Suggestions/15th-Jan-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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3 spams 4 kills no keeps. Suggestion has been spaminated Drogmir 07:03, 15 Jan 2006 (GMT)


Binoculars

Retracted by author for resubmission with one change below. I've saved all votes with the suggestion text if anyone wants to see/read/retrieve anything without digging through the history. -- Amazing 22:11, 15 Jan 2006 (GMT)

"Make no further Comment"


Feasting

Duplicate, not to mention in the Frequently Suggested page. Three votes and away it goes. --Zaruthustra 07:29, 15 Jan 2006 (GMT)

"Make no further comment"


Regeneration

Timestamp: 08:15, 15 Jan 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Imagine you're a zombie. Someone hits you for a bit and you're reduced to, say, 40hp. You're good enough to avoid being killed but you can't reach any living person to heal by biting them, perhaps because barricade defenses are too strong in the area or because you wish to hold the area and don't want to leave the suburb looking for meat. Should a zombie like this be at this disadvantage indefinitely? Here's a way zombies could heal themselves between fights. Regeneration would be a subskill of Digestion. Upon killling a suvivor you consume some of their flesh getting a message like "You hit SuvivorGuy for 4 damage. They die and you kneel down to feed upon their warm flesh (don't worry the suvivor doesn't have chunks of meat missing from their bodies, these wounds heal when they are revived just like other bite wounds). This tissue wouldn't be digested right away, instead it would stay in the zombie's stomach for a while and while it is there the zombie's player would have a new button: Regenerate. Regenerating costs 1AP and restores 1hp and can be used without limit but has a 10% chance of fully digesting the meat and causing the zombie to lose the ability to Regenerate until they kill a survivor again. This would limit the amount of health this ability could restore, it is unlikely a zombie could heal themselves more than 10hp before losing the ability and it's more than likely it would restore less than 10. Because it only restores 1hp per AP it couldn't effectively be used during a fight to resist damage, it would just help restore a zombie between fights. Programming something like this shouldn't be too difficult and it shouldn't cause more server load than using a first-aid kit or a survivor searching a building. I think this is a balanced way of giving zombies a way to heal a small amount of damage between fights as they see fit, probably as much as a First Aid Kit without training. While health isn't always important to a zombie it can be. If a zombie wanted to make an attempt at breaching a building it pays off to be at full health because if you enter it'll be harder to kick you out then. The regenerate button would stay until they hit that unlucky 10% or they were revived. If the zombie is killed they'd still keep the button so they could save its use until they need it.

Votes

  1. Dupe had to look at it tiwce but you're suggesting eating dead bodies not natural regeneration. It also Makes you literally have zombie FAK that are self sufficeint. in short WAY too unbalanced [[1]]Drogmir 08:18, 15 Jan 2006 (GMT)
  2. Kill-ok reread it but still don't like it. This is basicly a short excuse for zombie FAKs. I think digestion works fine for zed healing Drogmir 08:28, 15 Jan 2006 (GMT)
    • Re This does not let you find a dead body and then feed on it. This only works upon a kill. Also it would not be self sufficient, the zombie would need to kill someone to use this ability and it would only restore somewhere between 1-10hp on average before not functioning. Suggestions to feed on corpses are unbalanced because corpses are everywhere and thus the hp to be regained is infinite. Not so in this case. It'd probably just give you 5hp per kill. Also note that if you kill multiple people while you have this ability the effect does not stack, no zombie would ever be able to heal themselves for more than about one FAKs worth with this ability. --Jon Pyre 08:19, 15 Jan 2006 (GMT)
  3. Keep Author vote. I know it's long but please read through it all before voting. I think it's a balanced way of letting zombies heal themselves between fights. --Jon Pyre 08:29, 15 Jan 2006 (GMT)
  4. Kill - I prefer Digestion as the only zombie method of healing. Idle zombies (i.e., those standing around wasting AP to regenerate) are zombies who just end up getting attacked more. This will either get you killed (making regeneration a moot point) or just gain you some more damage, negating the effects of regeneration. Bentley Foss 08:53, 15 Jan 2006 (GMT)
  5. Kill - 1hp to 1AP is kind of a waste. Those corpse feeding skills look better to me. FireballX301 10:32, 15 Jan 2006 (GMT)
  6. Kill - Hit points aren't terribly important to a zombie anyway. Rhialto 10:35, 15 Jan 2006 (GMT)
  7. Duplicate - "Feasting" right above this suggestion was the same thing, and it too was a duplicate.--Uncle Willy 13:45, 15 Jan 2006 (GMT)
  8. Kill -first, Flavor wise it dubbles the bite, you already use all the flesh you eat for health. second, zombies have already healing during fighting and healing through dying completely free. that is all ready way more than survivors have, there just isn't a need.--Vista 13:59, 15 Jan 2006 (GMT)
  9. Kill - As told to me when I presented something similar, zombies need not fear death. You just get back up again and keep going. Thus no need for healing beyond digestion, which is centered around attacking (A zombie's main goal in life) anyway. --Intx13 14:45, 15 Jan 2006 (GMT)
  10. Kill Dying takes 1, 6, 10 or 15 AP depending on who you are, but it fills up your hp completely when you stand up. If you had lost say 20 hp, you would have to use 20 ap to fill that back up. AllStarZ 16:46, 15 Jan 2006 (GMT)
  11. Kill - Digestion makes my zombie more likely to look for food, this wouldn't.--WibbleBRAINS 16:58, 15 Jan 2006 (GMT)
  12. KIll - Zombies no need heal. Zombies stand up. Survivors need heal. Survivors no stand up. --Jak Rhee 19:04, 15 Jan 2006 (GMT)
  13. KIll - --Kcold 19:46, 15 Jan 2006 (GMT)
  14. KIll - delicious flavor (getting hungry just thinking about it..), but isn't a need. --Blahblahblah 21:02, 15 Jan 2006 (GMT)
    Keep - I spent weeks at 1 hp killing servivors, it was frusterating. --Mr NoName 23:46, 31 Jan 2006 (GMT) - All votes by NoName were done after the deadline. Velkrin 20:35, 21 May 2006 (BST)
    • Final Tally - 1 Keep, 11 Kill, 1 Link May Have Been Valid Before Dupe - 20:35, 21 May 2006 (BST)

Medical Clearance

Timestamp: 08:55, 15 Jan 2006 (GMT)
Type: Skill
Scope: Survivors, Forts
Description: This is a suggestion to help make forts more defendable. This skill would allow survivors to find first-aid kits within forts with the same chance as finding one as searching a mall drugstore without bargain hunting, the logic being they have permission to access medical storerooms most survivors cannot enter. The odds of finding other items would not be decreased to make room for this skill, instead some of the times the searcher would find nothing they'd instead find a first-aid kit. This would be useful as a fort defender searching for ammunition would occasionally come across a FAK they could save in case of infection. At the same time the relatively low odds of finding a first-aid kit wouldn't cause the forts to become grossly more powerful, keeping them worse than malls when it comes to item finding. It'd basically make forts be a viable alternative to malls when it comes to holing up: you'd have more trouble getting the item of your choice but you'd only need to guard one entrance. I think that's balanced.

Votes

  1. Keep - Provisionally a "keep" vote. I assume this would create a new button such as "Search medical storeroom" instead of interfering with current search odds, yes? Bentley Foss 09:12, 15 Jan 2006 (GMT)
  2. Keep - When I think zombie apocalypse I think mass destruction. And we're seeing a whole lot of destruction now!! :) IN the interest of making tougher sieges on forts but without nerfing the zombie's natural power this is a great idea. --Tokujin 09:36, 15 Jan 2006 (GMT)
  3. Kill - The odds of a first aid kit being found without bargain hunting in a drug store + the normal fort find rate = 45% overall find rate. Was it your intention to make forts the best place in the game to restock after a siege? Clurkles 20:23, 15 Jan 2006 (GMT)
  4. Keep - In the end the only thing that makes or breaks sieges are syringes. FAKs in forts makes sense and isn't unbalanced, due to the fort's natural disadvantages. FireballX301 10:28, 15 Jan 2006 (GMT)
  5. Keep Rhialto 10:30, 15 Jan 2006 (GMT)
  6. Keep - I like the idea. --Brizth 11:44, 15 Jan 2006 (GMT)
  7. Kill I prefer the one where armouries have different facilities. One for medical, one for guns, and another for other stuff. AllStarZ 15:26, 15 Jan 2006 (GMT)
  8. Keep --Lord Evans 17:59, 15 Jan 2006 (GMT)
  9. Keep - but, like Malls, one must say he wants to search the medical facility inside a fort, or the ammo facility. --hagnat 19:23, 15 Jan 2006 (GMT)
  10. Keep - But I agree with AllStarz, the other idea is better.--The General 19:42, 15 Jan 2006 (GMT)
  11. Keep - ^ is refering to this if you are wondering. agree with AllStarZ & The General, but think this is a viable option if the other is too difficult to implement. (note: ditto Bentley Foss comment). --Firemanstan 20:15, 15 Jan 2006 (GMT)
  12. Kill - I personally think that being forced to move about a bit, even to a hospital for better search results, would prevent alot of survivors simply staying put for too long, as we still seem to have with the Malls. --MorthBabid 00:36, 16 Jan 2006 (GMT)
  13. Kill - I personally like the idea of having separate facilities inside the 9 Fort squares (Armory, Supply, Medical, Motor Pool, etc), but FAKs should be available inside the Fort. Contrary to the original poster's belief, medical supplies aren't kept in some high class vault that nobody would be able to access. -- S Kruger
  14. Kill -- I too like the idea of having seperate buildings in the Fort. -- Andrew McM 19:57, 16 Jan 2006 (GMT)
  15. Keep Author vote. --Jon Pyre 19:05, 17 Jan 2006 (GMT)
  16. Keep - Forts should be self-suficient (at least when attacked by conventional forces). That neither buffs survivors too much and in no way nerfs zombies. --Omega2 00:16, 18 Jan 2006 (GMT)
    Keep - I love the idea of them being self-suficient. There are only two and they should be better than practicly anything short of being given infinate ap. --Mr NoName 23:51, 31 Jan 2006 (GMT)
    • Final Tally - 11 Keep, 5 Kill, 0 Spam - 20:44, 21 May 2006 (BST)

Item Crafting

Timestamp: Jan 15th, 5AM GMT
Type: Skill
Scope: Humans and zombies
Description: Allright. I tossed this idea around in my head a bit, and finally decided to suggest it. Why not have a game feature that allowed you to make your own items? How this would work, is through randomly searching a place, like a Police Department, you will find something like, for example, a SHOTGUN BARREL, and a SHOTGUN TRIGGER (Sorry, I don't know the exact parts of a shotgun). Combine these and get a SHOTGUN. Combined items may have better attributes than pre-made items, such as slightly higher accuracy, or slightly higher damage, or WORSE attributes.. For weapons, there could be addons, such as combining a flashlight with a firearm would give it a temporary boost in Accuracy. Also, another proposed use for this is to fix broken weapons that can be randomly found in a PD/Mall. Such as a broken Pistol. The game would tell you what part is needed to fix the weapon, and once fixed, would have the same properties as something that was crafted (random attributes), but the boost/degrade wouldn't be as high as something that was crafted from scratch. This would give both zombies and humans something to do, as in constantly searching for items and trying to make the items with the best attributes.DarkShines

Votes

  1. Kill I believe this would waste too much AP. Not only do you have to find the parts, but then you have to craft the gun with those parts. In the meantime, you could have all ready found the gun you were trying to create --Natural Life 09:25, 15 Jan 2006 (GMT)
  2. Dupe - This is a Dupe (in spirit, which is quite good enough for me) of several other suggestions, such as Suggestions/10th-Nov-2005#Gunsmithing. In short, this breaks our good friend who can be found here. Basically, don't look for more complicated ways to do the same old things. Thank you, and goodnight. Bentley Foss 09:31, 15 Jan 2006 (GMT)
  3. Kill - Survivors do not need any more combat boosts. Clurkles 09:39, 15 Jan 2006 (GMT)
    • Comment - I'd like to say that this isn't just for weapons. It could be used for other purposes as well.
  4. Kill - Kind of pointless, IMO, since the AP you spend repairing or creating a weapon is probably better spent using a standard, unmodified weapon to kill things with. FireballX301 10:30, 15 Jan 2006 (GMT)
  5. Kill Rhialto 10:32, 15 Jan 2006 (GMT)
  6. Kill - This isn't SWG and we probably shouldn't have crafters. krupintupple 05:38, 15 Jan 2006 (EST)
  7. Kill - If I was in a police dept. and a zombie was chasing me and I found a broken pistol, i'd drop it and look for a good one, I would NOT try to assemble it as a zombie is about to chew my arm off.--Uncle Willy 13:51, 15 Jan 2006 (GMT)
  8. Kill - This isn't a suggestion, this is a wish. Without knowing what those guns would do how can we judge the effects of this in the game? as it is know all I can say is, combat is balanced. --Vista 14:05, 15 Jan 2006 (GMT)
  9. Kill - Nothing wrong with regular searching, and it also does nothing for zombies.--WibbleBRAINS 17:02, 15 Jan 2006 (GMT)
  10. Kill - This seems way out of the design elements of Urban Dead... it's quite a complicated feature, and yes, lots of RPG's have it, but I don't think UD needs the extra complication to the game. Search, kill, rest, repeat... that's Urban Dead. This is a bit much, in my mind. --Intx13 17:35, 15 Jan 2006 (GMT)
  11. Kill - Overly complex, potentially unbalanced. Just use the normal pistols.--Arathen 18:51, 15 Jan 2006 (GMT)
  12. Kill - UD is a simpler game. --Jak Rhee 19:05, 15 Jan 2006 (GMT)
  13. Kill - agree with all others --Kcold 19:44, 15 Jan 2006 (GMT)
  14. Kill - Too complex for this game. --Blahblahblah 21:04, 15 Jan 2006 (GMT)
  15. Kill - Finding new ways to do old things isn't cool. --TheTeeHeeMonster 01:06, 16 Jan 2006 (GMT)
  16. Kill - Pretty cool idea...I just don't think the games need the extra options right now.. - Nicks 14:22, 16 Jan 2006 (GMT)
  17. Kill - If it was for creating some new ad-hoc weapons, maybe. Right now, it doesn't really add anything but makes the game more complicated. --The Fifth Horseman 19:17, 17 Jan 2006 (GMT)
    Kill -People don't need this, If anything they should be demanding ammo or paint production. --Mr NoName 23:54, 31 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 16 Kill, 1 Dupe - 20:44, 21 May 2006 (BST)

Basic Skill Increase for Zombies

Timestamp: 11:55, 15 Jan 2006 (GMT)
Type: Skill Increase
Scope: Zombies, Class
Description: Basically, zombies are an inferior class that a lot of people complain about openly. I think one of the easiest ways to deal with 'Zombies on strike' and other such groups would be to allow them to level up faster so that they can get access to skills like lurching gait more quickly. I turned to a zombie recently and ecided to stay that way for a bit. Because I did not start off as a zombie I find that it ussually takes 15 AP to stand up, 2 AP to move one square, Hundreds of AP to break down a barricade (very rare to just find people wandering the street now-a-days) and even then I have only a 20% chance to hit with my best weapon. That isn't balanced at all, obviously. I realise the value of a slower zombie and that barricades force the Zeds to work together but only a 20% chance to hit is awful. I've been a zombie for about a week now and have been attacking other zombies and what survivors I can find for pretty much all that time and still have only garnished 50 or so XP. Then I'll get Vigour Mortis and only go up to a 40% chance to hit. As a survivor, I can go up a level a day if I'm lucky. I think the best way to balance the Zeds is to allow them the ability to try and level up just as fast as a survivor, either in that they only need 50XP for a new skill (but skills remain the same) or that it takes 100XP to buy a skill but a fresh zombie starts with at least a 35% chance to hit with HANDS. This makes them a lot more like weakened Firemen and therefore more capable.

Votes

  1. Keep - Author Vote Chalor Sutton 11:58, 15 Jan 2006 (GMT)
  2. Kill - Low level zombies may have poor combat capabilities, but so do low level survivors. Zombie attack accuracy is poor because they don't need ammo (the same applies to axes). Besides, zombies do not need boosts at this point. Oh, by the way, your attack percentages are all wrong. - KingRaptor 12:46, 15 Jan 2006 (GMT)
  3. Kill - "It's not easy being green." -Jim Henson --Uncle Willy 13:48, 15 Jan 2006 (GMT)
  4. Kill Rhialto 14:12, 15 Jan 2006 (GMT)
  5. Kill -If the zombies so inferior how come we have a near 20 point swing in zombie numbers in under a month? yes zombie newbies take a long time to level. don't try to break in safehouses, but go after groans and eat survivor newbies who stay outside. as soon as you hit level 3 or 4 a zombies suddenly becomes way stronger and are more powerful than a survivor of the same level. should we try to make starting zombies unlife a bit more fun? we should. But what you suggest is overpowered.--Vista 14:22, 15 Jan 2006 (GMT)
  6. Kill More like "It's not easy being gray, or gay". Also, what the hell are you talking about? Zed numbers are near equal to survivor numbers and they are continuing to rise. Also, a single zombie can take down a VS barricade without taking as much AP as you believe. God, I hate newbs who don't do research before submitting their suggestions. AllStarZ 15:43, 15 Jan 2006 (GMT)
  7. Kill- Just follow the Feeding Groans. If there are no Groans in your area, shamble to a livelier suburb. You'll soon level up. --WibbleBRAINS 17:06, 15 Jan 2006 (GMT)
  8. Kill - Everyone else beat me to my objections. Bentley Foss 17:52, 15 Jan 2006 (GMT)
  9. Kill - dont get me wrong i am on your side, i just dont think its a matter of lowering the cost of skills. i believe its more of hit % and damage amount fine tuning. as it is now they are both very low. while i understand the low % of hitting but the damage should be much high. EvermanX
  10. Kill Buff to base hit, maybe. 50 XP to level, never ever. --Zaruthustra 19:16, 15 Jan 2006 (GMT)
  11. Kill Opposite to zaru, less xp to level, maybe. buff to base hit, never ever. --hagnat 19:20, 15 Jan 2006 (GMT)
  12. Kill--Kcold 19:43, 15 Jan 2006 (GMT)
  13. Kill - Ever try leveling up a consumer? It's quite comparable to a starting zombie (or arguably more difficult) :). Once you get over the initial hump, leveling up as a zombie is as easy as leveling any survivor class (just follow the moans). --Blahblahblah 21:18, 15 Jan 2006 (GMT)
  14. Kill - One level a day as a survivor? I wish. Especially since I'm a scientist. If you really think we're so great, get revived, earn XP as a survivor and then jump out a window or give yourself to the horde and spend the XP as a zombie. --TheTeeHeeMonster 22:08, 15 Jan 2006 (GMT)
  15. Kill - Ever watched a zombie movie? Notice how it takes them close to twenty YEARS to learn a new skill? I counter your argument and say that zombies should spend roughly 20,000 XP per skill. That'd make this game more in line with zombie mythology. Oh, and zombies are too weak? Yeah... log in and try and find a survivor strong hold that isn't going to be breached in the next week and we'll talk. --Poppins 06:09, 16 Jan 2006 (GMT)
  16. Kill --Try making ONE suggestion at a time.--Pesatyel 07:14, 16 Jan 2006 (GMT)
  17. Kill –Well as a newbie myself - it is not that bad - Very Impressed you went up a level a day though!!! My Zombie is munching away quite happily in the city --KyleTravis 21:45, 16 Jan 2006 (GMT)
    Kill - There are many more elagant ways to do this. --Mr NoName 23:57, 31 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 16 Kill, 0 Spam - 20:44, 21 May 2006 (BST)

Consciousness in Death (really crappy name)

Withdrawn. Possibly may return to clog up the page yet once more. AllStarZ 03:27, 16 Jan 2006 (GMT)


Warmth

Timestamp: 17:56, 15 Jan 2006 (GMT)
Type: Game Change
Scope: Survivors, Zombies
Description: Your body is made up of billions of cells. In order to make more of themselves, cells undergo asexual reproduction where they divide. This is called mitosis. This process required energy, as well as the materials required for the cell to grow and reproduce its organelles. Your cells divide in order to replace dead or missing cells and to allow you to grow. When part of your body is damaged, your cells reproduce to replace the lost cells. When you are cold, your body needs to use more energy to maintain your regular body temperature, about 98.6 degrees farenheit. Therefore, your body cannot heal itself as quickly. This is one of the many reasons why fire was so important to humans.

I suggest that survivors are able to heal slowly, at a rate of 1 HP every half hour. I suggest that survivors that are outside do not heal like this, seeing as their body needs to spend more energy to keep itselt warm. When a portable generator is set up and is running in the building they are in they gain two HP every half hour instead of one.

This would apply to zombies, as well, however, only after they have gained the skill "mitosis". Mitosis would need to be a skill for a zombie seeing as the cells of a regular dead body do not divide because they are dead.

Votes

  1. Kill Humans heal at an agonizingly slow rate as mitosis for mammals is far slower. Also, humans can use First Aid Kits, which heal considerably large portions of health. I would put this as unnecessary for humans. AllStarZ 18:06, 15 Jan 2006 (GMT)
  2. Kill - Do we really need a frickin biology lesson here? We already all know what mitosis is. - CthulhuFhtagn 18:13, 15 Jan 2006 (GMT)
  3. Kill - Hey, either this suggestion gets a skill or the whole first aid/diagnosis schtick can go in the trash, right? -Torfin 18:25, 15 Jan 2006 (GMT)
  4. Kill - It takes like a week for a minor scratch to heal on humans. Let alone a blow with a fire axe or a gunshot wound.--Uncle Willy 18:27, 15 Jan 2006 (GMT)
    • Re - That's true, but we know this game isn't perfectly accurate. For example, if you got shot by a shotgun your wouldn't just lose ten HP, you'd die!--Horje 18:39, 15 Jan 2006 (GMT)
  5. Kill - We already have healing in powered buildings. Just rest in a hospital with a running gen and forget healing 2 hp - you'll be healing in bounds of 15 hp a pop.--Arathen 18:55, 15 Jan 2006 (GMT)
  6. Kill - My god.. is it THAT hard to fiond a first aid kit? Or someone with a first aid kit? Or get to a hospital? NO its dont. Are you LAZY or something? SPAM SPAM SPAM - WTF?! You just COMPELETELY changed the suggestion.. its ENTIRELY different.. healing a point a half our.. to added AP? For your GROSS negligence of proper procedure, stupidity, horrible spelling, and terrible suggestions I change my vote to SPAM Its not this guys doing.. EVERYTHING has been altered... --Jak Rhee 19:11, 15 Jan 2006 (GMT)
  7. Kill - You are not wolverine. --hagnat 19:16, 15 Jan 2006 (GMT)
  8. Kill - Yes, lets boost the survivors even more (!) This skill is way overpowered --Etherdrifter 19:29, 15 Jan 2006 (GMT)
  9. Kill - Although Hagnat, that would be cool... :) --Intx13 19:34, 15 Jan 2006 (GMT)
  10. Kill - wtf! you have only change the title is the same sujection but with a differente title?--Kcold 19:40, 15 Jan 2006 (GMT)
  11. Kill - Yea! Lets do away with FAK's completely! We Wolverine clones don't need med kits, Bub (;-p). --Blahblahblah 21:41, 15 Jan 2006 (GMT)
  12. Kill - No. Humans do not heal that quickly. And if you're outside then you'll be dead anyway so what does it matter? This wouldn't even make sense when summer comes. --TheTeeHeeMonster 21:54, 15 Jan 2006 (GMT)
  13. Kill - This one just doesn't cut it...nerfs way to many aspects of the game.. - Nicks 02:41, 16 Jan 2006 (GMT)
  14. Kill - Survivors do not need further benefits. Bentley Foss 04:57, 16 Jan 2006 (GMT)
  15. Kill - You have no idea about timescales. A person does not recover from five direct shotgun hits in teh chest in twenty four hours. Rhialto 08:08, 16 Jan 2006 (GMT)
  16. Kill - This rate is insane. 1 HP every tree-four hours would be more like it. --The Fifth Horseman 15:49, 16 Jan 2006 (GMT)
    Kill - I hp per. day! --Mr NoName 00:00, 1 Feb 2006 (GMT)
    • Final Tally - 0 Keep, 16 Kill, 0 Spam - 20:44, 21 May 2006 (BST)

Binoculars (from TALL buildings.)

Timestamp: 02:11, 15 Jan 2006 (GMT)
Type: Item
Scope: Survivors
Description: Found in Mall Sporting Goods stores and possibly Forts. (Thanks, FireballX301!)

When you use Binoculars, you will see a set of 9 blocks in any direction. This view will replace your Map View until you do any other action.

USABLE ONLY FROM TALL BUILDINGS, AKA BUILDINGS WITH A WINDOW TO JUMP FROM.

You can only see the outsides of buildings, and binoculars cannot be used indoors UNLESS IT IS A BUILDING WITH A WINDOW TO JUMP FROM. Using Binoculars costs 1 AP.

You will be able to see surrounding blocks as you would if you were standing there, which means you can see how many Zombies are standing there, and which humans, as you would normally with your map view.

You can still be attacked if looking at a different block. It's not a Teleporter, so you are still at your current location, looking at a different area.

Confusing Example:

NW
N
NE
W
X
E
SW
S
SE
  • Your PRESENT LOCATION is marked X in the RED CENTER SQUARE.
  • Looking NORTH WEST will show you the 9 blocks containing NW.
  • Looking NORTH will show you the 9 blocks containing N.
  • Looking NORTH EAST will show you the 9 blocks containing NE.
  • Looking EAST will show you the 9 blocks containing E.
  • Looking SOUTH EAST will show you the 9 blocks containing SE.
  • Looking SOUTH will show you the 9 blocks containing S.
  • Looking SOUTH WEST will show you the 9 blocks containing SW.
  • Looking WEST will show you the 9 blocks containing W.


EACH SQUARE IS ONLY ONE CITY BLOCK, EVEN THE RED ONE. ONE BLOCK.


These locations "North West, West, etc." will be located in a selectable drop-down next to the "Binoculars" button in your inventory.


As you can see from this example, you are NOT being allowed to view some crazily far-off area. It's a relatively close proximity. The value of this item above "Just walk there! LOL!" is that you can actively SCOUT locations in 8 directions, then walk a bit, then SCOUT AGAIN. Repeat as necissary. It is also helpful for those keeping a safe house. I think this has the right mix of Technical and Flavorful elements.



Here is an example of what you would see if you looked NORTH WEST:

NW
N
NE
W
X
E
SW
S
SE

You would see the blocks in PURPLE, which represent ONE BUILDING/STREET each.


Notes:

  • You go back to your normal map view when you do ANY action, or click a block on the Binocular view. You will not move if you click a Binocular View block, however.
  • In Urban Dead one block is only one builing or street, etc. These blocks are NOT groupings of buildings that totally obscure your view. If you can see all zombies surrounding a building in your current map view, you can see all zombies surrouding buildings in a Binocular view. This is a game and as such stretches have already been made in the current running version of the project.
  • This does not let you see a whole Suburb for 1 AP. You can only look in ONE direction per AP, and you will only see ONE block of 3x3 "City Blocks", which means a 3x3 block of buildings.
  • This suggestion is no more of a stretch than the fact that you can see all zombies to the side and behind of a building you are on the same block as -- as well as all the zombies behind and on the sides of the 8 buildings that currently surround you in the actual game as it works now.
  • This item reducs a 2 AP (or 4 AP if you count a walk back) series of actions to a 1 AP action. It is in no way overpowered in the least.
  • Even less over-powered with the "From Tall Buildings Only" addition. (Thanks to Firemanstan and anyone I might've missed who said it.)
  • The FIRST choice in the Binocular drop-down could be either blank or contain the word "No Direction" so that you can, at any time, select and look in "No Direction" for 0 AP as a fail-safe to stop using the Binoculars. (Thanks to Jack-Swithun.)

Further thoughts which are NOT part of this suggestion:

  • This would be an excellent additional item to give Scouts when they start off.
  • If there IS ever any addition to the game that lets you look out of windows or climb onto the roof of a building, this item could become much more useful.
  • I agree that there could be a skill involved in seeing more space with Binoculars. (Reducing normal use to 2x2 and having a skill for 3x3) Very good concept! The only problem is the fact that directions no longer break down into easy squares of block. Edit: Check out Tekgo's vote for a tasty solution to this!

Votes

  1. Keep - Author vote. Let the spectacle begin anew! (the "from buildings" edit was too huge to add into a suggestion with existing votes on both sides.) -- Amazing 22:20, 15 Jan 2006 (GMT)
  2. Kill - This is obviously a well-thought out suggestion, but I'm voting kill for one reason. It does shave off 3 AP from the scouting expense, and if you only did it once, it would be fine. But if you looked in all 8 directions, it would be shaving off 24 AP from scouting. I really didn't want to vote kill again, but I have to. Edit: I'll change to keep if you put in Jak's idea. --TheTeeHeeMonster 22:54, 15 Jan 2006 (GMT) Keep - I'm in a good mood and you added Jak's suggestion to the Further Thoughts section, so I'll change my vote. --TheTeeHeeMonster 23:31, 15 Jan 2006 (GMT)
  3. Keep Got it now. Also TeeHee, sorry to side with Amazing on this, but if he reduced it to 2 x 2 squares, it won't work out. You can't see north, south, east or west properly. EDIT: A better solution in my opinion is to make it 3 x 2 for base, since if it is 2 x 2, there might be a problem... AllStarZ 22:48, 15 Jan 2006 (GMT)
  4. Keep This works and I'll vote keep. However, I think it'd be even BETTER if you altered it so the Binocs on their OWN only gave 2x2 squares.. then a Skill could be purhcased to expand it to 3x3. --Jak Rhee 22:52, 15 Jan 2006 (GMT)
  5. Keep - Actually by my math it only takes 16ap to scout a whole area, not including the ap you'll have to spent to get back to/inside your safehouse. Anyway I like it, and I like jak's idea of a 2x2 base with a 3x3 skill addition. EDIT: To fix the 2x2 problem, make it 3x2 but only viewable for the 4 cardinal directions, as the added ap usage to see the remaining corners would just be wasteful --Tekgo 22:55, 15 Jan 2006 (GMT)
  6. Keep - I acualy like it as is, it makes sense to me - --ramby 23:15, 15 Jan 2006 (GMT)
  7. Keep -Well thought-out and elegant implemention.-Jack-Swithun 23:24, 15 Jan 2006 (GMT)
  8. Keep - beautifully proposed and well thought-out. also, add mine to the voices of those who like the idea of a skill to upgrade its range to 3x3. EDIT: perhaps a branch under free running? --Firemanstan 00:11, 16 Jan 2006 (GMT)
  9. Keep - this is a very well thought out suggestion I appuald! Drogmir 00:53, 16 Jan 2006 (GMT)
  10. Keep - Wouldn't the military have these too? You could place these in forts and junkyards also. FireballX301 01:14, 16 Jan 2006 (GMT)
  11. Keep - I liked it the first time. This is cool too. --Sindai 01:48, 16 Jan 2006 (GMT)
  12. Keep - I like it. FYI, I wouldn't include junkyards....but FD and PD buildings would definately have them. Nicks 02:39, 16 Jan 2006 (GMT)
  13. Keep - Very good idea; adds a nice bit of functionality without unbalancing the game. --Mr. Monkey Man 04:59, 16 Jan 2006 (GMT)
  14. Kill - Part of what makes UD entertaining and somewhat suspenseful is the lack of knowledge about the environment. This is an intentional feature built into the game--it's why we have the current 9-block viewscreen as it exists. As for other Kill reasons...This could be hideously exploited by survivors. All one needs to do is create a handful of characters, find binoculars with them, place them in the right locations, and they could instantly gain intelligence over a ludicrously huge portion of the map without ever exposing themselves to danger. Entire groups/clans/etc. of survivors could detect (and therefore, respond to) encroachments upon their territories much, MUCH more easily than should ever be allowed. Survivors do not need more benefits. Bentley Foss 05:02, 16 Jan 2006 (GMT)
    • People who are going to actually cheat and abuse the game do not need Binoculars to do the exact same thing with multiple characters. If everything that could be abused by cheaters was removed from the game, there would be no game. This is looking more like a "No Human Suggestions will escape my Kill vote!" deal than anything else. (See multiple use of "Survivors don't need more benefits".) -- Amazing 05:55, 16 Jan 2006 (GMT)
  15. Kill I enjoy the paranoid environment. --Zaruthustra 06:11, 16 Jan 2006 (GMT)
  16. Kill As I said the last time, I think it should only work on a single square out of the 9 (focusing the binoculars) per AP.--Pesatyel 07:22, 16 Jan 2006 (GMT)
  17. Kill - I don't buy your claim that each block represents a single building. That would make the theoretical pre-apocalypse population ludicrously small. About the only binoculars option I would vote keep on is 1) can only be used from tall buildings, 2) only let's you see the outside of the 3x3 area you are in at present, 3) is a subskill of free running, to represent climbing to vantage points. yes, it sounds nerfy, but lack of complete informatyion is a key element in the horror genre. Rhialto 08:05, 16 Jan 2006 (GMT) Edit: It matters very much, at least as much as your interpretation of things. Except for large buildings spanning multiple blocks (which you definitely should not be able to see past), there is no information either way. But there isn't any reasonable way the city could have the population it now does if every residential block represented a single house, or even a single tower block (which again you shouldn't be able to see past). Rhialto 07:53, 17 Jan 2006 (GMT)
    • Re: It doesn't matter what you buy. That's the way it is in the game. -- Amazing 18:24, 16 Jan 2006 (GMT)
  18. Keep As usual, most of the knee-jerk kill voters have only proven why they deserve to be killed, and not this suggestion. Paranoia often comes from seeing more than others, and knowing what's coming. It comes from only being able to use binoculars in certain areas, like tall buildings. Whether or not Rhialto's thinks it's "realistic" or not (something that shouldn't be argued anyway -- besides which as Amazing pointed out, if a block consists of one building or many, you can see all the zombies in the adjacent block, rendering the point both moot and stupid) it's a good, elegant suggestion, as has already been said. Shambling Pete 16:17, 16 Jan 2006 (GMT)
  19. Keep - Meh... I'm not sure I'd ever use it, but I could imagine it being useful. Limiting it to tall buildings, and allowing for the boosting with the extra skill balances it out though, so I see no reason it can't be kept. I have a question though.. can you see your own building with this? Or just those in the direction you're looking? Doesn't make a difference to my vote, just wondering. --Intx13 16:29, 16 Jan 2006 (GMT)
    • Re: Thanks. :) I would say you can't see the building you're in while looking through Binocs, because you're focused on a certain distance, your vision totally focused through them. Of course, you would still recieve all your normal messages in the "Since your last turn" box since you're still physically in the room. "Holy crap, I got attacked. Time to drop the Binoculars and pick up the pistol!!" You'd probably still have your physical room description and player list, too. Your map view would be all that changes. -- Amazing 18:28, 16 Jan 2006 (GMT)
  20. Keep - Good for safehouses. Me likey. Coreyo 21:07, 16 Jan 2006 (GMT)
  21. Keep - I might have said kill but you took a lot of time to make this and since it is only at tall buildings it is a good suggestion. --TheBigT 23:26, 16 Jan 2006 (GMT)
  22. Keep - How hard is it to use binoculars? Either make it so that you do not need a skill to use binoculars fully or make it so that you need to use a skill to use them at all. Drop the 2x2 without binocular skill and 3x3 with skill crap -> it makes no sense and it doesn't work out with the grid system in the game. Otherwise, an excellent suggestion, with intuitive diagrams. Good work! --Daednabru 02:27, 17 Jan 2006 (GMT)
  23. Keep - Pictuers! Hee heee hee! Better than sqint though. --Mr NoName 00:03, 1 Feb 2006 (GMT)
    • Final Tally - 18 Keep, 4 Kill, 0 Spam - 20:44, 21 May 2006 (BST)

Windows and Security Cameras

3 spams and 2 kills. Out it goes. --TheTeeHeeMonster 22:50, 15 Jan 2006 (GMT)


plausable building defense (corpse removal)

4 spams 1 kills no keeps and away it goes! Drogmir 23:30, 15 Jan 2006 (GMT)

Hey, maybe this suggestion got vaporized by someone with a flare gun? AllStarZ 00:13, 16 Jan 2006 (GMT)

Hey, maybe this suggestion got removed literally within hours of being posted. Hey, maybe Drogmir failed to post a copy in Peer Rejected as is stupified by the wiki guidelines. Hey, maybe it will be modified and re-submitted after first seeking support from multiple survivor groups. Pain 04:46, 18 Jan 2006 (GMT)