should never have to go outside, RESCUE would be implemented which would mean even revivers dont have to go outside. It is very unfriendly to new players, but so what, there are 99 other burbs to go to and as soon as they get freerunning, which should be the first skill bought anyway, they would not be affected.
-thanks Thekooks 17:05, 21 April 2007 (BST)

Barricade policies are one of many topics the Imagine will be doing R&D on. Indeed, Imagine is a supporter of strong and frequent barricade construction; strategic pacifism is beneficial in part because it leaves lots of APs free for constructing barricades.
However, your above idea has some (manageable) flaws from my perspective.
  • You can't just say "screw the newbs, there's 99 other suburbs" if you are considering global strategy. It might work to create some suburbs that are purely for newbs (and their supporters) and some (like your "safesuburb") that are for those with free running.
  • If nobody ever goes outside, you loose perspective on how many zombies are in the area. I guess the RESCUE entries allow trips outside, but a lot of survivors would likely choose to never go outside. You'd probably have to organize "scouting patrols" to not loose sight of possible threats.
  • PKers don't give a rats ass about barricades, so would still be a serious danger. Any area that is very safe from zombies and has lots of nicely secured police stations or malls is a big draw for PKers. I suppose you could do this in a suburb that had no PDs or malls; there are three of them in the city. Unfortunately, the best one is New Arkham, which is already spoken for by the LEWDites, who have a policy that runs to the exact opposite end of the spectrum; they want no barricades at all! It sounds insane and I'm not a supporter of much of their tactics, but I'm inclined to encourage their experiment rather than encourage any effort to interfere.
--Seb_WiersctdpImagine 17:35, 21 April 2007 (BST)

You know.... i see this as kinda pointless. for the most part. itd be boring, yeah...very...very boring. "Oh, lets go to such and such a burb, where there is no danger of zeds!" one of two things would happen

One: Noone will show up, cause they agree that its boring as hell.

Two: Everyone will turn up, the zeds will follow, and youll all get ganked.

As another point, someone mentioned PKers, this will be a wonderfull hunting ground for them, a literal paradise, whole bunch of guaranteed kills? god knows if i was hunting my fellow man, id be heading streight for your burb.--Darkwater 18:15, 21 April 2007 (BST)

PKers can score guaranteed kills anywhere. I know, I've played them; I'm a RedRum member, in fact, as well as having played in the "Death Cultist" branch of Mall Tour 07. The trick is to make it un-fun for them to stick around. The current tactic used to do this (as carried out by DEM and others) is killing them, but starving them of ammunition and reviving the victims so quickly that the kills have no real impact is another option, isn't it? In fact, if the entire city had no easy sources of ammunition and lots of easy sources of revives, PKers would be almost zero threat. --Seb_WiersctdpImagine 18:33, 21 April 2007 (BST)

Name to be added in the future

Well, I read the Salt The Land Policy almost as soon as it was published. I know it only has a really slim chance of ever getting to really work, but I thought of a way to counter that slim chance, or other mayor situation. It would be harder for humans, since the idea is to make "syringes reserve alts". They should get the NT skills, free running, construction and ankle grab. Then just stock up on syringes until fully encumbered, get killed or commit suicide. get revived and never stand up, they just let the alt idle out as a true "Syringe reserve" just in case. What do you think?-- Che -T GC X 23:41, 24 June 2007 (BST)

Its a fine idea. You don't even need all those skills if you have the "syringe reserve alts" use the dirtnap tactic when you finally need them. All you need for that is the ability to use needles and ankle grab, although free running helps a lot when initially stocking up on needles. ... 02:15, 25 June 2007 (BST)
Thanks. Also, old alts that you wont be playing any more can do this easily. Do you think it could be useful? I mean, I like the general idea an all but what has been keeping me from launching it, is that I don't think the game can get to a point when this "SR alts" would be useful. -- Che -T GC X 04:00, 25 June 2007 (BST)

Hi

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Thanks --RosslessnessWant a Location Image? 19:11, 5 October 2009 (BST)