Suggestions/15th-Jul-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.
Cannibalize
It's either a dupe or it's spaminated. Either way it's dead in the water.--The General T Sys U! P! F! 17:56, 15 July 2006 (BST)
Necrotech Subject
Timestamp: | 14:23, 15 July 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | After months of strange figures stabbing them with syringes and needles and blinking mechanical devices, zombies are beginning to notice where these scientific torturers are coming from, and grow to hate them and their electronic accomplices.
Necrotech Subject comes under the MoL skill tree (Your brain needs to have woken up a bit to work out what's going on). Zombies with this skill have begun to recognise the sources of these labcoated foes, and can identify NecroTech offices from the street. Their hatred of the strange implements they weild has manifested itself as a 10% bonus to destroying electrical equipment (generators, radios, and other as yet unimplemented powered devices). This would make it easier for career or brainrotted zombies to aquire the important parts of Necrotech Employment without being forced to cross over. AFAIK the current chance to smash a genny is half your melee skill, so the additional 10% bonus to smashing electronics would bring the maximum chance from 25% to 35%, so from 1 in 4 to 1 in 3. This bonus would not carry over if you are revived, but the NT identifier would. |
Votes
- Kill - Zombies can already get this skill. Anyway people can just use the map it points out the NT Buildings without the skill so this is not really very useful. --Marie 14:49, 15 July 2006 (BST)
- keep superb a new way to do something old that actually adds to the game! why the hell should zombies have to play humans just to gain the few skills that make their life easier (oh and pick up a flack vest) This makes sense and seems like a good idea, not too sure about the bonus for attacking innanimate objects though.--Honestmistake 14:56, 15 July 2006 (BST)
- Kill - Just seems a little pointless. --A Bothan Spy Mod WTF U! 15:18, 15 July 2006 (BST)
- Kill Zombies don't need a skill to destroy generators a wee bit better. That's like the ability to perform critical hits on tissue paper. Generators take 4 hits to destroy, and about a full day's AP to find and fuel. When they're functioning they provide a temporary service that lets you A) Make syringes at a lower success rate than searching for them B) Use Necronet, which you won't cause no one does C) Broadcast messages over the radio that will be lost in a sea of spam, and not trusted by most people, and be heard by zombies D) Get a semi-unnoticeable search bonus E) Inform every freaking zombie in the suburb where you are. Technology helps zombies more than survivors right now. Our toys don't need to be more fragile. --Jon Pyre 15:24, 15 July 2006 (BST)
- Keep - Although maybe viewing NT buildings should not cross between zombie to survivor, or vice versa for the NT Employment skill. I really don't care much about the damage to inanimate objects. They get destroyed anyway, if zombies save 1AP average whenever they do, fine. I suppose they should get something more for their XP. --Rgon 17:13, 15 July 2006 (BST)
- Keep - I hate skills that require zombies to play as humans first to be just as effective. Also, the map that's outside the game should not be a reason not to put something in the game. The +10% bonus IMO is good... zombies should be better at destroying these things than Gkers--McArrowni 17:35, 15 July 2006 (BST)
- Keep - It fits with the game, and would make playing more fun. –Bob Hammero Mod•T•P! 18:01, 15 July 2006 (BST)
- Keep - Same as McArrowni. --Matthew Fahrenheit YRC | T | W! 18:55, 15 July 2006 (BST)
- Keep - Personally I don't want to HAVE to switch sides to learn skills. --BrainsYummy 20:44, 15 July 2006 (BST)
- Keep - The electronics bonus isn't a huge thing, so I'm not sure why people would whine about it. Dedicated zombies will probably want to grab it for the ability to spot NT buildings, NOT for the damage bonus to generators. This also allows zombies to do something without being forced to save the exp, revive, take the skill and then die. --Saithis 00:52, 16 July 2006 (BST)
- Keep makes sense to me --Cah51o 04:03, 16 July 2006 (BST)
- Keep Yep. Just make that harman skill unavailable for zombies. --Niilomaan 15:38, 16 July 2006 (BST)
- Kill - Very cool flavour. Don't nerf gennies. David Malfisto 20:36, 16 July 2006 (BST)
- Kill - Hard enough for scientists as it is... --Adrian 18:52, 26 July 2006 (BST)
- Kill - NT's are easily ransacked at this time. --Max Grivas JG,T,P! 19:21, 26 July 2006 (BST)
crap - that is exactly wat this is. Yummy. ---Poopman9 1:33 p.m. EST
Disorientating Venom: Version 3
{{suggestion|
suggest_time=21:22, 14 July 2006 (BST)|
suggest_type=Skill|
suggest_scope=Zombies|
suggest_description=This skill is in the digestion tree with Infectious Bite as a pre-requesite. When obtained it adds a second effect to bite, Disorientation. This is because the new venom secreted by the zombie makes the survivor feel ill and confused.
Disorientation causes the survivor to take 2AP to move. If the survivor dies and is revived they will lose their disorientation and become well again. Disorientation can be cured with a first aid kit.
The zombie can choose which bite they wish to use from the attack menu. They can choose either Infectious Bite or Disorientating Venom. Each one has a 100% chance of causing the desired effect if the bite hits the target.
If the survivor gets infected and disorientated, it will take only 1 first aid kit to cure both effects, ie. it will only take 1 first aid kit to remove both ailments. (was one first aid kit per effect)
Note for clarity- If a survivor moves with both effects, they will lose 1HP and take 2AP to move.
Note for even more clarity- Only one first aid kit is needed to cure both effects. Not one for each effect as I previously wrote.
Note for a bit more clarity- Actions other than moving will cost 1AP as usual.| suggest_votes=
- Keep - Author vote. I think it would give zombies another fun use for bite. Changes are in bold. I've tried to clear up everyones concerns as best I can but I am open to suggestions for improvements.Krazy Monkey W! 21:22, 14 July 2006 (BST)
- Keep - I think you made your point about the FAK well enough! - HerrStefantheGreat 15:25, 15 July 2006 (BST)
- Kill - I still don't like the fact that a survivor can be losing both HP and AP at the same time. Make it a choice; if you use one while the other is in effect, the original effect is cancelled out. --A Bothan Spy Mod WTF U! 15:26, 15 July 2006 (BST)
- Kill I don't like it because it messes with AP. AP is gameplay and it isn't fun to not be able to play as much. --Jon Pyre 15:28, 15 July 2006 (BST)
- Re - New zombies have this problem everyday. I thought it would be fair to make survivors have to walk dead slowly (pardon the pun) for a change. -- Krazy Monkey W! 15:45, 15 July 2006 (BST)
- Keep great to see 1 FAK can cure it all. :) Ybbor 15:32, 15 July 2006 (BST)
- Keep - Sweet. Sonny Corleone WTF 15:51, 15 July 2006 (BST)
- Keep - Nice idea, sounds like a fun way to annoy survivors - Attentater 16:02 15 July 2006 (GMT)
- Kill - As per Cyberbob, but with whichever effect was on first remaining --Gene Splicer 16:14, 15 July 2006 (BST)
- Kill - Survivors have the disadvantage of being able to die only once, Zombies have the disadvantage of having the cost of 2ap to move. Survivors don't need to have zombies disadvantages and visa versa. --John Z. Delorean 16:32, 15 July 2006 (BST)
- Kill - What the spy dude said. Make it so a survivor can only be affected by one at a time and you have my vote. --Paradox244 16:37, 15 July 2006 (BST)
- Kill - A Bothan Spy died to bring you this kill vote, but at least his death was not in vain! The Emperor will die this day! (Uh, disregard that, I was bored. Just read what Paradox244 said.) –Xoid 16:47, 15 July 2006 (BST)
Kill As above. One or the other makes for interesting gameplay; both is just a bit too overpowered.- Note - you must sign your votes. –Bob Hammero Mod•T•P! 18:05, 15 July 2006 (BST)
- Kill - Losing HP and AP at the same time is not fun. --Nob666 18:04, 15 July 2006 (BST)
- Keep - I still like the idea. –Bob Hammero Mod•T•P! 18:05, 15 July 2006 (BST)
- keep it dies with the afflicted so unless you are bitten while out hunting zeds you probably won't even notice any effect. this means that its only going to come into effect if your in an active seige that goes bad in which case: tough! i would prefere it if either this skill or an advanced one stopped you using free-running too due to your weakened and clumsy state, but then i am a sadistical zambah lover!--Honestmistake 18:43, 15 July 2006 (BST)
- Keep - This version is OK. --Matthew Fahrenheit YRC | T | W! 18:54, 15 July 2006 (BST)
- Keep - Glad you made the change for when you're revived you don't have disorientation anymore. I think it's rather swell now. --BBM 19:04, 15 July 2006 (BST)
- Keep - Thank you, exactly what was asked for. --Kiltric 20:03, 15 July 2006 (BST)
- Keep - Nothing like making a survivor hurt like a low level zombie. --BrainsYummy 20:49, 15 July 2006 (BST)
- Keep - Infectious Bite needs an upgrade and I don't believe this is overpowered, even when a survivor is hit with both. Bear in mind to that the zombie has to actually HIT with two bites to hit someone with both effects and that, should that happen, both effects can be negated by a single FAK.--Pesatyel 21:46, 15 July 2006 (BST)
- Keep - I voted Keep before, I vote Keep now--talk 23:00, 15 July 2006 (BST)
- Keep - If you're a survivor who hasn't yet learned to keep a few FAKs around for right after revivification, you deserve to get caught by more zeds. --Darth Sensitive talk • W! 23:37, 15 July 2006 (BST)
- Keep - I like it. Need I say more? --Saithis 00:20, 16 July 2006 (BST)
- Keep - Sounds perfect. --Ember MBR 02:12, 16 July 2006 (BST)
- Keep - Gives Zombies more options. -- Tirion529 01:30, 16 July 2006 (BST)
- Keep - Gives Zombies more attacks and options. Not overpowered with changes. And best of all, less whining. One question that I would like answered though. You didn't clarify if the skill would affect other actions such as talking, barricading, attacking, etc. A reply calirfying would be nice (sorry if you already answered it). -- Kamron 02:44, 16 July 2006 (BST)
- Re - No it would only effect moving, anymore and it would be tremendusly overpowered. -- Krazy Monkey W! 07:34, 16 July 2006 (BST)
- Keep-This is a great way to keep zombies interested in the game.--ShadowScope 05:03, 16 July 2006 (BST)
- Keep - Making the changes I suggest = keep vote from me. David Malfisto 20:38, 16 July 2006 (BST)
- Tally - 20 Keeps, 7 Kills, 0 Spam/Dupe -- Krazy Monkey W! 16:40, 21 July 2006 (BST)
- Keep - Odd but OK. --Max Grivas JG,T,P! 19:24, 26 July 2006 (BST)
pony - well, i guess we could use this, buy only if when they die, they get turned into ponies!! yay!! ---Poopman9
Reduce AP cost to revive
Removed by author for number tweeking. --Paradox244 17:09, 15 July 2006 (BST)
Reduce AP Cost to Revive V2.0
Moved to the talk page on author's request. –Bob Hammero Mod•B'crat•T•A 18:16, 15 July 2006 (BST)
Barricade XP Gain
Timestamp: | 23:50, 15 July 2006 (BST) |
Type: | Newbie Helping Improvement |
Scope: | Survivors with the barricade skill |
Description: | It's hard for people who've chosen a class that can't gain XP easily (scout, shopper, etc.) So i'm proposing that a successfull barricading will grant the barricader 2XP. Not terribly unbalancing, as scanning a zombie grants 4XP, and gives a way for a newbie in a siege to gain XP. |
Votes
- Keep - yeah, another of my suggestions --DJSMITHCDF 23:50, 15 July 2006 (BST)
- Spam - would encourage over barricading, and this HAS to be a Dupe--talk 23:53, 15 July 2006 (BST)
- Re - It's not a dupe, the only thing i could find on gaining XP on barricades were for characters hitting and dismatling parts to gain XP for that... --DJSMITHCDF 00:17, 16 July 2006 (BST)
- Re - with all the god awful suggestions that have been submitted, I can't believe that this suggestion hasn't... look harder--talk 00:41, 16 July 2006 (BST)
- Re - It's not a dupe, the only thing i could find on gaining XP on barricades were for characters hitting and dismatling parts to gain XP for that... --DJSMITHCDF 00:17, 16 July 2006 (BST)
- Kill - As Gage; just without the poor usage of the Spam vote. --A Bothan Spy Mod WTF U! 23:57, 15 July 2006 (BST)
- Kill - It is a good idea, you've got the right idea at heart...but Gage is right, regardless of his improper use of the Spam vote. This would encourage overbarricading, which would punish newbies; that's something we want to avoid, not encourage. Lower it to 1 or 2 exp, and give no exp gain for barricading over very strongly and I'll vote keep on it. --Saithis 00:19, 16 July 2006 (BST)
- Kill Survivors do not need more XP like this. You want the XP, grab an axe and get it. This skill provides anyone with a crowbar a very reliable, safe, and easy way to gain .66XP/AP, besides the over-barricading issue. Drop it to 1 and maybe it's a keeper, though I still think right now this would just lead to another wave of zombie retirement.--Burgan 00:25, 16 July 2006 (BST) P.S. it is entirely up to Gage if he thinks this is spam worthy. That is what voting is about, and he has justified his conclusions.
- Kill I don't think a vital defense needs any further reward. --Jon Pyre 00:40, 16 July 2006 (BST)
- Kill - Survivors benefit from barricades by keeping them alive, and that is your bonus for building them. I was seriously tempted to vote Spam simply because of the idea of how easy EXP could be farmed from this. -- Tirion529 01:32, 16 July 2006 (BST)
- Kill - As the Suggestions Dos and Do Nots say If you're gaining more XP than books would give you, and you're not in any greater danger, there's a problem. Read it please. --Matthew Fahrenheit YRC | T | W! 02:25, 16 July 2006 (BST)
- Kill - No. XP from barricading is just not a good idea. Matthew Farenheit has it right. --Rgon 07:36, 16 July 2006 (BST)
- Kill -Zombies could use XP from barricades, not survivors. Besides the fact they already have a ton of ways to get XP, few survivors take Construction that early, depending on class, of course.--Pesatyel 09:29, 16 July 2006 (BST)
- Kill - make it just 1 XP, and no XP above Very-Strong. Then they could only earn about 10-15 XP a day this way and prevents overbarricading. Then I'll vote keep. --Kiltric 11:07, 16 July 2006 (BST)
- Spam - And I'm sure this is a dupe as well. DITW. No XP from cades. David Malfisto 20:39, 16 July 2006 (BST)
- Spam - This is maybe the second time I have ever voted spam. And by god, do I mean it --Gene Splicer 22:06, 17 July 2006 (BST)
- Kill - not fair when you think zombies recieve no XP from taking down cades , also it will encourage barricade destroying wihch isn't very good for other survivors --Yeoman the Zombie 21:57, 18 July 2006 (BST)
- Kill - 1) XP farming 2) Baricades are there for a reasons already... --Adrian 18:56, 26 July 2006 (BST)
- Kill - Barricade for life. --Max Grivas JG,T,P! 19:26, 26 July 2006 (BST)
keep - this would be fun to do, escpecially if you could just lock urselv inside with a puppy!! yay!! locked in a closet with a puppy and xp, what more could you want?? --Poopman9
Technician
Timestamp: | 23:50, 15 July 2006 (BST) |
Type: | Military Class |
Scope: | Survivors |
Description: | Knows Radio Operation as a starting skill, has a book, fuel can, knife and radio as starting items. Basically like a radio operating type guy. Doesn't start with a transmitter, because that would encourage spammers to just use these guys like mad. |
Votes
- Kill - why?--talk 00:48, 16 July 2006 (BST)
- Kill - Pointless -- Tirion529 01:34, 16 July 2006 (BST)
- Kill - I'm against creating new classes with no clear XP path. --Ember MBR 02:09, 16 July 2006 (BST)
- Kill - Same as Ember. --Matthew Fahrenheit YRC | T | W! 02:14, 16 July 2006 (BST)
- Kill The whole point of Radio Operation is so that you can't start spamming the second you make a new character. --Jon Pyre 06:32, 16 July 2006 (BST)
- Kill - Radio Operation isn't a good starting skill, and as has been stated, it completely defeats the point of making it a skill in the first place. --Rgon 07:38, 16 July 2006 (BST)
- Kill -This, from 2 days ago, is similar but not a dupe. And just how HARD would it be to FIND a transmitter?--Pesatyel 09:27, 16 July 2006 (BST)
- Kill As John and Jon. David Malfisto 20:39, 16 July 2006 (BST)
- Kill - *Adds another kill to the pile* I don't lyke it... --Adrian 19:00, 26 July 2006 (BST)
- Kill - Defeats the skill altogether. Too hard to level. Pointless beyond zerg broadcasters. --Max Grivas JG,T,P! 19:28, 26 July 2006 (BST)
- Kill -OMG STREETS IS FUCKIN YA MOMS.Seriously is dumb as shit.--LCpl Mendoza 11:15, 28 July 2006 (BST)
My Car Is Broke - i think i need one of these guys to fix it! also, they have bigger brains, better for zombie meals! ---Poopman9