Suggestion:20070503 Bounty Hunter

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20070503 Bounty Hunter

-- boxy T L ZS Nuts2U DA 23:39, 3 May 2007 (BST)

Suggestion type

Skill.

Suggestion scope

High level survivors.

Suggestion description

Humans with enough experience in the apocolyptic setting of Malton would be skilled in tracking the path of killers as they left the scene of the crime, following footprints, bloodtrails and spent shot gun cartridges. Although, with all the zombies and survivors moving about, the trail soon becomes confused.

This suggestion is heavily influenced by a couple from ages ago (for eg Bounty Hunting) that were roundly spammed. Hopefully I've changed this one enough (mainly weaken the range to a 5 block max.) to interest you.

This will be a new skill called Bounty Hunter, and would not give any advantage when zombified. It would come under the Head Hunting Skills section (replacing Zombie Hunter Skills section), with Head Shot, and would cost 100 XP and only be available at level 10+.

A survivor with this skill is able to track, for a short distance, the general direction another survivor left, whom he has just witnessed kill another survivor. On witnessing a murder, the Head Hunter gets the message;

  • PCGF killed Special Ed. (2 hours and 1 minutes ago)
  • PCGF killed the dogs breakfast. (2 hours and 6 minutes ago)
  • A flare was fired 9 blocks to the west and 8 blocks to the north. (2 hours and 6 minutes ago)
  • PCGF departed, leaving a trail indicating a southwesterly escape route. (2 hours and 7 minutes ago)

The accuracy with which a head hunter can track the killer is randomly determined (eg. direction is given after one move 10%, two moves 15%, three moves 25%, four moves 25%, five moves 15% or six moves 10%), and all head hunters in the room get the same result.

Neither the head hunter nor the killer, know how far until the trail runs cold, or if the trail even still points to the direction that the killer ended up. All this adds to the uncertainty and danger.

Head hunters are easily thrown off the scent altogether with a bit of double backing, ducking and weaving, if the killer has the brains, and the energy (AP).

I thought of applying it to generator/radio destoyers too, but didn't. Bounty Hunting is for serious crime, like murder.

Summary -

  • Change Zombie Hunter Skills -> Head Hunter Skills.
  • New skill - Bounty Hunter under Head Hunter Skills.
  • Head Hunters get an indication of which direction killers left a block.
  • There is no indication whether they are still in that direction.
  • The trial runs cold after only a few squares (and you never know how far that is).

Voting Section

Voting Rules
Votes must be numbered, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid voting sections are Keep, Kill, Spam and Dupe. If you wish to abstain from voting, do not vote.


Keep Votes
  1. Autour Keep - The limited (50% chance that the trail runs cold before 3 blocks) , and unknown range makes it impossible to know if the target is still in that direction -- boxy T L ZS Nuts2U DA 23:48, 3 May 2007 (BST)
  2. Keep -- Fun! Hunting annoying people is fun, and this is balanced too... 5/7! --Lord Evans 00:50, 4 May 2007 (BST)
  3. Keep -- Sweet. -Heretic144 02:53, 4 May 2007 (BST)
  4. Keep --Yeah, I'll buy that. --The Hierophant. 04:59, 04 May 2007.
  5. Keep - I want that. --Uncle Bill 06:20, 4 May 2007 (BST)
  6. Keep - yeah --Duke GarlandLCD 07:26, 4 May 2007 (BST)
  7. Keep - It's not my favorite version, but it's time one gets through to peer--Vista 07:34, 4 May 2007 (BST)
  8. Keep/Change - I like the idea so I don't think it needs to go back to the drawing board, but the way you describe the percentages after one, two, three moves, etc. is totally confusing and I can't make any sense of it. Is that the chance that the trail goes cold or the chance that they'll see the trail? In your comment you talk like these chances are added together (first three = 50%) which means they must all be part of one "die-roll" event as Kevan calls them. If they're multiple rolls then they get multiplied, not added. And why do the chances start low, go up, and then down again? Please just make a clarifying edit or I can't see this being implemented the way you want. --Rasi 07:46, 4 May 2007 (EST)
    Look, I'm no great mathematician, but as I see it, you get to see where the guy was after x moves. There is one roll of the "die". The percentage after each block is the chance that that's the block you get the result from. I added the percentages because there was a 10% chance of getting the first square, 15% the 2nd, and 25% the third, meaning a 50% chance that the result will be in one of those squares. There are no multiple dice rolls. You get one result. The numbers go up and down because I figured that the trail ought to be more likely to go cold somewhere in the middle of the trail -- boxy T L ZS Nuts2U DA 14:50, 4 May 2007 (BST)
    Re - OK, that's a little more clear, thanks. I wasn't aware, after reading it the first time, that there was a 100% chance of getting a message, and that the percentages were just a table of "which move does the 'report' get sent back to the murder location from." So I guess it would also be accurate to say, there's a 50% chance that you're going to get the killer's position at his 3rd or 4th move? Also, how does the system determine where "south" is vs. "southwest?" That seems like some complicated math, especially after six squares. Let's say a hunter gets lucky and gets a six-moves-away report. If it's "three southeast three south" is that southeasterly direction or southerly direction? If there is any way to clarify how this would work, I think it increases the feasibility, instead of leaving it as a black box that Kevan would have to figure out. --Rasi 19:36, 4 May 2007 (EST)
    Gone to discussion page -- boxy T L ZS Nuts2U DA 11:45, 6 May 2007 (BST)
  9. Keep - Keep, but as above clarify, or I will change my vote. My understanding is the the percentages are cumulative from 100% and based on the killer's moves. After killer moves once 90%. After two moves 75%, three moves 50%. --SporeSore 13:08, 4 May 2007 (BST)
  10. No regrets here. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:48, 4 May 2007 (BST)
  11. Keep Yup. --Seventythree
  12. Keep - aye. --Funt Solo Scotland flag.JPG 16:09, 4 May 2007 (BST)
  13. Keep - sounds good except changing the zombie hunter skills into head hunter skills. I think just changing the name to hunter skills (because your hunting both zombies and pkers) would be better but thats just my opinion. --Sonofagun18 07:13, 5 May 2007 (BST)
  14. Keep - As above. - BzAli 13:18, 5 May 2007 (BST)
  15. Keep - also, as above. (skill, yes. headhunter, not so much.) --Kaminogreg 07:07, 9 May 2007 (BST)
  16. Keep - Seems lovely enough.--Lachryma 07:12, 9 May 2007 (BST)
  17. Keep - No mayor concerns I guess, even when I don't like this whole PKer-Bounty hunter business. --Matthew Fahrenheit YRCT+1 09:49, 14 May 2007 (BST)
Kill Votes
  1. Kill I still don't like the idea that you for some reason can track a killer, but not any random stranger who left the scene. There's no special smell coming off them or anything, is there? I know its a game balance issue, but its also a suspension of disbelief issue. --Seb_Wiers VeM 01:54, 4 May 2007 (BST)
    Just think of it as following the bloodtrail they'll be leaving. They just fired 8 or more shotgun blasts into someone... there's going to be some... ummm... spatter :D -- boxy T L ZS Nuts2U DA 01:51, 6 May 2007 (BST)
    But if I fire 56 damage worth of bullets into somebody who then staggers off- they don't leave any bloodtrail to follow? Or if a doctor uses the surgery skill 20 times in a row and then leaves the hospital- they are all nice and clean, leaving no trail? And let's not even start on how much gore you could spot when attempting to track zombies... --Seb_Wiers VeM 02:02, 6 May 2007 (BST)
  2. Kill - Hmm... I don't really know, I don't like the percentages, or the general idea for that matter. Also for some reason the guy leaves the place, then kills 2 people? Can you please check your examples when you make them? When they are wrong they make the suggestion look tacky. - JedazΣT MC ΞD GIS S! 12:06, 6 May 2007 (GMT)
    Opps, CNR my own suggestion, how embarrassment! In my defense, it was written up nearly six months ago, when all those other bounty suggestions were getting a spamming, skimmed it to see it was still relevant and really thought it was only 5 blocks (minor diff I guess) -- boxy T L ZS Nuts2U DA 14:14, 6 May 2007 (BST)
  3. Kill - Zombies can't track Zkers, why should humans be able to track Pkers. Regarding practicality priorities comes up, Humans can't even track zombies without wasting AP to do it, but instead they get to track all PKers for free because for some reason they view that more worth taking time to learn, doesn't make sense ingenre. --karek 07:04, 16 May 2007 (BST)
Spam/Dupe Votes
  1. Dupish? - I'm not positive, but I feel like I've seen this before - many, many times before. Perhaps only on the talk page, but at least one of the similar suggestions must have gotten to voting, if only to be spaminated. --Saluton 02:44, 4 May 2007 (BST)
    Yeah, I gave a link up in the description. But I think I changed it enough. There where a heap of similar ones for a week or two at one stage. That's why I left this one for consideration for so long. Even I was sick of the same sorts of suggestions coming up day after day ;) -- boxy T L ZS Nuts2U DA 02:48, 4 May 2007 (BST)