Suggestion:20070521 Class Abilities
Revised | |
This suggestion has been withdrawn for revision, the new version is is here.. |
20070521 Class Abilities
ShadowScope 20:46, 21 May 2007 (BST)
Suggestion type
Improvement
Suggestion scope
All Classes.
Suggestion description
Let us make classes mean something in Urban Dead.
Previous suggestions would restrict certain unbalanced skills to one class to make it rare and powerful. Such a thing isn't exactly a good thing, so I suggest a different tack.
Each Class in Urban Dead basically have a special passive ability. You might be wondering...why? Well, it helps in roleplaying, and this passive ability may come in handy. It won't be large, which is why it is a Passive Effect that does not cost XP. It does play a role though. What are they?
Civilian:
-Cop: Can find firearms at a 1% increase in search odds (divided equally amongst all firearms in the area), if an area has firearms to begin with. For example, a Cop can find a shotgun in a bar at higher search rates. This is increased to 2% if th Cop is searching in a PD.
-Firefighter: Having been skilled in breaking in buildings to help people, they know how to prevent others (say, zombies) from doing the same. Therefore, they have a better barricade rate (on the levels that are not automatic). Barricade rates are kept secret and not calcuated though, but it is known that the more barricaded a building is, the more AP it cost to continue barricading up to the next level.
-Consumer: 1% search boost to find anything...anywhere, including junk items. This bonus does not include malls.
Military:
-Private: Can find firearms at a 1% increase in search odds (divided equally amongst all firearms in the area), if an area has firearms to begin with. For example, a Private can find a shotgun in a bar at higher search rates. This is increased to 2% if the Private is searching in a Armory.
-Medic: Being given classified information about the Zombie Plague by the military, they know more about how the Infection works. In any room they are in, they can see what suriviors have been Infected, and can therefore cure them.
-Scout: Being skilled in scouting, they are able to use Binoculars more effectively. Instead of the normal 3*3 square, they see a 5*5 square.
Scientist:
-Doctor: Can find FAKs at a 1% increase in search odds, if an area has FAKs to begin with. This is increased to 2% if the Doctor is searching in the Hospital.
-NecroTech Lab Assistant: Can find stuff more effectively in NT Buildings at a 2% increase in search odds, including junk items.
Zombie:
-Corpse: They have a larger Scent Trail range. Normally, the range is 10 blocks, but for a Corpse, it is 15 blocks.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
Votes that do not conform to the above may be struck by any user. |
The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Keep - I'll give that one a 'Yeah'. --The Hierophant 20:54, 21 May 2007 (BST).
#Keep - I've always wanted something to differentiate the classes, besides XP for skills. Though I'm a little iffy on the strange aspects of search rates (Increased for cops in PDs? Not increased for consumers in malls?), this suggestion is quite lovely.--Lachryma☭ 20:57, 21 May 2007 (BST)
Kill Votes
- Kill - I like the idea that you can grow in any direction regardless of starting class. This would limit that. O; and the private/Cop bonusses really don't balance out. a couple of hundreds PD's, vs 2 armories generally regarded as deathtraps? privates are really getting the short end of the stick here.--Vista +1 21:01, 21 May 2007 (BST)
Spam/Dupe Votes
- Spam - I voted on this for privates: "Given classified information about the Zombie Plague, they are able to know the weak spots of Zombies and dispatch them with ease. Privates are able to know what is the current health of the first Zombie on the stack without needing to fire at it first." but you changed it to something else. So feth you, and I'm changing my vote.--Lachryma☭ 21:07, 21 May 2007 (BST)
- Listen, I was worried that skill is a bit...too....er...copycat-like and somewhat unbalanced. On the other hand, now I realize it may be necessary and unique. Alright, I'm sorry, I didn't mean for that to happen, I didn't know anyone was looking, and I realize the earlier suggestion was better. I'm withdrawing this, and resubmitting it WITH that. It was unintentional, really. I'm so sorry.--ShadowScope 21:54, 21 May 2007 (BST)
- It wasn't so much that skill (though I prefer it to the current one) as it was you editing something after voting began. That's, like, bad.--Lachryma☭ 22:11, 21 May 2007 (BST)
- True. I really shouldn't have edited it after voting began, and since I did do that, it was techincally disqualified. Hence, why it was pulled. I really should think through suggestions before putting them down on wiki.--ShadowScope 22:25, 21 May 2007 (BST)
- It wasn't so much that skill (though I prefer it to the current one) as it was you editing something after voting began. That's, like, bad.--Lachryma☭ 22:11, 21 May 2007 (BST)
- Listen, I was worried that skill is a bit...too....er...copycat-like and somewhat unbalanced. On the other hand, now I realize it may be necessary and unique. Alright, I'm sorry, I didn't mean for that to happen, I didn't know anyone was looking, and I realize the earlier suggestion was better. I'm withdrawing this, and resubmitting it WITH that. It was unintentional, really. I'm so sorry.--ShadowScope 21:54, 21 May 2007 (BST)