Suggestion:20070627 Alcohol!

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20070627 Alcohol!

KiT 13:54, 27 June 2007 (BST)

Suggestion type
New mechanic, flavour.

Suggestion scope
Survivors, drunkards especially.

Suggestion description

Introduction

Here is a huge idea about making drinking more fun and realistic. Really, how does drinking 50 bottles of wine make badly hurt person into completely healthy one? Drinks are not for health, they're for fun and crazy drunken brawls!

Short review

Basically, drinking makes person drunk, which has the following effects:

  • Others notice when you drink (thats for roleplayers, to make pubs more lively places).
  • Acrobatic jumps from one roof to another arent easy when you are drunk, survivors get chance to fall down while jumping, getting hurt for 10hp.
  • More adrenaline makes survivors deal more damage with blunt weapons.
  • Aiming with firearms is way harder, as well as usage of agility-based weapons like knives or fencing foils.
  • If you get very drunk, zombies cant tolerate your smell and cant bite you effectively.
  • And if you get even more drunk, you stop understanding where you are.
  • There's also rising risk of deadly intoxication if you drink too much.

Mechanics

When you have wine or beer in your inventory, you can drink the bottle for 5AP (think of it as of drinking full bottle in 5 shots).When you do it, all other survivors in the building get message "PlayerName drank a bottle of wine/beer". This type of messages can be added to ignore list in the player's settings menu.Drinking wine or beer doesnt magically heal you any more, instead, every time you drink a bottle of wine, your drunk level rises by 4; 3 for beer because its less alcoholic. Every 30 minutes, when the server updates people's AP, it also decreases drunk levels by 1 for everyone. When killed, rising as zombie detoxcates you completely.

Mildly drunk (lvl 1-4; 1 bottle of wine) - Survivor is mildly drunk and is almost unaffected. -5% for aiming with firearms.

Drunk (lvl5-12, 2-3 bottles of wine) - Thats where the fun begins. Survivor has -25% for aiming with firearms; +1 damage with blunt weapons (all weapons except knife and fencing foil); 25% chance to fall down when free running - this will place you outside the building and deal 10 damage,

Totally drunk (lvl13-20, 4-5 bottles of wine) - When trying to drink a bottle of alcohol when already Drunk (lvl 9-12 for wine, 10-12 for beer), you have 25% chance to get message "You try to drink wine/beer, but start feeling bad. You run to closest toilet and vomit". Each lvl higher than 12 adds +5% for this. When totally drunk, Your body coordination starts failing totally. -50% for aiming with firearms, -10% with meelee weapons, but +1 damage for attacking with blunt weapons, 50% chance to fall when free running. The smell of alcohol is disgusting for zombies' sensitive noses (hey, they smell dead bodies from the distance of many blocks!); When zombie tries to attack you, he gets message you try to bite PLayerName, but his smell is disgusting and you turn your head away. Claw and headbutt attacks go as normal though. Survivors around can feel the smell too. Also, survivor totally loses sense of navigation when totally drunk. All regular building names on map are replaced by "a tall building", "a small building" "a monument" "a park" etc.

Deadly drunk (lvl21-28; 6-7 bottles of wine) - This level of alcohol gives a huge risk of lethal intoxication. On lvl 21 you have 30% chance to die when drinking another bottle, and it rises by 10% on each level. Other parameters stay as in previous.

Damage Calculations

I know that by making people have +1 fire axe damage i made some serious threat for balance.. on first sight. But since consuption of 1 bottle of wine takes 5AP, and it also needs some time to find it. Lets assume the maximum search rate - 30% for powered mall liquor stores with bargain hunting. It takes average of 3 AP to find it, and 5 more AP to drink. 2 bottles to get drunk - 14 AP. 36AP remains for attacking. 36*0,4(chance to hit)*4(damage dealt) = 57,6. Against 50*0,4*3=60. And dont forget that free running is risky when drunk. Additionally, when there's a mall nearby, its more effective to use firearms, and chance to find beer and wine in pubs is way less than 30%.

P.S. No, it's not a humorous suggestion. If it was, i'd add suggestion for zombie skill like "scent alcohol"

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. Keep Author vote.--KiT 14:04, 27 June 2007 (BST)
  2. Keepshhh.... You're my besht mate, you know that.... No, serioshly... (bold suggestion, but well thought out and realistic. does alcohol still heal you up, by the way?)--Seventythree 14:00, 27 June 2007 (BST)
    Re:I dont think that 1 Hp is important. And using it to have +51hp to get healed fester isn't common. Added it to the suggestion body.--KiT 14:04, 27 June 2007 (BST)
  3. keep/change - see talk page --People's Commissar Hagnat [cloned] [mod] 14:54, 27 June 2007 (BST)
  4. Keep -I'm not as think as you drunk I am! --AlexanderRM 20:33, 27 June 2007 (BST)
  5. Keep with change Only boost mêlée damage is you also lower mêlée accuracy or add another drawback such as a random chace to attack other survivors in the area or harm yourself. Your suggestion would, in its current form, be used as a "damage booster" by survivors if implemented. They would take the right number of swigs then hack away with a fire axe. --Magentaine 02:29, 28 June 2007 (BST)
  6. Keep - There's no blood in my alcohol, Officer... I like this suggestion and have felt for some time that alcohol should do something like this. --Uncle Bill 03:23, 28 June 2007 (BST)
  7. Keep - It would be fun if shooting while drunk, you could hit other survivors :), or even yourself.--Midianian 15:13, 28 June 2007 (BST)
  8. Keep Maybe even change it so it's just an RP feature. It'd be nice if Urban Dead had more support for RP. --DrBowman 17:53, 28 June 2007 (BST)
  9. Yes'm. Good to see people thinking with their thespian side rather than their managerial side. Kalir FTW! Z/S UD Potato Words 19:52, 28 June 2007 (BST)
  10. Keep- Sounds like a fun edit, a minor one, and it actually adds an interesting spin on the game! BoboTalkClown 13:00, 12 July 2007 (BST)
  11. KeepThis makes the game way more life like--Timo 1 00:47, 13 July 2007 (BST)

Kill Votes

  1. Kill - Sorry man, i LOVE your suggestion, but the bite part has got to go. I mean, they bite each OTHER, and im sure a rotting corpse smells worse than a drunk person..... --Bruce Torbaron 15:32, 27 June 2007 (BST)
    RE Hey, Bruce, why not add your thoughts on the talkpage, the more the merrier! (plus, I realy want to see this implemeted!)--Seventythree 15:34, 27 June 2007 (BST) Non-author re -- boxy T L ZS Nuts2U DA 01:24, 28 June 2007 (BST)
  2. Change - As Bruce. ~m T! 16:20, 27 June 2007 (BST)
  3. Kill - Survivors do not need a bonus for blunt weapons. No bonuses to attacks and I'd say keep. --Sir Sonny Corleone RRF CRF DORIS Hunt! 17:22, 27 June 2007 (BST)
  4. Kill - The reasoning I see behind alcohol "healing" you, isn't because it miraculously heals wounds, but because alcohol is basically 'liquid courage'; it gives you the ability to ignore pain that might otherwise hamper you. I am, also, not a big fan in regards to the game mechanic changes in this suggestion either. --Ryiis 17:27, 27 June 2007 (BST)
  5. Kill - As Bruce and Ryiis. --Sonofagun18 04:31, 28 June 2007 (BST)
  6. Kill - Ridiculous, why would anybody use it anymore? -- EchelonThree 17:06, 28 June 2007 (BST)
  7. Kill - Just kinda silly and pointless. Alcohol doesn't improve the amount of power behind your swings anyway. All it does is numb your nerves a little bit so you don't feel the pain as much, and cloud your mind, preventing rational thought.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 17:56, 28 June 2007 (BST)
  8. Kill - as above. Not fitting for the game.-- Vista  +1  20:45, 28 June 2007 (BST)
  9. Kill - Utterly pointless. A way to reduce your stats dramatically, with extremely little benefits? Whee! Vault 22:38, 28 June 2007 (BST)
  10. Kill - Totally pointless.If you don't want people to drink wine and beer,try suggesting "remove alcohol",even it is going to be shot down.Wait...I know.You want to spread the message "Drinking alcohol is bad!" to everyone,but you shouldn't spread it to Malton.*tease* --Perne 17:22, 29 June 2007 (BST)
  11. Kill - "More adrenaline makes survivors deal more damage with blunt weapons" - getting drunk doesn't increase your adrenaline, so you shouldn't get an increased damage from a blunt weapon. armareum 21:22, 29 June 2007 (BST)
  12. Kill - It's an alright suggestion, but needs a bit of tweaking. --Ducis DuxSlothTalk 04:53, 4 July 2007 (BST)
  13. I'm not as think as you drunk I am!!! No seriously...read the votes above this. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:40, 8 July 2007 (BST)

Spam/Dupe Votes

  1. Spam - This is not Urban Alcohol. This is Urban Dead. And Alcohol should not be used as a weapon to help out your side, that's just asburd. Do you think that military troops, when they want to fight a battle, get themselves drunk so that they win a war? Of course not!--ShadowScope 15:18, 28 June 2007 (BST)
    That's the exact reason why i wrote that damage calculation part of suggestion. Its cost ineffective to fight drunk. Someone who wants to win the game will spend AP fighting instead of searching for wine and drinking it. I thought that if alcohol had only disadvantages, nobody would use it even for roleplay because of too big penalties.--KiT 16:16, 28 June 2007 (BST)