Suggestion:20070620 Foreman

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20070620 Foreman

Seventythree 17:39, 20 June 2007 (BST)

Suggestion type
Skill.

Suggestion scope
Survivors and Zombies.

Suggestion description
A new skill purchased after construction that allows people to detect buildings which are not barricaded. Does cross over You've been surviving in malton for a while now, barricading buildings comes as second nature to you. In fact, you are so used to barricading and watching others barricade that you can even tell from a distance which buildings in your immediate area have barricades With this skill a survivor, or zombie who has purchased this skill would be able to tell which buildings on the game map lack barricades. In the same way necrotech buildings receive a NT in brackets next to the building name in brackets, unbarricaded buildings would have an (X) next to the name. Buildings with barricades would have a (B) next to their names.


Edit Completely forgot, but credit goes to Uncle Bill, Zorinth and Seb Weirs for their input. --Seventythree 22:48, 20 June 2007 (BST) Clarification Obvioulsy this skill would work only on the street, or while using binoculars, otherwise it would amount to X-rayy Vision. --Seventythree 07:55, 21 June 2007 (BST)

Voting Section

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

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

  1. Author vote. --Seventythree 17:40, 20 June 2007 (BST)
  2. Sure. Provided nobody makes a skill that shows which buildings are free running entry points. That may be carrying it a tad too far. Kalir FTW! Z/S UD Potato Words 19:45, 20 June 2007 (BST)
  3. Sounds sensible to me! Werewolf32 19:53, 20 June 2007 (BST)
  4. Sounds like a good idea. --Bruce1nR 20:15, 20 June 2007 (BST)
  5. Keep - Hell, it'd be easier to find a place to get outta the streets of the Sheep-infested place known as Ridleybank.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 20:58, 20 June 2007 (BST)
  6. Keep Whaaaaaaaaaaaat? A new skill that would be useful to both sides and not overpowering? BLASPHEMY! I REFUSE TO BELIEVE IT! --Magentaine 21:20, 20 June 2007 (BST)
  7. Keep - it's just so usefull for both sides... --Duke GarlandTLCD SSZ 21:28, 20 June 2007 (BST)
  8. Keep Keep Keep - This is almost a PERFECT suggestion, and probably should've been implemented at the start of the game. I STILL am in a bad mood about my 1st suggestion being killed, but....this suggestion is just too good to kill... --Bruce Torbaron 23:19, 20 June 2007 (BST)
  9. Keep - Now that's some good work. --The Hierophant 01:02, 21 June 2007 (BST)
  10. Keep - Good. Not too much info, not too little. Also I can be level 42 now. Yay. --  AHLGTG THE END IS NIGH! 01:59, 21 June 2007 (BST)
  11. Keep - Yeah! --Toejam 02:09, 21 June 2007 (BST)
    Keep - Wow, nice work guys! I really like the look of this suggestion, and yeah - Unsigned vote. --ZombieSlay3rSig.pngT 16:37, 21 June 2007 (BST)
  12. Keep - It wouldn't effect much and it would be useful, completly balanced...KEEEP!wooty 17:10, 20 June 2007 (BST)
  13. Keep -finally a skill that is balanced and not too heavily impacting. --Ducis DuxSlothTalk 02:22, 21 June 2007 (BST)
  14. Keep As long as zombies get it too... --Secruss 05:49, 21 June 2007 (BST)
  15. Keep/Change I think there should be (B) sign on buildings which have cade level less than heavily, and (H) on those, which are caded heavily or stronger. This skill will be incredibly handy for survivors in secure suburbs, where overbarricading is a problem. --KiT 06:42, 21 June 2007 (BST)
  16. Keep This sounds great to me. Nothing wrong with it. --Tolthalan 08:55, 21 June 2007 (BST)
  17. Keep - (golf clap) --Uncle Bill 13:14, 21 June 2007 (BST)
  18. Keep - This is a great AP saver. I totally hate walking all over my suburb just trying to find a place that needs cades. --Hhal 16:12, 21 June 2007 (BST)
  19. Keep - I really, really like this. It would save me ten or twenty AP on any big move, when I frantically look for an EP. I could just now look for a building with an X, and use that!Nalikill 15:23, 22 June 2007 (BST)
  20. Keep - Me like. --User:Axe27/Sig 00:53, 24 June 2007 (BST)
  21. Keep - Saves alot of AP for both zombies and survivors. --Sonofagun18 07:01, 25 June 2007 (BST)
  22. Keep - Handy. And a way to make binoculars useful, yay ^_^. --dudemeister 23:24, 25 June 2007 (BST)
  23. Keep/Change - It's alright, though I would change the NT bit. I don't see how this ties in with the skill of detecting barricades. You are detecting baricades, not types of buildings. ~ Logan Ash ~ Logan's BadgeMetal FoxLogan's Talk 09:18, 27 June 2007 (BST)
  24. Keep - mheh -- Vista  +1  20:05, 28 June 2007 (BST)
  25. keepIt's a neat skill and idea, very useful. Padfu-Zomfu 07:28, 4 July 2007 (BST)

Kill Votes

  1. Change - I would vote keep if you could only see the information from outside on the street, and you remove the B from barricaded buildings. Only open buildings show up -- boxy T L ZS Nuts2U DA 02:34, 21 June 2007 (BST)
    RE How would that work though? I do understand where you are coming from but the skill itself relies on people spotting barricades, not spotting what buildings are open.--Seventythree 07:38, 21 June 2007 (BST)
    Karek basically summed up the outside part. There needs to be a downside, otherwise it's a mega-strafing buff. If they've got to step outside to use it, then it's just a little cost to balance out the buff. As to the only viewing open buildings, I just mean that you don't need to see both options. A building is either with or without 'cades. If you put an X on 'cadeless buildings there is no need to put a B on buildings with barricades (because you know, if there's no X, there are 'cades). It just cuts down on one more bit of info that doesn't need to be on the screen -- boxy T L ZS Nuts2U DA 09:18, 25 June 2007 (BST)
  2. Change/Clarify/Kill - I agree with Boxy, make it only visible from outside(or with binoculars) otherwise it would give zombies basically nothing and give free runners and barricade strafers a huge statistical buff, which it will do anyway. Also you do not mention if it does or doesn't show levels, I would like an answer to that somewhere preferably an addendum note. Although if it showed levels that would be even worse. In the end I'm still going to kill this though(it will still probably pass) because I believe you are giving people a free move and a massive boost saving them AP that it would normally cost to check these buildings(8+) and such a massive boost to any player side or just players in general when knowing the barricade levels around you is of massive importance is a bad thing. --karek 07:50, 21 June 2007 (BST)
  3. Kill - Same concerns as karek. --ZombieSlay3rSig.pngT 16:37, 21 June 2007 (BST)
  4. Kill - I simply dislike the idea as a whole, and for reasons above (survivors saving AP). Something just seems off about it. Sorry --Ryiis 18:03, 21 June 2007 (BST)
  5. Kill - This isn't balanced. A survivor would only need to buy one skill to get this, a zombie would need to be revived and buy two skills. That means that many more survivors will have this skill than zombies. It's already very easy for a survivor to free-run and check barricade levels, and 'cade where needed. This saves them even MORE AP (making this a survivor buff, when it comes to the survivor:zombie barricade-AP-war).
    The zombies that do eventually get this skill can potentially find they are griefed by survivors who 'cade to loosely on all buildings to make them all look barricaded. I'm not against griefing per se, it's just that it means that the zombies won't have as much as advantage from this skill that you think it will.
    Also, should a building only barricades to 'loosely' be detectable from far away? I'm not sure it should. armareum 02:55, 22 June 2007 (BST)
    Moved RE: to discussion page. armareum 12:29, 23 June 2007 (BST)

Spam/Dupe Votes