Suggestions/12th-Nov-2006
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- 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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- 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.
Recovery
Timestamp: | Jon Pyre 05:30, 12 November 2006 (UTC) | |||||||||
Type: | Skill | |||||||||
Scope: | Survivors | |||||||||
Description: | The undead are immortal, injury and execution just stun them. Not so with the living. To make up for this frailty the human body naturally regenerates, cells dividing and mending any damage at a slow but steady pace.
Recovery would be a subskill of Bodybuilding that causes the living to naturally heal...to a point. Obviously any serious wound like a bite or gunshot is going to need stitches from a first-aid kit but even serious wounds can get a little better on their own. A bite or claw mark can scab over even if it isn't cleaned out and dressed. A bullet wound can close even if the bullet isn't removed. Recovery can't heal you fully, just up to 1/2 of your maximum health (which would be 30hp). Recovering is a slow but steady process, causing you to regain 1hp per half hour. Certain locations are more conducive to resting, containing many chairs, beds, or benches. In non-ransacked Hospitals, Churches, Cathedrals, Stadiums, Arms, and Bars (to the Winchester!) you'd regain an additional 1 health on the hour (meaning you'd recover 3hp an hour instead of two). Infection would greatly impair your body's healing process and cause you to only regain an hp on the half hour in non-restful building, but nothing on the hour (meaning you'd recover 1hp an hour). In the above mentioned restful buildings you'd get the 1 extra point on the hour (meaning you'd get 2hp again). Depending on your location and whether you are infected or not Recovery can give you either 1, 2, or 3hp per hour. Note that Recovery DOES NOT cure infection.
It isn't overpowerful, healing at most one claw attack's worth per hour up to 30hp. But it can add up. And even a tiny handful of health can mean the difference between life or death. |
Keep Votes
- Author This is pretty useful, helps illustrate the difference between being alive and being undead, and doesn't negate the need for first-aid kits to expedite healing, recover more than half your health, and cure infection. --Jon Pyre 05:30, 12 November 2006 (UTC)
- Keep Not bad I suppose. -- Ashnazg 0459, 12 November 2006 (GMT)
- Keep - I'm a medic, And I don't feel the least bit threatened by this.--Labine50 MHG|MEMS 07:29, 12 November 2006 (UTC)
- Keep - Useful. Make it include a line of text that says 'You recovered X HP' after you log in. --Preasure 09:51, 12 November 2006 (UTC)
- Keep - I agree that the rate might be too fast, but I like the general idea. Keep it, but don't be surprised if the rate gets toned down in the final implementation. Ignatz 16:41, 12 November 2006 (UTC)
- It sounds good. And this is mostly for advanced players, so the newbies who get hurt more often are still up for heals. -Mark 21:00, 12 November 2006 (UTC)
- Keep I like it, nuff said. --Tahoe 06:29, 19 November 2006 (UTC)
- Keep I like it too, nuff said, unless i want to say that one time....at band camp... well.. nevermind.. I just like the suggestion. --Poopman9 23:46, 26 November 2006 (UTC)
Kill Votes
- Kill - No, if survivors automatically healed themselves, medics would be out of a job and out of vital XP. --Wikidead 07:14, 12 November 2006 (UTC)
- Re Medics would still have at least 30hp to restore. And the gradual rate of recovery means that if medics are active in that safehouse they'll probably get a chance to heal this person before anything significant is recovered. This staves off death more than it reduces the need for proffesional healers. --Jon Pyre 07:18, 12 November 2006 (UTC)
- Kill - Huh. Normal humans with bullet-holes and bite marks heal faster than zombies which have been brought back to life and revived via necrotech? --Burgan 10:03, 12 November 2006 (UTC)
- Re Exactly, because zombies don't heal. They just shrug off their wounds or process meat in some unknown magical way. This is a zombie game. In zombie genre when a zombie gets hurt they don't heal, they just keep going with the wound. If zombies really did heal they wouldn't look like rotting corpses and instead resemble gorgeous models. --Jon Pyre 18:22, 12 November 2006 (UTC)
- kill - I think the rate suggested are too fast. Even at 1 point an hour, you could go from near death to 30hp in a day. Given that this is a slow game, once a break has been made, it can be hours before another zombie enters a building. I might have voted keep had it been 5 hp every 24 hours, up to maximum. The Mad Axeman 12:35, 12 November 2006 (UTC)
- Re Hmm, I mean I thought it was a little slow. I think the benefit should occur in at least 25 hours since UD runs on a 25 hour AP regen cycle. In most buildings it'd take 5 hours to recover a mere 10hp. In restful buildings it'd still take three and a half hours to get just 10hp. I know the next break in might not be for hours but they do have hours. --Jon Pyre 18:30, 12 November 2006 (UTC)
- Kill - Healing rates are way too fast, and what Wikidead said. (Tee-hee, that rhymed.) --Joe O'Wood 14:08, 12 November 2006 (UTC)
- Too fast. --ExplodingFerret 14:19, 12 November 2006 (UTC)
- Kill - Far to fast. I'd put 1-1.5 as the most that can be healed.--Mr yawn 14:58, 12 November 2006 (UTC)
- Kill - It shouldn't even work with infection at all.--Kirsha 15:05, 12 November 2006 (UTC)
- Kill - Ditto everybody else. --Officer Johnieo 17:29, 12 November 2006 (UTC)
- Kill - There's no excuse for the zombies not to be able to heal. These aren't magical zombies; they are zombies created through some sort of parasite/pathogen/etc. These sorts of zombies not only regenerate, but at an incredibly fast rate to overcome the constant decay their bodies undergo. If the zombies can't heal except by standing up after death, then there's no excuse for the survivors to be able to heal. --Reaper with no name 19:19, 12 November 2006 (UTC)
- Re Zombies created by a parasite/pathogen are magical. The laws of physics have to take a breather. Zombies in this game regenerate rapidly but only when they feed. Survivors regenerate slowly but constantly. --Jon Pyre 22:36, 12 November 2006 (UTC)
- Re - You've just opened up a big can of worms there. If we assume that there's something magical about a virus that can increase the division rate of cells (which is very possible without any sort of magic, considering that many viruses integrate themselves into the host cell's DNA and remain dormant for many division cycles), then there's no reason for crucifixes to not be able to call down God's wrath on enemies. The decay of "realistic" zombies is due to the rupturing of cells as pathogens destroy them. The zombies continue to survive despite that because those same pathogens are causing their cells to divide faster than they are destroyed. --Reaper with no name TJ! 16:59, 13 November 2006 (UTC)
- Re Zombies created by a parasite/pathogen are magical. The laws of physics have to take a breather. Zombies in this game regenerate rapidly but only when they feed. Survivors regenerate slowly but constantly. --Jon Pyre 22:36, 12 November 2006 (UTC)
- Kill but with a guide Okay, I made a suggestion a while ago that zombies could heal along the same lines (but this is different, obviously survivors sleeping and all that.) But here's the problem and the reason why when I suggested it I kept the healing rates low: Multiply it times a thousand/million. Zombies would have no chance of killing a survivor that heals 50+ Life a day.. literally, you just make it in, slash the survivor a few times.. next time you log on you're outside, get back in, same thing. K, look at it this way. How much life (per day) should a survivor heal comparable to a "free use fak, a day" so let's say survivors heal 3 life, 6 life or 9 life per day depending on the building, power and such... then it's still very good. But not so broken that one zombie can never kill 1 survivor. It works, very well, if you take the theory and apply it on much smaller grant. You'll get a keep from me then. For the record, I do approve of some buildings being better for healing, not just finding FAKs, just keep the Life heals low/day. MrAushvitz 22:10, 12 November 2006 (UTC)
- Kill - Although I can understand the rationale behind this suggestion, the regen rate is too fast... Besides, shouldnt Infection prevent healing? If zombies dont have an auto regen system, I dont think humans should either... --GhostStalker 01:14, 13 November 2006 (UTC)
- kill, but keep at it - humans (IRL) do regenerate, a little bit. This is much too fast. i'd say bring it down to maybe 10 points of HP per day recovered, one at a time. i don't like to vote kill when i have ideas on "helping" the suggestion, but this is way overpowered... --Kaminobob 08:47, 17 November 2006 (UTC)
- Kill - The immortal are undead, so the humans should heal faster? Only if zombies are allowed to start doing more damage, since humans can do far more damage-per-AP. Chronolith 03:51, 19 November 2006 (UTC)
- Kill It does sorta make sense but you'd have to keep the regen hp really low to avoid a big imbalance, making it kinda pointless. also, you don't factor in that humans would get worse from many injuries irl (regular infection, not specificly the zombie virus) that would affect them without moving. The Medic's union wouldn't be happy with auto-healing either I imagine Cousin ed 09:44, 19 November 2006 (UTC)
- Kill - The game has already given us an opposing attribute in infection that is action-based rather than time-based. The standard for this kind of mechanic has been set, so this skill strikes me as a huge imbalance. Perhaps if infection was made to be time-based and action-based, and recovery only worked when uninfected (and slowed down by about half) I could get behind this. FissionXuiptz 13:57, 19 November 2006 (UTC)
- Kill Way too powerful. Let's assume someone's getting 3 HP per hour. Overnight, they would recieve 36 HP if undisturbed!Waluigi Freak 99 21:18, 24 November 2006 (UTC)
- Kill - Sorry, it's too unbalanced. Zombies are the ones who have regenerative abilities, they can stand up at full health after being killed. But this is only to make up for the tremendous disadvantages they face like not having FAKs at all. If you gave survivors regeneration then zombies would lose this crucial advantage. Wfjeff 21:06, 26 November 2006 (UTC)
Spam/Dupe Votes
- Spam - I don't think either zombies (previous suggestions) or survivors should regenerate. --Funt Solo 16:43, 12 November 2006 (UTC)
- Re Fair enough, that's your opinion. I'm not even going to try convincing you your vote belongs in kill. --Jon Pyre 18:35, 12 November 2006 (UTC)
- Re Good. In return, I won't try to explain why it belongs here. --Funt Solo 18:41, 12 November 2006 (UTC)
- Spam - You can't regenerate from shotgun wounds or zombie bites. --Sonny Corleone RRF CRF
DORIS Hunt! 02:27, 13 November 2006 (UTC)
- Spam There is a TON of things wrong with this suggestion. I'm voting spam because this is an auto-defense. It is free healing, as in nobody has to spend AP to obtain it. If the character had to spend AP to "rest" at a location, maybe. Secondly, 30 HP is too high. I play my 5 to 10 minutes, get into a scrap and am down to 1 HP but manage to make it into a church before running out of AP. I log in and, instead of being at 1 HP, I'm at 30? Why wouldn't infection completely negate the healing ability? This seriously nerfs medics in that it effectively halves the XP they can gather if they don't get to you within a certain time limit.--Pesatyel 03:51, 13 November 2006 (UTC)
Good Gracious Me!
Timestamp: | Lord of the Pies 21:25, 12 November 2006 (UTC) |
Type: | The Thoughts of a Gentleman upon the most Challenging Problem of finding a Suitable and Dignified use for these New-fangled Electricity Generator Houses! [Power Station Changes] |
Scope: | Who or what it applies to. |
Description: | Now, my good man, whenever one hears a proposal to grant electricity generator houses a distinct and worthy purpose one automatically assumes that such a proposal will fail or will not have taken into account the reality of the situation! [Now, I know what yer thinking...] However! Rest assured that the intentions of this motion have not been led astray by one's desires to have powered neighbourhoods (such wondrous inventions as electricity and the light emitting bulb are only to be used by morally upstanding examples of society! Ahawhawhawhaw!)! [Malton's powe stations aren't going to produce electricity any time soon; we all know this. They don't have any fuel, and you certainly can't power huge generators using the amount of fuel in just one fuel can or even a hundred, at least for any reasonable length of time. This suggestion is not about making giving Survivors a ridiculously huge advantage (not only in that all buildings affected by Power Stations would have better search rates and buildings that need power for special functions would have it without needing a generator but also in that it would be nigh-on impossible for zeds to tell whether a building really was inhabited)] In fact, by proposing such modifications one only intends to place such constructions on a higher level in the grand scale of importance (of course, one's humble abode and those of the other fine gentlemen of Malton remain at the peak of such a scale, ahawhawhawhaw!)! [That's pretty much it]
1) I say, one finds it almost impossible to procure liquid fuel when exploring the insides of an electricity generator house! One finds it highly improbable that when deliberately scouring the halls for the very lifeblood of such complex and powerful machinery one should be dumbfounded like so! [The search rate for finding Fuel Cans in Power Stations should be increased to approximately 4-5% (consider all of forklifts, cranes, trains and other vehicles there are at power stations); the search rate for finding Fuel Cans in Factories and Warehouses should be increased to 3.5-4%] 2) This new age of incredibly modern technology is truly amazing, one believes! Hooks suspended above the ground to aerially relocate objects; lifting vehicles utilising fork-like contraptions; one understands fully the benefits reaped by transportation (indeed, one finds it very agreeable that the lower class labourers be transported to one's mills as fast as possible! Ahawhawhawhaw!)! Yet, and one stresses that such a situation is absolutely out of the ordinary, such devices cannot be found when searching inside our water-mills! My esteemed companions, this is shocking! [Forklifts should be able to be used in Power Stations, Factories and Warehouses; Forklifts require both a powered Generator and a Fuel Can themselves (Fuel Cans would have drop-down menus for Generators and Forklifts) to be Operated successfully; Survivors attempting to Operate a Forklift must have the Engineering skill; Fuel Cans in Forklifts last for approximately 1 week; 3AP would be required to Operate a Forklift (with the option 'Operate Forklift (3AP)'; when Operating a Forklift, a Survivor can Barricade more efficiently and so when Operating a Forklift there is no chance of failure to Barricade in the higher levels (from 8 up to 22, after which point the building cannot be Barricaded); a Survivor stops Operating a Forklift if they perform any action other than Barricading; multiple players can Operate Forklifts at the same time; Forklifts can never be destroyed, but can be attacked in the same manner as Generators and Radio Transmitters with similar hit percentages; when 'destroyed' a Forklift instead loses its Fuel Can; Forklifts cannot be used if there is a zombie present in that block of a Power Station or in the Factory or Warehouse] 3) One is thrilled by the prospects new technology brings, although one is often shocked by the limited extent to which one can observe the effects of new technology at a considerably distance! One believes that this situation could be remedied by allowing the overseers of these mills and electricity generator houses to use such new-fangled technology to obsrve whether or not the other buildings in the area have been blessed by electricity (these blessed buildings strictly being the humble abodes of oneself and one's companions, of course! Ahawhawhawhaw!)! [Monitering Substations should be able to be used in Power Stations; Monitering Substations would require a powered Generator; Survivors attemtping to use a Monitering Substation must have the Engineering Skill; 1AP would be required to use a Monitering Substation (with the option 'Use Monitering Substation'; when a Monitering Substation is used, a small map, similar to a NecroNet map, appears; all buildings within 10 blocks of the block of the Power Station the Survivor is in will show up as either yellow or grey squares; yellow squares represent powered buildings; grey squares represent non-powered buildings; empty blocks would be represented by black squares] [Engineering - a subskill of Construction that allows the use of Forklifts in Power Stations, Factories and Warehouses and Monitering Stations in Power Stations] Pip pip, cheerio! One must see to the fine quality product one's workers are creating - one must always be aware that one is not paying them too much for inferior work, ahawhawhawhaw! [Okay, I think this suggestion tops the Stadiums one by quite a bit in terms of daring...] |
Keep Votes
- I hate the format, but something is making me vote keep... -Certified=Insane☭ 22:52, 12 November 2006 (UTC)
- Great idea, but your going to have brits out for your blood if you keep up the dialect.--Labine50 MHG|MEMS 01:21, 13 November 2006 (UTC)
Kill Votes
- Kill - Sorry, too many power-ups (no pun intended). Chronolith 03:53, 19 November 2006 (UTC)
Spam/Dupe Votes
- Ok... Pardan my french but... WHAT THE HELL MAN!--Apex 21:43, 12 November 2006 (UTC)
- Spam - The forklift bit is a dupe of this peer reviewed suggestion, there is already a power station monitoring board suggestion, also in PR. Plus you've got a search for fuel can alteration tied into this. So, that's Dupe/Dupe/Can't Vote On A Single Part Of A Three Part Suggestion. --Funt Solo 21:56, 12 November 2006 (UTC)
- Re - The forklift idea you linked to is different to mine; it doubles the rate at which you barricade. Mine instead removes the chance that barricading will fail, which would have a very different effect. Simply because a suggestion has a similar name and basic elements it doesn't mean that they're the same. The 'Monitering Substation' idea also isn't a dupe; mine shows the exact buildings and only in the area around the power station whereas that one shows you how many are lit within each suburb and whether the phone mast is powered. Both of my ideas also require a separate skill, which neither of the ideas you linked to require. Neither of my ideas here are the same as those in your links, at least not at more than a glance. --Lord of the Pies 22:11, 12 November 2006 (UTC)
- Re - Well, whatever - the key point here is that you've got three suggestions in one, and they're only loosely connected (unlike your previous mansion and cathedral suggestions, which worked well as grouped suggestions). --Funt Solo 23:07, 12 November 2006 (UTC)
- Dupe - 2/3 of the suggestion has dupey-ness in it. Thats good enough for me.--Mr yawn 22:45, 12 November 2006 (UTC)
- I agree. I would suggest you forget the monitoring board bit (an adequate version has already been suggested, although if you really feel yours is that much better make it a separate suggestion), forget the fuel can increases (which might be a good suggestion if the places were more defensible, i.e. AFTER the forklift truck has been implemented), and resubmit just the forklift truck (referencing the previous suggestion linked to by Funt, and explaining how yours is designed to replace it). --ExplodingFerret 23:36, 12 November 2006 (UTC)
- Dupe - Although I usually like your in character suggestions, I can see the reasoning for the dupe votes. 2/3 of your suggestion have already made it into Peer Reviewed. No matter if their mechanics arent exactly the same to yours, the intention behind them is pretty much the same. Thats good enough reason for me to vote Dupe. --GhostStalker 01:21, 13 November 2006 (UTC)
- Spam I don't want to be an asshole, but I' can't read these anymore. Just get the point. I don't even know what is being suggested!--Pesatyel 03:57, 13 November 2006 (UTC)
- Spam My first spam vote but for a reason. You need to research before making suggestions like this. The vast majority of forklifts operate with propane or they're electric. --Carl Panzram 21:50, 13 November 2006 (UTC)
- Dupe mine are pretty much an echo of funtsolo's gripes -Cousin ed 09:58, 19 November 2006 (UTC)