PR Class New: Survivor & Zombie

From The Urban Dead Wiki
Jump to navigationJump to search
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing



This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

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.

DO NOT PUT NEW SUGGESTIONS HERE

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_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
suggest_moved=~~~~~
}}
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

Class New: Survivor & Zombie

Survivor

Additional Advanced Classes

Timestamp: 23:53, 12 Nov 2005 (GMT)
Type: skills modification
Scope: Survivors over level 10
Description: Right, well this is only a concept of how skills can be handled in the future; I'm not going to reel off a large list of shiny new skills as they'd most likely be shot down. Currently, we only have one "advanced" class available for survivors over level 10. Also, one of the common complaints I see is that survivors will eventually and inevitably collect all available skills, becoming homogeneous in skill regardless of initial class.

A way of solving this would be to introduce new advanced classes, each with their own skills and subsets. The catch would be that only ONE advanced class can be chosen. This variety in skills would give players plenty of choice to accommodate their play style. A few examples include:

For any humans over level 10

  • Zombie Hunter: Speaks for itself really, the classic "all-round" class containing a general set of aggressive skills ("Headshot")
  • Group Leader: A charismatic survivor who has lived through it all and has amassed a following due to the recognition of their heroic deeds. Skill set is similar to that of the Zombie Hunter but leans towards concerning itself with group welfare and morale.
  • Scavenger: For paranoid survivors who puts their needs over that of others, constantly worrying about never having enough of everything. Skill set caters soley to the individual, in particular their search ability.

For military classes over level 10

  • Tactitian: For those who have seen enough zombie attacks to recognise certain patterns, being able to introduce tactical knowledge into their actions. Skills are mainly defensive, including those which are area-related.
  • Combat Veteran: Complementing the tactician would be the gung-ho glory hogs who prefer to simply kick zombie ass. The skills available would be purely aggressive, brutal but lacking the subtlety of the zombie hunters.

For science classes over level 10

  • Zombologist: For those who have studied undead matter and the Malton phenomenon so extensively as to consider themselves experts on the subject. Skills lean toward the research side of things as they strive to understand all they can about the undead, including alternative means of dispatching them..
  • NecroTech Inner Circle: Your assistance over this trifling incident has pleased your superiors, therefore you have been given the privilege of accessing the inner, shadowy workings of NecroTech. Survivors in this class can look forward to climbing up the Necrotech ladder, accessing prototype equipmemt and bypassing security measures to access new data, including the Necronet.


Well there you go; no specific skills, but you can see how any future skills can be sorted into these categories. Of course, this should be pretty low in the list as there are more urgent features to add before something like this. For the long term though, what do you think? It's not perfect (one problem would be the number of people already with headshot..) but can this model be improved at all? Oh, and PLEASE don't kill this suggestion purely for the fact that zombies have no classes and this would unbalance the game. I'm well aware of that but seeing as better people have come up with like a bajillion different zombie classes, plus the fact that this won't be happening anytime in the near future it'd be a safe bet to say that there would be zombie classes to counter-balance these. Thanks for reading!

Notes: 13/13 Keeps. Gives more individuality. Meta classes will provide sustainable endgame fun and encourage teamwork without complicating the game. Two things. Votes contain discussion of rationale behind lack of Civilian Class.
Left Queue: 21:56, 27 Nov 2005 (GMT)

Civilian: Convict

Timestamp: 06:23, 10 Nov 2005 (GMT)
Type: Player Class
Scope: Survivors
Description: This is basically a new Class of player. I'm not sure how well accepted a class suggestion will be.. but here goes. As a convict, you would start out with Body Building skill and a Length of Pipe. Your startup message could be something like: "After countless time behind bars, the prison you inhabited became infested with undead prisoners, which in turn begat undead guards. You barely managed to escape amid the chaos, keeping your head low as you made your way out into the streets of Malton. Little did you know that your trouble was just beginning." I think this would be a useful class because some folks would like to start with the Body Building HP edge, but would not be getting the weapon training to start off. Plus it gives those who want to play a non-ethical survivor something else to choose. (Except for Consumer and Corpse, all classes are pretty much public servants at this point.. and Scientists save lives all the time.) This would of course be a Civilian class. If necissary, user could also start with additional Hand-to-Hand Combat skill if that's not enough.
Notes: 14/15 Keep/Total. Alterations include Body Building OR Hand to Hand, lead pipes, brass knuckles. Dissenter mentioned that this is all zombies would start as if it had Body Building to start.
  • Was "Convict".
Left Queue: 19:05, 25 Nov 2005 (GMT)

Civilian: Punk

Timestamp: 03:15, 14 Nov 2005 (GMT)
Type: Additional Class
Scope: Survivors
Description: The disaffected youth of urban dead make their premiere with the punk class. Punks start in the civilian class with a baseball bat, spray can, and tagging. Tagging provides early game XP while the bat adds some flavorful emergency defense (nothing that could unbalance it of course). Provides a good RP class for all the people who just want to raise a little hell in Malton without being completely worthless.
Notes: 25/27 Keep/Total.
  • Was "Punk".
Left Queue: 04:10, 29 Nov 2005 (GMT)

Military: Black Ops

Timestamp: 01:26, 19 Dec 2005 (GMT)
Type: New Class
Scope: Survivors
Description: Black Ops is a branch of the military with heavy ties to the Necro Tech organization.

Was this branch specifically created to aid the Necro Tech organization with its research capabilities? Was this branch created to cull the weak from Malton as part of an evil plot in a diabolical experiment conducted by the Necro Tech organization, as some hold the organization responsible for creating the zombie outbreak? Are they a branch created to kill survivors as part of a government cover up? Are they simply a specialized branch of the military out to defend Malton? Is it all of these things, or none? I would tell you, but then I'd have to kill you - as it is top secret. Black Ops would be a separate class from the others. Their box/name tag representation color on screen would be black. Black Ops would have access to Military Skills for 75 XP (because they are combat trained after all); Science Skills for 100 XP (which differs from the standard Military's 150 XP for science skills - because Black Ops have ties to the Necro Tech organization and they would have a tendency to specialize in certain science skills); and civilian skills for 150 XP (as they are far removed from civilian life).

Black Ops - Riot. This character class represents Black Ops heavy weapons unit.

Starting Skill =

  • Basic Firearms Training.

Starting Items =

1 fully loaded shotgun (to represent their heavy weapons capabilities)
4 shotgun shells
1 GPS unit (because their intel always tells them where they are in the city)

Black Ops - Reconnaissance. This character class represents Black Ops stealth unit (that and I wanted to give people a reason to use a Kitchen Knife).

Starting Skill =

  • Hand to Hand Combat (to represent their stealth kill training)

Starting Items =

1 Kitchen Knife (an army knife would be more appropriate for this class, but since no such item exists - kitchen knife is to represent it)
1 Mobile Phone (because they are always in close communication with each other, and relaying information to base).

Black Ops - Tech. This character class represents Black Ops ties to the Necro Tech organization, with knowledge of their inner workings.

Starting Skill =

  • Necro Tech Employment (as the group has ties to the Necro Tech company - they know all the locations of the company in the city)

Starting Items =

1 loaded Pistol
1 DNA Extractor.
Notes: 20/26 Keep/Total.
  • Was "Black Ops".
Left Queue: 21:18, 6 March 2006 (GMT)

Science: Engineer

Timestamp: 03:18, 13 Nov 2005 (GMT)
Type: Char Class
Scope: Science
Description: Guy who starts with Construction, crowbar, and a GPS Unit.
Notes: 21/22 Keep/Total.
  • Was "Engineer".
Left Queue: 14:49, 28 Nov 2005 (GMT)

Science: Nurse

Timestamp: Reaper with no name 20:26, 24 September 2006 (BST)
Type: New starting class
Scope: New players
Description: Currently, there are 3 military classes and 3 civilian classes, but only 2 science classes. So, I figured there should be another science class. Nurses would start with the Diagnosis skill and a first aid kit. The reason they only start with one instead of 2 (like Doctors) is because diagnosis is widely considered to be a more useful skill than first aid.
Notes: 15/17 Keep/Total. Well accepted as is.
  • Was "Nurse".
Left Queue: 21:54, 8 October 2006 (BST)

Zombie

Aberration

Timestamp: 10:44, 28 Nov 2005 (EST)
Type: Class w/ Skill
Scope: Zombies
Description: This is a heavily retooled resubmit of something I submitted a few days ago. To avoid making Aberration a chained suggestion, the new skill and new class comprise a single suggestion. The Monstrous Form skill could be made a stand-alone suggestion, without the new class; however, the new class would actually be harder to play than the current zombie class, as it can never get a Flak Jacket or Bodybuilding, and primarily serves to add some variety to the basic zombie class. To moderators, as he helped so much with the rewrite, I'm sharing RE: privileges with Dickie Fux. Without further ado, the suggestion.
  • New Zombie Skill: Monstrous Form
Concept:The experiments performed on this zombie have left it with body parts grafted on at bizarre angles; whatever it once was, it now bears only a rough similarity to human.
Effects: Whenever a zombie with Monstrous Form makes a successful attack, there is a 5% chance to trigger a second attack of the same kind, either claw or bite. This second attack has the same chance to hit and damage values as the first attack. If it is a bite attack, it does not activate Digestion or Infectious Bite. When a character takes damage from a second attack, the text displayed has more detail than a regular attack, along the lines of "You stagger momentarily as a misshapen aberration rakes you with his third claw. You take 3 damage." This chart shows the gain to Damage/AP in the column labeled "Second Attack;" in all cases, this is a small amount.
Requirements: Monstrous Form requires Brainrot as a prerequisite, to represent that the zombie's form is now so different from that of a human that it can never be revived. Also, a zombie cannot purchase this skill while wearing a Flak Jacket; because of its misshapen form, a Flak Jacket no longer fits, and must be discarded. A zombie that already has Bodybuilding can purchase it without losing the benefits of Bodybuilding.
  • New Zombie Class: Aberration
Starting Skills: Brain Rot, Monstrous Form
Flavor: Many have accused Necrotech of causing the zombie outbreak. Little does the public know what atrocities truly occurred in the Necrotech labs. Among these were experiments to cultivate a race of supersoldiers from the undead. As the quarantine continues, the security measures which held you and the others like you in captivity have finally failed, unleashing a new zombie menace upon the survivors of Malton.
You are the result of one of those experiments. Odd body parts protrude from your body at bizarre angles, the results of grafting and genetically modified hormones. These experiments have left your corpse a patchwork mess reminiscent of Frankenstein's monster, an utter abomination to behold. Worse, the patchwork nature of your kind makes you utterly impossible to revive and confusing to the DNA extractors.
Starting Attributes: Starts with Brainrot and Monstrous Form. Realizing that classes don't usually start with two skills, it seems fair in this case, as starting with Brainrot will permanently prevent access to both Bodybuilding and Flak Jacket.
Optionally, these creatures may show up in room descriptions; the main drawback to that would be the increased server load of checking for an additional class. Another option would be to have them show up as a different color on the map, the way Civilians, Scientists, and Military do. In either case, it's more a programming issue than anything, and should not be considered part of the suggestion.
Notes: 15/21 Keep/Total.
  • XP given for DNAa scanning this creature should be slightly higher, given that 1) Necrotech would be more interested than in normal zeds. 2) Brain rot means it's harder and 3) the added risk of taking damage. 5% chance of doing another attack seems a bit low for a super-zombie, though. Perhaps a bonus to barricade assaults as well?
  • Dissent: Want more to play as zombies? Make more zombie classes that have different benefits and abilities, don't suggest a class or skill that overpowers them!
  • Was "Aberration/Monstrous Form".
Left Queue: 04:14, 13 Dec 2005 (GMT)

Fresh Zombie

Timestamp: 16:20, 4 July 2006 (BST)
Type: New Class.
Scope: More zombie class options.
Description: Why is Corpse the only starting out zombie class? I say we add a new class called "Fresh Zombie" (I know it sounds weird, but we can change the name) Fresh Zombie starts out with Lurching Gait, because it died very recently. This could help Newb zombies by giving them access to the skills they need, so they can get to Feeding Groans faster, And gives them access to Ankle Grab, so they can get up faster. Those are, after all, some of the most annoying things about being a low-level zombie.
Notes: 22/22 Keep/Total. Well accepted as is.
Left Queue: 08:08, 18 July 2006 (BST)

NT Test Subject

Timestamp: Reaper with no name 21:00, 2 November 2006 (UTC)
Type: New Zombie Class
Scope: New Zombies
Description: Hidden deep within NecroTech's lab facilities are zombies held for experimentation and study since the early outbreaks. Since the military lockdown they have remained in their cramped cells. That is, until they discovered how to open doors...

This is a new zombie starting class (survivors who die still become normal zombies). Because these zombies have been rotting in tiny cells for so long, they don't start with Vigour Mortis. Instead they start with Memories of Life. These zombies have to pay 75 XP for skills under the Scent Fear and Memories of Life trees, but 150 XP for skills under the Digestion and Lurching Gait trees (due to the previously mentioned lack of recent physical activity). The Vigour Mortis skill tree and Brain Rot skill are unaffected.

the main difference between this and the last version is that the vigour mortis and digestion skill trees have been switched (last time digestion skills cost 100 XP and vigour mortis skills cost 150 XP). These zombies will still have a tough time with combat until they get vigour mortis, but their ability to open doors right from the get-go makes them invaluable to zombie hordes, especially if there aren't a lot of high-level zombies around. This and the Corpse class are designed so that they complement each other well; the corpse zombie takes down the barricades, and this one opens the door.

One more interesting thing to note is that the total cost to max out the zombie skill tree is 1900 for this class, the same amount as for the corpse class. Run the numbers and see for yourself.

Notes: 8/11 Keep/Total. Well accepted as is.
  • Was "NT Test Subject v2".
Left Queue: 13:05, 17 November 2006 (UTC)

Rotter

Timestamp: 04:15, 22 March 2006 (GMT)
Type: New Zombie Class
Scope: New players
Description: For too long, there has been only one type of starting class for zombies, while there are three main types and eight sub-types of survivor. While this will not rectify that situation, it goes as far towards providing some diversity among the ranks of the horde as a single suggestion should.

I propose a new class of starting zombie called Rotter. This class, only for the hard-core zombie player, is made up of corpses who have been dead quite some time and have rotted beyond repair. The Rotter starts off with the Brain Rot skill, so that it can only get a flak jacket or survivor crossover skills with great difficulty. In return for this sacrifice and the lack of a useful starting combat skill, the Rotter will be able to level in the zombie skills faster than its fellows, at the rate of 85 XP per skill. If revived in a powered NecroTec Building, it will have to spend 150 XP for its survivor skills. Although survivors get a better deal in skills of their own class, there is less need for a zombie to get out-of-class skills, hence the cost of 85 XP and not 75 for each zombie skill.

Although this starting class is not for everybody, and should be labeled as such, I believe that many would appreciate having the option of this starting class.

Notes: 16/19 Keep/total
Left Queue: 03:32, 21 April 2006

Zombie Classes

Timestamp: 11:47, 11 Nov 2005 (GMT)
Type: New Classes
Scope: New Zombies
Description: Instead of only having "Zombie" as a choice, I think it would be better to give a choice as to what type of player you are. Perhaps current zombie could be renamed "Combat Zombie", due to Vigor Mortis adding to its attack. Other types could be "Fast Zombie", which gives the zombie Lurching Gait as a starting skill, or possibly "Tough Zombie", which would start with the Human skill Bodybuilding, or some new zombie equivelent skill allowing more than the base hitpoints. There are more possibilities, I am just throwing some out there. If you have any, put them in your vote!
Notes: 10/13 Keep/Total. Alternatives:
  1. Zombies start with 100xp so they can buy any skill rather than have a "class".
  2. Each class needs at least 'Vigor Mortis' or another attack-based skill or there will be a hard time leveling up.
  3. Potential zombie classes:
    1. Combat Zombie - Starts with Vigour Mortis.
    2. Hastened Zombie - Starts with Lurching Gait.
    3. Hunting Zombie - Starts with Scent Fear.
    4. Devouring Zombie - Starts with Digestion.
    5. Rotting Zombie - Starts with Brain Rot.
    6. Sentient Zombie - Starts with Memories of Life.
    7. Burly Zombie - Starts with Body Building.
Left Queue: 03:27, 26 Nov 2005 (GMT)