Suggestion:20071104 Specialty Skill

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This suggestion was voted as spam and closed for voting, with 1 keep, 3 kill, and 11 spam votes.



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20071104 Specialty Skill

  1. Prerequisities: Player has already acquired all skills in a specific skill tree.
  2. Crossover skill: No
  3. Cost in XP: Variable
  4. How it works: After a player completes a skill tree they may choose to purchase one final skill in that category. If they do so they may not choose another specialty skill in a different skill tree, except for when they are a zombie. In order to encourage players to try out zombies the player is not prevented to purchase a zombie specialty skill, even if he already has a survivor specialty skill. A key difference between this suggestion and similar class-specific skill suggestions is that a player is not forced to choose a specific specialty based on his starting class. This means older players who never factored in class-specific skills when choosing their characters will not be penalized.
  5. Cost in AP: Varies

Here is an example of the types of skills they may purchase.

Military

Name: Infiltration

How it works: A button named "Infiltrate (5 AP)" will appear when a character is outside of the building. Once a day, a character with this skill may enter a building regardless of it's barricade status.

AP Cost: 5

XP Cost: Military Class: 150 XP Civilian Class: 200 XP Science Class: 300 XP

Civilian

Name: Scavenge

How it works: A player with Scavenge may search a ruined building without search penalties.

AP Cost: 1

XP Cost: Military Class: 200 XP Civilian Class: 150 XP Science Class: 200 XP

Science

Name: Advanced Lab Experience

How it works: A player with Advanced Lab Experience can manufacture syringes for 15 AP instead of 20 AP.

AP Cost: 15 AP

XP Cost: Military Class: 300 XP Civilian Class: 200 XP Science Class: 150 XP

Zombie

Name: Scent Vengeance

How it works: A zombie with Scent Vengeance will not lose a scent trail, even if killed by the survivor.

AP Cost: N/A

XP Cost: 150

This is just a rough outline. The actual skills would probably end up being altered or completely different altogether. However, I do think having "prestige" skills would help differentiate characters and make for a better play experience. Not to mention add more replay value for players.

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 - On second thought, I like the new skills. I think the way that all characters eventually become the same as they level is one of the worst aspects of Urban Dead, and this looks to fix it. --Pgunn 15:48, 5 November 2007 (UTC)


Kill Votes

  1. 'kill - military skill is a bit much and zed skill is only useful for griefing. military could maybe become rapid reload (2 shells at once) and possibly free groan on every (survivor) kill for zeds! take it to the talk page as it does have potential. --Honestmistake 12:06, 5 November 2007 (UTC)
  2. Kill - I like the ability of every character to aquire every skill.Studoku 14:41, 5 November 2007 (UTC)
    Kill - that Military skill would make the Forts even more trenchtastic. Level 41 guys with their 'infiltrate' skill would be able to keep the 'cades at EHB. Unsigned vote. --Z. slay3r Talk  15:45, 5 November 2007 (UTC)
  3. Kill - The idea behind the suggestion is promising, but you probably want to work it out on the talk page and resubmit it later with the proper formatting. --Z. slay3r Talk  15:45, 5 November 2007 (UTC)
  4. Kill - I'd say "take it to Talk", but it looks like that's already happened. I like the idea of class-specific bonuses, but wouldn't go for the ones offered here. --Pavluk A! E! 15:54, 5 November 2007 (UTC)

Spam/Dupe Votes

  1. Spam Resubmit with proper suggestion format. Instructions are on the main suggestion page. Feel free to ask anyone for help. Your suggestion cannot pass unless presented in the right format! Additionally, submit individual skills as seperate suggestions, and I'd recommend using the Developing Suggestions page first. --Jon Pyre 00:04, 5 November 2007 (UTC)
  2. ... I hate prestige skills, but I think you did good on these. Try the Developing Suggestions page. BoboTalkClown 00:45, 5 November 2007 (UTC)
  3. ... - As above. Incomplete, therefore submit to the brainstorming page. --WanYao 01:35, 5 November 2007 (UTC)
  4. Incomplete- All "rough outlines" belong in the Talk:Suggestions page. --Darth LumisT! A! E! FU! U 01:39, 5 November 2007 (UTC)
  5. Spam - First, use the proper format. Second, this is at least 4 suggestions, not just one. You must first establish the fact that prestige skills should exist before deciding on what the skills themselves are. --Steakfish 01:45, 5 November 2007 (UTC)
  6. Unfinished - And next time, use the template. If you need any help, my talk page.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 01:56, 5 November 2007 (UTC)
  7. Move to the Talk:Suggestions page. You have some good points, especially how the specialty skill is not determined by the starting class. On the other hand, the specific skills you came up with are completely game breaking and won't pass. Remember, each skill should be able to stand on it's own, but at the same time people don't like multi-skill suggestions. You might want to make the suggestion itself the concept of having specialty skills and then give some "possible examples." --Uncle Bill 04:34, 5 November 2007 (UTC)
  8. OMGWTFCENTAURS Sockem 05:20, 5 November 2007 (UTC)
  9. Spam - Only complete suggestions please. --The Grimch U! E! WAT! 09:36, 5 November 2007 (UTC)
  10. Spam - As Sockem. -- John RubinT! ZG FER 09:49, 5 November 2007 (UTC)
  11. Egg & Spam, Spam & Spam, Spam Spam Spam Spam, Spaaaaaaaaam, Spammity Spam! - Military walks through walls! Zombie follows harman forevah! --Funt Solo QT Scotland flag.JPG 11:49, 5 November 2007 (UTC)