PR Skill New: Survivor & Zombie
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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.
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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.
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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.
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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
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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.
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.
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.
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Notes: | 14/17 Keep/Total. Well accepted as is, however some people disliked the flavor.
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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)
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Notes: | 18/25 Keep/Total. Well accepted as is. Some people however disliked that it required brain rot to make it more powerful.
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Left Queue: | 08:04, 18 July 2006 (BST) |