Suggestions/19th-Jul-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.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. 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.
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Stand Up Improvement

Timestamp: 05:07 PM July 19th 2006 (BST)
Type: Improvement
Scope: Zombies. Or humans becoming zombies.
Description: One day I was walking along when I spotted a zombie standing by my Junkyard. I killed it with switft fury, but it must have been on or got on, and I had 1 AP left and the zombie stood up, ready to kill me. And It did. I waited, using 1 AP to search, and I saw it attacking me. I kept that AP, and used it 30 minutes later, and it had killed me. Point The point is, Should we have it to where it takes 30 minutes from death to allow someone to stand up as a zombie? It should only apply when they were killed by another player, zombie or human, and not have it to where it takes the time when they commit suicide. It should be an improvement, since most people are killed during their AP recharge, the time before they log off and log back on later. Thank you, Sub Sandwitch

Votes

  1. Keep - What Author would vote Kill or Spam on their own idea? Sub Sandwitch 05:20 PM July 19th 2006 (BST)
  2. Keep - If I follow you, you're saying "lose the AP when you die, not when you stand up", is that correct? If so, consider this a Keep. –Xoid 00:08, 20 July 2006 (BST)
  3. Kill - He means: You can't stand up, even if you have 50 APs left, until 30 minutes after death. I dislike this. Zombies movies are full of zombies standing right back up when they shoudn't be able to --McArrowni 00:27, 20 July 2006 (BST)
  4. Kill - ... You're trying to nerf standing up?! No, just no. And how the hell is this an 'Improvement'?? -- Tirion529 00:42, 20 July 2006 (BST)
  5. Kill - huge nerf to the urgency of dumping bodies quickly. Don't suggest removing tactical aspects of the game because you made the mistake of attacking a zombie as your AP went red, instead of searching for a safehouse. Rheingold 01:13, 20 July 2006 (BST)
  6. Kill - I can't even follow what you're trying to say. –Bob Hammero ModTP! 02:23, 20 July 2006 (BST)
  7. Kill - Same thing Bob said. Agent Heroic 03:16, 20 July 2006 (BST)
  8. Kill and a translation - I didn't dump the bodies when I killed a Z. Instead I trench coated and decided to search for kewl l00t. I got pwned like a n00b. Oh noes!1 Nerf RT combat for me plz. ty. I see no reason for this to be implimented. Dump bodies. David Malfisto 19:45, 20 July 2006 (BST)
  9. Kill - Same as David Malfisto --Yeoman the Zombie 15:54, 22 July 2006 (BST)
  10. Kill - What Malfisto said. --Max Grivas JG,T,P! 20:36, 26 July 2006 (BST)
  11. kill - Same as macaroni. I mean mcaroiwni. I mean, that guy above. --Poopman9 23:39, 30 July 2006 (BST)

Inventory Management

Timestamp: 01:20, 19 July 2006 (BST)
Type: Utility.
Scope: Tells you how many items you have.
Description: This would add a number counter right next to the word Inventory on the screen. It is a simple improvement, it would look like Inventory: 27/51 (27 slots filled up) This would help let people know how much stuff they are carrying.

Votes

  1. Keep - Author Vote, wouldn't it help? --Canuhearmenow 01:20, 19 July 2006 (BST)
  2. Keep - Definitely wouldn't hurt. --Desperado 01:35, 19 July 2006 (BST)
  3. Keep - Don't break the wiki, Desperado. What Gage said. –Xoid 01:55, 19 July 2006 (BST)
  4. Keep - This suggestion is a goodness. I grok it fully now. --Gage 01:56, 19 July 2006 (BST)
  5. Keep - Works for me --Mookiemookie 02:12, 19 July 2006 (BST)
  6. Keep - Nifty --Rgon 02:41, 19 July 2006 (BST)
  7. Keep - Brilliant. People who mess around with Firefox can already do this iirc. Rheingold 02:59, 19 July 2006 (BST)
  8. Keep - Yeah, nice, but Kevan already said that that number is an arbitrary number that the makers of UDTool came up with: the only limit for the inventory is the quantity of data it can carry. The game doesn't have a set limit at all, as you can have 49 spaces occupied and then pick up a Radio that occupies 5 extra inventory spaces (1 for the item and 4 for the tunning). I don't think this will get (and merits getting) implemented. --Matthew Fahrenheit YRC | T | W! 03:15, 19 July 2006 (BST) EDIT changed my vote just because it might be useful anyways, and it's a bit rude from me to deny a benefit to other browser's users when I use it, altough not that much. --Matthew Fahrenheit YRC | T | W! 05:49, 19 July 2006 (BST)
  9. Keep I'd like to know. Even if the count was imperfect because of radios or stuff like that it'd still give me an idea of how much room I have left. --Jon Pyre 05:33, 19 July 2006 (BST)
  10. Keep -Sure --Grigori 05:52, 19 July 2006 (BST)
  11. Keep - Cool Jonny12 W! 09:43, 19 July 2006 (BST)
  12. Keep - It's an invaluable part of UDTool and it's criminal that it's not yet in the game. --Ember MBR 16:20, 19 July 2006 (BST)
  13. Keep - Makes sense, helps. --Paradox244 16:30, 19 July 2006 (BST)
  14. Kill - Realistically, a count of 'Carrying Space' is not practical. There does exist a need for knowing how much space is left, but I think a fuzzy report (such as 'You are finding it difficult to carry more items' would be, IMO, a better option. --W3c 18:30, 19 July 2006 (BST)
  15. Keep - M,azing. My GPS is useless to me, cause I cant figure it out. Clicking seems to be a problem to me. --Sub Sandwitch 17:30, 19 July 2006 {BST)
  16. Keep - What John ember said. --McArrowni 00:30, 20 July 2006 (BST)
  17. Keep - Would be useful. –Bob Hammero ModTP! 02:28, 20 July 2006 (BST)
  18. Keep - Yeah, better inventory management is good. Agent Heroic 03:15, 20 July 2006 (BST)
  19. Keep - Other than firefox extensions, I have no idea why this isn't in the game. David Malfisto 19:46, 20 July 2006 (BST)
  20. Keep - I like it --Kiltric 19:25, 23 July 2006 (BST)
  21. Keep - Would be helpful. --Max Grivas JG,T,P! 20:38, 26 July 2006 (BST)
  22. Keep - Just like Suudsu. Pure Genius. --Poopman9 23:40, 30 July 2006 (BST)

Heavy Hitter

Timestamp: 01:41, 19 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: This is a new skill, with Hand To Hand Combat as a prerequisite. You've learned where and how to hit the zombies (and other people) with blunt weapons to cause the greatest damage. The damage of all blunt weapons (fists, crowbar, length of pipe, and baseball bat) is increased by 1. This bonus does not carry over to zombies, as this skill is about knowledge, not brawn.

.

Votes

  1. Author Keep - A nice skill for the role-players. --Desperado 01:41, 19 July 2006 (BST)
  2. Keep - OMG Sonny votes Keep for harmanz. You know what? When I was a survivor and I couldn't find an axe or guns I had to use my crowbar so I know where this is coming from. Sonny Corleone WTF 01:45, 19 July 2006 (BST)
  3. Keep - Balance, FTW. –Xoid 01:57, 19 July 2006 (BST)
  4. Kill - Instead of blunt weapons being shitty like they are now, they become just sort of poopy. Its pretty much dead weight. Pointless. --Mookiemookie 02:21, 19 July 2006 (BST)
  5. Keep - Great. I've always wanted to see something (anything) done with blunt weaponry. --Rgon 02:31, 19 July 2006 (BST)
  6. Kill Like Mookie, only with more swearing. When will people learn: making the least optimal option slightly better is a waste of time. Seriously, who would pay 100xp for this? Rheingold 03:03, 19 July 2006 (BST)
  7. Keep - As I said on the Talk Page, I like this, but those who vote kill are kinda right when they say it's kinda worthless as it is. Anyways, it makes the use of other melee weapons than the axe reallystically possible for RP reasons. What I say with this is: if you only look for numbers, go with the fireaxe, but if a baseball hit on a zombie's head makes your day, this is your suggestion. --Matthew Fahrenheit YRC | T | W! 03:10, 19 July 2006 (BST)
  8. Keep - I like. Good for RP! --W3c 05:04, 19 July 2006 (BST)
  9. Kill We don't need more useless combat skills, like Knife Combat. --Jon Pyre 05:35, 19 July 2006 (BST)
  10. Keep - are you going to submit the melee overhaul as well. Youronlyfriend 06:32, 19 July 2006 (BST)
    • Re I decided to see how this skill fared on its own before submitting Melee Weapon Overhaul. If this dies, there's no real point to submitting Melee Weapon Overhaul. --Desperado 13:31, 19 July 2006 (BST)
  11. Keep - Why not? The knife skills are pretty much useless, so what's up with this? Jonny12 W! 09:45, 19 July 2006 (BST)
  12. Kill -I'd much rather the fire axe be left as the high damage weapon and the others have some kind of side benefit instead.--Pesatyel 10:09, 19 July 2006 (BST)
    • Re - Will take that idea under consideration for Melee Weapon Overhaul. --Desperado 13:46, 19 July 2006 (BST)
  13. Keep - I like it, and in response to Pesatyel,the fire axe, whilst having competition for dealing the most damage, would still be the best with the higher to-hit percentage. - HerrStefantheGreat 10:49, 19 July 2006 (BST)
  14. Keep - I can't see any major flaws with this. –Bob Hammero ModTP! 02:29, 20 July 2006 (BST)
  15. Keep - *whack* The sound of a zombie being killed - very satisfying. Agent Heroic 03:14, 20 July 2006 (BST)
  16. Kill - First off, this should carry over to zombies. Secondly as max acc with blunt weapons is what? 25%? The average damage would be low as hell. David Malfisto 19:48, 20 July 2006 (BST)
  17. Keep - at first i thought this was just some combat upping skill , but now i see that the weapons it targets won't un-balance the game , so they blunt weapons doing 25% 3dam with this skill will be less effective than a Fireaxe , it just encourages survivors to try alteratives when killing things --Yeoman the Zombie 15:57, 22 July 2006 (BST)
  18. Keep reminds me of the knife-powering up skills, but I like this one. --Kiltric 19:27, 23 July 2006 (BST)
  19. kill - i am not big on the idea on skills being purely for RPing, and this skill still makes the axe better by alot. --Poopman9 23:41, 30 July 2006 (BST)
  20. Keep I'm for anything that helps with the roleplaying experience. BlakeMP 19:51, 1 August 2006 (CST)

Scrounge

Spaminated, with 5 spams, a kill and an author keep. Using my ability as a moderator to do this. Reason for spamination is because it is suggesting to increase the chance of success of something that automatically succeeds. --Grim s-Mod U! 03:55, 19 July 2006 (BST)


Mobile Syringe Manufacturing (revised)

Timestamp: 06:02, 19 July 2006 (BST)
Type: Skill/Item
Scope: Survivors
Description: Syringe manufacturing is currently counterproductive, being lower than syringe search rates. However manufacturing would become useful if it could be performed in locations other than Necrotech buildings. The higher AP cost would be balanced out by the ability to perform guerilla warfare, not being tied down to the one or two necrotechs in the suburb. This perfectly suits ransack, which made it hard to keep specific buildings secure and requires survivors stay on the move.

A new item findable in Necrotech Buildings (3%) and hospitals (2%) would be a Lab Kit. This could be set up indoors in any building the same way as generators (and destroyed the same way too). The lab kit is a varied collection of equipment and chemical components that allow for syringe manufacture in any powered building for 25AP. The increased cost reflects the difficulty of working in a less than ideal environment, with more limited equipment, and to keep Necrotech buildings the most desirable place to be even for manufacturing. Using a lab kit would require a new science skill, Scientific Research, which would be a subskill of Necronet access. You could not set up a Lab Kit in a Necrotech Building, since that'd just be besides the point.

Votes

  1. Keep Author vote. It gives mobility but requires an additional 5AP even over current manufacturing rates. I think that's balanced. --Jon Pyre 06:02, 19 July 2006 (BST)
  2. Spam - No. NT buildings are there for a reason. Can't get to the NT building in your suburb? Go elsewhere. This suggestion is stupid beyond belief. What next? "Create shotgun shells for 5 AP more anywhere you want." This is ridiculous. And it seems the only reason why this is being pushed is because the RRF and Big Bash just wrecked the NMC and everyone else in Central Malton. Sonny Corleone WTF 06:05, 19 July 2006 (BST)
  3. Kill - You just dont get it. Adapt your tactics to suit the game. Dont adapt the game to suit your tactics. Sheesh. --Grim s-Mod U! 06:08, 19 July 2006 (BST)
    • Re So you're saying zombies shouldn't use ransack? Or that people were wrong to suggest that headshot shouldn't remove xp? The game has imbalances. You don't fix them by playing better, you fix them by suggesting. Please respond on the discussion page. --Jon Pyre 06:11, 19 July 2006 (BST)
      • Re - I am entitled to one re on this page historically, so here it is. Ransack was a skill added to the game to counter a severe balance issue that zombie metagaming was simply unable to do. Zombies are already about as organised as its possible to get. So far human metagame is limited to asking for revives and reporting pkers, except in rare and limited cases. There is no partnering up of players, there is no mutual aid going on. I consider this to be the baptism of fire for humans to go through, like zombies had to endure almost since the game started. Humans, for the most part, refuse to play smart. They hide in malls and they cluster up. The current numbers issue is because zombies have been better able to use their skillset to hammer the fooluish humans who no longer realise that their strategy is only playing into zombie talons. Once humans recognise this fact and start to spread apart, minimising losses from each breakin, and when they learn to run from hordes and scatter to the four winds when a horde is on approach they will survive, nay, thrive in the city. The problem is that after a year of turtling in police stations, hospitals and malls, human players are far too set in their ways to do anything about it themselves, thinking that Kevan will come through and stomp the mean ol zombies for them, as has historically been the case (though not, apparently, this time). At present the slide has been so slow that if you humans actually got up off your arses and actually worked together in a meaningful manner, you could not only halt the trend, but even reverse it. going it alone no longer works. Human players must adapt to game pressures or be destroyed. In the last year you have had it ludicrously easy and have had to learn precisely dick in order to survive well. Welcome to school. Time to learn how to survive instead of play "Walk outside and shoot a harmless Zombie". In short: Learn to survive instead of whining because what you have always done just isnt working anymore. --Grim s-Mod U! 08:29, 19 July 2006 (BST)
    • Re The reason I suggested talk page is because your re is longer than my suggestion. --Jon Pyre 09:48, 19 July 2006 (BST)
  4. Kill - Grim said it beautifully. --Matthew Fahrenheit YRC | T | W! 06:24, 19 July 2006 (BST)
  5. Kill Wait, Grim is accusing humans of whining? Heh, lawlz, etc.... There's a simple reason to kill this: popping in once a day to search ransacked NTs has still gotta be more effective than manufacturing syringes at 25 AP a pop. Therefore I fail to see why a smart survivor would ever use a Lab Kit. Rheingold 09:32, 19 July 2006 (BST)
  6. Kill - I was going to vote keep, but Grim has a good point Jonny12 W! 09:49, 19 July 2006 (BST)
  7. Kill - Hooray for grim --Mookiemookie 12:27, 19 July 2006 (BST)
  8. Kill - Sorry, but I couldn't read all of what Grim typed. This is a kill, because even though it may be 'balanced', it's entirely unnecessary. By adding to this, you increase the homogeneity of buildings, which is something I hate. Let's have different purposes for different buildings, please. --Burgan 15:01, 19 July 2006 (BST)
  9. Kill - So why not a Mobile ER Kit used to set up hospitals in libraries? Or a Mobile Home Shopping Kit used to set up malls in warehouses? Let the buildings have their unique purposes. It gives humans something to fight for and zombies something to focus on. --Ember MBR 15:28, 19 July 2006 (BST)
  10. Kill - Grim for the win. –Bob Hammero ModTP! 02:34, 20 July 2006 (BST)
  11. Keep - Exactly what Grim said. If you want humans to spread out, give them a reason not to crowd into single buildings. Look at the AP costs invovled here. It'd be easier to walk to the mall in the next suburb and back than find and set up a Lab Kit in another building. And I'd love for Grim to RE this on my talk page. David Malfisto 19:52, 20 July 2006 (BST)
  12. Kill - The lab kit part of this kills it for me; it's basically doing the same thing as a genny. I would drop the whole "Lab Kit" part and just make it so Syringes can be manufactured in Powered Hospitals and Schools... probably for 25AP.(substandard Facilities) Also, NO new skill is needed; that just complicates the suggestion too. --Raystanwick 12:56, 21 July 2006 (BST)
  13. Kill - NT voids make Malton interesting. --Max Grivas JG,T,P! 20:42, 26 July 2006 (BST)
  14. Kill - sorry, but if you can make a syringe, can't you make other things?? Like Pipes!!! Every1 loves pipes!! or how about newspapers!!!...... --Poopman9 23:43, 30 July 2006 (BST)
  15. Kill -New way to do old things. Nazreg 11:28, 2 August 2006 (BST)

GPS usefulness

Timestamp: 06:17, 19 July 2006 (BST)
Type: Improvement
Scope: GPS units
Description: I thought of a use for GPS units. What if by clicking on them you could save your current location in the GPS unit? Until you clicked it again to clear it the unit would provide the quickest path to your saved location from your current position. Their GPS unit might look like this: GPS Unit [Saved: (33, 45) Path: 8s 2se]. That way a player could feel free to wander around exploring without getting lost.

Votes

  1. Keep Author vote. A small useful use that is useful. --Jon Pyre 06:17, 19 July 2006 (BST)
  2. Kill - There are plenty of better revisions of this suggestion. And, if this gets implemented, the GPS wuold take as much space as a radio! --Matthew Fahrenheit YRC | T | W! 06:21, 19 July 2006 (BST)
    • Re Maybe, maybe not. Are you sure it would? And if it didn't would you consider it worthwhile? And what similar suggestions are there? --Jon Pyre 06:23, 19 July 2006 (BST)
  3. Kill - Call me ancient but back in my day when we wanted to record a place we visited we typed it in word and saved it. If not that we wrote it down on a piece of paper. Now that ancient. I fail to see the point in this suggestion. Getting lost? There are two reasons for a survivor leaving his safe house, exploring a little or fleeing. If you are exploring then you should remember the route since it'll probably be within 10 AP. If you are fleeing then you couldn't give a rat's ass where you were. Sonny Corleone WTF 06:25, 19 July 2006 (BST)
  4. Keep - Helpful for exploring. Youronlyfriend 06:38, 19 July 2006 (BST)
  5. Keep -This is cool, helpful for keeping track of free run routes. Maybe include a reset button? --Grigori 07:17, 19 July 2006 (BST)
  6. Keep - An excellent way to save where a revive clinic is! Jonny12 W! 09:51, 19 July 2006 (BST)
  7. Keep - Currently, what usefulness does the GPS Unit even HAVE? Why would making useless items a little more useful be a BAD thing? And, if it DOES take up more space in you inventory, guess what, you don't HAVE to use it...just like now.--Pesatyel 10:13, 19 July 2006 (BST)
  8. Keep Awesome. I don't have to have a map open every time I wander outside! Rheingold 11:06, 19 July 2006 (BST)
  9. Kill - I like this idea, but I don't know if we are supposed to encourage or discourage Firefox Extensions from being made. If we are supposed to discourage Extensions, then change mine to a Keep. --Ev933n 12:18, 19 July 2006 (BST)
  10. Keep - Firefox extensions are fun and all, but they are not built into the game. I don't use firefox *gasp*. I think this is fine, but if I recall there may be better ones out there. "It can be done with firefox" is not really a good reason to kill. --Burgan 15:05, 19 July 2006 (BST)
  11. Keep - Burgan, Burgan, it's not "not really a good reason to kill", it's more a "patently absurd reason to kill". That being said, why not? At the moment all I do is use an extension to get the same effect as this would supply anyway. –Xoid 15:12, 19 July 2006 (BST)
  12. Keep - Simple. Useful. --Ember MBR 20:13, 19 July 2006 (BST)
  13. Keep - Definitely useful. –Bob Hammero ModTP! 02:35, 20 July 2006 (BST)
  14. Keep - Simple, useful, reliable. Agent Heroic 03:12, 20 July 2006 (BST)
  15. Kill - This sounds useful until you know how the Inventory works.(if what I've read is right) Apparently, this would make a GPSunit take up 5 or 10 inventory slots.(one for each digit) If it could be done while still keeping the 1 slot weight, I would definately vote keep. --Raystanwick 13:01, 21 July 2006 (BST)
  16. Keep - this is already in a few Firefox Extensions, but I like anything that negates the need for them. --Kiltric 19:31, 23 July 2006 (BST)
  17. Keep - I do this with an extension and it is very handy. I would present 10s 2e instead of 8s 2se, but yeah I like it. --Max Grivas JG,T,P! 20:48, 26 July 2006 (BST)
  18. Keep On Wheels - FINALLY!!! A WAY TO KNOW WHERE I WAS 9 BLOCVKS AGO!! WOOT!!! The only problem may be th einv space, but WHO CARES!! --Poopman9 23:46, 30 July 2006 (BST)

New Zombie Hunter Skill

Spaminated with 8 Spams, and no other votes because the author didn't sign. General consensus was: insta-kills are a no-no. –Xoid STFU! 09:57, 19 July 2006 (BST)


Cooperative Syringe Manufacture

Timestamp: 10:59, 19 July 2006 (BST)
Type: Skill alteration
Scope: Survivors & their temporarily undead friends
Description: Currently it takes just 8 AP to find a syringe in a powered Necrotech Building. By contrast it takes 20 AP to manufacture one. This is because synthesizing the Curing Serum is an immensely complicated process that takes lots of time and effort for a lone survivor. It even involves quantum chemistry (don't ask).

Thankfully, Necrotech Inc. has uploaded a molecular modeling program which can now be accessed at Necrotech workstations by survivors with Necronet Access. This makes the process of manufacturing the Serum much easier, but requires survivors to cooperate and be altruistic.

A survivor with Necronet Access in a powered NT Building can Occupy A Computer Workstation for 5 AP. The survivor is now Working at the station, modeling the virus with the latest input from Necronet, solving the chemical equations required to manufacture the Serum, etc.

While Working a survivor may not perform any action except Speaking and "Log Off" (0 AP) which returns you to the normal interface. A survivor automatically Logs Off when hit by an attack OR when the power goes off and the computers crash. Survivors who are Working are marked by an asterisk in the room description. The room description is now altered to read There are X survivors working feverishly in the computer lab to synthesize a cure.

There are 6 computers in each NT Building so up to six survivors can occupy the workstations. When all six workstations are online and occupied, any other survivor in the building can manufacture syringes for 6 AP apiece. This is 75% the AP cost of searching for a syringe.




So, let's summarize:

PROS:

  • Manufacture syringes at 75% the searching cost, making this the #1 most efficient way to get syringes.
  • Makes Necronet a useful skill.

CONS:

  • Requires a large initial investment of action points (30 AP total) to get workstations online, without any immediate benefit.
  • Requires survivors to volunteer to occupy dangerous resource buildings for long periods of time.
  • Requires survivors to be altruistic, sacrificing AP and time so someone else can get cheap syringes.
  • The initial investment is squandered if zombies attack and/or the power goes out.
  • If the workstations are not fully occupied, there is no benefit at all.

How Does This Compare To Searching?

  • As you can see from this chart, Cooperative Manufacturing starts out more expensive than searching (thanks to the initial investment to get the computers running) but breaks even with the 15th syringe produced and continues to generate AP savings afterwards.

ZOMG ZERGERS!

  • It would be impossible for zergers to use this method of manufacturing, as Kevan already can detect people with identical IP addresses in the same building. People with the zerg flag will not be allowed to occupy workstations or manufacture syringes.

Votes

  1. Author Keep Fosters a sense of cooperation/altruism in survivors which is currently, let's admit it, a bit lacking. The suggestion boils down to: if you can secure a NT for long periods of time, and get survivors to sacrifice AP and time for the greater good, then you can manufacture syringes a bit cheaper than searching. Rheingold 11:04, 19 July 2006 (BST)
  2. Keep - This would make Necronet in any way at all useful. Don't be retarded, vote keep. --Ev933n 12:15, 19 July 2006 (BST)
  3. Keep - I like this. --Abi79 AB 12:36, 19 July 2006 (BST)
  4. Keep - Nice. I like it. Teamwork is good. -- Krazy Monkey W! 13:12, 19 July 2006 (BST)
  5. Keep - Though I'd like to see one or two people working have an impact. Maybe a 5 AP reduction if three people are working, and an additional 3ap reduction for every other worker after that?--Gene Splicer 13:21, 19 July 2006 (BST)
  6. Keep - I fail to see any real issues with this. –Xoid 13:25, 19 July 2006 (BST)
  7. Keep - Excellent idea, although Gene Splicer's modification is a good idea to adopt. --Desperado 13:39, 19 July 2006 (BST)
  8. Keep - At first I was extremely weary of this (all past suggestions along similar lines have been extremely spammity "stopgap measures" or "trying to reverse to recent changes"), but after some thought I just can't see anything to get worked up about here. My only concern is that a coordinated group of 10 or so survivors could enter a ransacked Necro, set up a generator, pop out a bunch of syringes, then flee before running out of AP, thus bypassing the entire point of ransack entirely. Then again, such survivor coordination just doesn't seem that likely, and it would be easy enough for Kev to implement it so that you can't set up generators in ransacked buildings (if he hasn't done so already). SmartyMart 13:57, 19 July 2006 (BST)
  9. Keep - Nice implementation! My only complaint is I think it's only fair that each worker drops the cost by 2AP, though that could add to selfishness and fewer workers. --Burgan 15:10, 19 July 2006 (BST)
  10. Kill - Sorry to be the one to bring the bad news but survivors won't work together. I remember when I was a survivor people fighting over who would go search for a generator just to power a hospital. This seems like it would be useless. People would not want to just sit there while everyone else get's syringes. This is not a Communist Utopian Society. This is Urban Dead, where the selfish prevail. Hell, survivors can't even get each other to help SW Malton. This will never work. And if it does it'll be severely unbalanced. If you create one for 20 AP you can make 3 syringes. If you search you can find 7 syringes. If you do this you can get 9 syringes. That's triple the amount from creating them yourself. For all argumements, this includes going into negative AP. My point is that this won't work and if it does we will see a 65% Survivor and 35% Zombie ratio. Sonny Corleone WTF 15:29, 19 July 2006 (BST)
    • Re So your reason for Killing a suggestion that might give survivors an incentive to work together is that survivors don't currently have an incentive to work together? Hmmmmm... Oh, and your math so far as I can decipher it is not correct, you're forgetting to factor in the initial AP investment. See chart... Rheingold 18:39, 19 July 2006 (BST)
  11. Kill - I like anything that fosters teamwork, but I have to echo Splicer's sentiment that there should be some pro-rated benefit if less than six terminals are occupied. I think the max situation will be pretty rare. Resubmit with that taken into account and I'll definitely Keep. --Ember MBR 15:32, 19 July 2006 (BST)
    • Re I'll definitely do so if the vote drops below 66%, as it's a good idea, I just don't want to keep resubmitting things ;) Rheingold 18:39, 19 July 2006 (BST)
  12. Keep - I agree with Ember, the pro-rated benefit would give it greater usefulness. Not enough of a difference to kill over as I see it. --Rgon 15:55, 19 July 2006 (BST)
  13. Keep - This will aid survivors who actually try to not be selfish jerks. I would personally mark down computer runners to get first in revive lines. Oh... and not asteriks - those are already in use. --Darth Sensitive talkW! 16:31, 19 July 2006 (BST)
  14. Keep - It's a nice idea, and it encourages player co-operation. Jenny D'ArcT MPS 17:14, 19 July 2006 (BST)
  15. Kill-One word: Zergers. Zergers will make accounts, and basically have them sit and man the computers while the main account manufracture syringes. EDIT: And you also forget that the zerg flag may be erronsly added, and it cannot be revealed at all. All the flag does is delete accounts when the time comes...as well as make it a 0% chance of attacking or such. Sitting on the Computer is not attacking. I don't think the Zerg flag will apply.--ShadowScope 17:40, 19 July 2006 (BST)
    • Re The suggestion simply says that people with the zerg flag would be disallowed from making syringes or sitting at workstations. Currently that's the safest guarantee any in-game action has against zergers. Rheingold 18:39, 19 July 2006 (BST)
    • Re I can change IP addresses easily. So can those who want to Zergers. It takes me 5 seconds. Change your IP address after you get your account in there...and the game is fooled to think you are a different person. This will not protect against zerging.--ShadowScope 19:09, 19 July 2006 (BST)
  16. Keep - Altough Gene Splicer's idea wuold be useful if implemented with this too. --Matthew Fahrenheit YRC | T | W! 18:54, 19 July 2006 (BST)
  17. Keep - This is a really well-thought out idea! Jonny12 W! 18:58, 19 July 2006 (BST)
  18. Kill - ZOMG ZERGERS! Proxies, work internet accounts, school internet accounts, dial up.... --Mookiemookie 19:59, 19 July 2006 (BST)
  19. Keep -Though I would include Splicer's addition. And, as for the zerging, one has to be an NT of at LEAST level 3 (level 4 for others characters) to use it. While that isn't that high (especially at 75 XP per) for a zealous zerger, it would require leveling SIX NT characters to level 3 (minimum of 900 XP) to maximize the usefulness.--Pesatyel 20:28, 19 July 2006 (BST)
  20. Keep - I think this would be an interesting new skill. Why aren't people voting on the merit of the suggestion, and leave the technical aspects to Kevan? You think he would implement this, even if it does pass suggestions, if it would give throw-away accounts and zergers the upperhand? The dude made Urban Dead. Give him a little credit. - Bango Skank 20:36, 19 July 2006 (BST)
  21. Keep - You know I like this idae which is rather odd as it does support zerging but what the hey, why let zergers limit a games potential! - Etherdrifter 20:54, 19 July 2006 (BST)
  22. Kill - I dislike the zerging potential --McArrowni 00:45, 20 July 2006 (BST)
  23. Keep - Great suggestion, not overpowered in the slightest. I, too trust Kevan to make the technical decisions. --Grigori 01:04, 20 July 2006 (BST)
  24. Kill - I like the idea, but the numbers are off. I suggest a total of 5 computers, with 2 AP taken off of the search cost for each one occupied. –Bob Hammero ModTP! 02:39, 20 July 2006 (BST)
  25. Keep - I like. Less AP is good. Agent Heroic 03:11, 20 July 2006 (BST)
  26. Keep - Anything that gets more syringes into the game is good. Don't get me wrong, my zombah is an eager participant in the big bash, but my to harman alts have been on revive lists for 2 weeks.Also, this increases the value of human groups that can host NT buildings for others.--Father Monday
  27. Keep - ZOMG! Ransack is broken because of Zergers! Zomg Brain Rot is broken because of Zergers! Zomg Headshot is broken because of Zergers! You have to have a friggen third tier skill, and given the rate NT buildings are broken into, I hardly think Zerging would be a way of abusing this change. David Malfisto 19:58, 20 July 2006 (BST) [Edit] Also, gotta love how a certain pro-Z mod who always moans about humans never working together when Killing other syringe buffs hasn't voted here. David Malfisto 19:59, 20 July 2006 (BST)
  28. This suggestion is Keeptastic! Makes me think of other cooperative computing efforts - distributed.net, Assault On 13th Labour, SETI@Home . . . I'm all for it! --John Taggart 20:30, 20 July 2006 (BST)
  29. Keep Altruism FTW! And as for zergers, theoretically a zerger could make 2000 alts with 2000 ip addresses and populate a mall with them but we still have malls in the game. --Jon Pyre 09:49, 21 July 2006 (BST)
  30. Keep - planting the seeds of cooperation, I like it. the Harmans need a little incentive. --Kiltric 19:34, 23 July 2006 (BST)
  31. Keep - I love this idea --DJSMITHCDF 03:37, 26 July 2006 (BST)
  32. Keep - Well thought. --Max Grivas JG,T,P! 20:52, 26 July 2006 (BST)
  33. Keep' - same as max, and not TOO overpowered. --Poopman9 23:46, 30 July 2006 (BST)
  34. Keep - Not bad. Useful, and with consequences. Gene W! - Talk 02:49, 1 August 2006 (BST)
  35. Keep - I like this. I like this alot. BlakeMP 20:04, 1 August 2006 (CST)

Another Scent Life

Timestamp: 13:13, 19 July 2006 (BST)
Type: Skill for X-RAY VISHUN!
Scope: Zombies
Description: This skill would be a second-tier Scent Blood skill, adding a button (or drop-down option) to the zombies interface which, when pressed, gves the zombie a rough idea of the number of humans in the vicinity.

The number of survivors inside buildings in the 3x3 area surrounding the zombie (i.e. the map block) would be counted, and the zombie would receive the following messages based on the result:

0 - 10: You smell nothing edible. 11 - 20: A faint hint of meat reaches your nose. 21 - 40: You smell meat. 41 - 80: You smell much meat. 81 - 160: An overwhelming smell of meat surrounds you on all sides. 160+ : Meat! Meat everywhere! GLORIOUS MEATS!

(I ran out of inspiration. Please do not base your vote on the above flavour messages :( The numbers are canon, though)

Survivors in the building a zombie is directly outside would count as double, and survivors visible to the zombie would make the skill unusable due to their smelly proximity. Using this inside an empty building returns nothing useful.

Extended explanations below.

0-10 returns no results, meaning that it is possible to hide quite well in sparsely populated areas. The inclusion of all the surrounding buildings, however, means that PKing people who would bring your safehouse above "threshold" is pointless, unless you plan on keeping every building surrounding it clear aswell. It also makes it much harder for zombies to pinpoint exactly which buildings are most populated, while still letting a zombie know that there are people nearby, and persistance in the area will eventually pay off.

The survivors in the central building would count as double for the count. This is for a) realism, as nearby humans would have more of an impact than ones further away, and b) to make it more difficult to "map" the survivor's locations (In theory, a zombie could "map" a small area by scenting, moving, and scenting again. A horde could station a zombie at each position in a 3X3 area and all scent simultaniously. Doubling the value of the central building means that it would be difficult to tell if an increase/decrease between two locations was caused by the difference between the surrounding buildings, or the difference between the building you previously stood on and the one you are now standing on).

Note: The items in the brackets above are possible ways to EXPLOIT this skill, not an explanation of its use --Gene Splicer 01:35, 20 July 2006 (BST)

If there is ever a standing survivor within the zombie's field of view, the message is replaced with "The nearby meat overwhelms your senses". This circumvents the "If nearby survivors are worth double, what about outside ones?" issue, and adds a nice bit of flavour. Using it inside an empty building returns "You smell nothing but damp and old blood". This is for simplistic realism.

While this would not allow zombies to tell the exact status of a building, it gives them an excellent idea of the population of their immediate area. The one big issue is that armouries and other freestanding buildings, or buildings with a great deal of nearby streets, would be much easier to "map" than others. On the other hand, this could be looked upon as adding new tactical element in choosing a desirable safehouse.

  • holds up lead sheet against the X-Ray Visioners* please don't hurt me

Note: It would cost 1ap to press the button. I assumed this was a given --Gene Splicer 00:51, 20 July 2006 (BST)

Votes

  1. Keep - Hmmmmmmmmmmmmmmmmm...interesting idea. Looks pretty solid to me. -- Krazy Monkey W! 13:41, 19 July 2006 (BST)
  2. Keep - Sounds good, as this isn't really X-Ray vision (nothing exact is returned). Author needs to sign though, or this might get deleted or spammed. --Desperado 13:48, 19 July 2006 (BST)
  3. Keep - Keeps! Keeps everywhere! GLORIOUS KEEPS! I like that line, fun flavour. Solid suggestion, well balanced, and useful. --Burgan 15:13, 19 July 2006 (BST)
  4. Keep - Zeds depend on heightened situational awareness since their communication is so limited. Works for me, especially if it's incorporated into a Scent pulldown as another suggester mentioned. --Ember MBR 15:37, 19 July 2006 (BST)
  5. Keep - The flavour messages could probably use a touch of reworking, but otherwise it looks good to me. Oh, and props to you for practically inviting the big nasty "No X-RAy Vision" kill. --Rgon 15:59, 19 July 2006 (BST)
    X-Rayz - I would vote keep, but then I wouldn't get my vote struck out for being inane, and non-legal, would I?Xoid 16:07, 19 July 2006 (BST)
    I am The General! Your Vote is illegal! I will kill your family if you don't start following the rules! – Nubis 16:24, 19 July 2006 (BST)
  6. Kill - I like it, but didn't see an AP cost. If you make it clear that it does cost an AP I will change this to keep. Jenny D'ArcT MPS 17:17, 19 July 2006 (BST)Keep - at 1 AP I'm for it. Jenny D'ArcT MPS 00:14, 20 July 2006 (BST)
  7. Keep-No X-Ray. However, this isn't X-Ray. Kill-Grim s is right, however I'm voting Kill instead of Keep due to the new policy of "Spam Doesn't Count". I suggest anyone who hates this change their votes to Kill as well.--ShadowScope 18:35, 19 July 2006 (BST)
  8. WTFXRAYZSpam Me so confused! A suggestion that totally ignores the Dos and Don'ts, yet manages to almost elicit a Keep because it makes the suggestion "balanced" by rendering it incredibly frustrating to use! Well, in the end, only one choice... Rheingold 18:42, 19 July 2006 (BST)
    • Re - I believe the section you are referring to is in "Frequently suggested ideas". "Note: This isn't to say that is is impossible to come up with a workable variant of these broad ideas... but coming up with one, fixing the innate flaws of the concept, and getting it past an unfriendly jury just isn't very likely." I managed to get an AP altering suggestion through, so I'm feeling bold. You also appear to be misunderstanding the purpose of this skill. It's not to tell which building out of a group has the most humans... it's to tell if there are enough humans in the area to be worth staying, or if you should move on --Gene Splicer 23:57, 19 July 2006 (BST)
  9. Keep I don't see what's wrong with it --Rozozag 18:51, 19 July 2006 (BST)
  10. Spam - Everyone here read the Do's and Do nots. This is fucking stupid as a skill and disables the humans ability to split up and hide, which will be essential if kevan decides to let current events run their course and humans have to become the scurrying nomads they were intended to be. --Grim s-Mod U! 18:57, 19 July 2006 (BST)
    • Re - See above as regards Dos and Do Nots. I also do not follow your reasoning. This encourages humans to split up and hide... the more spread out the survivors are, the easier it is for them to escape detection.--Gene Splicer 23:57, 19 July 2006 (BST)
  11. Keep - I like it. --Matthew Fahrenheit YRC | T | W! 18:58, 19 July 2006 (BST)
  12. Kill - Why? Because it's obvious which buildings will have these numbers. Malls, NTs, PDs, Hospitals, and Forts. You do not need this skill to tell you that. However if you had a skill to find a minimum of 3 and a max of 10 survivors then that would be good. That would stop barricade strafing since zombies would find your skinny ass. Sonny Corleone WTF 19:28, 19 July 2006 (BST)
    • Re - Again, the purpose is not to tell which building has the most survivors in it, but to tell roughly how populated the area is. You can then, if you wish, use the "obvious" to decided which building out of the block is worth attacking--Gene Splicer 23:57, 19 July 2006 (BST)
  13. Kill - For the love of God, NO X-RAY VISION! --Paradox244 23:49, 19 July 2006 (BST)
  14. Kill - X-rays are bad for your health. –Bob Hammero ModTP! 02:49, 20 July 2006 (BST)
  15. Kill - No more cancer-causing X-Rays! --Canuhearmenow 02:51, 20 July 2006 (BST)
  16. Keep - I stopped playing my Z-alt because my harman keep getting BANANA GANG BANG'ed. And while I get enough radiation at work, I see this as workable. David Malfisto 20:03, 20 July 2006 (BST)
  17. Kill Urban Dead is a game of hide and go seek. Zombies have trouble finding humans on their own. But when one finds them they can groan and attract everybody. Individual humans discovery skills are bad. --Jon Pyre 09:51, 21 July 2006 (BST)
  18. Keep - since 0-10 aren't affected, I think this works. --Kiltric 19:37, 23 July 2006 (BST)
  19. Keep - 3x3 and 10+ makes this non-specific enough for me. --Max Grivas JG,T,P! 20:57, 26 July 2006 (BST)
  20. SPAM- Me am so confused! A suggestion that ignores the Do's and Dont's, but manages to rack up some keeps by being frustrating and difficult to use!! AAAHH!! my Brain is hurt!! Next thing i know, i will be copying everthing Rheingold says! AARRGGHH!! --Poopman9 23:50, 30 July 2006 (BST)
  21. Keep - Interesting. Gene W! - Talk 02:55, 1 August 2006 (BST)

No More ZKing

Spaminated with 10 Spam Votes, 2 Kill Votes and an Author Keep. – Nubis NWO 16:22, 19 July 2006 (BST)


Looting

Timestamp: 22:08, 19 July 2006 (BST)
Type: New skill
Scope: Survivors
Description: At the moment, Urban Dead is a bit too Mall/NT-centric - the powerful nature of Bargain Hunting, when combined with Shopping and a powered Generator, does nothing to help this. Therefore, I propose that Bargain Hunting be removed as a skill and replaced with the skill Looting.

Looting would be located in the Civilian skill section, with no pre-requisites. All players who currently have Bargain Hunting would receive Looting with no XP cost, although they would obviously lose Bargain Hunting.

There would be no button for searching anymore if a player purchases Looting; instead, there would be a drop-down menu reading '[Search/Loot] for items'. Looting would have an advantage over searching in that it would provide a +7.5% bonus to find an item; this would be increased to +10% in a powered building.

However, on the downside, if too many people loot a building it will eventually become seriously damaged and it will be harder to find things amidst the wreckage. As such, depending on the number of times people Loot a building, successfully or unsuccessfully, in the period of 3 hours before the exact time that you Loot the building, the looting percentage would decrease:

1-20 times - no decrease (the building would appear as normal)

21-40 times - -2.5% decrease (the building would appear as slightly damaged by looters)

41-55 times - -5% decrease (the building would appear as damaged by looting)

56-70 times - -7.5% decrease (the building would appear as heavily damaged by looting)

71-80 times - -10% decrease (the building would appear as very heavily damaged by looting)

81-90 times - -12.5% decrease (the building would appear as extremely heavily damaged by looting)

91+ times - building becomes Ransacked (the building would appear as ransacked)

Once Ransacked by Looting, a building must be Repaired, just as with the effects of the Ransack skill for Zombies. However, it must be Repaired three times; while zombies would simply smash random objects, survivors would be looting the building and taking whatever there is of value, which would greatly reduce the chance of finding something valuable. Once the building has been Repaired in this way, the counter of how many times the building has been looted will drop to 0 again.

Normal searching would be unnaffected by Looting (as the player would be taking more time to carefully search for items) unless the building has been Ransacked. At that point, the building must be Repaired again until any searching can be performed.

This would theoretically balance out the survivor population in terms of location; more people would move away from the overcrowded Malls and NT buildings and they would return to the PDs, the Hospitals and the Fire Stations. This skill would have a negative effect on large groups that use it, and would have a positive effect on smaller groups of people who choose to use it.

Of course, communism works in theory...

Votes

  1. Kill - So, here's a skill which retro-activley changes someone's decisions, which is a big no-no, and replaces it with something they may not want, that's the problem. The implementation is slightly complicated, though it is interesting. Still, three repairs is excessive.--Burgan 22:57, 19 July 2006 (BST) Edit: Upon re-reading, this would completely fail to accomplish it's goal. Gives a bonus for 56-80 searches, then people would just use regular search, given the option, since the state is apparent. --Burgan 23:02, 19 July 2006 (BST)
  2. Kill - So, after the 60ish lootings, this nerfs searchs, and it can be repaired until fully looted? that's like 30 more (nerfed) loots! Bargain Hunting FTW. --Matthew Fahrenheit YRC | T | W! 00:04, 20 July 2006 (BST)
  3. Kill I am a big fan of the central idea of this suggestion, i.e. present a Tragedy-Of-The-Commons dilemma of some sort for survivors. However the implementation sucks... Rheingold 01:21, 20 July 2006 (BST)
  4. Kill - Don't take away skills we've already bought. Ybbor 01:23, 20 July 2006 (BST)
  5. Spam - horrible--Gage 01:51, 20 July 2006 (BST)
  6. Kill - Great concept. Terrible idea. Rework. David Malfisto 20:05, 20 July 2006 (BST)
  7. Kill - Interesting idea, but with some serious problems, esp. that stated by Matthew Farenheit. --Rgon 20:40, 20 July 2006 (BST)
  8. Kill Very interesting idea but ultimately I feel survivor skills should be entirely beneficial to survivors and zombie skills entirely beneficial to zombies. --Jon Pyre 09:53, 21 July 2006 (BST)
  9. Kill Sensible idea. But as above... -- HighlandZHunter I.U.S.S16:01, 27th July 2006 (BST)
  10. spam totally insane. the person who thought of this should be slapped. this will GREATLY unbalace the game, and cause more survivor pkings. STOOPID STOOPID PEOPLE!!! YYYEEAAARRGGHH!! --Poopman9
    • Invalid vote. No timestamp. --Brizth M T 19:14, 28 July 2006 (BST)
  11. Spam Wat i said above. --Poopman9 23:52, 30 July 2006 (BST)
  12. Kill - Mr. Malfisto said it best. Gene W! - Talk 02:58, 1 August 2006 (BST)