Suggestions/13th-Mar-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.
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Suicide

Timestamp: 00:09, 13 March 2006 (GMT)
Type: Misc.
Scope: Everyone
Description: Let's face it. Jumping out of buildings to kill yourself is just boring. Standing around, waiting for other people to slaughter you, is slightly better. But what we really need is an option to commit suicide by attacking yourself.

What's the point, you ask? There is none - except for a blatant waste of your own AP should you get tired of playing as a survivor (and you happen to be too lazy to go hunt down a tall building or wait for a zombie/PKer to off you), or just want to up your death count as a zombie, quickly and reliably.

Of course, the death count thing is meant to keep track of how many times you've died, not how many times you've killed yourself, so there's an opening for a new counter to keep track of how many times you commit suicide.

When you kill yourself, a message is displayed to everyone in the same square as you. For survivors, it reads "(Your name here) commited suicide", but for zombies, "A zombie killed itself."

This could be implemented by adding an option at the end of the targets list that says "Yourself". Because you're attacking yourself, all hits have a 100% chance to hit, and you don't recieve any XP gain from the action, nor do you suffer an AP loss other than what it costs you to attack yourself (-1 AP per attack).

Votes

  1. Keep - Author vote. --Dinoguy1000 00:21, 13 March 2006 (GMT)
  2. Kill - Will lead to the Pking of people with large suicide counts because they must be ZOMBIE SPIEZ!. Also, a hideous waste of AP, and also there is the fact that this would completely undermine the value of a zombies death count, which demonstrates how willing they are to give it all for the horde. --Grim s 00:31, 13 March 2006 (GMT)
  3. Kill - As though jumping out a window was boring... --Gene 02:08, 13 March 2006 (GMT)
  4. Kill - It would be pretty funny if, when attacking yourself, you had to use your regular attack %.--Pesatyel 02:27, 13 March 2006 (GMT)
  5. Kill Seems pretty silly for someone to shoot themselves 10 times in the head. Wouldn't be bad if you could see when someone jumps out a window though. --Jon Pyre 02:39, 13 March 2006 (GMT)
  6. Kill - Players should not be able to inflate death count statistics, because what would be the point of keeping such a meaningless statistic? For that reason, a suicide counter is pointless as well. Zombies should not be able to commit suicide, it's just not in-genre. I do think survivors should be allowed to shoot themselves in the head/mouth or knife themselves in the chest, but not axe or club themselves to death with the other weapons, but this is too flawed as stated. --ism 02:44, 13 March 2006 (GMT)
  7. Kill - Ha Ha. No. -Banana Bear4 03:11, 13 March 2006 (GMT)
  8. Kill Agree with ism that zombies shouldn't be able to kill themselves -Oppenharpo 12:50, 13 March 2006 (GMT)
    • Re - Heh, this didn't suprise me... =D Though I thought that at least *someone* would have voted Keep based on its humor value... (or maybe I just have a bad sense of humor? Yeah, it's probably that...) --Dinoguy1000 14:12, 13 March 2006 (GMT)
      • Re - never let it be said that I fear change. If you would change it so it was survivor-only and made the suicide counter mandatory, I would Keep. Blah makes a persuasive argument. -Oppenharpo 15:41, 13 March 2006 (GMT)
  9. Kill - Although I am amused by the fact that I can't punch myself to death in a single session if I have bodybuilding. Timid Dan 14:35, 13 March 2006 (GMT)
  10. Spam - So I get revived, enter the building I just got dumped out of, shoot myself 3 times with a shotgun, stand up as a zombie - and now I'm standing inside the building with 44 AP to attack with... As much as I'd like to get through barricades to survivors with so little AP expenditure, I'm pretty sure that's exactly why there is no suicide/attack self button. --Blahblahblah 15:52, 13 March 2006 (GMT)
    • Re - Apparently, I didn't think this through as much as I thought... You do, indeed, put up a good argument against it as Openharpo says, one which probably has no fix without rendering the game utterly un-worth playing... --Dinoguy1000 17:22, 13 March 2006 (GMT)
      • Re - Yeah, when I first started playing, that was the first thing that stuck out at me was that you have to jump from a window to kill yourself. When I started to think of ways to introduce more suicide options for a suggestion, that's the loophole I got stuck in. Either it would have to have all kinds of stipulations (and wind up not being worth it), or it would be too easy to abuse. Windows are good enough. --Blahblahblah 18:30, 13 March 2006 (GMT)
        • Re - Well, I've thought on it some more, and have devised a solution so horrible that no one would use the new suicide option anyways: An even more blatant waste of your AP, when you commit suicide, it immediately brings you down to zero AP. However, on further reflection, the server could just do a simple check to see if you're in a building, and prevent you from hitting yourself if you're in one, though that wouldn't be very realistic... --Dinoguy1000 01:52, 18 March 2006 (GMT)
  11. Kill - Ah, good, good. Blahblahblah brought up the exact same objections I had to this suggestion. (Plus, it's a dupe, though the original author removed his suggestion before it could end up in Peer Rejected because it received about a bajillion kills.) Bentley Foss 20:20, 13 March 2006 (GMT)
  12. Keep - Take awaye the zombie suicides, and its prefect. Spys are a part of life and the game - deal with it. They're watching you right now... Any players near by will see the suicide message anyways and know who did it and will be able to dump the body in time if paying attention. This will help when all the bloody buildings are over barricaded as well. If your hardcore enough, you'll take your own life than be eaten for XP. Don't be scared off by these wikitrolls voting kill to everything, vote KEEP today! --Matlock93 23:04, 13 March 2006 (GMT)
  13. Kill -Mathlock93 did you pay any attention to Blahblahblah? Most of the safe houses in this game don't have people on watch 24/7, infact most of the safehouses are only staffed with around a 20 people max. given that you have about 10 minutes of game play per person you'd only have active watch some three hours every day. That was also why generator destruction notification was so needed. Now, we don't vote kill because we are trolls, or especially mean, (except when I have a long day at work, but we are all human) we vote kill because being able to bypass barricades this way will hurt both survivors and zombies a lot, It will hurt survivors because it will be easier to bypass barricades then it will be to build them and it will hurt zombies because the most effective way to play will be by not playing as a zombie, but as a suicidal pk'er sucking both a lot of flavor and fun out of playing a zombie.--Vista 23:42, 13 March 2006 (GMT)
  14. Kill -- i'm feeling like voting spam beacuse it practicaly is, except perhaps my views on Pking and Zombie spies are biased. This would be the only use of this skill. Zed spies get in do their dirty work as humans(over baricade, breaking of generators, speaking mis information) then kiling themselves to become a killing machine, and never having to search for ammo to be an efficent and deadly PKer. We need more skills and updates to prevent or at least combat this behaviour, before we give them more tools for the job.--Kirk Howell 00:10, 14 March 2006 (GMT)
  15. Kill - What Blahblahblah said. --WibbleBRAINS 17:24, 14 March 2006 (GMT)
      • Tally - Heck, is a tally necessary? This isn't just dead, it's six feet under... solid concrete. But based on the comments some of you have posted, it may not be gone for good. --Dinoguy1000 02:14, 18 March 2006 (GMT)
    • Tally - 2 Keep, 12 Kill,1 Spam

Zombish Communication (major change due to complaints)

Dupe - Still a dupe of Grim s 'December 16th Zombie In game communication suggestion. And appearntly It's not the day of the dead, but the day of the dupes...--Vista 20:21, 13 March 2006 (GMT)


Eat Brains! (Version 2.0)

This suggestion has been Spaminated with 7 spams, 2 kills and 1 author keep. --Grim s 03:27, 13 March 2006 (GMT)


Rapid Reload (minus the sucking)

Deleted by author because... well, it still sucked. Sorry about wasting your time, folks. --Dr. Fletch 08:00, 13 March 2006 (GMT)


AI Zombies

This suggestions has been Spaminated with 8 Spams and no Keeps. NPC's are frowned upon--CPQD 16:25, 13 March 2006 (GMT)


Triage

Author deleted this suggestion as it now exists. Will resuggest it as an auto-toggle function for first-aid kits belonging to persons with this skill. As a dedicated medic working in Caiger Mall, it's been difficult to scan through the 500+ possible patients in my corner to get to the ones who need me most. }}


Pack Light

Dupe of Inventory Stacking It was a good idea, So good in fact that it is already in peer reviewed --Vista 12:37, 13 March 2006 (GMT)


Machete

Dupe of... you guessed it, peer-reviewed Machete. --Vista 20:14, 13 March 2006 (GMT)


Untroubled Sleep v3

Timestamp: John Ember 21:04, 13 March 2006 (GMT)
Type: Civilian Skill
Scope: Survivors
Description: Summary: Survivors with the skill "Untroubled Sleep" may regain AP beyond the 50 AP limit if resting in a building which is 1) powered by a generator and 2) barricaded to Quite Strongly or less.

Background: Engineers trapped in Malton have begun repairing the city's climate control systems. As long as there is a generator to power them, certain buildings' HVAC mechanisms can provide a relatively comfortable environment. Barricading a building too heavily obstructs the ventilation systems. Thus, only the bravest of hardened survivors will feel comfortable enough to rest up inside such attractive targets.

Sleepable Buildings: No limitations. All buildings are sleepable if the requisite criteria are met.

Mechanics: AP regenerates at the normal rate. If the building conditions are met -- running generator, barricades no stronger than Quite Strongly -- a survivor with Untroubled Sleep can regain up to 55 AP maximum. However, as soon as the generator is destroyed/runs out of fuel, the barricades are strengthened beyond Quite Strongly, or the player leaves the building, the bonus AP regain ceases. If the survivor has more than 50 AP at that point, he will not regain any further AP until his AP drops below 50 or he re-enters the requisite Untroubled Sleep conditions.

Awareness: Players with Untroubled Sleep will see messages regarding a building's suitability for rest upon entering the building or logging in.

If all requisite conditions are met: "This looks like a comfortable place to rest."

If the barricades are too strong: "This would be a comfortable place to rest, if the debris could be cleared away from the air vents."

If there is no running generator: "This would be a comfortable place to rest, if the climate control system could be turned on."

Questions and Answers
Q: "Why offer this?"
A: Untroubled Sleep allows survivors to gain AP beyond 50 while encouraging them to stay in targets attractive to zombies. It will encourage more reasonable barricading while providing rewards for those who can stand the risk.

Q: "Zombies are already at an AP disadvantage!"
A: Not in combat, actually -- survivors spend days on searching for ammo to fill up their weapons for a single firefight. Where the AP "imbalance" shows up is in barricading -- humans can barricade faster than zombies can tear down. Untroubled Sleep would encourage human players to experiment with lower barricade levels, which would actually save zombies substantial AP. The difference in AP cost to tear down a QSB safehouse vs. an XHB building? Roughly 30 AP.

Q: "Won't survivors just sleep in a Quite Strongly building to build up 55 AP, and then retreat one block away to an Extremely Heavily Barricaded building?"
A: I'm sure they will, but at least for a few hours they will have put themselves in a pretty vulnerable position. And moving into another safehouse will of course cost some of the gained AP. Also, changing conditions inside the safehouse may dictate that the player stay there for more than the few hours you'd expect the 5 AP regeneration to take (see next).

Q: "What happens if the barricade level goes up, or the generator shuts down, while I'm inside resting?"
A: The bonus AP regeneration will be put on hold until the conditions are corrected. You might find a QSB safehouse and step inside, only to have a colleague blow your untroubled sleep by overbarricading. Or, if it's a designated "sleephouse," you might lose an hour of regeneration until someone else comes along to correct the barricade level. When you log back in a few hours later, you might find you've gained that 5 bonus AP... or just a couple... or none at all. It will be up to survivors to cooperate in maintaining the barricades and generator at Untroubled Sleep levels.

Q: "What if zombies enter while I'm sleeping?"
A: For simplicity's sake, I'm not factoring in the presence of zombies. You might get lucky, and wake up to find you're one of the few humans they didn't eat. Untroubled Sleep indeed!

Q: "Should this be a high-level skill?"
A: I tend to think it should be available to anyone, to ensure that both Hunters and less-experienced humans will be found in "sleepable" buildings. Players who are concerned about the reduced safety of sleeping in a QSB building need only skip the skill, or buy it but take no advantage of it.

Q: "This raises the survivor AP limit higher than that for zombies."
A: I'm absolutely open to well-balanced ideas which bump the AP limit for zombies, but that will require a different suggestion. And as above, Untroubled Sleep is designed to help zombies, not hinder them; it just offers survivors an incentive to put themselves at greater risk.

Votes

  1. Keep - Author vote. I have two zombie players, a level 37 and a level 22. I coordinate a zombie horde. If you think this suggestion is overly pro-survivor, you're crazy. --John Ember 21:07, 13 March 2006 (GMT)
  2. Kill - I see what you're trying to do, striking a balance between bonuses and sleeping in an unsafe place -- I just don't see it being necessary. 50 AP seems like a good limit. -- Ethan Frome 21:29, 13 March 2006 (GMT)
  3. Kill It seems a bit weird for all these survivors to run around in the zombie apocalypse worrying if their air conditioner was on or not. Maybe if you made it only apply to arms and that's really just because there are beds and pleasant accomodations. --Jon Pyre 21:44, 13 March 2006 (GMT)
    • Re - Good thing I took out the Serta Perfect Sleeper requirement. ;) But seriously, it is hard to get good rest in a stuffy, tight space. The thing with limiting it to Arms (and, I suppose, Hotels) only is that those buildings will IMO become too conspicuous as targets. I prefer to spread the risk around. --John Ember 22:02, 13 March 2006 (GMT)
  4. Keep - Any less restrictions and I'd start to think it's too powerful. But at quite strongly or less, I guess it's ok. --McArrowni 23:09, 13 March 2006 (GMT)
  5. Keep - A use for other buildings, seems fair and useable! the dead never sleep and neither can you element of the game is interesting.. I think zombies should have fun interrupting the living, that's half the fun realy. --MrAushvitz 16:09, 13 March 2006 (GMT)
  6. Kill -Personally I like the limit and dislike the flavor of this, But now for constructive criticism, Most of us assume that Malton is in England, They don't need climate control or air conditioning there but heating. So I propose you change it so you can huddle around the electric heater for warmth in a cold and damp atmosphere, suited to a creepy zombie apocalypse- Or how about a simple fire in a fire place? just in certain buildings, like arms -but not limited to- but no limitation in its use except a skill to make it and a source of fuel. You could have a message like After months of struggling, the survivors are settling into small mobile living communes, Falling back into the pattern of the hunter-gatherers of old, The basic ability to make fire and warm one self is once again the difference between life and death. -Sets up a nice tension between the high-tech part of the game, and the apocalyptic destruction of civilization where the basic necessities are crumbling, and people are stripped of 4000 years of civilization instead of just relying on ever more technological solutions it would give the game a more desperate feel where necrotech and hospitals are shining beacons of mans might and folly kept desperately working to remain some grip on who the survivors once were... Actually, I’m going to suggest this if people are interested…--Vista 22:50, 13 March 2006 (GMT)
    • Re - Technically I tried to capture both in the HVAC element -- Heating, Ventilation and Air Conditioning. If you want to think of it as survivors huddled around a space heater, I think that's great. (This would apply to Jon Pyre's comment as well). --John Ember 00:29, 14 March 2006 (GMT)
  7. Keep-- Nice idea i liked the others better but i guess compromise is needed. It may be that compromise has made the suggestion useless but i still like it. PKers would most deffinatly be breaking generators and unknowing servivors will over baricade. This might never actualy get used. Perhaps one odd day i might wake with 55 AP instead of 50 how nice :P --Kirk Howell 00:05, 14 March 2006 (GMT)
  8. Keep - I vote Keep a lot. I'm a trusting guy. A lot of the quibbles people have with ideas seem pretty minor to me. I'm all for adding to the game in any way, really. so long as it doesn't totally break anything, making the game bigger--i.e. giving players more to do and more ways to do it in--equals making it more interesting equals making it more fun. This applies to both sides (and zombies desperately need more to do and more ways to do it in, obviously.) So up with new functionality.--'STER-Talk-Mod 00:26, 14 March 2006 (GMT)
  9. Keep - Seems like a fair and good idea. why not? --Oblivious 06:05, 19 March 2006 (GMT)
  10. Keep - What STER said. This suggestion deserves more discussion. --Omega2 16:23, 19 March 2006 (GMT)
    • Tally - 8 Keep, 3 Klll, 0 Spam/Dupe 04:53, 27 March 2006 (BST)

Triage (Version 3.0 or higher)

Timestamp: 14:35, 13 March 2006 (GMT)
Type: Science Skill
Scope: Survivors use of other buildings as "Hospitals"
Description: Maybe I can define the skill in a way most players might agree on, let's see...

Triage is a war-time/disaster way of priority medicine, so you don't waste your time healing someone who isn't hurt, or won't die (today). This applies under circumstances where everyone is hurt to some degree, but the doctors and nurses must decide who is 'worth' the resources. As well who to just give some painkillers to to keep them quiet, until they die, because they won't be able to save them today that's for sure.

The main purpouse of this skill is for players to have alternate "safehouses" which are like M.A.S.H. units (possibly for specific factions controlling the area.) To provide medical help for the wounded if all hospitals are currently "taken" by zombies.

  • Appears on Science skill tree just below "Diagnosis", BUT has additional requirement(s) you must have "Surgery" as well to purchase this skill.
  • How it works:
  • Your character is counted towards the "Triage" effect in a building that is NOT a hospital, any time you are AT that location. What this does, is ANY building that has at least 2 characters with the "Triage" skill, counts as a hopsital for the purpouses of the "Surgery" skill, provided all other prerequisites are met: Building has a generator that is running.
  • Any living character OR zombie with the "Memories Of Life" skill will read the following when they enter the building, in addition to the description: "Triage is in effect here. Some beds are available."
  • Triage however, does have many limitations on it.

This is due to the fact that only a hospital, is really a hospital.

  • The following buildings may NEVER have "Triage" in effect (usually a matter of cleanliness, draftiness/cold floors, or lack of bedspace): The city zoo (and any sub-buildings), Armory, Auto Repair Shop, Bank, Cinema, Club, Factory, Junkyard, Railway Station, Warehouse, Open Land (or any other outdoors location).
  • Using the "Surgery" skill at a Triage location does give 15 life instead of 10 as though this building were a hospital.. but ONLY to a living character who is: Currently at 30 Hit Points or less OR any living character who is level 6 or less (unless your character has some way of knowing, you just take your chances with the healing.)

For this suggestion, to answer questions, I've extended the explanation.

The short version is:

  • Triage:

Requires: Diagnosis, surgery.

When at least 2 characters with this skill are at the same location which is NOT a hospital, it counts as a hospital for the purpouses of the "Surgery" skill. This location must meet all other prerequisites such as a running generator to receive the additional benefit. You may only heal 15 Hit Points (using a FAK with surgery) at this location on a living player if they have either 30 Hit Points or less, or if they are level 6 or less.

Votes

  1. Keep - A lot of limitations on this skill, but it will get used, by many factions I imagine. It also gives low levels a way of benefitting from sharing a safehouse with some high levels, literally. To be fair to the zombies, the ones that remember what a triage is when they see one, that might be a good time for them to utter a decent "Feeding Groan" to tell nearby zombies "Easy meals! Lunchtime!" --MrAushvitz 15:02, 13 March 2006 (GMT)
  2. Kill - "Group influence" effects are usually frowned upon. But even barring that, I like hospitals being hospitals. One of your better ideas, though. --John Ember 22:12, 13 March 2006 (GMT)
  3. Kill - I kill because it is so small to the point of being useless. - --ramby T--W! - SGP 22:18, 13 March 2006 (GMT)
    • Re - Ohh, ohh.. bu not overpowered so you didn't vote "Spam!", ahh I see how the voting method goes, hmm.--MrAushvitz 16:32, 13 March 2006 (GMT)
  4. Kill -Actually I like the flavour a lot, But it’s a bit complicated, I'd make it simpler, lose the below level six part, Place the skill just after surgery, instead of making it depended on the amount of people with the skill, I'd make it depended on the amount of wounded, (three or four or some number like that...) Both easier to work with for the person who has the skill and reflects the 'battlefield' flavour more. I'm not quite sure about lowering the HP requirement to 35 HP to let it have a bit more effect...Surgery is quite limited right now and most people are O.k. with that. On to triage 3.1?--Vista 23:14, 13 March 2006 (GMT)
    • Re - Origionally I got this idea with my preacher sub-class being able to use churches as hospitals" per se. but to be honest Triage really is a doctor/nurse/medic thing. Adds to the "smell" of the moment to have a whole shwack of wounded survivors in a building that says "Triage is in effect here.", hmm.. I agree, it should only apply if there are a lot of severely wounded at the location (makes kaiger mall more "stinky" on both sides of the barricade "Buddy, ya better get that leg looked at! or sawed off, or something!" --MrAushvitz 22:02, 13 March 2006 (GMT)
  5. Kill - I like hospitals being hospitals as well --McArrowni 23:37, 13 March 2006 (GMT)
  6. Kill I like the fact that hospitals are special. I'd like more buildings to be given unique advantages. --Jon Pyre 23:43, 13 March 2006 (GMT)
    • Re - That... I can do. --MrAushvitz 16:50, 13 March 2006 (GMT)
  7. Kill _ I'm voting kill simply because i love the idea but it needs re-working. It should be based off number of wounded. And the level of the character shouldnt matter. Perhaps another bonus could be that it automaticaly finds the most wounded player.(based off the idea that the skill represents a choice being made by an experianced medic) And perhaps for some ballance it could only be used on the neerest 50 or only used if there are 50 or less in the area( This way it wont be overused in Mall seige situations) Personaly i dont care but that should get mroe keep vote :P. Keep at it its a great idea for a skill with great flavor and reasoning. --Kirk Howell 23:48, 13 March 2006 (GMT)
  8. Kill - Too complex, the prerequisite about "2 or more people" is pointless as all high levels will have the skill, too useful in Mall seiges, just keep hospitals as hospitals. --WibbleBRAINS 17:33, 14 March 2006 (GMT)
  9. Kill - Way too complicated, needs some re-working (try abit simpler) --Oblivious 06:09, 19 March 2006 (GMT)
    • Tally - 1 Keep, 8 Kill, 0 Spam/Dupe 04:50, 27 March 2006 (BST)