PR Skill New: Survivor & Zombie

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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:

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Skill New: Survivor & Zombie

Adrenaline Rush/Zombie Surge

Timestamp: sid1138 19:27, 2 November 2006 (UTC)
Type: Skill
Scope: Both Human and Zombie Players
Description: This consists of two similar skills – one for Humans and one for Zombies. I will discuss the Human version, but the Zombie version would work the same way. When a player takes the Adrenaline Rush skill, they would get 5 Adrenaline points. At any time (except when their AP is at zero) they can click the Adrenaline button and it would convert one Adrenaline point into an AP, which can then be used as normal. Adrenaline points are restored at 1 point per hour (versus 1 AP per half hour). Until your Adrenaline points are back up to 5, you will not gain any new AP.

The idea is that you are down to your last few AP, and step into a “safe” building, only to find it full of Zombies. The Adrenaline kicks in and allows you to get away, but the extra effort incurs a penalty – longer time to recover.

The Zombie Surge skill would work the same way, but it would be a skill that a Zombie could take.

One important point – like items, the Adrenaline button would be in the item area. If you let your AP go to zero (and therefore your item buttons are unavailable) then you will not have access to the Adrenaline button for a half hour. If you use up all your AP and Adrenaline, it would be 5 hours before you would be able to do anything (you totally burnt yourself out).

Notes: 17/19 Keep/Total (89%). Well accepted as is.
  • Was called "New General and Zombie Skill - Adrenaline Rush/Zombie Surge".
Left Queue: 13:00, 17 November 2006 (UTC)

Dying Words

Timestamp: 02:58, 13 April 2006 (BST)
Type: New Skill
Scope: Death
Description: This skill grants the player (human or zombie) the ability to automatically say one previously written message upon death. The message could be up to half of the normal speech length. It would be a level ten skill. It would be entirely useless, but fun to have. Imagine all the fun you could have with everyone dying and gasping out one last curse, or dirty limerick, whatever.
Notes: 31/36 Keep/Total. Well accepted as is. However some people have problems with the potential spam it could cause.
  • Was "Last Gasp".
Left Queue: 12:10, 20 June 2006 (BST)

Elite Skills

Timestamp: 20:02, 27 April 2006 (BST)
Type: Skills, high-level characters
Scope: Maxed characters
Description: A while back, there was a suggestion based on elite-level skills for increasing XP costs. I'd link to it, but I can't seem to find it. In any case, it provided something for maxed-out characters to work towards and break up the homogeneity of high-level characters. The skill wasn't all that well recieved, mostly because it included some AP-increasing skills.

Well, here's my take on it. No AP-messing, don't worry, and there are some other differences that make it different enough not to warrant a dupe. The basic idea is the same, though. The skills' costs would increase exponentially; the first time you picked up an elite skill, it would cost 100 XP. The next would cost 200 XP, then 400 XP, then 800 XP, and so on. As it stands, each skill would be self-contained; elite focus in pistols will not increase the cost for elite shotgun skills. If you would prefer the reverse, please note so in your kill votes.

All of the following are seperate skills, and their prerequisites are noted in the descriptions. Each are highly-trained, highly-focused versions of existing skills. Elite skills will have no cap, because they'll essentially cap themselves - you need 102, 300 XP just to pick up ten elite skills.

Unlike headshot, elite skills have no level prerequisites. If you want to be the greatest tagger ever without so much as free running, well, that's your funeral. Becuase of the relatively low returns for XP, most characters will be maxed out before taking elite skills anyway.

  • Elite Pistol Training Each time you take this skill, it adds 1% to hit with pistol attacks.
    • Prerequisites: Basic Firearms Training, Pistol Traing, Advanced Pistol Training
  • Elite Shotgun Training Each time you take this skill, it adds 1% to hit with shotgun attacks.
    • Prerequisites: Basic Firearms Training, Shotgun Training, Advanced Shotgun Training
  • Elite Axe Training Each time you take this skill, it adds 1% to hit with axe attacks.
    • Prerequisites: Hand-to-hand combat, Axe Proficiency
  • Elite Knife Training Each time you take this skill, it adds 1% to hit with knife attacks.
    • Prerequisites: Hand-to-hand Combat, Knife Combat
  • Elite Free Running There are no planned improvements to Free Running. If you want there to be, note as such in your kill votes.
  • Elite Bargain Hunting Each time you gain this skill, it adds 1% to your chance to find something when searching a mall.
    • Prerequisites: Shopping, Bargain Hunting
  • Elite Body Building There are no planned improvements to Body Building. No one should be unkillable, thank you. Everyone is vulnerable.
  • Elite Tagging Each time you gain this skill, your spray can is likely to last one spray longer before running out. No one really knows what the mathematical mechanism is for a spray can running out, so I can't give numbers.
    • Prerequisites: Tagging
  • Elite Construction Each time you gain this skill, the chance of failing to barricade ("you try to add XXX to a barricade, but can't find a place for it") is decreased by 1%.
    • Prerequisites: Construction
  • Elite Necrotech Stuff There are currently no planned elite skills for Necrotech skills. If you want there to be, note as such in your kill votes.
  • Elite Surgery Each time you gain this skill, you heal an additional 1 HP when using a FAK in surgery conditions only.
    • Prerequisites: First Aid, Surgery
  • Elite Diagnosis There are no planned improvements to Diagnosis. I fail to see how there could be.
  • Elite Headshot There are no planned improvements to Headshot. Headshot pisses on the newbies enough as it is, thank you.
  • Elite Scent Trail Each time you gain this skill, the range of your scent ability increases by one. Currently, I think it stops working at ten squares or something.
    • Prerequisites: Scent Fear, Scent Trail
  • Elite Scent Blood There are no planned improvements to Scent Blood. There's nothing that can be done, really, in such a skill.
  • Elite Infectious Bite There are no planned improvements to IB, nor to Digestion. I can't think of how there could be.
  • Elite Neck Lurch Each time you get this skill, it adds 1% to hit with bite attacks.
    • Prerequisites: Vigour Mortis, Neck Lurch
  • Elite Death Grip Each time you get this skill, it adds 1% to hit with claw attacks.
    • Prerequisites: Vigour Mortis, Death Grip
  • Elite Rend Flesh No planned improvements. No damage increases at all, thank you.
  • Elite Tangling Grasp Each time you gain this skill, your chance to lose your grip on a missed attack ("XXX writhes in your grasp. Your attack does no damage. You lose your grip on XXX") is reduced by 1%.
    • Prerequisites: Vigour Mortis, Tangling Grasp
  • Elite Memories of Life skills There are no planned improvements to these skills. Again, I don't see what improvements there could be.
  • Elite Ankle Grab There are no planned improvements to Ankle Grab. I can't see any means of doing so besides nerfing Headshot.
  • Elite Brain Rot There are currently no planned improvements to Brain Rot.
Notes: 24/36 Keep/Total. Well accepted as is, some people disliked that older players would be even more powerful.
Left Queue: 03:26, 16 July 2006 (BST)

Increased XP cost for Advanced Skills

Timestamp: 16:55, 5 Dec 2005 (GMT)
Type: Improvement
Scope: All characters
Description: I suppose this is as much a suggestion for those making suggestions as for how Kevan might implement them. Characters who have been around long enough tend to start to amass large banks of unspent XP. Instead of placing certain new skills inside existing trees, create a new section similar to the Zombie Hunter skills. Besides a minimum level requirement they could have vastly increased XP costs, say 400XP perhaps. These cost would not need to be commensurate with the amount of benefit granted by the skill. Any advantage, however small, is worth spending XP on as an advanced character. And it should take time and exceptional effort to earn these advantages. 5% better chance to hit with an Axe, Heal 2xdamage on bites, whatever.
Notes: 8/9 Keep/Total
  • I'm about to max out a character, something to do other than search for a near infinite amount of syringes would be fun.
  • Could always make hierarchal skills cost more within the tree as well, restricting both access by having prerequisite skills AND spending a certain amount of XP.
Left Queue: 17:16, 20 Dec 2005 (GMT)

Infection Detection Skills

Timestamp: 01:28, 24 March 2006 (GMT)
Type: Skills
Scope: Survivors and Zombies
Description: Survivors would like a way to detect infection so they can prioritize healing. Zombies would like a way to detect which survivors are infected so they know who's still fresh to infect. Since I know players of either group would object if I suggested only one infection detection skill here are two seperate skills. Both skills signal out who is infected but do so in different ways.
  • Zombie Skill: Digestive Acids

Zombies with this subskill of Infectious Bite are messy eaters, drooling slime and bile as they feed. While the fluids evaporate quickly and aren't noticed by survivors other zombies can smell the scent lingering around the wounded survivor. Survivors bitten by a zombie with Digestive Acids would have (I) next to their names to show that they've already been bitten. Only zombies would see "(I)" if it is caused by Digestive Acids. If an already infected but not scented survivor is bitten by a zombie with Digestive Acid they are marked from that point on, they don't need to be bitten when they are initially infected to be marked. A first-aid kit would remove this condition (as well as the infection) because as a survivor cleans the wound they'd also remove the scent of the zombie that bit them. This is a skill for high level zombies to purchase in order to help other zombies know who's been bitten. It's an altruistic teamwork skill for zombies in the spirit of Feeding Groan.

  • Survivor Skill: Antiviral Injection

This subskill of Lab Experience would indicate that the player has been injected with experimental antivirus to the zombie infection. Since it was only experimental it's not effective enough to slow the rate of hp loss; it remains -1hp per 1AP, this does not nerf Infectious Bite's deleterious effects at all. However it does cause the survivor to have a visible reaction when infected, giving them a feverish red-eyed appearance. Survivors with Antiviral Injection would have an (I) next to their names when infected. Only survivors would see "(I)" if caused by an Antiviral Injection. This is a selfish skill to signify that you need immediate assistance in the same spirit as bodybuilding.

Both skills have pros and cons. The zombie skills lets them mark infected survivors for other zombies to see, the survivor skill marks themselves for other survivors to see. The downside of both is that a zombie could bite an already infected survivor that was not scented, and that a survivor without Antiviral Injection would not stand out in need of a cure. And just as a note you could be both injected and scented at once as well as only one at a time. They both result in the same (I) message but only visible to the appropriate side.

  • Note: Just though of this put probably a good way to show infection for players that can also see health would be to incorporate the I into the person's health like this: MaltonMan(I-42).
Notes: 14/17 Keep/Total. Well accepted as is, however some people disliked the flavor.
  • Was "Infection Detection Skill Ideas for both Zombies and Humans".
Left Queue: 07:42, 19 June 2006 (BST)

Necrotic Symbiotes

Timestamp: 11:36, 4 July 2006 (BST)
Type: New Zombie Skill
Scope: Survivors & Zombies
Description: NECROTIC SYMBIOTES (Revised)
  • Introduction: As the zombie plague enters its second year, news surfaces of a mysterious strain of symbiotic bacteria which has evolved in persistently rotted zombies. The bacteria can infect survivors, causing a fever that weakens them until they are helpless to resist the brain-munching undead...
  • A New Skill For Zombie Veterans: If a zombie has 10 levels, he can purchase Necrotic Symbiotes as a subskill of Infectious Bite. In addition to the Claw and Bite attacks, the zombie now gains access to a Feverish Bite attack. It is exactly identical to Bite except that it deals 2 damage instead of 4. When it hits, it gives the victim Necrotic Fever instead of an Infection.
    • In addition, the Brain Rot skill now gives a +10% bonus to the accuracy of Feverish Bite due to the persistent undead state of these zombies, which allows them to cultivate more potent strains of the bacteria.
  • Effects of Necrotic Fever:
    • Every time the survivor spends 1 AP on a Grueling action (barricading, attacking) he loses 2 HP. All other actions (moving, searching, speaking, etc.) are not Grueling and do not inflict damage.
    • Fever damage cannot lower a survivor below 12 HP.
    • Fever stacks with Infection. A survivor with both loses 1 HP for non-Grueling actions, and 3 for Grueling actions.
  • Effects In Zombies: the bacteria are symbiotic in undead corpses. Fevere victims take no damage while they are Zombies.
  • Curing the Fever: a new subskill of Diagnosis is revealed: Cellular Pathology. Survivors with this skill can cure Necrotic Fever by applying a First Aid Kit. If the applier of the FAK does not have Cellular Pathology, hitpoints will be restored and an Infection (if any) will be cured, as normal, but the Fever will not go away.
    • Because Cellular Pathology is such a specialized branch of medicine, it can't be learned quickly. Thus, it has a prerequisite of Diagnosis and any two additional Science skills.
  • Why Is This Suggestion A Good Idea? It's basically an updated version of Infectious Bite for veteran zombies... a version that's actually useful and helps a horde. Necrotic Fever is powerful in that it is specialized towards punishing barricading/attacking actions, effectively disabling a survivor from defending a mall or other building until he/she is treated; additionally it can stack with an Infection while being harder to cure. The Fever has enormous synergy with Feeding Drag, as it weakens survivors to the exact point where they can be easily dragged outside and feasted on by a horde's younglings. On the other hand, it is not overpowered because it does no damage for non-Grueling actions (such as moving, so it doesn't hurt revivified survivors looking for a safehouse, like Infection does), it is dormant while the survivor is undead, and it can't kill a survivor by itself.
Notes: 18/25 Keep/Total. Well accepted as is. Some people however disliked that it required brain rot to make it more powerful.
  • Was "Necrotic Symbiotes (v 3.0)".
Left Queue: 08:04, 18 July 2006 (BST)