PR Class New: Survivor & Zombie
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===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=~~~~~ }}
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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
For military classes over level 10
For science classes over level 10
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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. |
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.
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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.
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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 =
Starting Items =
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 =
Starting Items =
Black Ops - Tech. This character class represents Black Ops ties to the Necro Tech organization, with knowledge of their inner workings. Starting Skill =
Starting Items =
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Notes: | 20/26 Keep/Total.
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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.
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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.
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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.
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Notes: | 15/21 Keep/Total.
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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.
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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:
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Left Queue: | 03:27, 26 Nov 2005 (GMT) |