PR Skill New: Zombie: Scent Fear Tree
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Skill New: Zombie: Scent Fear Tree
Scent Blood
Enhanced Scent (Limited X-Ray Vision)
Timestamp: | 11:30 AM 30 Nov 2005 EST |
Type: | Skill Prereq:Scent Blood |
Scope: | Zombies |
Description: | Allow zombies with Scent Fear and Scent Blood to 'smell' injured humans inside buildings from the outside. Not necessarily the number of humans, or the individual player, just that a building is occupied by one or more injured (and thus tasty targets) humans. Aids zombies ability to pick inhabited buildings over random smashing of barricades to see what's inside. Humans getting to building will leave a blood trail zombies can then follow. |
Notes: | 19/27 Keep/Total.
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Left Queue: | 16:40, 15 Dec 2005 (GMT) |
Scent Infection
Timestamp: | 04:00, 15 march 2006 (GMT) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | *Prerequisites: scent blood.
The zombies sense's have become more accurate in detecting fresh and unspoiled blood. Now any infected human has the letter "I" next to their name.
Simply put this allows zombies to detect fresh or uninfected humans from infected humans. This should hopefully then make infectious bite more useful and allow zombies to infect more humans with out biting previously bitten humans or allowing them to target infected humans for death. Infected humans are shown as "infected" in room descriptions, and have the letter "I" next to their name on the map.
do you think this should cross over? i have no problem with it. also the "I" could be something else like italised letters. whatever would work best. |
Notes: | 23/23 Keep/Total. Well accepted as is. However opinions varied as to if it should be a crossover skill or not. |
Left Queue: | 12:33, 18 June 2006 (BST) |
Scent Death
Scent Known Zombies (Detect Contacts)
Timestamp: | 20:37, 29 August 2006 (BST) |
Type: | New Skill |
Scope: | Zombies with contacts |
Description: | This is basically a revamp of Kalir's suggestion; all credit should go to him.
Scent Known Zombies is a new 100xp zombie skill with Scent Death as a prerequisite. A zombie with this skill may Scent Known Zombies for 2 AP. All players on the zombie's contact list, who are currently zombies and are within the Scent Death radius have their locations listed. Ex., You detect the familiar scent of JoeZambah 1 block east and 2 blocks north. Players who are currently human or dead are not detected. |
Notes: | 16/20 Keep/Total. Well accepted as is. Some felt that 2AP was too high a cost.
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Left Queue: | 20:30, 10 October 2006 (BST) |
Scent Fear
Scent Exhaustion (Mark Survivor <10HP)
Timestamp: | 00:42, 14 April 2006 (BST) |
Type: | New skill |
Scope: | Zombies |
Description: | A skill under Scent Fear, it marks any survivor with less that 10 AP with a circumflex (^) on the mini-map. It would be somewhat akin to knowing if a survivor is asleep or not. Since only the characters that have been idle longest (and thus have recharged more AP) would be visible on the map, this is more useful for a zombie who is chasing an active human outdoors. This skill's effects would not carry over once the player is revived. |
Notes: | 24/29 Keep/Total. Well accepted as is. However some people felt this would unfairly make people who play at certain times greater targets.
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Left Queue: | 12:28, 20 June 2006 (BST) |
Scent Life (Limited X-Ray Vision)
Timestamp: | 08:19, 15 Dec 2005 (GMT) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | The idea behind this skill for zombies is that it allows the zombies to detect survivors inside a building. The problems with previous similar suggestions are:
This proposed system is a passive skill for zombies, under the scenting skill tree. It can only be used once per half-hour in any given block. This time limit is based on the block, not the zombie. To facilitate this, each block will have When a zombie with this skill performs any action:
Exact numbers can be manipulated for balance. The important point is that even a decent sized group of humans should be able to hide. Note that although these numbers may seem high, the 30 minute cooldown between repeated searches on the same block ensures that this does not become an X-ray vision skill for hordes - this skill is just as effective whether the zombie is a feral or in a group. Note that the above calculations are invisible to the player. Depending on the level of success achieved, various bits of flavour text will be seen: No success: No special text. Level 1: You detect a faint smell of life inside. Level 2: You detect the smell of life inside. Level 3: You detect a strong smell of life inside. Level 4: You detect a very strong smell of life inside. Level 5: You detect an overpowering stench of life inside. Counterpoint to dummy barricading counter: Using the numbers above (which can be changed for balance) it would take 17 survivors inside a building to allow the zombies a 50% chance to detect survivors inside, and that check could only be made once per half hour, no matter how many zombies pass by. Since survivors generally don't hide in such large numbers in building types that would be dummy barricaded, the odds of detection are even lower. Although it is no longer a sure way to hide, dummy barricading is not nerfed by this skill. Nb: Both the exact % chances of success and the time delay between repeat checks on a block could be changed for balance. |
Notes: | 32 Keeps / 5 Kills
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Left Queue: | 10:39, 2 Jan 2006 (GMT) |
Scent Trail
Scent Prey (Track Victim)
Timestamp: | 07:02, 1 March 2006 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | Subskill of Scent Trail. The zombie can use its keen sense of smell to track prey. Whereas Scent Trail is in reponse to being attacked, allowing you to see the position of people who attacked you when you first log in, Scent Prey would be designed for you to see the position of those you attack and pursue them over a few days. A zombie with this skill has a "Track [Name of Last Player zombie attacked]" button they can press for 1AP. Doing so tells them the current position of the last person they attacked. This is useful to find survivors that run away from you. Each time the zombie tracks there is a 10% chance they'll lose the trail, getting no information and no longer be able to track that person. This way a zombie could stalk someone over a few days but not be able to grief the target by hunting the same one person eternally. The trail would also go cold if they do not track for more than 24 hours, so they would need to track at least once per day to follow someone, you couldn't attack and then track someone three months later when they don't expect it. The trail would also go cold if the target is killed, zombies just smell differently. This would add a thrill of fear to the game, after running from a zombie they might be stalking you for up to a week.
You could only stalk one prey at a time. If you attack someone else then they replace the current person you are tracking. If you are tracking nobody currently the Track button would not appear. This skill would add fun for zombies, and horror flavor for survivors. It also isn't overpowering as the stalked survivor would still be safetly behind barricades. |
Notes: | 8/9 Keep/Total. Well accepted as is.
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Left Queue: | 11:13, 11 June 2006 (BST) |
Improved Scent Trail (Contact Not Required)
Timestamp: | 18:23, 1 August 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Currently, Scent Trail only works when someone personally interacts with you. This makes sense- they have to get very close to you for you to pick up their scent. Improved Scent Trail would allow you to, very rarely, pick up the scent of Survivors who passed you, but did not actually touch you.
Each time a Survivor leaves a square containing Zombies (either through map or enter/exit building (or jumping from a window), there is a 1% chance that every Zombie in that square with Improved Scent Tail will get the message "<name> ran a bit too close to you. (Current Location of Name)."
-edit: ffs, learn to proofread, me --Gene Splicer 18:27, 1 August 2006 (BST) |
Notes: | 21/22 Keep/Total. Well accepted as is.
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Left Queue: | 07:58, 23 August 2006 (BST) |