Suggestions/11th-Sept-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Malton Time

This suggestions was considered to be a dupe of clock. It had 4 dupe votes. - Jedaz 09:42, 11 September 2006 (BST)


Sniper Rifle *not the ordinary frequent idea*

Spaminated with 8/10 Spam votes.--Gage 23:41, 10 September 2006 (BST)


DNA Extractor Upgrade (Mark II)

Removed by author to make daily edit It had 4 Keeps, 8 Kills, 1 Spam. Main concerns were "ditch" the GPS synergy bonus, and lower the XP gain so it's not "something for nothing", going outside is still risky.. and deserves some XP.

  • MrAushvitz 03:43, 11 September 2006 (BST (origional time suggestion was posted) Time of removed for edit: 18:38, 11 September 2006 (BST)

Locks

Spaminated with 7/9 Spam votes--Gage 17:42, 11 September 2006 (BST)


Syringe Manufacture Alteration

Timestamp: 17:53, 11 September 2006 (BST)
Type: balance change
Scope: Syringe Manufacturing in powered NecroTech buildings.
Description: There is currently no reason to manufacture syringes. A powered NecroTech building (a requirement for manufacturing syringes) has about a 12% search rate for syringes, meaning it takes about 8 AP to find one, versus 20 to create one. Therefore, I propose that Syringe manufacture should only cost 10 AP (rather than the 20 it does now) and provide 5 XP. This serves to balance things out in such a way so as to give syringe searches and manufacturing each their own advantages. One could manufacture a syringe (which would cost 2 more AP than searching for one) and get 5 XP, or they could save the AP and forego the extra XP by searching.

Votes

  1. Spam - Altough in some "logic" way I agree with some of the premises that inspired this suggestion, this overpowers quite a bit the syringe manufacturation (5 XP?) and the cost in AP is maybe too low because there's already an advantage in knowing that using these 10 AP you will have a syringe, but using 10 AP searching for one, you could end with no syringes, 1 syringe, or maybe 2 or 3 syringes if you're lucky, but nothing is for sure. --Matthew Fahrenheit YRCT+1 18:00, 11 September 2006 (BST)
    • Re - The fact that one could end up with more or less syringes than the search percentage indicates is irrelevant. If one searches 100 times for syringes, the average number of syringes found will be 12-13. For the same amount of AP one can only manufacture 5. That is clearly unbalanced. The reason the XP part was put in was to make it so there would be a reason to manufacture syringes besides the lack of probability involved. It is possible that the XP gain is too much, and if this fails I may have to revise that part and try again.
  2. Spam - You pay for convenience. 5xp? No way.--Gage 18:01, 11 September 2006 (BST)
  3. Kill I agree with your entire philosophy, and I have made a few suggestions regarding "mass production" of syringes for less AP. The main reason I agree is how much server load it would save to make rather than find revives. Considering all the powerful NT scientists out there burning the midnight oil, it would save some load. I agree with the XP grant for the manufacture of syringues.. 5 XP is "fair" with the current 20 AP "cost" might I propose, if you take the AP/manufacture cost down, take the XP grant down in direct relations to it. I totally agree with making a number of revives and getting XP for making them, then more XP later when you do your revives. Just tone the numbers to a more balanced level. --MrAushvitz 18:21, 11 September 2006 (BST)
  4. Spam - Syringe manufacture is there for people who are too lazy to search for them themselves. Finding 1 every 7ap is only in theory, in reality you could find none, with syringe manufacture you are certain of a syringe. I like the idea of balancing it out so the feature is more useful but free xp is the wrong path. --MarieThe Grove 18:22, 11 September 2006 (BST)
  5. Author Keep - I vote to keep my suggestion --Reaper with no name 18:22, 11 September 2006 (BST)
  6. Kill - Too overpowered. Remove the XP gain and add some more AP onto the cost and I'd reconsider. --c138 RR 19:01, 11 September 2006 (BST)
  7. Kill - It has some vague merit to it. But you'd need to modify it first. Like C138 said, remove the XP grant and push ap to 15 or something like that and it would be something worth voting keep for.--Mr yawn 19:03, 11 September 2006 (BST)
    • Re - 15 AP and no XP or other practical benefit would defeat the entire purpose of the suggestion, because for all intents and purposes, it costs an average of 8 AP to find a syringe in a powered building. If the AP cost to make a syringe is more than 1 or 2 greater than what it costs to find one and has no other practical benefits, then there is still no purpose in making syringes. The point of this suggestion is to give it a purpose. And really, is 5 XP actually that much? For the same amount of AP used up to do this, one could get at least double that with combat, DNA extractors, or healing. 1/2 an XP per AP is not much at all.
    • Re - An average of 8 AP is only a theory reached through maths. 8 AP would not always be the case. I searched a necrotech building for syringes once and all i got were 2, just 2. I spent about 46 AP doing that, so really 15 AP is a reasonable price to pay. I repeat its not always 8 AP to get a syringe! Maybe a smaller XP grant of 1 to 3 is reasonable though.--Mr yawn 18:55, 12 September 2006 (BST)
    • Re - No, but an average means that, probability-wise, for every time it takes 1 search to find a syringe, there's most likely going to be one time where it will take 16 (or two times where it will take 12, etc). The point of the average is that it all balances out to 8 AP. Therefore, we should treat it as such when it comes to these sorts of things, because for every time someone gets lucky, there's probably someone else out there who's gonna be unlucky.
    • Re - probability-wise = thoery, theory = not fact. You could do it by average but as i said its only calculated and completely open to variation. So it could be used but it'd be highly inaccurate in real life.--Mr yawn 21:05, 23 September 2006 (BST)
  8. Kill - I'd warily accept it at 15AP, no XP. (Warily, because how would this affect things? Are there too few syringes?) --Funt Solo 19:49, 11 September 2006 (BST)
  9. Kill I agree with Mr. A on this one, thoe I also like Funt's idea too. --Officer Johnieo 20:38, 11 September 2006 (BST)
  10. Kill - A good idea, but the XP thing is a bit much. One or two XP, maybe, but five? Otherwise good, some revisions are needed. --Blue Command Vic 02:53, 12 September 2006 (BST)
  11. kill - I'd vote keep, but for the combination of both lowered AP cost and an experience bonus. One or the other on its own would be alright, though. The Mad Axeman 11:46, 12 September 2006 (BST)
  12. Spam - The xp completely unbalances it, remove that and you have youself a good sujestion. Lakeside 18:36, 12 September 2006 (BST)
  13. Spam - No XP double dipping. – Nubis NWO 20:20, 12 September 2006 (BST)
  14. Spam - Free XP = No. The Badman 20:42, 12 September 2006 (BST)
    • Re - How is the XP "free"? You still spend 10 AP for it. Under that line of logic, all XP is free, because when one breaks it down, XP is gained through the expenditure of AP, with there sometimes being an additional loss elsewhere (ammo, someone else's health, FAK, etc). But because there isn't any of that here, the XP gain is less than one would get for the same amount of AP if they were fighting or healing or something. The XP gain can really only be considered unbalanced if one can sit there making syringes and get more XP than someone who searches for the same amount of syringes and spends the extra AP left over going out and fighting, healing, etc. But this is not the case. As I said before, 1/2 an XP per AP is not much. One can get a lot more XP than that simply by going out and blasting a zombie with a shotgun once!
  15. Spam - What Nubis said. Max Grivas JG,T,Max4Mod,F! 22:51, 12 September 2006 (BST)
  16. Kill - You have to pay for the surety and convenience of manufacture. Making it 10AP and granting XP means there is virtually no advantage to earching when you can manufacture. I'd consider keepiung it at 20AP and granting XP for it, or lowering AP (more than 10AP, though). Definitely not both. --Rgon 23:50, 12 September 2006 (BST)
    • Re - "Surety" and "convenience" can only go so far. If there was no XP gain or other benefit, and the difference in AP was more than 1 (or 2, but that could be argued as somewhat of a stretch), then there still won't be any purpose in manufacturing syringes.
  17. Kill - Make it 15 AP, 5 XP or 10 AP and no XP. - David Malfisto 14:16, 13 September 2006 (BST)
  18. Spam - Ha hah ah ha, no. - Jedaz - 04:20/5/11/2024 11:31, 15 September 2006 (BST)
    • Tally - 1 Keep, 17 Kill, 18 Total. --Funt Solo 14:03, 16 September 2006 (BST)

DNA Extractor Upgrade (Mark II) (Revised)

Timestamp: MrAushvitz 19:06, 11 September 2006 (BST)
Type: New DNA Extractor
Scope: Can also perform DNA scans on bodies
Description: And now, we have today's edit , from today's suggestion.. from prior day's suggestion, etc.

The most simplified version, period... I removed the GPS synergy bonus... and the search rate is now 2% so people won't have to find the new extractor again and again, or the old one 3 times as often (less finding "crap" searching for your revives... that, might get me some keeps!)

DNA Extractor Upgrade (Mark II)

The new DNA Extractor (Mark II), will be a larger unit. It is a black aluminum briefcase system. Basically a very durable computer, that has a long life rechargable battery and a long range antenna. It is specifically made for extracting and analyzing DNA... from standing or downed subjects.

  • Weight: 2 Inventory Spaces (Not too heavy, but bulky! It is a bigger more capable unit than the old extractor)
  • Requirements: Necrotech equipment, requires: "NecroTech Employment" to use.
  • Search Accuracy: NecroTech Buildings: 2% (replaces old DNA Extractor's 6% search rate with a 2% chance to find this new one (cuts down on finding "extra" scanners again and again), old ones are "obselete" but players may still keep them.
  • Actions: (pull down menu) "Scan Zombie 1 AP" and "Scan Body 1 AP": Scan Zombie, works exactly as before with existing extractor. Scan one of the bodies at your location: exact same rules, stack order, and effects as the origional does to zombies at a location. Brain Rot zombies still interfere with these scans "normally" even as a body. But 3 major differences when scanning a body...

3 differences to scanning a body:

#1 ~ You don't get an option to "revive" the body (prevents "griefing" of zombies while downed) for some "unknown" reason current revive formula doesn't work on a "downed" zombie.. the process by which zombies go from downed to standing is "unknown" even to NecroTech.

#2 ~ Lower XP grant, scanning a standing zombie currently grants 4 XP, Scanning a body is a meager 1 XP (not as much risk, but not "risk free."

#3 ~ Bodies you recognize from your contacts list: you don't "know" if they are a zombie body or a revived body until you scan them.. but the ones on your contact list are always "scanned first" (so NT scientists can help their "colleages" can be located and revived sooner after rising, company policy! Also, you may wish to know what "state" they are in so you can convey the results to other living players, the non-XP benefit to scanning bodies, is, or course, information.)

Game Applications:

  • The newer system allows the capability to scan bodies as well as standing zombies, simple enough "how" you use it is up to you. If scanning bodies is something you don't like or find too "slow" for your AP/XP gains just don't do it, you can always do regular scans and revives. If you really don't like it, just hold onto your "classic" scanner.
  • Bodies can't be seen from a distance like zombies (2 square visual range, more with binoculars), so finding large body piles involves a lot more legwork.
  • Large piles of bodies tend to be "protected" by large zombie mobs! So if you want access to these "test subjects" for analysis, there are risks, carry some more FAK's.
  • The NecroNet will have to be upgraded to differentiate between "standing" and "downed" zombies (perhaps 2 "maps": 1 standing / 1 downed?), but it is still useful information as to the zombie population in an area.. especially how combat has been going for them lately.. headshot success rate, etc.

Votes

  1. Author Keep I'd like to thank Gage and others for their input/criticism, might as well make it "all" one unit, for "infinite" uses. Now you NT scientists get to carry a cool black briefcase.. with "God-knows-what" inside. "Hardly seems worth it", well scientists need a lot more XP for those millitary skills one of which is free running, the "must have" survivor skill. 1 XP for minimal risk, but not risk free by any means. You're still going outside, here's some extra XP for those days when the zombie mobs are so far far away (destroying some distant mall.) Don't be suprised in time after implimentation that the "largest" body piles may be "mostly" scanned, fresh seige corpses are usually going to be more "fresh". --MrAushvitz 19:06, 11 September 2006 (BST)
  2. Keep - Altough a weak one too. I wuold have voted keep too if the dead body scan granted 2 XP right away, or even better, all bodies grant 1 XP but brain rotted zombies don't obstruct the stack causing errors, because it makes it kinda hard to get scarcely some XP. I won't change my vote if people keeps complaining about "something for nothing" because it isn't, but if some other mayor qualm appears then nobody knows =P. --Matthew Fahrenheit YRCT+1 19:23, 11 September 2006 (BST)
    Oh, and remember that if you are on a siege scanning dead bodies, you wont get 50 XP a day: most of the time all the bodies will be already scanned! --Matthew Fahrenheit YRCT+1 19:25, 11 September 2006 (BST)
    • Re Very correct.. and, if your building is overbarricaded and you can't just step outside you may have to go to the exit point, then return on foot, scan them bodies, and run back in.. so 5-10 AP is probably used per day just on movement to safely enter/exit. I hate taking it from 2 XP to 1.. but the kills were so close, 1 XP should do it, had to compromise some more, trying to help the scientists grow into respectable revivers and healers! --MrAushvitz
  3. Keep - not too shabby.--Gage 19:34, 11 September 2006 (BST)
  4. Kill - 2 inventory slots. --Funt Solo 19:51, 11 September 2006 (BST)
    • Re I know, I know.. 2 slots makes more sense if it was 2 XP per body, but there is a huge concern regarding the risk/XP thing. The new unit has greater XP potential though, and at times you may scan the zombies, then all the bodies at 1 location.. run inside and call it a day. --MrAushvitz 20:27, 11 September 2006 (BST)
  5. Keep - I love it.--Canuhearmenow Hunt! 20:29, 11 September 2006 (BST)
  6. Keep -- Well its improved from what it was so there you go. Scientists are slower to earn xp so maybe it won't be too bad. Still 3 days work to get a level- is that about average in Malton? I can't really remember. --MarieThe Grove 21:10, 11 September 2006 (BST)
  7. Keep - If at first you don't succeed, make edits every day for a week and you might just hit it on the nail. --BBM 21:10, 11 September 2006 (BST)
  8. Keep -Makes sense, adds to gameplay. --Grigori 21:41, 11 September 2006 (BST)
  9. Keep - It makes sense that it's takes up 2 slots because it does 2 different things. Very good, Mr. A, here's a gold star for your effort. --Officer Johnieo 21:43, 11 September 2006 (BST)
  10. Keep - I like it. --Paradox244 W! TJ! 23:05, 11 September 2006 (BST)
  11. Keep - Where's Mr A's basket? I have gold to deposit. - Bango Skank T W! M! 23:45, 11 September 2006 (BST)
  12. Keep - Who in the world are you??? I never seen MrA make good suggestions before!!! --Axe Hack 01:29, 12 September 2006 (BST)
  13. Kill - I'm sorry Mr Aushvitz, it's still not doing it for me, I still don't see this as having enough of a point for Kevan to implement it. It is a nice try though, keep it up and you might get a smiley face on your report card! --CaptainM 03:15, 12 September 2006 (BST)
  14. SPAM - NO. FREE. XP. Jesus bike-riding Christ. Rheingold 06:43, 12 September 2006 (BST)
  15. Keep - I kept the last one, I'll keep this one. This has a use and I'd be happy to see it in the game, and I'd also be happy with it giving 2XP for the trouble, but that's negotiable. One query though, I'm assuming once one person has gotten XP for a body no one else can that day, but can the body be scanned and the standing character be scanned in the same day? It should only work for one or the other, as I see it.--Burgan 06:46, 12 September 2006 (BST)
    • Re Excellent point, well anytime a zombie "moves" it's taken off the NecroNet anyways, so regular standing zombies do in many instances get scanned once, move later, get scanned again by someone else. You could be scanned as a body, move,then get scanned when standing by someone else. It just means scientists in the area are on the ball, getting more XP, but not from revives, so it's all good! You simply can't be counted "twice" on the NecroNet anyways, as a zombie you're currently on the system, or not on the system. It's always either/or... but not both, so it won't screw up the numbers. --MrAushvitz
  16. Keep good heavens for once its a danm good idea. its of little use to me but its still a danm good idea Blazefire 08:03, 12 September 2006 (BST)
  17. keep - EP rates are less than hacking away with an axe, and it's about as dangerous. I've only ever once attacked a zombie and discovered that they were online at the same time. The Mad Axeman 11:47, 12 September 2006 (BST)
  18. Kill - I still dont get the use, the point, WHY people would do it! except for the xp :s --Dgn 12:31, 12 September 2006 (BST)
  19. Kill - You'd kill the smaller DNA-thingie? I'll kill this first. --Niilomaan GRR!M! 12:57, 12 September 2006 (BST)
  20. Kill - Ah! So close Mr.A, So close. But you still didnt make the grade. Its a U for you.--Mr yawn 16:02, 12 September 2006 (BST)
  21. Keep - Jolly good, captain. I only wonder what happens when combined with Scent Death or whatever indicates revving bodies. --Kalir 16:26, 12 September 2006 (BST)
    • Re Some things like that depend on how well they "jive" when it comes to programming. Given the low XP grant I think Kevan will by trying to make scanning bodies easier where he can, and if you can "skip" a body in the stack due to a skill you have so be it! --MrAushvitz
  22. Keep - Seems reasonable. Lakeside 18:34, 12 September 2006 (BST)
  23. Kill - Maybe you could just get rid of the XP altogether and just make it a benefit to society. The Badman 21:24, 12 September 2006 (BST)
    • Re If we did that then we'd have to lower/remove the XP grant for FAK use as well... even a non-scientist character gains XP using FAK's and it has a much higher grant (cough cough.) --MrAushvitz 22:47, 12 September 2006 (BST)
  24. Keep - Scanning for XP got nerfed during the last scanner "upgrade". This would help starting scientists but not enough to start a farm. --Max Grivas JG,T,Max4Mod,F! 22:54, 12 September 2006 (BST)
  25. Kill - Scanning bodies doesn't make sense, and more importantly, scanning bodies would be better XP than scanning zombies in most areas, since bodies are signifcantly easier to find. This could be an easy 30-40XP reliably per day for new survivor players (scientists particuarly) without ever seeing a zombie. Much better than previous incarnations of the suggestion though. --Rgon 23:55, 12 September 2006 (BST)
  26. Keep - Check out the status of your contacts. Search piles of dead bodies for known PKers. Get a measure of Z group activity. The only thing I'd add would be having this activate scent trail. David Malfisto 14:20, 13 September 2006 (BST)
  27. Kill - Nah, I don't think it's that useful. - Jedaz - 04:20/5/11/2024 11:31, 15 September 2006 (BST)
    • Tally - 18 Keep, 9 Kill, 27 Total. --Funt Solo 14:04, 16 September 2006 (BST)
  28. Kill -There are only two reasons to use this. Getting XP and, as David pointed out, to keep track of certain activities. No free XP. As Jedaz points out, this doesn't even seem all that useful. scanning the bodies would be too random to give the kind of information David pointed out this would grant.--Pesatyel 02:19, 19 September 2006 (BST)
  29. Keep - Excellent job coming up with this thing. I agree with David Malfisto in the fact that it should activate scent trail. RP style question tho, what would be used to preform the actual scanning? --KuNu