Suggestions/16th-Sept-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.
Throw out
Considering votes and suggestions, and rewriting Throw Out weakened. See Next post. Thanks for the feedback. Jeff Roark 19:33, 16 September 2006 (BST)
Malton Money
Removed by the author because almost everyone agreed: Zeds can't think enough to use money.
Drops Dead Of Infection
Timestamp: | MrAushvitz03:15, 16 September 2006 (BST) |
Type: | Infection Death Information |
Scope: | Witnesses see survivors "drop dead" |
Description: | Drops Dead Of Infection
Whenever a living survivor dies as a result of infection damage, all at the same location as them witness the event. So survivors (and zombies) at the same location will see who died, and from what (even a zombie recognises an infection death, and stops going after that survivor, perhaps returning later to feed.) Real basic, just a message "(Survivor Name) just fell dead face first of infection!" (if a zombie or survivor is killed by combat damage all present get a message, so this would simply be another message as to someone dying at your location.) The only possible variety to this could be the location you are at may affect what your infection death looks like ex. "(Survivor) fell dead of infection, face first into the garbage!" - Junkyard. But that really depends on whether or not Kevan wants to spare any memory for the "added flavour", no worries. Game Effect:
|
Votes
- Author Keep - Short and sweet today. MrAushvitz 03:15, 16 September 2006 (BST)
- Kill - no spam, because it isn't that ridiculous. I just don't see this being useful, sorry.--Gage 03:17, 16 September 2006 (BST)
- Keep - WTFCENTAURS --ĢΘζđ ЫǺđє 03:18, 16 September 2006 (BST)
- Keep - This seems good. --Axe Hack 03:28, 16 September 2006 (BST)
- Keep - Kinda makes sense. --Rgon 03:46, 16 September 2006 (BST)
- Keep - It is useful as it lets survivors know that the newly risen zombie didn't come through the 'cades. --IrradiatedCorpse 03:47, 16 September 2006 (BST)
- Keep - I like it. Makes sense, possibly weeds out death cultists. --Grigori 03:53, 16 September 2006 (BST)
- Keep - Sigh. All right. --Jon Pyre 04:52, 16 September 2006 (BST)
- Keep - I like it. Makes sense for people to recognise who died from what really.--Mr yawn 06:34, 16 September 2006 (BST)
- Keep - Info, when not spammy, it's good! --Matthew Fahrenheit YRC☺T☺+1 06:38, 16 September 2006 (BST)
- Keep - Love it. --Funt Solo 08:46, 16 September 2006 (BST)
- Keep - "Well duh!" --Nob666 10:10, 16 September 2006 (BST)
- Keep - Youre on a roll this week --Blazefire 10:33, 16 September 2006 (BST)
- Keep - No problems with this. –Xoid S•T•FU! 11:29, 16 September 2006 (BST)
- Keep - This should be there already. --Niilomaan GRR!•M! 13:11, 16 September 2006 (BST)
- Keep - We see everyone else die why not people who die of infection? Sounds logical andf good to me. --MarieThe Grove 13:37, 16 September 2006 (BST)
- Keeps! - Good Job, MrAushvitz.--Canuhearmenow Hunt! 15:26, 16 September 2006 (BST)
- Keep -I don't think this would be that spammy. Infection is easy enough to cure.--Pesatyel 18:04, 16 September 2006 (BST)
- Keep - and if it happens at a club "Survivor, stops dancing and falls to the floor dead" --Officer Johnieo 18:25, 16 Septmeber 2006 (BST)
- Re - Lol, UD "rave", dance till you drop.. of infection. MrAushvitz 18:48, 16 September 2006 (BST)
- Keep - simple enough, good one. -BBM 19:06, 16 September 2006 (BST)
- Keep - infection deaths aren't all that common, so not much spam, but it's nice to know when folks die. --Kiltric 20:14, 16 September 2006 (BST)
- Keep - A little flavor never hurt anybody. --Paradox244 W! TJ! 21:35, 16 September 2006 (BST)
- Keep - Is that a hint of garlic? Flavor is good. --ERNesbittP·T·MalTel 05:13, 17 September 2006 (BST)
- Keep - Good to know. David Malfisto 17:15, 26 September 2006 (BST)
- Tally - 23 Keep, 1 Kill, 24 Total --Funt Solo 20:12, 27 September 2006 (BST)
Bolt Action Rifle
Removed by author. Thanks for all the feedback, and I'm glad I didnt get a single spam vote. I'll try and address some of the concerns brought up, especially those who thought it was too complicated or underpowered. I'll probably resubmit later today. The original text of this section will be in my Talk Page.--GhostStalker 18:39, 16 September 2006 (BST)
Speed Loader: Reloaded
This suggestion was removed by the original author because A better description is needed.
(Don LaFontaine's voice)
Stay tuned for Speed Loader: Fully Explained.
This time we're giving examples. --CrimsonD 16:27, 17 September 2006 (BST)
Rooftop Garden/Greenhouse
Timestamp: | Canuhearmenow Hunt! 16:38, 16 September 2006 (BST) |
Type: | New Item. |
Scope: | Realistic, and fun, way to grow food. |
Description: | What have the people of Malton been eating for a year? Rats? McZeds? Well, this would add "Seeds" which take up 1 inventory space and are found in: Mall Sports Stores at 4%, Schools at 2%, and Armories at 4% (Being the self-contained city thing) with Seeds in hand you would be able to "Plant" a "Garden" in the Greenhouse of a tall non-resource buildings (because they are more "Structurally sound" To plant a garden, and also to make sure Mall Trenchy's don't get fresh food) trying to build a Garden on a resource building would give you this message"You try to plant a Garden but simply the area is too infertile, try a building with a Greenhouse." (This would cost you 1 AP) and upon clicking the Seeds in inventory, and with no other Garden in the building, would consume 10 AP and "Plant" a Garden in the buildings Rooftop Greenhouse (Being 10 AP because its a Future Investment) And get "You tirelessly work on a Garden, it sprouts over time and grows with life." First off, people in the building would see "You are in Building so and so, there is a Garden in the Rooftop Greenhouse." Secondly, The Garden is attackable and destroyable, and is subject to the Ransack rules (Can't plant a Garden when craps in the way) and the message would be "Your in BlahBlahBlah Ransack message, there is a Greenhouse, its windows are shattered and dirts on the floor." Thirdly, a building with a Garden would enable one to seperatly "Search Garden". Fourthly, a building suitable for a Garden would be one that has a Greenhouse on the Roof, a message would be "Blahblahblah, there is an empty greenhouse on the roof."
Fifth, a Garden would produce three different kinds of plants; Butternut Squash - Takes up 2 inventory spaces, heals 10 HP. Found at 2% search. Message on using it on yourself: "You eat a Butternut Squash, you heal 10 HP." Message to others: "User gave you a Butternut Squash, you eat it, you gain 10 HP." Tomato - takes up 1 inventory space, heals 5 HP. Found at 4% Search. Same as Butternut Squash messages only replace 10 HP with 5 HP. Aloe Vera - Cures Infection. Found at 3% search. Message using it on yourself: "You apply Aloe Vera to your cuts, it cures your infection" Message to others: "User applies Aloe Vera to your bruises and cuts, it cures your infection." Each has a dropdown menu similar to a FAK, but each gives different messages. Now before you say "OMG Free FAKS!" Listen to this; you can only search a Garden 10 times, factoring in Unlucky/Lucky breaks. How do you know you went over the limit? Well, if you didn't go over the limit you'd see "Blahblahblah, there is a Garden in the Rooftop Greenhouse, its bustling with plants" and upon going over the limit you'd see "Blahblahblah, There is a Garden in the Rooftoop Greenhouse, it is picked clean" The 10 Search limit goes away after every 2 days. Drawbacks? A zombie would be able to observe a building that its in front of that has a Garden to "Smell something Fresh." (Like observing lights, its a risk) This is all also very in Genre, imagine; A desolate, dead city, over time the Strongholds of Humanity run low on supplies, thinking ahead, some survivors planted gardens for the Inevitable lack of Food. |
Votes
- Author Keep - Would be useful--Canuhearmenow Hunt! 16:37, 16 September 2006 (BST)
- Keep - WTFCENTAURS --ĢΘζđ ЫǺđє 16:45, 16 September 2006 (BST)
- Kill - Sports store? DRUG STORE sells seeds! Pfff... Anyway... NO! --Niilomaan GRR!•M! 16:50, 16 September 2006 (BST)
- Kill - Interesting idea but it hardly fits in with the UrbanDead theme. There are zombies running around attacking things and you're just planting in the corner. BTW The 20 search limit is that 20 searchs per person or for the whole garden for two days? --MarieThe Grove 16:53, 16 September 2006 (BST)
- Spam - wtf is butternut squash, anyway? A tomato heals as much as a first-grade FAK? Wha-how? And a search limit? And and... --Funt Solo 17:03, 16 September 2006 (BST)
- Spam - Just... no. Not useful, not practical, not really exciting. --"Streethobo." 12:40, 16 September 2006 (EST)
- Keep We might have to simplify this a bit, maybe just have an inventory item named "vegetables" 1 inventory space heals 3 Life. But I love the idea of the rooftop garden, because how do maltoneers eat? Seeds might be a bit complicated, maybe just make it something anyone can do for a bunch of AP in the right buildings.. keeps it less hassle. I like that zombies "smell something fresh" makes the zombies suspiscious "hey, there's nothing dead up there.. I better check it out!" I love the idea that the "other" buildings make for better gardens.. probably their roofs can hold more soil.. cool.MrAushvitz 17:45, 16 September 2006 (BST)
- Spam - Retarded. Cyberbob Talk 17:55, 16 September 2006 (BST)
- Spam -Food is already presumed to be in the game. If your GROWING the food, why do you need to "search" for it?--Pesatyel 18:11, 16 September 2006 (BST)
- Spam = The idea that a butternut squash is as effective as a doctor is frankly ridiculous. --BBM 19:11, 16 September 2006 (BST)
- Spam - nope, sorry, booze and FAK's are fine as they are. --Kiltric 20:17, 16 September 2006 (BST)
- Spam - Because I hate fruit.--Gage 21:50, 16 September 2006 (BST)
- Spam Complicated. Redundant. Arbitrary. Confusing. --Jon Pyre 22:27, 16 September 2006 (BST)
- Keep - For 2 reasons...1)I like the idea...and 2)I got a grocery store suggestion to put here if this makes it to PR. What kind of city doesn't have grocery stores??!?! Apparently Malton doesn't... --Axe Hack 23:45, 16 September 2006 (BST)
- Spam - I agree with BBM. --IrradiatedCorpse 05:15, 17 September 2006 (BST)
- SPAM - I love Banana Bread Muffins... --CaptainM 06:22, 17 September 2006 (BST)
- Kill - It's a cute idea, but I don't see it. It's kinda unnecessary, adn the flavour of it is a little off. Oh, by the way, the apostrophe is right next to the enter key, and I spent quite a while trying to figure out "and dirts on the floor." I thought maybe there was more than one dirt on the floor, but that just confused me further. --Rgon 08:13, 17 September 2006 (BST)
- Spam - Complicates things. --Nob666 13:43, 17 September 2006 (BST)
- Spam - BBM said it all.--Mr yawn 16:52, 17 September 2006 (BST)
- Spam is what we've been eating, obviously! Silly, complicated, and unrealistic. Butternut squash > FAK? Next time I get a cut, I'm going to make a squash-tomato soup! --Burgan 22:32, 17 September 2006 (BST)
- Kill - Nice idea. Completely broken suggestion. David Malfisto 17:16, 26 September 2006 (BST)
- Tally - 4 Keep, 17 Kill, 21 Total --Funt Solo 20:13, 27 September 2006 (BST)
Bolt-Action Rifle v. 1.1
Timestamp: | GhostStalker 18:54, 16 September 2006 (BST) |
Type: | New weapon/skillsets |
Scope: | a moderately powered weapon |
Description: | Although I know that rifle suggestions are frowned upon here, I am going to try and make a good one. What I am suggesting is a Bolt-Action Rifle, which some armed forces would have used as their primary firearm as late as 20 to 30 years ago. This weapon would do 15 damage a shot to opponents, 12 to ones with flak jackets, with a base accuracy of 5%, as rifles are larger, more unwieldy and kick a lot harder when fired. The thing that would make this a bolt-action rifle as opposed to an automatic is that you must manually work the bolt after every shot to eject the spent cartridge and allow the next round to move up from the magazine to the chamber. This would be represented requiring you to spend 2AP for every shot, one to fire and one to work the bolt. In order to cut down on complication, the server would do this automatically for you. The rifle would take up 3 spots in one's inventory, as it needs to track ammo left larger than a pistol or shotgun. Also, in order to prevent abuse of such a powerful weapon, you can only have one rifle in your inventory at a time.
The magazine of the rifle would hold 5 rounds each, therefore requiring 10 AP to completely fire the rifle: 5 to fire each round, 5 to work the bolt after every shot (which would be dont automatically). In order to reload the rifle, one would have to find "boxes of rifle ammunition." These boxes would have anywhere from 0 to 9 rounds of ammuntion in them. This would require the boxes to take up 2 inventory spaces in order to keep track of how much ammo is inside them. Clicking the box when you have a less than fully loaded weapon in your inventory would load one bullet at a time. Therefore, in order to completely empty a magazine and reload it, you would need 15 AP: 5 to fire the weapon, 5 to work the bolt after every shot (done automatically by server), and 5 to reload the magazine. In order to save inventory space, clicking on a box that has less than 9 rounds of ammunition inside it when you have a fully loaded rifle in your inventory will spend 1 AP attempting to rearrange the total ammount of rifle ammuntion you have into the least number of boxes. For example, clicking on a box when you have one box with 6 rounds, one box with 4 rounds, and one box with 5 rounds will move around your ammunition to two boxes: one with 9 rounds and one with 6. The extra box will be discarded. In terms of skills, the rifle would be affected by Basic Firearms Training, raising its hit rate up to 30%. There will also be "Marksman Training" and "Sharpshooter Training" which wouls raise your accuracy 10% each. (I took the names of the skills from actual award given out during Basic Training to soldiers if they manage to accurately fire their rifles at a target. The next level would have been "Expert", but I felt that to be overpowered.) Therefore, the maximum accuracy you would have for the rifle would be 50%. The rifle would be found inside Fort Armories (2%, taking from the Flare Gun search odds) and in Police Stations (1%, again taking from Flare Gun odds). This would be because Armories are the logical place to find a military grade rifle, although Police would also have lesser numbers incase of an armed and dangerous criminal menacing the population. A Mall gun store would not be able to sell a military grade rifle, as ownership by civilians would be strictly prohibited normally. The boxes of ammo for the rifle would be found inside Armories (3%, taken from Pistol Clips), Police Stations (2%, taken from Pistol Clips, Mansions (1.5%) and Mall Gun Stores (1%, from Pistol clips). The rationale behind finding rifle ammo but not actual rifles in a Mall Gun Store would be that the ammuntion for the rifle would be able to fit into other, more legal weapons. For mansions, they would have been guarded before the outbreak and the guards could have used rifle ammunition for other guns. For those who want a D/AP chart, refer to the one below. Keep in mind that this D/AP progression DOES NOT take into account AP needed to search for the ammunition.
To all those who say that the D/AP is too high, I have this to say in response. The weapon that I am proposing here is still less efficient than a fully upgraded shotgun. The Firearms page of this wiki states that it would take about 14 AP, with 8 attacks to kill a 50 HP zombie without a flak jacket. The rifle that I am proposing would need 8 attacks at its highest rank (50% accuracy) to kill the same zombie. Those 8 attacks would cost a survivor 19 AP (8 to fire the weapon, 8 to work the bolt (done by server), and 3 to reload it). Therefore, it is more efficient to use a shotgun to kill zombies than the weapon that I am proposing. |
Votes
- Author Keep: Tried to rework this a bit based of most complaints in my previous suggestion, those being that the weapon was too weak of that it was overly complicated. Now lets try this again... --GhostStalker 18:54, 16 September 2006 (BST)
- Change: In most countries, bolt-action rifles quite similar to ones previously used by the military are entirely legal to own. Also, it is useless to suggest a weapon that is worse than an existing weapon. The RP flavor would be overshadowed by the frustration at getting an item that is less useful than others. Make it better or make the search percentages higher. Alternatively, you might decrease the damage and make it possible to attack people who are in an adjacent block to yours as long as your block has no zeds. It would then be more useful during large building sieges, and if you change it to make it available at stores, would be handy for mall sieges. A change like this, of course, would require a balancing upgrade for zeds.--J Muller 19:10, 16 September 2006 (BST) Invalid vote. Votes must be Keep, Kill or Spam. (I recommend Kill for what you've said; it's what it was designed for) Cyberbob Talk 19:14, 16 September 2006 (BST)
- Keep - A good idea.--Gold Blade 19:17, 16 September 2006 (BST)
- Keep - Excellent, just excellent. The killing potential is balanced out by the need for 2 skills to fully use this weapon, it takes up 3 spaces. Because increased search difficulty doesn't make it more balanced, but skill and inventory requirements as well as AP costs to shoot/reload does. The other thing I like only 1 rifle in your inventory will "save" you from finding the rifle more than once and having to drop it, prevents abuse and saves us hassle. You're full of good ideas on how to impliment this, you even made ammo boxes "nicer" to deal with than anyone else ever came up with. Perfect. --MrAushvitz 19:26, 16 September 2006 (BST)
- Kill -Alright, kill. As is, this is not a good idea, for reasons I stated before (mostly, frustrating to get a bad weapon). I don't think it's as balanced as appears to be thought. If it's implemented, the only reason I can see for not dropping it is that I'm going to be finding a bunch of ammo for it and using a bad weapon is still better than wasting AP finding a usable item just to drop it. Also, MrAushvitz, please be considerate and stop editing your post EVERY FIVE G*****N SECONDS. It's taken me three tries to post this because every time I click "save page" it says there are new changes.--J Muller 19:37, 16 September 2006 (BST)
- Keep - alright, you've finally got one that works for me. --Kiltric 20:18, 16 September 2006 (BST)
- Keep Looks fairly balanced, and I love new weapons.--Grigori 21:02, 16 September 2006 (BST)
- Kill - Worse than a shotgun and wastes my IP when I search for the ammo I will use. Plus, I come up with different figures for damage per AP. --Funt Solo 23:50, 16 September 2006 (BST)
- Re What are your figures for D/AP? --GhostStalker 01:12, 17 September 2006 (BST)
- Re 0.375, 2.25, 3, 3.75 (against a non-flak opponent). --Funt Solo 10:53, 17 September 2006 (BST)
- Re What numbers did you divide for those figures? --GhostStalker 16:08, 17 September 2006 (BST)
- Re 0.375, 2.25, 3, 3.75 (against a non-flak opponent). --Funt Solo 10:53, 17 September 2006 (BST)
- Re What are your figures for D/AP? --GhostStalker 01:12, 17 September 2006 (BST)
- Kill - Read ^ vote.(Or in English: Read Funt Solo's vote) --Axe Hack 23:52, 16 September 2006 (BST)
- Keep - Same as last time. Youronlyfriend 00:36, 17 September 2006 (BST)
- Keep - As Above.--Canuhearmenow Hunt! 01:14, 17 September 2006 (BST)
- Kill - All who agree with Axe Hack, say Aye. Aye. --CaptainM 06:34, 17 September 2006 (BST)
- kill same as last time Blazefire 10:28, 17 September 2006 (BST)
- Kill - See Funt solos vote.--Mr yawn 16:57, 17 September 2006 (BST)
- Kill It's like a flare gun but crappy. Flare guns are more efficient. --Fish Head 18:11, 17 September 2006 (BST)
- Re: Not really, as Flare guns only have a 15% hit rate. This would have a 50% hit rate, guaranteeing a hit for 4 AP.
- Keep - I don't know why... but it seems fitting. I mainly use my pistols and fireaxe anyway. David Malfisto 17:19, 26 September 2006 (BST)
- Tally - 8 Keep, 7 Kill, 15 Total --Funt Solo 20:14, 27 September 2006 (BST)
15 AP syringe Manufacture
Timestamp: | Reaper with no name19:09, 16 September 2006 (BST) |
Type: | balance change |
Scope: | Syringe manufacture in powered NecroTech buildings |
Description: | There is currently no reason to manufacture syringes. With a 12% search rate for syringes in a powered NecroTech building, it takes on average over twice as many AP to make a syringe as it does to find one. Therefore, the cost to make syringes should be lowered to 15. This will at least somewhat remedy the problem. |
Votes
- Author Keep - Personally, I still don't think it's nearly enough, but it's better than nothing.. --reaper with no name
- Note - Even the author has to sign.--The General T Sys U! P! F! 13:11, 17 September 2006 (BST)
- Re - Sorry, still a little new at this. --reaper with no name
- Note - Even the author has to sign.--The General T Sys U! P! F! 13:11, 17 September 2006 (BST)
- Author Keep - Personally, I still don't think it's nearly enough, but it's better than nothing.. --reaper with no name
- Keep: I see no problem with this. It's a good suggestion.--J Muller 19:12, 16 September 2006 (BST)
- Keep - Let's be honest, if you're willing to spend more AP to get a guaranteed revive rather than search again and again, you should be able to do so. Saves IP hits, saves the server, besides your inventory may be full of crap and you don't need another 5 DNA scanners. Simple is good, easier is more fun. Search 5 times, drop crap to make room, search 5 more times, come on.. being a scientist is hard enough at times. You paid for the skill, make it less useless for manufacturing revives. --MrAushvitz 19:48, 16 September 2006 (BST)
- Keep - Good idea. --Gold Blade 19:51, 16 September 2006 (BST)
- Keep - It doesn't seem too much to ask --Funt Solo 19:56, 16 September 2006 (BST)
- Keep Definitely. I love a simple solution.--Grigori 20:02, 16 September 2006 (BST)
- Keep: A simple solution to a simple problem. --GhostStalker 20:03, 16 September 2006 (BST)
- Keep - Nice, sweet and simple. Great! --MarieThe Grove 20:09, 16 September 2006 (BST)
- Keep - great. --Kiltric 20:19, 16 September 2006 (BST)
- Keep - Would have suggested it myself if I'd had the time. --Paradox244 W! TJ! 21:37, 16 September 2006 (BST)
- Keep - this is fine.--Gage 21:52, 16 September 2006 (BST)
- Keep - True True True! --Axe Hack 23:54, 16 September 2006 (BST)
- Keep - Yes.--Canuhearmenow Hunt! 01:07, 17 September 2006 (BST)
- Keep - This seems to be at least a step in the right direction as the current cost is far too high. --IrradiatedCorpse 05:08, 17 September 2006 (BST)
- Keep - Eh, fine, I never manufacture as it is, what's going to make me start now? --CaptainM 06:32, 17 September 2006 (BST)
- Keep well I do manufacture sometimes and this is much better than your last one Blazefire 10:30, 17 September 2006 (BST)
- Keep - Makes manufacturing syringes a bit more desirable. --Nob666 13:35, 17 September 2006 (BST)
- Spam - Not an abuse of the vote because I don't belive this can be fixed without a re-write. Did you forget about when buildings are un-powered? It takes 20ish AP to find a syringe. Maybe a little less, but not 15AP and thats why manufacturing costs so much, because it's the same as searching in an unpowered building. - Jedaz - 04:23/5/11/2024 13:57, 17 September 2006 (BST)
- Keep - 15AP to manufacture is equivalent to a 6.7% search rate. Unpowered building find rate is, according to the wiki, 12.4%, almost twice as fast. So you are still paying heavily for convenience --Gene Splicer 15:22, 17 September 2006 (BST)
- Keep - Sure. Always did seem like 20AP was a bit excessive. --Rgon 18:04, 17 September 2006 (BST)
- Keep - Makes enough sense. --Fish Head 18:14, 17 September 2006 (BST)
- Keep - Finally, a syringe alteration worthi voting keep for!--Mr yawn 19:42, 17 September 2006 (BST)
- Keep - Though I'm tempted to vote Dupe. Jedaz is a great wiki mod, but does he even still play the game? Can't manufacture syringes in an unpowered building. And it takes about 10 AP to find one in an unpowered building. David Malfisto 17:21, 26 September 2006 (BST)
- Tally - 22 Keep, 1 Kill, 23 Total --Funt Solo 20:15, 27 September 2006 (BST)
Throw out (revised)
Timestamp: | 19:41, 16 September 2006 (BST) |
Type: | Military Skill |
Scope: | Survivor |
Description: | Throw Out is a Military subskill under Hand to Hand Combat (if a Advanced Brawling or something like that is implemented, Throw Out would be its subskill), the survivor equivalent of Feeding Drag. With it, the Survivor have a new atack, with the same to hit percentage of his fists (25% currently) that, instead of doing damage, throws the target out of the building. (and yes, ir works only in buildings). The user must have 20 or more HP above the target to throw him. Since defenestrating someone draws a lot of attention, every one inside the building would receive the message “(User) grabed (Target) and threw him out through a window”. People outside the building would receive “(Target) is thrown out through a window”. Target loses no AP ou HP. Using Throw Out coast 2 AP per try. Into the RP, it means the character is more interested in keeping the place safe than killing every zombie, and also can give an edge for running away.
Jeff Roark 19:41, 16 September 2006 (BST) |
Votes
- Keep - Survivor bouncer skill, makes sense. If it's an active zombie they can probably get back in again anyways depending on barricades and whatnot. 20 Life more than target, excellent, the counter to that is zombies can/will buy budybuilding more often.. and digestion to keep life high up there (or jump off a building and stand up if they know there are "bouncers" in the safehouse.) It's a new tactic.. costs 2 AP per try, that's fair all things considered. Keeps from me. Uninjured zombies will be laughing as far as the "toss" effect. Someone tries to toss you, infect them if yer both online.. hee hee. --MrAushvitz 19:52, 16 September 2006 (BST)
- Keep - I like the numbers on this one. Good job. --Kiltric 20:21, 16 September 2006 (BST)
- Keep - "Okay buddy you've had a enough!" "Mrh-eeee!!" Hahaha, I love this. --CrimsonD 21:16, 16 September 2006 (BST)
- Keep - I'd love to toss one of those zombie spys! --Paradox244 W! TJ! 21:38, 16 September 2006 (BST)
- Keep - hum... this is a lot better than the previous suggestion. --People's Commissar Hagnat [cloned] [mod] 21:40, 16 September 2006 (BST)
- Kill - Seems like griefing to me. Zombie spends all but a few AP just to get in, only to get thrown out in a few seconds. Sorry, but survivors should have to work hard to get zombies out. --Pinpoint 21:51, 16 September 2006 (BST)
- Keep - I was going to vote kill because the zombie only had to have 20ap but then I read that it costs 2ap with no certainty of success so its balanced and I really like this idea. One thing though, I'm not sure it fits under Hand to hand combat. maybe it should be a zombie hunter skill? --MarieThe Grove 21:57, 16 September 2006 (BST)
- Re - I think grabbing someone and throw him is a Hand to Hand fighting skill. Maybe it could be under Bobybuilding, like someone said in the first thread. But not a Zombie-Hunter. I want this to belong to some brawling tree, and there is none other than Hand to Hand. Also, it doesn´t work just against zombies. Z-Spies, PKer, GKer, and every other troublemakers could be thrown out of a building without dying. Like thisJeff Roark 22:30, 16 September 2006 (BST)
- RE - I like the idea its great but I don't think that throwing out other survivors is good. Maybe it should be just zombies? --MarieThe Grove 14:21, 17 September 2006 (BST)
- RE - Maybe. But now I don´t think it would be realistic. Besides, Throw people out is useless for PKers (I will write it in my vote down here). But it can be worked. I just want a good RP way to justify tossing a zed and not a human. Jeff Roark 17:39, 17 September 2006 (BST)
- Re - I think grabbing someone and throw him is a Hand to Hand fighting skill. Maybe it could be under Bobybuilding, like someone said in the first thread. But not a Zombie-Hunter. I want this to belong to some brawling tree, and there is none other than Hand to Hand. Also, it doesn´t work just against zombies. Z-Spies, PKer, GKer, and every other troublemakers could be thrown out of a building without dying. Like thisJeff Roark 22:30, 16 September 2006 (BST)
- Spam -
Those messages are going to get very spammy outside a Mall seige. If it was more like Feeding Drag (zombie at 12HP or less, 1 AP for the action, and a reduced chance to hit, say 15%), this would be a Keep. I don't ask for much, eh?Changing to Spam after what Gage pointed out. I don't need another way to be griefed. --Funt Solo 22:32, 16 September 2006 (BST)- Re - Not asking much. It´s just that the way Feeding Drag is now, is possible for almost dying zombie to drag a survivor with more hit points tham him. I wanted to make this as the character can only throw a character weaker than himself. And 2 AP at 25% is worse than 1 AP ate 12, don´t you think? Jeff Roark 22:37, 16 September 2006 (BST)
- Spam - the way this is worded, it would allow survivors to throw other survivors out the window. Forget it!--Gage 23:29, 16 September 2006 (BST)
- Re - Yes, it would. And Survivors with guns can shoot other survivors. Not counting headshot, every Military Skill can be used against survivors too, and it wouldn´t be realistic be able to throw a zombie and not a human. But, to be honest, I don´t see why a PKer would want this skill. His opponent is out of the building, but he gains no XP, everyone in the building sees the Throw (and can mark his name) and he would have spent a lot of precious AP in an action that will make him have to leave the building to finish the kill. It´s more usefull to banish a GKer or troublemaker from the Building than to attack another survivor. Jeff Roark 03:06, 17 September 2006 (BST)
- Spam - Still too overpowering... --Axe Hack 23:56, 16 September 2006 (BST)
- Kill - Being a PKer, I'd love an implemented suggestion that allowed me to throw my target out the window once they were 20HP below me. But this is uber-suck for zombies who already have a hard enough time as it is getting in without getting chucked right back out. Try reducing the power of this a bit; add a relatively low percentage chance of succeeding in hurling the offender out, and give it a set HP limit, not something vague like "20 or more below your own HP level" - that would let a survivor with 60HP blast an un-flack-jacketed zombie twice with a shotgun, then hurl him out the window. Extracting the intruder in 5 or 6 AP (blast, miss, miss, blast, hurl) vs the 40 or 50 AP it took for the zombie to break in is unfair to me. --c138 RR 23:59, 16 September 2006 (BST)
- Re - I would add a couple of "miss" before hurl, it´s just 25% to work. And let´s face it, people don´t keep their max HP for much long.Jeff Roark 03:06, 17 September 2006 (BST)
- Spam - Damn, Gage beat me to it. Youronlyfriend 00:39, 17 September 2006 (BST)
- Kill I love it, but I think you need to fix a few more problems with it first. --Grigori 02:32, 17 September 2006 (BST)
- Re - I´m open for suggestions. I already ajusted the skill from it first design with people´s help. name the problems and I´ll work on them.Jeff Roark 03:06, 17 September 2006 (BST)
- RE I meant like what C138 said, sorry for not being specific. --Grigori 03:10, 17 September 2006 (BST)
- RE No problem. I got it now. And is pretty much as I said to him. The situation he mentioned needs a full healty Bodybulder with both Advanced Shotgun, Hand to Hand and Throw Out. It´s to much investiment for a 25% to hit attack. Even then, any damage the survivor gets means more damage he must do to the zombie. And Zombies with Ankle Grab ou Diggestion sure will have their full HP. Other than that, they are thrown out, but since they were already in, either the barricade is down or still weak (and then can go back in) or they already fought many people there (if the survivors rebuilt the barricade after the break-in, before the toss). I thought about it.Jeff Roark 03:29, 17 September 2006 (BST)
- Re - I´m open for suggestions. I already ajusted the skill from it first design with people´s help. name the problems and I´ll work on them.Jeff Roark 03:06, 17 September 2006 (BST)
- Kill - This is still too overpowering. What you propose is hardly equivalent to Feeding Drag... as it has a floating HP requirement and doesn't have a barricade limitation. --IrradiatedCorpse 05:01, 17 September 2006 (BST)
- Spam - Spamburger. --CaptainM 06:31, 17 September 2006 (BST)
- spam zombies break into a building just to be throwen straight out again? sorry im a survivor and I still don't like it. Asides lets all give pkers a better way to kill me and not get blamed as much shall we? Blazefire 10:33, 17 September 2006 (BST)
- Spam - Zombies would win pretty quick if zombie spies started overbarricading buildings and throwing people out. --Nob666 13:33, 17 September 2006 (BST)
- Author´s Keep - Ok, I´ll work the Barricade issue. But let me tell you why I don´t see PKers buying this. Imagine you are one off them. Right now, when you kill someone, only you and the corpse-to-be sees it happen. When you toss someone, EVERYONE in the Building will see it, zombie or survivor. Draws too much attention. And this is first. Again, to throw someone, you must be 20 HP better than him. And it coasts 2 AP for each try (usually at least 4 AP, unless you are really lucky), to do an action that gives you no XP at all and no Damage to the target. And now, to kill him, you must leve the base (and spend an AP with it) finish him and go back to the shelter (at LEAST another AP, according to its barricade level, even more). It is good to keep a place clean, but not as an offensive manuever (maybe just for a search and destroy against an especific target) having a floating HP need probably makes it worse than Feeding Drag, since you MUST be alot more healthier than the target for it to work. A dying survivor can´t use it, unless the zed is even worse. For a PKer, it would be a waste of AP for an RP effect. And yes, barricade is an issue. I the thread survives beind spamed, I can work with it.Jeff Roark 17:39, 17 September 2006 (BST)
- Spam - Griefer potential. For example, the griefer could knock down a survivor to make the 20 HP difference then throw him out for zombies outside as a free kill or to his zombie account. Not only that but since attacks arent seen on other peoples screens the griefer could get away with it for ages before being discovered. If you want this skill in, at least make it useable on zombies only.--Mr yawn 19:37, 17 September 2006 (BST)
- RE Attacks aren´t seen, but the toss is seen. Whoever uses this yill be shown to everyone in the building.Jeff Roark 21:41, 17 September 2006 (BST)
- RE - Thats not exactly gunna prevent them. People pker others in places as big as malls. Griefers will just move round suburbs to avoid detection just like pkers.--Mr yawn 23:10, 17 September 2006 (BST)
- RE - Ain´t gonna prevent it, but ain´t gonna make it easier. Any Griefer who tosses someone out off a building will have to deal with the knowledge of everyone inside, not just the person he attacked. If you toss someone to yopur friends or to another account, the bouncer´s name would STILL be known to everyone. Doing so, he would be discovered quite quickly. Other than throw someone to someone else kill, i don´t see offensive utility to this skill. It´s a defensive mainly. I´m considering to remake it with a 5 AP per try coast, but zed only is not on the plan. I want to make it the most defensive and least lethal possible. Any help with this is welcome.Jeff Roark 00:02, 18 September 2006 (BST)
- kill - This is going to irritate both zombies and survivors who get chucked out. The Mad Axeman 11:01, 18 September 2006 (BST)
- Spam - As Gage pointed out. Plus, wouldn't it break zombie anonymity?--Pesatyel 02:28, 19 September 2006 (BST)
- Spam - Griefing. Z spys. Zerging. David Malfisto 17:24, 26 September 2006 (BST)
- Tally - 7 Keep, 15 Kill, 22 Total --Funt Solo 20:16, 27 September 2006 (BST)
Magnum
Timestamp: | --J Muller 19:48, 16 September 2006 (BST) |
Type: | New weapon |
Scope: | New weapon for survivors |
Description: | A magnum revolver. Five shots, found in gun stores, mansions, and police departments. Not found in armories because militaries don't use revolvers anymore, but some police departments do. 8 damage per shot, same tree as pistol, but 5% less chance to hit at every stage Holds 5 shots. When you find ammo for it, you do not find individual rounds like you do with shotguns, but instead several rounds (example: You search a PD. You find three magnum bullets). This makes the ammo easier to find, though bullets are loaded individually. So it's 10AP per cycle, five to shoot it off, then five to reload. If you land all five shots, it does 40 damage. Search percentages are lower than pistols in PDs, but decent in mansions and gun stores. I hope that the difficulty in loading will make up for the increased damage potential. |
Votes
- Keep - Actually, the extra AP to load does make up for the increased damage potential. "Magnum" could be any high caliber pistol. I don't have a problem with this. Pistol options would be nice (some regular pistols a couple magnums, blow AP reloading them when you're free to do so.. all good.) And a finishing headshot with the Magnum is not only pretty.. you get more XP! Sexy... --MrAushvitz 19:56, 16 September 2006 (BST)
- Kill - Whats with all the gun suggestions today? I don't think UrbanDead needs new guns because the pistol and shotgun are enough to keep choice. Zombies have less choice, they can hardly get any new weapons. --MarieThe Grove 20:13, 16 September 2006 (BST)
- Keep- I like new weapons when I can get them, and this doesn't seem overpowered.--Grigori 20:24, 16 September 2006 (BST)
- Keep - the AP cost does balance it, this will probably be used more for RP rather than an alternative weapon. --Kiltric 20:27, 16 September 2006 (BST)
- Kill - Incomplete. Search %? Damage vs. Flak (6 or 7?). Does each bullet take up 1 inventory slot? --Funt Solo 21:35, 16 September 2006 (BST)
- Kill - as Solo.--Gage 21:53, 16 September 2006 (BST)
- Spam - Incomplete. --Pinpoint 21:54, 16 September 2006 (BST)
- Kill - All agreeing with Funt Solo say aye. Aye. --Axe Hack 23:57, 16 September 2006 (BST)
- Kill - I want to see an MBR first. Youronlyfriend 00:41, 17 September 2006 (BST)
- Kill As much as I like this, its incomplete as is. Add the things mentioned by Solo, then we'll talk. --GhostStalker 01:09, 17 September 2006 (BST)
- Kill - Survivors have enough boom-sticks already. --IrradiatedCorpse 05:04, 17 September 2006 (BST)
- Kill - I love the wiki these days, so many things to hate, so many people to scoff at. It makes me feel better about myself every time I log on. --CaptainM 06:25, 17 September 2006 (BST)
- keep - MAGNUMS ARE AWESOME. you really should add all that stuff though Blazefire 10:35, 17 September 2006 (BST)
- Kill - As Funt Solo (see vote 6). --Nob666 13:39, 17 September 2006 (BST)
- Kill - Needs more information. Also, I'd be pretty hesitant about keeping this anyway. --Rgon 18:11, 17 September 2006 (BST)
- Keep - I think this would be awesome! But you'd need to get more specific though, more info man, more info. And maybe have an optional Moon clip which can be found or be a skill. --Marcus Reaves 11:09, 17 September 2006 (BST)
- Kill - Come back when youve actually posted the rest of your idea.--Mr yawn 19:34, 17 September 2006 (BST)
- Kill - Incomplete.--Pesatyel 02:29, 19 September 2006 (BST)
- Kill - Wow a bad idea that's incomplete. David Malfisto 17:25, 26 September 2006 (BST)
- Tally - 6 Keep, 14 Kill, 20 Total --Funt Solo 20:17, 27 September 2006 (BST)