Suggestions/15th-Mar-2007
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.
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Close Quarters Combat
Timestamp: | Jon Pyre 03:11, 15 March 2007 (UTC) |
Type: | Skill |
Scope: | Survivors |
Description: | Knives currently have a purpose as a newbie weapon, or to attack attack a zombie with 2 health (not very practical to carry a knife just for that). I think it'd be nice for blades to have a greater tactical purpose so people will keep them even after they get military skills. I suggest adding a subskill of Knife Combat called Close Quarters Combat.
Close Quarters Combat (CQC) is the art of fighting in confined spaces and/or with your foe close enough to bite you. In situations like this a small fast weapon can actually be better than a larger heavier one that requires a swing. Sometimes being able to slice and dice with just a flit of the wrist can be a crucial advantage over a foe forced to grab at you in narrow hallways or between piles of barricaded furniture. A survivor with CQC gains a 20% accuracy bonus to the knife when indoors, and only indoors. This would give knives an average damage of 14hp for every 10AP spent attacking. This is only a little better than the axe's maximum of 12hp per 10 AP spent but it's significant enough that you'd want to carry a knife and switch to it when indoors. This would make knives your indoor weapon, axes your outdoor weapon. A tactical niche for both weapons at any level. Considering that firearms were nerfed a week ago by decreasing the amount of ammo/guns you can carry giving melee weapons a slight bonus now seems appropriate. |
Keep Votes
- Keep Requiring different attacks under different situations? Sounds like fun. This doesn't affect encumbrance at all though I reference it as one reason to introduce this, but this would have been a worthy addition even if there was no encumbrance nerf. Viable diversity is a good idea.--Jon Pyre 03:11, 15 March 2007 (UTC)
- Yes - Good. Zoift 03:30, 15 March 2007 (UTC)
- Keep - I like this, more emphasis on CC weapons. Nice! I like it a lot. And shadow, trenchcoat katana?? Yeah right, at only 2HP damage those trenchcoaters won't be doing much killing. --Ducis DuxSlothTalk 05:15, 15 March 2007 (UTC)
- Keep - 35% chance to hit a generator and no ammo required? Awesome, count me in! --Mold 06:13, 15 March 2007 (UTC)
- Re Eh, I didn't have GKing in mind. Since Close Quarters Combat doesn't do anything for fighting a lump of metal it'd probably be smart for Kevan to exclude equipment from this bonus. Besides, CQC would be useless against a piece of equipment. It's all about speed and slicing. The only way to damage a generator with a knife would be to pry pieces off. It'd be slow and you'd probably break the knife in the process. --Jon Pyre 09:26, 15 March 2007 (UTC)
- Re - So, you want the bonus without the bone? Typical survivor. Then again, that particular limitation isn't in this suggestion, so it's still a keeper. Long live GKing! ;) --Mold 09:38, 15 March 2007 (UTC)
- Keep - Zombie corners you indoors, and you stab the living bejesus out of it (all that furniture and crap, hard to defend yourself, which, zombies, don't really do..) Um, this happens in real life. Police find bodies of someone stabbed 70+ times, it's done indoors.. not outside where people can stop the guy after 30 to 40 times. "For godsakes... Dammit Jim! The zombie's dead! Get off him already..." - MrAushvitz 11:07, 15 March 2007 (UTC)
- Keep- It makes cents because in doors a knife would be easier than a heavy axe, but I still perfur the axe for outdoor activietys. :) ps who do you use the phone? -YU337
- Keep - An interesting development. I like. --Karloth Vois RR 15:23, 15 March 2007 (UTC)
- Keep - Just a wild stab in the dark. --Preasure 16:19, 15 March 2007 (UTC)
- Keep - Sounds good. --Gm0n3y 17:19, 15 March 2007 (UTC)
- Keep - I like it, Axe is for hunting, Knife is for defense...that is if you don't have any ammo.--Sipex 2:39pm, 15 March 2007 (EST)
- Those above me said it all. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:44, 16 March 2007 (UTC)
- keep - See reasons above. - BzAli 15:46, 16 March 2007 (UTC)
- keep - I likz it cuz itz kool - Graaj
- Keep - Bonito. --Forlorad 18:34, 19 March 2007 (UTC)
Kill Votes
- Bad flavor. Mostly...the rise of the "Trenchcoat Katana".--ShadowScope 05:06, 15 March 2007 (UTC) EDIT: Dux Ducis, just the letting knifes be a bit more powerful than Axes in the long run can help to unleash the trenchcoat kanata monster.--ShadowScope 05:31, 15 March 2007 (UTC)
- Re This is a military skill involving a knife. It has nothing to do with a sword. Military forces fighting zombies is quite in genre. No ninja skills or ki force is involved. Ands this doesn't make knives better than axes. It makes knives better than axes indoors. You might still want the axe for outside. --Jon Pyre 09:31, 15 March 2007 (UTC)
- Kill - I agree with the sentiment here that all weapons should have their own tactical niche, but this suggestion has a problem. Instead of the knife being redundant, now the axe is. In practice, survivors never need to attack outside, negating the axe's only advantage. --Toejam 11:30, 15 March 2007 (UTC)
- Kill -This skill would be picked up late in the game, by then almost most of the time you're using axes it will be indoors. and a 1.4HP/AP knife attack is quite a bit closer to the guns' 1.5HP/AP damage rate instead of the 1.2HP/AP of the axe making it not an alternate to the normal attack of axe, but an alternate to the Guns attack without the trouble of needing to find and store ammo.--Vista 15:52, 15 March 2007 (UTC)
Keep - I like it. Finally, they each get their own niche. --Reaper with no name TJ! 21:16, 15 March 2007 (UTC)Kill-On second thought, the kill voters are right. When don't survivors fight indoors? --Reaper with no name TJ! 21:18, 15 March 2007 (UTC)- Re When leveling up. Or when killing a brain rotter at a revive point. --Jon Pyre 05:07, 16 March 2007 (UTC)
- Kill - The knife already has a significant bonus compared to the ax; 2% encumbrance, vs the axes 6%. Which is exactly why my character now carries one instead of an ax, and is exactly why real world soldiers carry knives instead of axes. Anyhow, its not like there isn't room to swing an ax inside a mall, so why is the knife better than an ax inside a mall? Or inside the STADIUMS, for that matter. And even in smaller buildings, a trained fighter would position themselves so that they could use their weapon as well as possible, be it ax or knife. There's also more than one way to strike in combat using an ax- swinging isn't the only option. --S.Wiers X:00x-mas tree dead pool 18:40, 16 March 2007 (UTC)
Spam/Dupe Votes
- spam - Another panic-stricken survivor buff. --Funt Solo 09:22, 15 March 2007 (UTC)
- Re I think this is free from panic. I waited a week to see the effect of encumbrance and as I said, I think this would be worthwhile even had the game not been changed. Giviving different purposes to different weapons makes the game more interesting, and the buff is useful without being that big. --Jon Pyre 09:29, 15 March 2007 (UTC)
Awareness
Timestamp: | ShadowScope 05:02, 15 March 2007 (UTC) |
Type: | Skill. |
Scope: | Suriviors and Zombies. |
Description: | "You have begun to get used to the war-torn city of Malton, getting used to the violence and learning to pay attention to your surrondings."
This is a standalone Military skill, but it is cross-over, so suriviors and zombies can use it. What Awareness does is that it allows you to prepare to help yourself, by seeing what is happening right now, in real-time, and then intervening to help your side trimpuh. When you have bought the skill, you have an Awareness button and a "focus". The focus orginally is set to "None". It cost 1 AP to change your focus to: Surivors, Zombies, Barricades, Machinercy (Radios/Gennys), or None. Your focus is displayed on the bottom of the screen: "You are currently focusing on Barricades." When you have this skill, you can keep track of all attacks (and in the case of barricades...repairing) of the thing you are focusing on. However, you only receive this if you are logged in and actually witnessed the action. If you are logged out, you do not see them, to prevent spam, but if you are logged in and is active, you can see an attack occuring, and therefore, launch into action. The text would be: "Since your last action X attacked the radio/generator/barricade/a survivor/a zombie." For example: Suppose you pay attention to "Machinercy", and you are in your Mall. While searching, you see a person attempting to attack the Generator, with the following text: "X attacked the generator." Since this is in real-time, and X is located in the building, you can now "guard" the Genny...by blowing the brains of X up. When X dies, the generator is saved! Another Example: You are a zombie who is raiding a building, with the Focus on Barricades. While eating the Harmans, he see the message: "X built a barricade." Since this is real-time, and X is located in the building, the zombie sees that X is busy barricading, meaning that he should murder off X so that his fellow comrades can march in and help secure the building. (Yes, you know who is active in a seige, but this can help out new players anyway, and give a use for Zombies.) Basically, if you do not want this small combat spam, you can always set your focus to None, so you don't get it. But this information is helpful: "Basicaly this would only really be a help during live combat where knowing who is active and what they are doing could offer significant benefits. Zombies get to see who is fixing cades, harmanz can target the Gker or barricade attacking cultist etc.."-Honestmistake This is the only good guard suggestion out there. This is not an auto-action, since you do have to spend AP to actually stop the attack. All you know is WHO is attacking the generator...so it is up to you to use that knowledge to stop the GKer...before it is too late. Thanks for Honestmistake for suggesting this idea. I merely put it into words. (Note: When focusing on suriviors, you see who attacks the suriviors (wheter it is zombies, or another humans, alerting you a PK in process). When focusing on zombies, you see who attacks the zombies (wheter it is suriviors, or another zombie, alerting you of a ZK Spy...so that you can laugh at their foolishiness). |
Keep Votes
- Keep Took me a read or two but what he's saying is people should be able to see individual attacks. I agree. If the target is killed though or enough time passes the attack messages should all be combined or eliminated to avoid spam. --Jon Pyre 09:33, 15 March 2007 (UTC)
- RE:Differnce of course is that there is a turn-off switch and that you choose what to focus on. You also have to be online to see it.--ShadowScope 15:30, 16 March 2007 (UTC)
- keep "Ghost Author Vote" well I'm hardly going to vote otherwise now am I? Thanks for the credit Shadow, looks good. --Honestmistake 10:54, 15 March 2007 (UTC)
- Keep Non spam information = Good. MrAushvitz 11:11, 15 March 2007 (UTC)
- yeah simple and sweet, I Like IT! NOW GKERS WILL DIE and since I can keep the power on now, time to find a tv to watch..........YU 337
- Keep - Non spam. Sounds good to me. --Karloth Vois RR 15:30, 15 March 2007 (UTC)
- Keep/Change - I don't like that you have to be online for some things but it's fair nonetheless. I've always wanted a way to know when other zombies were smashing at the barracades on my zombie character (because they don't always gesture when they attack. --Sipex 1:31pm, 15 March 2007 (EST)
- Keep -- I really like it. It can help both zombies and survivors during active sieges, it gives a way to protect objectives (keeping barricades up/down) without auto-actions. I'm more in favor of this for barricades and generators, rather than for zombies/survivors, myself. It would be easier to keep an eye on a stationary object to see if someone is messing with it, rather than watch a crowd of 200+ people/zombies and tell through the chaos who, exactly, is attacking who. And it would really screw things up in the midst of mass sieges/PK strikes since everyone would have to turn their awareness off to be able to see what they're doing through 100 victims worth of attack spam. Maybe it should just be limited to 'Cades and Gennys? --Craer 21:08, 15 March 2007 (UTC)
- RE: I thought about that too. perhaps add an improved skill 2 allow watching active targets? Oh and if someone wants to remove this as a non-author re please remember that i am credited as co-author. That said Shadow please feel free to replace this with your own comment!--Honestmistake 22:39, 15 March 2007 (UTC) (OK i seem to have broken the numbering... thanks to whichever kind soul takes pity and fixes it, i tried but i don't want to make things worse!
- RE: Hm. I should have actually considered that, that won't nerf PKers and ZKers that much really. I'll have to add that in as a note.--ShadowScope 15:30, 16 March 2007 (UTC)
- Keep - Good idea. I'm worried about how it would be implemented, but that's an issue for Kevan. And how can it nerf PKers if the person has to be logged in to see this message? --Reaper with no name TJ! 21:14, 15 March 2007 (UTC)
- Keep - Nerfs "barricade anonymity." Just kidding... this is a good idea, although in all seriousness I'd just be sure to make it only work inside. (A zombie outside shouldn't be able to see who is fixing the barricades inside.) --Uncle Bill 01:28, 16 March 2007 (UTC)
- RE: Well, I can understand that, but Sipex came up with a good idea...zeds can use it to see if other zeds are attacking the same barricade. Zombies shouldn't be able to see who's fixing or attacking the barricade from the inside (thought that was self-evident), but they could see who is helping out from the outside.--ShadowScope 15:30, 16 March 2007 (UTC)
- Keep - Zombies can use it to see if other zombies are attacking barricades? Then HELL YES. However, I do think there should be some regard for zombie anonymity; getting a zombies profile when you see it perform an action is not currently possible, and this should not make it so. --S.Wiers X:00x-mas tree dead pool 00:44, 17 March 2007 (UTC)
- Keep - Absolutely. It's ridiculous that shooting and barricading can go on all around us, and we don't notice it, but we definitely notice revives? Eh? --Jonathon Quimby 23:54, 19 March 2007 (UTC)
Kill Votes
- Kill - Nerfs PKers. --Gm0n3y 17:22, 15 March 2007 (UTC) EDIT: Often my PK character, when running out of AP, will just bring a genny down to badly damaged and take it out the next day when I have more AP. Or if I try to attack somebody and miss 9 or my first 10 shots, then I often give up since I may not be able to finish them off. Sometimes, during seiges, if I see the cades down to lightly barricaded, my PKer will even attack the cades to help the zombies out. Also, if I'm in a mall with 200+ people, chances are at least a handful of them will be online to see me attacking somebody.
- REand you think its fair that no one have anychance of spotting you?PKing is a fun and valid style of game play but lets face it its too easy! In anycase this isn't really going to be much use in a mall seige because as already statedthe spam would make you insane and it would be turned off!--Honestmistake 00:34, 16 March 2007 (UTC)
- RE: You could just say that you are collecting a "bounty" on the person you are PKing before you start the PK. Suriviors will most likely ignore you, and if you do not complete the Job, then someone else will. As for the destroying of gennys and cadews, that may be a bit harder, but remember that people has to have their focus set to Machinery or Barricades, so you could luck out if people aren't pay attention. The best thing to do could be to complete the deed and then free-run out before it's too late.--ShadowScope 15:30, 16 March 2007 (UTC)
- RE - I don't think that PKing is too easy. Killing a survivor as a survivor should be easier than as a zombie, think about it. The hard part about PKing is getting killed all the time. My PKer is a zombie 90% of the time because of bounty hunters. It isn't a HUGE PK nerf, but enough of one that it might make PKers stay away from malls, which is where they should be attacking. --Gm0n3y 18:25, 16 March 2007 (UTC)
- RE: You could just say that you are collecting a "bounty" on the person you are PKing before you start the PK. Suriviors will most likely ignore you, and if you do not complete the Job, then someone else will. As for the destroying of gennys and cadews, that may be a bit harder, but remember that people has to have their focus set to Machinery or Barricades, so you could luck out if people aren't pay attention. The best thing to do could be to complete the deed and then free-run out before it's too late.--ShadowScope 15:30, 16 March 2007 (UTC)
- REand you think its fair that no one have anychance of spotting you?PKing is a fun and valid style of game play but lets face it its too easy! In anycase this isn't really going to be much use in a mall seige because as already statedthe spam would make you insane and it would be turned off!--Honestmistake 00:34, 16 March 2007 (UTC)
- Kill - Only problem I have with this is that it nerfs zombie anonymity --Fjorn 12:24, 16 March 2007 (UTC)
- As Gm0n3y. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:47, 16 March 2007 (UTC)
- Kill - Nerfs zombie anonymity. -- 18:34, 16 March 2007 (UTC)
- Kill - As has been said before, this just further degrades zombie/PK/GK anonymity before they complete the task. --Mold 01:00, 17 March 2007 (UTC)
- Kill - Removes too much zombies anonymity.--Bassander 02:23, 17 March 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Advanced Hand To Hand Comat
Timestamp: | MrAushvitz 11:47, 15 March 2007 (UTC) |
Type: | Hand To Hand |
Scope: | Overall bonus to Hand To Hand, punching, blunt weaponry |
Description: | (?) What the hell, everyone posted their close combat skill ideas before I got on today.. wierd..
Advanced Hand To Hand Combat: Appears under millitary skills tree as a sub-skill of Hand To Hand Combat. Applies the same bonuses for you zombie character if they attack using a blunt weapon.
This skill, will be very desirable to new survivors, who want to just use hand weapons.. and go to town. If you want to keep playing a hand to hand character... why not? It's your character, firearms will always do more damage, and still have the best hit %'s.. totally logical and fair. Let's just let player punch each other in the head all they like (zombies, stress.. barfights, makes sense.) And hey, maybe PK'ers might perfer a good savage beating with a bat to a firearm.. why not? '"We want our money!" (Whackwhackwhackwhack) (Oh, and it's okay to do this to zombies too.. it's not a shotgun blast or pistol round, so what the hell.) |
Keep Votes
- Author Keep I feel this is nessesary, because: it's fun, it's fair, not everyone has a lot of equipment of the start, no need to worry about the AP battery of ammo if you so choose, firemen are still useful long term, more options that aren't overpowered, aaaaaaand.... we should be able to punch other survivors and zombies if we like! It's simple, simple, good.. ugh. MrAushvitz 11:47, 15 March 2007 (UTC)
- frying pan to the shoe - overly wordy, but good. --Karloth Vois RR 15:32, 15 March 2007 (UTC)
- Keep / barfight Zombies will be able cave in harman heads. This will make getting to the brains easier. --Dread Lime 15:50, 15 March 2007 (UTC)
- Keep - Not too powerful, but a nice little buff for mellee weapons, especially as we now have more of them. --Preasure 16:18, 15 March 2007 (UTC)
- Keep - A nice rounded yet not too powerful change. -- SniffleNose
- Keep - Very balanced and Melee does need a slight boost. Rolo Tomasi 03:38, 16 March 2007 (UTC)
- Keep - I like a lot. I think there should be renewed focus on hand-to-hand weapons in UD. --Ducis DuxSlothTalk 03:51, 16 March 2007 (UTC)
- Keep: Good idea all-round. -- The Hierophant
- Keep I assume it doesn't cross-over to zombies, right? - BzAli 15:50, 16 March 2007 (UTC)
- Keep - Not overpowered, but not underpowered, and acceptable. -- 18:27, 16 March 2007 (UTC)
- Keep - As above. --Anotherpongo 09:00, 18 March 2007 (UTC)
- Keep - Even a 5% increase in axe is worth it, and will encourage some to conserve their ammo.--Jonathon Quimby 23:54, 19 March 2007 (UTC)
- Keep - I like this one. I'd like to see a Kung-fu dojo group that beats zombies down with their bare fists. --Specialist290 ♠♥♣♦ 20:17, 27 March 2007 (BST)
Kill Votes
Kills here... (I'd prefer votes named punch to the head, chop to the threat, etc.. you know.. be creative)
- Castration by rubber mallet -- Combat is fine. The damage per action point is balanced. Why pointlessly mess with a system that works well? Chances in the current system should create or fill tactical niches. Just upping the hitrate of weapons will only escalate an arms rate without adding something new or original.--Vista 16:09, 15 March 2007 (UTC)
- Re (Salutes your appreciation of violence) MrAushvitz 00:45, 16 March 2007 (UTC)
- Change - Axes don't need a buff (though if the knife were given a 10% accuracy increase it would finally be as effective as an axe is now). Don't let axes be affected by this and I'll vote keep. --Reaper with no name TJ! 21:10, 15 March 2007 (UTC)
- Change - Word for word as reaper. Knife, but not Axe. --Nimble Zombie 22:58, 15 March 2007 (UTC)
- Axe Hack burns this suggestion with MrA's lighter - As Reaper. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:52, 16 March 2007 (UTC)
- Kill - Why? Why do survivors need higher hit percentages?--Bassander 02:29, 17 March 2007 (UTC)
Spam/Dupe Votes
Spam votes here.. (Probably things like weapon attacks or really viscious groin hits go here.. blunt weapons or not..)
Skateboards
Timestamp: | Black35 11:42(GMT +8),March 15, 2007 |
Type: | Skill and Item |
Scope: | Travelling |
Description: | Malton has basically been a joggers' haven. Everyone walks. If you want to get from here to there, you walk. Train Stations stand as if only monuments of the "old days" and if you were to ask my character, he would tell you "There are no cars in Malton."
Now I know limitation in movement is needed. Zombies (at first) moved slower. People can't "step over" suburbs. Which is why I give to you: the skateboard. The item is basically found in schools, malls, junkyards, and anywhere you could find a skateboard. Now to use a skateboard, you would need the basic skateboard skill (civilian). From there, well...
Finally, the benefit of the skateboard is that you can move over 2 blocks for one AP instead of two. So in other words, if you need to move far, you can get on a skateboard! But you should be careful; otherwise you will get killed on your skateboard! And remember, you can't do anything else on a skateboard. I also realized the biggest flaw of my suggestion: 2 block movement on a 3x3 interface. Well, what do you think? |
Keep Votes
For Votes here
Kill Votes
- Kill - Totally out of genre. Think of every zombie film you've seen - how many have skateboards? And it needs more clarity (How much encumbering? Yes, the 0.5AP is an issue. How do you intend to resolve it?) and more work. --Preasure 16:16, 15 March 2007 (UTC)
- Kill - Agreed with Preasure. Additionally, survivors already have plenty of movement advantage between half cost movement without skill investment, and free running with skill investment, they don't need more. Finally, this is Urban Dead, not Urban Dictionary - submissions that lack substance but would be funny if you were 12 years old don't cut it. --Mold 16:22, 15 March 2007 (UTC)
- Against - Somewhere outthere a survivor named B4rt Simpson or something like it will hate me for voting against. But I'm holding out for a Segways!. As flavors go, Bikes would serve beter. But the movement bonus is just to great for the costs. If some form of fast travel must be suggested at least it should feature some sort Ap storage so that the total AP cost of moving would be higher then normal, possibly combined with fixed starting and finish points to make sure raiding parties can be kept in check.--Vista 16:29, 15 March 2007 (UTC)
- kill damn you and your edit conflict VISTA. i just typed almost exactly that. bikes would work but they always get killed/duped and often for good reason!--Honestmistake 16:33, 15 March 2007 (UTC)
- needs work - needs fine tuning, and explain to me how your gunna skate threw a wall of zombies, but i kind of like it. --EL Zillcho 17:03, 15 March 2007 (UTC)
- Kill What about rollerskates? Or streetluge? --Gm0n3y 17:28, 15 March 2007 (UTC) EDIT: +1 Keep for zombie powered rickshaw. Or keep if you change it to Zombie Hawk's ProSkater. --Gm0n3y 18:48, 16 March 2007 (UTC)
- Kill - But I will vote for a zombie powered rickshaw. --Uncle Bill 01:35, 16 March 2007 (UTC)
- Kill - You have to be kidding me. --Ducis DuxSlothTalk 03:55, 16 March 2007 (UTC)
- CHANGE - we could use some transport but this is almost the same thing as others, seceriosl I won't use it and how can you get threw a army of zeds mabey a skate board skill? That lets move past them, or you can't you in a space with 5+ zeds in it? All it needs is work, and how would getting on and off a skate board be so strenuis? So difficult?The rubble in the steet would probably make it impossible to skate (try skating over rock it's hard you usually fall over) a bike would probably make more sense, in all idea is imconplete.(please excuse spelling) --YU337
- Kill Totally out of genre. - BzAli 15:53, 16 March 2007 (UTC)
Spam/Dupe Votes
- spam - yo, get offa this, doooood. --Funt Solo 16:54, 15 March 2007 (UTC)
- auto spam based on name.--Gage 16:59, 15 March 2007 (UTC)
- Spam because I don't want to dig through a year's worth of suggestions to call "dupe" on you with the dozens of various suggestions EXACTLY IDENTICAL TO THIS, whether it be a bicycle or a crude jury-rigged car. All of them are exactly like this. 1 AP per two squares, no actions while in use, can still be attacked by zombies... All you did was change the name and add some random flavor to it. --Craer 21:15, 15 March 2007 (UTC)
- And that flavour is rediculous. Dude, zombies! Let's grab tha board, man! That'll get us away from them! -Certified=Insane☭ 03:01, 16 March 2007 (UTC)
- only if you build a skate park or half pipe.--Sexualharrison MR• ה •T 05:13, 16 March 2007 (UTC)
- This is Urban Dead, not Tony Hawk's ProSkater. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:54, 16 March 2007 (UTC)
- Dupe - More or less a duplicate of this except for the 1AP on/off. -- 18:36, 16 March 2007 (UTC)
- spamma gamma ray Its a dupe, and besides that, its really stupid. --Graaj 21:33 03/16/07 (UTC)
Rename Encumbrance
Author-removed. -Mark D. Stroyer 22:58, 15 March 2007 (UTC)
Post Necrosis Syndrome
Timestamp: | Storyteller 20:59, 15 March 2007 (UTC) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | When a survivor dies, they become a zombie, which is basically a "corrupted" body that can be corrected with revivification. In this skill, some parts of the "corrupted" body becomes reisistant to revivification, causing the zombie to become a survivor who is still half zombie. A Necrosis Victim has powers of both a survivor and a zombie, but the corrupted parts of the body is in constant conflict with the revivificated part, causing the victim to be very weak.
I know there are other skills suggested like this, but I just wanted to put up a version of my own. This skill is in the same "tree" as Brain Rot, but is not a subskill of it. Costs 100 exp to buy. Basically, when revivification is attempted on a zombie anywhere other than inside a Necrotech building with this skill, they have a 25% chance that they stand up as a "Necrosis Victim," A survivior with zombie characteristics (revivifaction in a Necrotech building will result in a 0% chance to occur). They would have access to both zombie and survivor abilities, skills, and attacks. On map, they are designated as "x Necrosis Victims," a separate list from both zeds and survivors. Necrosis Victims' indentities can be revealed through the use of DNA extractor. Because they are neither fully zombie nor fully survivor, both survivors and zombies only get 1/2 exp per damage rounded down from attacking a necrosis victim. These victims can use items just as a human could, and can use normal speech. When attacking with an item, though, they get a -50% of base chance to hit. When they search, they have a -50% base chance of finding an item. When attacking with teeth, there is a 50% chance that digestion (if the skill was taken) would fail because the revivified half rejecting the act. When free running, there is a 25% chance of failing, ending up outside the destination instead of inside it, and all normally survivor-only activities take +1 AP (unless supplemented by some skill, such as lurching gait). Even with all this negativities, this skill may still look very good. But here's the main problem with this skill: A victime is constantly in a infected state (-1 HP per action, regardless of AP spent), and has half their usual maximmum HP. As explained before, the "corrupted" areas of the body is constantly fighting its revivified half, causing the body to weaken. The main benefit of this skill is the effect it has on the zombie hand attack. It does not receive negative effects because it does not use an item, and even gets a better chance to hit from the hand-to-hand combat skill. This gives them the ability to have the highest possible chance to hit on a 3 damage attack when maxed out. The main problem in using this skill, though, is that with such low health, low chance to find items(such as FAKs), and the constant HP degeneration, the victim would not last long or would spend most of their AP searching for FAKs. There are several way out of this condition. Using a FAK heals them, but only does not cure them. If they die, they can stand up as a zombie. If they are revivified again, then they become a full survivor after standing up (they can revivify themselves if they have the means to do so). Some problems that may arise if this is implemented is the use of the zombie bombing tactic, as mentioned in the discussion page. Also, a zombie wishing to use this skil would not be able to get Brain Rot due to the fact that a zombie must be revived for this skill to work. |
Keep Votes
For Votes here
Kill Votes
- Kill - The zombie would then be able to use free running, and be able to get into freehouses without tearing down barricades. Even as a zombie player I find this far too overpowering. --Slayerofmuffins 21:54, 15 March 2007 (UTC)
- Re -It may be rather overpowering, but with such low health, health cost, and AP cost, each Necrosis Victim wouldn't last long in this state. If the free running part is an issue, it could be made so that the free running is taken out, or have even lower chance to skill.
- Kill Make it a skill (yeah sure, same "family as brain rot") but if you die while infected.. maybe you get 10 AP to walk around as a human/zombie.. human skills.. but you still have your scent skills things like that. Then you either die of infection, suicide or overcome the insatity and stay fully human. MrAushvitz 00:49, 16 March 2007 (UTC)
- Re I can't quite understand what you're saying. Care to elaborate in the talk:suggestion counterpart of this suggestion? --Storyteller 01:06, 16 March 2007 (UTC)
- As Funt down in Spam. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:56, 16 March 2007 (UTC)
- Kill Zombies vs. Humans. Those two sides only. - BzAli 15:56, 16 March 2007 (UTC)
- Kill - Cons are too extreme. -- 18:39, 16 March 2007 (UTC)
- Kill - You are either a zombie or a human. No zombie-humans or human-zombies. --Anotherpongo 09:03, 18 March 2007 (UTC)
Spam/Dupe Votes
- spam - wrong flavour - when you're turned, you're turned - no halfway house. --Funt Solo 11:55, 16 March 2007 (UTC)
- Strong Kill -No double-edged skills. Plus, whose side are these people supposed to be on? --AlexanderRM 9:17 PM, 16 March 2007 (EST)