Suggestion:20071212 Necrotech Panic

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20071212 Necrotech Panic

CORaven cor 04:28, 12 December 2007 (UTC)


Suggestion type
Special event (possibly reoccuring)

Suggestion scope
All Necrotech Buildings, Syringes

Suggestion description
The virus which has been responsible for the regeneration of the dead was identified by the corporation Necotech. They developed a temporary vaccine to combat this virus. But they knew that it was experimental and only a short term solution, sooner or later it would do this. It was only a matter of time.

The worst thing about a virus is not just that its hard to get rid of, but it keeps changing and adapting to survive. The virus in question has slowly evolved. Those infected (the zombies) with it have gained a high resistance to the vaccine. As a result, the syringes currently produced and carried by the citizens of Malton are ineffective and can no longer revive the undead, leaving their lost comrades in their rotting flesh.

This then begins the race for a new vaccine, one stronger than the present virus. Survivors with the ability to use the Necronet, must research new data collected on the DNA extractor. Once a required amount of data is obtained, a survivor can then begin development of the new syringes.

The time taken for a lab to begin producing new syringes would be about a day. From then on, all syringes found in that lab would be able to revive all zombies as before the evolution.

However, would that mean that all Necrotech buildings have to research? No. As soon as the lab can produce syringes, it can also produce a data disk with all the necessary information for another necrolab to change its formula. Again, this will take the lab a day to adapt.

This concept places emphasis on the role of the Necronet and the DNA extractor. It also team work, survivors in a suburb working together to scan and produce the data, and to prevent the attacks of PKers and GKers during the crisis. There is teamwork over the entire map of Malton to try and get all labs updated across the city. For the zombies, theres the sinister pleasure of preventing the upgrades from ever happening. They could have an entire suburb on there knees with a shortage of effective needles.

Specifics: (not set in stone)

  1. The Necronet must be onlin] to register data from DNA extracting.
  2. The Necronet must be powered for the 24 hours needed to upgrade. The loss of power will require the re-powering of the building, and the 24 hour count restarts.
  3. The production of a Data Disc would cost 5AP and would weigh very little.
  4. Accessing the Necronet will automatically remove the Data Disc and begin the update.
  5. For the first week of a lab's production of new vaccines, production costs are halved to 10AP and search rates are doubled.
  6. After the end of the first week, search rates and production costs return to normal.


Please, do leave feedback. I dont care if its positive or negative, just let it be honest.

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.

l

Keep Votes

  1. Author's Keep Complex I know, but would be good fun for a while. Can be kick started at any time. Adds a high level of strategy. --CORaven cor - 05:25, 12 December 2007 (UTC)
    Keep - Might as well. It'll give us something to do I suppose. And it'll keep unsavory characters from being revived, as happens every so often. Good idea, but perhaps you could make a less... sweeping change in future. Keep it simple. - Sec, 12 December 12:31 p.m. Singapore Time Improperly signed.
    --Z. slay3r Talk  15:56, 12 December 2007 (UTC)
  2. Keep Different levels of technology in different NTs? That's an awesome idea- and it will make building a survivor friendly place difficult. No more blitzing across the map for us! A true apocalypse begins! Maybe we could even get some fun new skills instead of nerfs once zombies finally get something that strengthens them. --Ron Burgundy 07:21, 12 December 2007 (UTC)
  3. Take to discussion and we'll help you work on it. - Pardus 11:21, 12 December 2007 (UTC)
  4. Take to discussion Needs refining but could be a nice event in the game to provide some fun Iscariot 15:14, 12 December 2007 (UTC)
  5. Take to discussion As above.Studoku 15:28, 12 December 2007 (UTC)
  6. Keep - Malton will die, that´s inevitable. Yet it won´t be the overpowered zombiehordes who do the job but the general boredom! --the wallaby 15:39, 12 December 2007 (UTC)
  7. Take it to discussion - Cooliio. --  AHLGTG THE END IS NIGH! 19:50, 12 December 2007 (UTC)
  8. To discussion, my friend! - Could be fun, but needs refinement. TriPolar 23:45, 12 December 2007 (UTC)
  9. Keep-ish - If the discussion works out this could be fun. --Bring The Pain!Anti Gorefest5Fight The Pain!TMW!B! 01:43, 13 December 2007 (UTC)
  10. Keep, but Discuss Further - It's interesting, and sounds fun, but some more work is in order because if dying means permanent zombiefication (at least for a little while), even the largest survivor groups will diminish rapidly. And once a group has been driven into complete zombiefication, who's going to be left around to create the life-saving vaccine? --Private Mark 03:21, 13 December 2007 (UTC)
  11. Keep: We survivors are sheepish. This would make a stronger sense of survivor community, much like the zeds enjoy. i think it would be freaking awsome. Adds more realism as well. Zeds would eventually build up some sort of resistance to the current vaccine. I really like this. --Blanemcc 19:48, 15 December 2007 (UTC)
  12. Keep: Just like you said, Blane! Time to evolve this game to the next level! --Skritz
  13. Take to discussion - I like the general idea a lot, but it needs to be worked out properly and in detail. --Heinrich Loche 00:22, 18 December 2007 (UTC)
  14. Week Keep - Sounds good, but I'd like to get more info about your idea. Maybe flesh it out in discussion? - Grant 10:01, 18 December 2007 (UTC)
  15. Keep Sounds fun, but you gotta fix the permanent zombification idea. --Trar 20:22, 20 December 2007 (UTC)


Kill Votes

  1. Take to discussion At first I thought this would be outright ridiculous but it's interesting. This will have trouble passing as is. I suggest taking it to talk for a day or two to work out the kinks. --Jon Pyre 18:34, 12 December 2007 (UTC)
  2. Discussion Agreeing with Pyre. It would be very interesting, and would shift the tide of power incredibly towards the zombies. --Druuuuu OcTRR 05:21, 12 December 2007 (UTC)
  3. Kill -Ignore the above, they don't understand that this would effectively do little to the game balance because of stored AP. Anyway, It could be an interesting concept if refined a bit but I doubt it will ever make it through voting.--Karekmaps?! 06:20, 12 December 2007 (UTC)
  4. While Karek got a point, AP wasted collecting data is still AP whether it is done over multiple days or if it is wasted all at once. The reason I'm voting Kill is because, well, I don't know, it does seem useless. So now scientists actually got a real reason to DNA Scan other than XP, but that may mean that old scientists may start DNA scanning harming new scientists. 2) Once the upload of the data is complete, soon everything returns back to the status quo...until you cause YET ANOTHER mutation and force players to collect data all over again. 3) You might actually die and never find a revive point?! Oh noes! Would surely nerf non-metagamers, as well as the surivior cause as a whole until revives start returning. 4) Honestly, it just feels like grind...and not fun.--ShadowScope 06:34, 12 December 2007 (UTC)
  5. Kill - I just love not being able to revive/not being able to be revived! --BlobdudeTalk TM MC 06:45, 12 December 2007 (UTC)
  6. Kill/Change - The details are just too hazy. Let's specify them further, then bring it up again, eh? –Ariedartin Talk 09:23, 12 December 2007 (UTC)
  7. Kill - While this could be interesting, I think special events are bad. --Midianian|T|T:S|C:RCS| 10:25, 12 December 2007 (UTC)
  8. Kill - Incomplete. Take it to Talk:Suggestions. --Pavluk A! E! 12:00, 12 December 2007 (UTC)
  9. Kill - I'm voting kill because no one know's that is a virus that causes the dead to become reanimated. NT only knows that the are able to revive the undead. plus i don't like it annnnd it's complicated. --Jack13 14:41, 12 December 2007 (UTC)
  10. Kill - Like many others, I feel that this is incomplete, and could use some polish/refinement. --Ryiis 14:52, 12 December 2007 (UTC)
  11. Kill - Interesting, but too complex. --Pgunn 20:50, 12 December 2007 (UTC)
  12. Take it to discussion - mgm --~~~~ [talk] 21:42, 12 December 2007 (UTC)
  13. Kill - I honestly think that this would not be fun for survivors. Urban Dead is supposed to be fun for BOTH sides! Do you want the entire human race to become extinct in UD!? --Waterspark2 04:52 P.M., 12 December 2007 (EST)
  14. Kill - interesting... but revives are not exaclty something you want to shut down for a period. That would **** off alot of survivors currently waiting for a revive (including myself) and would allow the zombies to have an effective period to cut down on survivor numbers and destroy a few suburbs. Revives are not a problem, and something on this scale should never be done for the sake of fun for pro-survivor's, any one who's had to wait in a long revive line will till you it sucks (my main's already been out for 3 days, heading on a fourth and i just now got to a revive point by survivors, and there are 23 others waiting, and thats under normal terms) My main point, its longer to get back in action for a survivor then a zombie, this only makes it longer = no fun for those dead.--Zach016 23:04, 12 December 2007 (UTC)
  15. Discussion - It could work... -- BoboTalkClown 01:41, 13 December 2007 (UTC)
  16. Kill - I've only a vague idea of what you're trying to suggest here... -- boxy talki 03:22 13 December 2007 (BST)
  17. kill/take to discussion - this is a nifty meta-story idea... but as it stands, it's not quite a viable suggestion... as everyone else, take to ther brainstorming pages.... --WanYao 16:18, 13 December 2007 (UTC)
  18. Kill Pointless flavor that will cause mass Newbie Quitage... ~A`Blue`JellyTME*V*I*L*? 04:44, 15 December 2007 (UTC)
  19. kill/change - ignore the haters. honestly, i LOVE the concept of this... problem is, as others have said, it is just way too disruptive, and really would screw newbies. i would really like to see some version of this that would work... how about a BONUS for research, instead of a penalty for not researching? i know that is different from your intent, and waters down the idea in a way... but it at least makes it more palatable... --WanYao 10:17, 19 December 2007 (UTC)
  20. kill/change - Would make the game interesting and would add some good depth to the game, BUT can you say ABUSE?--Raynor16 22:58, 19 December 2007 (UTC)
  21. KILL - Oh, geez. Do you remember how much it is to manufacture syringes? This event would be mostly wasting AP and waiting in a resource building so you can do your part. Maybe do an event where survivors can fill empty syringes with...nevermind. --Vandurn 14:55, 20 December 2007 (UTC)
  22. Kill - Needless revivification nerf. If you want to kill syringe manufacture just ransack/ruin the NT and have a lot of zombies in there waiting to kill anyone who tries to fix the joint. --Ms.Panes 22:41, 21 December 2007 (UTC)


Spam/Dupe Votes

  1. Spam - this isn't a suggestion. It's more like a stream of consciousness. --Funt Solo QT Scotland flag.JPG 09:51, 12 December 2007 (UTC)
  2. Spam Way too complicated. The game is already way too centered around NecroTech buildings and malls. All this would do would be to turn NTs into constant battle grounds (more than they currently are) since EVERYTHING is dependent on the building being powered for a full 24 hours to work. Also I can see survivors in less "infested" (or better defended) locations purposefully breaking the generators just to get the increased syringe gathering. And why would the search% go UP if these are brand new? Wouldn't the ones you find be the old defunct syringes? I could be mistaken on how it works though. It was confusing.--Pesatyel 09:55, 12 December 2007 (UTC)
  3. Spam - Needlessly complicated way to nuke existing sytinge stocks. Nothing more, nothing less. --The Grimch U! E! WAT! 11:28, 12 December 2007 (UTC)
  4. Spam - Where are my hard numbers and tables of percentages? --Ducis DuxSlothTalk 07:28, 16 December 2007 (UTC)
  5. Just read from kill vote 1 all the way to that spam vote above this. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:19, 18 December 2007 (UTC)