PR Skill New: Survivor: Zombie Hunter
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Skill New: Survivor: Zombie Hunter
General
Geratology Expert (ID Rotters & Infectors)
Timestamp: | 00:56, 12 Nov 2005 (GMT) |
Type: | Zombie Hunter Skill |
Scope: | Survivors |
Description: | You can identify and target zombies (even in a crowd) with severe Brain Rot and the Infectious Bite skill due to visual clues you've learned from your zombie hunting (Geratology is the study of decadence and decay; And no, I don't expect this to be the game implimented skill title if it's ever used. :p ).
You CANNOT select individual brain-rotted/infectious zombies...unless only a single brain-rotted/infectious zombie is present in the current area or if they're in your contact list, but that goes without saying. The skill does NOT distinguish if the zombie has one or both of these skills. If there are multiple brain-rotted/infectious zombies in the mob, you will specifically attack/commit an action against the group of brain-rotted/infectious zombies in the fashion similar to regular mob combat selection. The skill functions thusly: When the screen reads "There are # zombies here", a sentence follows stating that "You identify the tell-tale signs of decadence and decay" if any such zombies are present. Under the 'Attack'/'DNA Extraction'/ect selection menu, you will then be able to select 'a corrupted zombie' to do said action. This skill would be a big help to those trying to cure/protect others from the zombie menace. It could possibly cross over to zombies as well, but I don't see how they would benifit from this and as such do not suggest it as a feature of this skill. Note: With this skill there isn't a distinction between Infectious Bite and Brain Rot in a zombie, you've got a 1 to 3 chance that they either just have Brain Rot, just have Infectious Bite (which doesn't effect DNA/Rez), or they have both. The fact that the skill doesn't QUITE make you sure is what I think balances it. - MorthBabid 19:55, 12 Nov 2005 (GMT) |
Notes: | 8/8 Keep. The reverse ability to id those without Brain Rot/Infectuous Bite could be considered. Instead of color, set distinction by altering name displayed in dropdown: "Zombie" and "Zombie (Diseased)", or even distinguish between the Brain Rotted and Infectious as this skill isn't giving us enough of a benefit.
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Left Queue: | 21:56, 27 Nov 2005 (GMT) |
Signature Weapon
Timestamp: | 23:19, 25 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Zombie Hunters, level 12 and up |
Description: | After the original proposition was shot down, I revised it and gave examples of how this skill would function.
"Signature Weapon" is a form of weapon specilization, designed to reflect a zombie hunter's preference for (and skill with) a chosen weapon. The effects of Signature Weapons are as follows: 1) +1 damage to melee weapons/+5% Accuracy for firearms. This reflects the skill a Zombie Hunter has gained with his chosen weapon.
2) Flavor text: If a zombie is killed with a player's signature Weapon, he sees flavor text describing how the attack killed the zombie instead of "You hit a zombie for X damage, killing it." However, if the kill is not made with the signature weapon, the flavor text does not show up.
3) Mutually exclusive Signature Weapons: This reflects the Zombie Hunter's strong preference for his Signature Weapon above all others - given the choice between his Signature Weapon and any other available, he'll take his Signature Weapon every time. (OOC reason: As the Prime Directive of the Suggestions Page states: Uber Ninja Pirate Zombie Killers Stay Out!, so Signature Weapons are one to a customer.)
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Notes: | 13/18 Keep/Total.
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Left Queue: | 05:20, 10 Dec 2005 (GMT) |
Headshot
Aimed Shot (Kill Zed at 8HP, no Headshot)
Timestamp: | 20:35, 2 September 2006 (BST) |
Type: | Skill |
Scope: | Zombie Hunters |
Description: | You have discovered that not all of a Zombie need be destroyed to bring it down, and that avoiding superfluous body parts significantly reduces the damage needed to kill them. Unfortunately, the reduced structural damage to the Zombie in question makes it substantially easier for them to recover from your attacks.
Aimed shot would be a Zombie Hunter skill in the Headshot skill tree. You may only have Aimed Shot OR Headshot enabled at any one time. Upon aquiring Aimed Shot, you gain a 0AP button reading "Aim At Joints". Clicking this disables Headshot and enables Aimed Shot, replacing the button with "Aim At Head". When Aimed Shot is enabled, any attack that brings a Zombie to or below 8HP kills him/her immediately. Because the Zombie ends up taking less actual structural damage, an Aimshot zombie requires 5 less AP to stand up (to a minimum of 1). A Zombie cannot be both Headshot and Aimshot at the same time, for obvious reasons.
Notes:
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Notes: | 21/28, well accepted as is. Although some thought it was overpowered and broke.
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Left Queue: | 14:18, 23 September 2006 (BST) |
Both Barrels (12/15 dam. for 1AP)
Timestamp: | 19:34, 1 May 2006 (BST) |
Type: | Skill for shotgun use |
Scope: | Survivors |
Description: | Double-barrel would be a skill--either in the military tree, under Shotgun Training, next to AST, or else a Zombie Hunter skill. This skill allows you to shoot a zed with both barrels of a shotgun at once (thus using both shells), for one AP. The catch would be, it'd do only 15 damage at your normal shotgun accuracy. The idea is that it'd actually do less dam/AP than single-barrel shotgun use when you average in reloading and finding ammo--though not really a lot less--to counterbalance the obvious tactical advantage of being able to deal a lot of damage quickly if you have them preloaded. The math, courtesy of our mathy friend John Ember:
You have about a 16% chance of finding a single shell (including those already in shotguns when found) in a mall with Bargain Hunting. (This is pre-April 29, waiting on data since the game change). Works out to be 12.5 AP per 2 shells. Add 2 AP for load and 1 AP for fire; total is 15.5 AP per two fired rounds. Each double-shot has a 65% chance of doing 15 damage--9.75 average. Thus, overall average damage is 9.75 hp per 15.5 AP, or 0.63 MBR. Compare to current shotgun at 0.79 MBR and pistol at 1.22 MBR. It's actually a step down overall, but that's compensated for by the ability to do extra damage in a shorter period of time when the combat hits. |
Notes: | 21/26 Keep/Total. Well accepted as is.
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Left Queue: | 11:07, 29 June 2006 (BST) |
Lock and Load (Reorganise Ammo)
Timestamp: | 12:37 2nd April 2006 |
Type: | Skill |
Scope: | Zombie Hunters(Players above Level 15) |
Description: | I've read all the other suggestions and the critisistion that they got, I hope this suggestion is ok. The zombie hunter skill tree is a bit dull at the moment, and only focus's on damaging zombies(which I'm not complaining about) but I think there should be a skill to enhance the Zombie hunter as well. The Gun loading skill could only be purchased by a player who has headshot and is over level 15. This would make sense, as they would be used to preserving his bullets. Anyways, the actual skill would allow all bullets in all guns to be relocated to the guns at the top of the list, costing 10Ap. The Ap cost is justified, as the player would have to take each bullet out and relocate it, taking time. Sorry if anythings wrong with the set out of this suggestion, its my 1st one. |
Notes: | 17 Keep, 4 Kill, 21 Total.
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Left Queue: | 15:05, 18 April 2006 (BST) |