Suggestions/1st-Apr-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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Observation

  • Suggestion withdrawn by author. Just found out about the news. --Jon Pyre 01:44, 1 April 2006 (BST)

Undo Last Change

Spaminated with 1 Keep, 1 Kill, 6 Spams, and 1 person who needs to review the Valid Votes section. Velkrin 04:29, 1 April 2006 (BST)


Construction Worker

This has been declared a dupe of Engineer in the reviewed section. 4 Kills, 4 Dupes. Velkrin 03:47, 1 April 2006 (BST)


Crucifix Combat

This suggestion has been Spaminated with 8 Spam votes, 1 Author keep, and two votes by people who need to review the Valid Votes section. Velkrin 03:51, 1 April 2006 (BST)


Communication

Timestamp: 03:25, 1 April 2006 (BST)
Type: Improvement
Scope: Survivors/Zombies
Description: A survivor with this skill is good at talking to people, and knows how to communicate effectively with friends and allies. This skill would create a drop down menu next to your text box for speech with three options, "General, Group, and "Contacts". "General" is the default and works exactly the way speech does now, delivering your message to the first 50 people present. "Group" would deliver the message to up to fifty people of your own group, and nobody but group members would get the message. "Contacts" would deliver the message to up to 50 of your contacts present, and nobody but your contacts would get the message. What's the purpose of this skill? It allows groups and aquaintances to operate more effectively. Instead of "Hello random people that hear me. Anyone want to come with me to the firestation in the next suburb?" I could say "Fellow allies whom I have worked with many times in the past, follow me to the firestation in the next suburb!" It would allow groups to communicate effectively, unless metagaming is used group membership isn't really a strategic partnership but more of a shared attachment to a specific location. Note that under scope I list this for Survivors and Zombies. I figure that this could be a crossover skill affecting Death Rattle, resulting in zombie with better communication skills like the zombie leader from Land of the Dead. It'll just makes groups, and allies who are contacts but not in the same group better able to cooperate, in both sides.

Votes

  1. Keep Author vote. Increased cooperative play for all. And now that brain rotters can be revived the kill vote reasoning "But Brain Rotters can't get it" is no longer valid. --Jon Pyre 03:25, 1 April 2006 (BST)
  2. Keep Mmm, yummy. --Cerebrus13 03:45, 1 April 2006 (BST)
  3. Keep Communication, excellent, that means the zombie equivilent is the same successful application, but different linguistics in and of itself (a familiar moan, perhaps someone you slept with in a "past life.") --MrAushvitz 00:45, 1 April 2006 (BST)
  4. Kill - I could be convinced that everyone in the same group is sort of huddled together inside, which is why it's possible to talk to them without others overhearing. But how does one speak only to his contacts? Some of those might be people he's never actually met. I think I would vote for this if the Contacts option were dropped. It'd make it simpler, too. --John Ember 05:28, 1 April 2006 (BST)
    • Re The reason I put in a contacts requirement is so that people could speak with allies even if they aren't in the same group or in any group at all. However it would make sense for this only to work with mutual contacts. That's a fairly small detail though and I don't think it's worth resubmitting the suggestion just for a clarification like that. --Jon Pyre 08:29, 1 April 2006 (BST)
  5. Keep - Its got my vote - Jedaz 08:12, 1 April 2006 (BST)
  6. Keep - Jon Pyre, so many good suggestions... you know how to make game more interesting :) --EnForcer32 09:33, 1 April 2006 (BST)
    • Re Thanks. eh, I do what I can --Jon Pyre 14:55, 1 April 2006 (BST)
  7. Keep - I hope the server can handle it. --Nickaubert 10:45, 1 April 2006 (BST)
  8. Kill - The contacts option means you can add a user send him a private message, then erase him, basically it would end up being too easy to comunicate--xbehave 11:33, 1 April 2006 (BST)
    • Re The contact list is mutable for a reason. If changing it helps people communicate, why not? --Jon Pyre 14:57, 1 April 2006 (BST)
  9. Keep- Good idea.--Kirk Howell 17:08, 1 April 2006 (BST)
  10. Keep - I like this idead, and the only thing wrong with it is that I have only 7 contacts.http://wiki.urbandead.com/index.php/User:Peterblue 17:21, 1 April 2006 (BST)
  11. Keep - Why allow you to talk to your contacts? Because you could have met them before the outbreak. DavidMalfisto, 17:22 (BST) 1st April 2006
  12. Keep - You sly devil -Banana Bear4 19:12, 1 April 2006 (BST)
  13. Keep - A superb idea Brescia 21:27, 1 April 2006 (BST)
  14. Keep - A good idea, but easy to manipulate. For instance, the Creedy Defense Force has many griefers who impersonate the top brass of the group, and so would easily be able to overhear the private conversations of the group. If I need to tell the CDF to ignore the claims to leadership of, say, 15242, one of the head griefers (who isn't doing a very good job, but that's beside the point), he can change his group affiliation to the Creedy Defense Force and hear what we're saying. Secret Talks could very, very easily become public, with minimal chances of the informant being caught. Other than that, it's a great, great suggestion. - Erados 21:33, 1 April 2006 (BST)
    • Re Since you don't need permission from a group founder to join a group there's no way to have privacy from infiltrators. This wouldn't help you have secret conversations with your group, it would just let you talk with them. --Jon Pyre 22:49, 1 April 2006 (BST)
  15. Tally - 12 Keep, 2 Kill, 14 Total. --Agent Heroic 21:38, 1 April 2006 (BST)
  16. Kill - What a terrible suggestion! Harms the metagame, devalues phones and masts, creates an advantage for the winning side, and attacks the game's isolated atmosphere. A good idea in principle but massively destructive here. --einexile 10:04, 14 April 2006 (BST)
    • Tally - 12 Keep, 3 Kill, 0 Spam 05:43, 21 April 2006 (BST)

DNA scan and Track

Spaminated with 7 spam, 2 kill and 1 auther keep. --ramby T--W! - SGP 16:47, 1 April 2006 (BST)


The Let you know if you're safe change

Timestamp: 05:39, 1 April 2006 (BST)
Type: Other
Scope: All surviors
Description: Description: After you run out of AP points it says you are exhausted and that is all. What i suggest is instead of you are exhausted and go to sleep...it say You are standing in the junkyard (or insert wherever). You are exhausted...etc. Or if you are not in the junkyard (or other structure) you are standing outside of the blah blah blah. You are exhausted. The reason i suggest this is that many people i have talked to tend to go back on and double check to make sure that they got in the bldg that they wasted the last ap getting into. Yeah its a paranoid thing, but it would be a conveinence that does not alter game play. Since you are unable to access the main screen for one half hour, it would ease many worried minds.

Votes

  1. Keep --author--Wastes less of peoples time logging back in to check that they got into a building safely. Unsigned. Remove strikeout when you sign your vote. Velkrin 05:57, 1 April 2006 (BST)
  2. Kill - Mother of Mary and her wacky cousins! Give me a minute to fix this mess that you've managed to make. Velkrin 05:52, 1 April 2006 (BST) Edit: Got it. Right, first off, USE THE TEMPATE. That means copy, paste, and overwrite. Second, sign your votes. Third, if you want to know if you got into the building, read the description before you hit enter. If it was at VS or below, then you got in, simple. Fourth, not knowing adds to the fear factor.
  3. Kill - Just like Velkrin said - Jedaz 08:17, 1 April 2006 (BST)
  4. Kill - The game tells you "You enter the X building." or "The building is heavily barricaded." on your final turn. And giving your exact location on the out-of-AP/IP-hits screen would mean that you'd be able to detect when you'd been killed and dumped, so could get a bot to refresh this page endlessly and raise the alarm when you're moved outside. --Spiro 10:05, 1 April 2006 (BST)
  5. Kill - game tells you what you need to know, on your last turn--xbehave 11:47, 1 April 2006 (BST)
  6. Kill - Sounds pointless. The only time you'd use your last AP getting in a building would be when facing impending doom. And if you're just about to die who cares if you know it's gonna happen? I like the fear factor. Forces you to manage your AP better. - DavidMalfisto 17:26 (BST), 1st April 2006
  7. Kill - Wait half an hour. Done. -Nubis 03:51, 2 April 2006 (BST)
    • Tally - 0 Keep, 6 Kill, 0 Spam 05:43, 21 April 2006 (BST)

New Character Class: Surgeon

Timestamp: 01:45, 1 April 2006 (BST)
Type: New Science Character Class
Scope: Adds to medical character choice options.
Description: Surgeon

Scientist Character Class

  • Starts with the Diagnosis skill (The HP values of nearby survivors are displayed next to their name), and Mobile Phone and Kitchen Knife for starting equipment. Surgeons differ from the "Doctor" starting choice in that they have "diagnosis" instead of "first aid", so they can heal less HP "on the spot" but they can see "who's hurt, for how much" right at level 1.

This character's "title" is also a doctor, technically, so there may be some confusion as to which character's "speciality" you need if you see several doctors at the same location, but just ask for a referral, and use the waiting room.

  • It is unfortunate in game terms that the Surgeon is a little farther away from the actual "surgery" skill, than the Doctor, BUT that is a simple matter of 100 XP.
  • To balance this I propose the surgeon has a inherent +5% bonus to hit with knife as a starting bonus, this is not a skill per se, but a method of helping them "carve out" the XP they need to get surgery faster. The knife is a "weak" weapon long term, so this bonus is hardly going to unbalence anything in the game... additionally the skills to improve on this weapon's effectiveness are "millitary" skills, which won't be cheap, so it balances this character out nicely. (Call it "job experience" which helps the surgeon as a survivor.)

If this character class is accepted, we may consider giving the "Medic" and the "Doctor" character classes some other kind of reasonable bonus, but for now, it is not included with this suggestion.. merely mentioned for fairness.

Votes

  1. Keep Author vote. I've been seeing a lot of "need" for diagnosis instead of "first aid" as a starting skill for a medical class.. so be it. "Dammit! Jim! I'm a doctor, not a zombie hunter!" --MrAushvitz 02:55, 1 April 2006 (BST)
  2. Kill - The scalpel is not a kitchen knife, it's more like an exactoknife, completely diffrent. The closest 'kitchen' knife I can think of that would work would be a paring knife, and if you go after a zombie with one of those you're asking to be eaten. I'm also pretty sure there is a class suggested which starts with diagnosis. One last thing, it would be 150 XP, not 100XP for a 'surgeon' to get surgery. Velkrin 06:06, 1 April 2006 (BST)
  3. Kill Stop posting. --Grim s 07:08, 1 April 2006 (BST)
  4. Spam -- What grim said. furtim 07:51, 1 April 2006 (BST)
  5. Kill -- Player classes don't need to be highly specialised in this game. A kitchen knife is not a surgical instrument. Knife fighting and surgery do not overlap. --Davedavinson 07:54, 1 April 2006 (BST)
  6. Spam - What furtim said. Plus this gives them an unfair advantage due to the inital bonus. - Jedaz 08:20, 1 April 2006 (BST)
  7. Spam Special abilities for a class that is not a skill, meaning nobody else can get it. --Jon Pyre 08:31, 1 April 2006 (BST)
  8. Kill - I'm cool with the kitchen knife for surgery (er... in game of course), but we don't need this level of specialization. --Nickaubert 10:55, 1 April 2006 (BST)
  9. Spam - what grim said. --Cinnibar 14:14, 1 April 2006 (BST)
  10. Spam I am going to come over to your house and pry the quotation mark key off your computer. Also, what grim said--Mookiemookie 14:53, 1 April 2006 (BST)
  11. Spam And the random farking quotes are REALLY annoying. Stop it. Stop posting suggestions, too. This suggestion is awful. Timid Dan 15:53, 1 April 2006 (BST)
    • Re Hey! Thou shalt not dis' the use of a Dr. Leonard McCoy line in the suggestion forum in a medical related suggestion. For god's sakes Jim! Just use this balm and it'll clear up in a week, no more green alien women until then! MrAushvitz 16:51, 1 April 2006 (BST)
  12. Kill - What Jon said. DavidMalfisto 17:29, 1st April 2006 (BST)
  13. Keep - I'm not nuts about it, but I don't see any reason not to. - Nicks 21:22, 1 April 2006 (BST)
  14. Spam - Play Urbandead before you make another suggestion. -Banana Bear4 21:24, 1 April 2006 (BST)
  15. Kill - No inherent bonuses to a class please. -Nubis 03:50, 2 April 2006 (BST)
    • Tally - 2 Keep, 6 Kill, 7 Spam 05:42, 21 April 2006 (BST)

Scent Infection

Timestamp: 02:45, 1 April 2006 (BST)
Type: New Zombie Skill
Scope: Zombies can tell who is infected already
Description: Scent Infection

Appears on zombie skills tree just below "Scent Trail", therefore requires entire tree to be completed as a prerequisite. Does not apply any bonus to your human character.

  • Your zombie can detect which humans are already infected.. on your map, all humans at the same location as you have an (I) after their name if already infected.
  • Synergy Bonus: If your zombie also possesses the "Diagnosis" skill, you may also "smell" infection on your map up to 1 square away.
  • Whenever your zombie moves, or those infected survivors move, you cannot tell which ones are infected again unless you are the same location as them again (or 1 square away with synergy bonus.)

Votes

  1. Keep Author vote. This skill's intention is to help "bite" zombies "spread the love" as best as possible. The prior scent skill requirements certainly balances this out. --MrAushvitz 02:55, 1 April 2006 (BST)
  2. Kill - 1 square away is the entire map that you're shown. There was a better zombie sensing infections a little while back, I suspect it's passed by now. Velkrin 06:09, 1 April 2006 (BST)
  3. Kill - A dupe of a long line of similiar suggestions. --Grim s 07:04, 1 April 2006 (BST)
  4. Dupe This dupe vote just counts as a kill until someone posts a link but I'm sure this has been suggested before. --Jon Pyre 08:39, 1 April 2006 (BST)
  5. Dupe - what jon said. someone find a link to the dupe, I remember it. --Cinnibar 14:15, 1 April 2006 (BST)
  6. Dupe 0f This suggestion Timid Dan 16:01, 1 April 2006 (BST)
    • Re Not a dupe, sorry guys. That suggestion is in relation to zombies is about tracking people you've infected.. not being able to see all infected survivors in your immediate area (as this does). The difference: the 1st skill is a "tracking" of infection skill for following your prey or keeping track of them, this skill is a "looksee" as to "who hasn't been bitten recently", but if they move away or you move you have no idea who is infected anymore unless you have the range to smell them still. Not even close to being a dupe. MrAushvitz 16:51, 1 April 2006 (BST)
  7. Keep It's different from the other suggestion, and as much as I hate to vote keep on what looks like a ripoff of that older suggestion, I have to admit it's decent (even though the "synergy bonus" crap bears the mark of every of MrAushvitz's overcomplexified suggestions) --McArrowni 19:45, 1 April 2006 (BST)
    • Re Thanks for voting honestly, and useful criticism. Main thing is I think this skill is needed to help spread infection if you can during your zombie's game session (maybe 2 or 3 people? FAK's are easy to find, makes survivors work harder to keep them handy.) It's simple enough and usable. The synergy "bonus" is because diagnosis does the same thing as one of the zombie scent skills, but recognizing that specific "infected" smell will help your zombie increase the range of this skill's effectiveness by sniffin' the wind. It also allows you to buy this skill 1st, then maybe buy "diagnosis" when you can to "bump" it up, that way it costs 2 skills to have something this useful for your infection bite choices (to be fair.) All good. MrAushvitz 16:51, 1 April 2006 (BST)
  8. Kill I dont like this. Plus i hate these suggestions and skills that reward players for playing both sides. players that are loyal to a side have no bonuses(Example Flak Jacket is useless to survivors...)--Kirk Howell 01:27, 2 April 2006 (BST)
  9. Comment - Actually the one square away thing isn't a problem. Scent fear asterisks any player on the map with less than 25 hp. This could do the same, no requirement for a synergy bonus at all. I mean it's not like a little I on infected survivors is broken. It'd be something entirely else if he suggested you be able to see their hp. Aushvitz you really need to clean up up your suggesting. My advice, take a week off from submitting any suggestions. Write every suggestion you come up with in this week down. Everyone that is complicated or overly long, either simplify them or edit until they are nice and succinct. All of the ones you can't edit down or simplify, put them in a pile, burn these suggestions. The rest, balance, balance balance balance. Then balance some more. Make it beyond reasonable. Polish the suggestion until it's so bloody shiny and attractive that even the trenchcoaters think it's a good idea. Remember, no superfluous text! It's not that all your ideas are bad, it's that they are without any polish, like half finished paintings. That the law of averages dictates you have to eventually crap out a shining jewel(or at least one decent suggestion), does not mean you shouldn't take steps to make it more likely. This is tough love, I am helping you.--Trepp 02:00, 3 April 2006 (BST)
    • Tally - 2 Keep, 3 Kill, 3 Dupe 05:41, 21 April 2006 (BST)

Speak, Shout and Whisper

Author-retracted. In the process of trying to sum up and improve on several other suggestions, I triggered a knee-jerk reaction of "near-dupe." Of course it's a near-dupe, I was trying to solve the problems in those other suggestions. --John Ember 20:38, 1 April 2006 (BST)


Scent Rememberence

Timestamp: 08:31, 1 April 2006 (BST)
Type: Skill
Scope: Zombies
Description: The Zombies have started to develop a memory of scents that not even a fatal attack can remove.

Basicaly this skill works in the same way as Scent Trail, but it allows Zombies to still know the position of other characters even if they (the Zombies) have died. It is a sub-skill of Scent Trail. Basicaly the reason for this skill is that Scent Trail is useless because most of the time Zombies wake up dead, which means that they loose the Scent. This ability will make Zombies more threatening because you don't know if they'll come along and bust into your safe house.

Votes

  1. Kill Eh, death should mean a little bit of a something to a zombie. 6AP lost and no scent trail seems reasonable. Scent trail is more to punish people that attack a zombie without finishing the job. --Jon Pyre 08:38, 1 April 2006 (BST)
  2. Kill Right so as well as being able to stand up for arround 1/5th of the AP it takes to revive a survivor you suggest Zombies who have their brains blown out remember who attacked them? - DavidMalfisto 17:34 (BST) 1st April 2006
  3. Kill - I would vote spam but it's actually not weird. It's just that I agrre with David http://wiki.urbandead.com/index.php/User:Peterblue 17:51, 1 April 2006 (BST)
  4. Kill - Scent trail is essentially meant to punish people who don't finish zombies off. It's fine the way it is. Dickus Maximus 18:33, 1 April 2006 (BST)
  5. Kill - Seeing as loosing a scent is really the only guaranteed 'bad thing' that happens to a dead zombie who has scent trail, there's no reason to buff it in my opinion. -Nubis 03:48, 2 April 2006 (BST)
  6. Keep - I want to see at least one keep on this - Jedaz 06:17, 2 April 2006 (BST)
    • Tally - 1 Keep, 5 Kill, 0 Spam 05:39, 21 April 2006 (BST)

Exchange XP for AP

Timestamp: 09:33, 1 April 2006 (BST)
Type: Mechanics
Scope: All players
Description: The ability to exchange XP for AP.

I have maxed out my zombie skills and have accumulated 800+ XP. It would be useful to once again have an incentive to collect XP, e.g. if I could exchange it for a scarcer commodity like AP.

Votes

  1. Keep - Author vote. --sleestack 09:37, 1 April 2006 (BST)
  2. Spam - Leave your own AP alone. Check the Suggestion Do's and Do nots. --Grim s 09:44, 1 April 2006 (BST)
  3. Kill - With a 1:1 ratio described here it gives powerful characters way too much AP. I agree you should be able to do something with all that extra XP, but trading them for AP will totally screw up the game mechanics. --Nickaubert 11:05, 1 April 2006 (BST)
  4. Kill - Just like Nickaubert said, thats a posiable 60AP for about 40AP expenditure. So in theory you could just keep on playing forever never stopping if you didn't have the IP limit - Jedaz 11:32, 1 April 2006 (BST)#
  5. Spam - you can get more XP:AP so as jedaz said end up in an infinite loop--xbehave 11:56, 1 April 2006 (BST)
  6. Kill - This isn't a suggestion, it's a vague musing. suggestions have mechanics, this is just "ooh, I wish I could exchange XP for AP" - so do I, but at a 200:1 ratio. Charax 12:03, 1 April 2006 (BST)
  7. Spam - I would like ice cream in game. it doesn't mean I'll get it. --Cinnibar 14:17, 1 April 2006 (BST)
  8. Kill - Infinite loop--Mookiemookie 14:55, 1 April 2006 (BST)
  9. Kill Some players could have more AP than a whole horde of zombies. --Jon Pyre 14:59, 1 April 2006 (BST)
  10. Kill - Way too powerful, almost regardless of the exchange rate, which was not mentioned. With switching computers to get around the hit limit, high level characters could get a couple hundred moves in a day.--Guardian of Nekops 17:21, 1 April 2006 (BST)
  11. Spam - Leave AP ALONE DavidMalfisto 17:35, 1 April 2006 (BST)
  12. Spam I gave myself some extra AP so I could slap the suggestion with a spam vote. Timid Dan 18:02, 1 April 2006 (BST)
  13. Kill - When you have an idea of what kind of mechanics you want to use (how many XP=1 AP), come back and post. Dickus Maximus 18:34, 1 April 2006 (BST)
  14. Kill - you shouldn't be able to exchange XP for AP because it is a scarcer commodity. Yeesh, some people. And by the way, don't ask about a AP for XP switch either, or else all noobs (including me) would level up way too fast. http://wiki.urbandead.com/index.php/User:Peterblue 18:45, 1 April 2006 (BST)
  15. Kill - Leave the APs alone. --Abi79 18:46, 1 April 2006 (BST)
  16. Spam -Banana Bear4 19:10, 1 April 2006 (BST)
  17. Spam - Just no. Take 500XP, you now have 550AP. In 550AP, you kill several dozen players. You now have 600(or whatever)XP. Take this as AP, repeat. One recipie for a broken game. (Yes, I know the server hit limit would restrict to 150 actions, but there are ways to change ones IP address.) Preasure 20:29, 1 April 2006 (BST)
  18. Spam - Yep. Velkrin 21:12, 1 April 2006 (BST)
  19. Spam - And now we must do geeky Suggestion Page battle. Prepare thyself. --Undeadinator 21:15, 1 April 2006 (BST)
  20. Kill This just isn't realistic. Perhaps if you could gain 1 AP per 10 xp? Resonably, the greatest single XP action you can do (Shoot a zombie with no flak jacket with a shotgun) Is exactly 10 XP, and we all of course know that you won't be doing that with every action. Perhaps you could also make the maximum new AP gained per day exactly 10, for 100 Exp. It would basically be like buying a level that lasts for a day. Just a thought. Perhaps you could revamp this to make it work somehow.--Rozozag 23:33, 1 April 2006 (BST)
  21. Spam -All hail the new Aushvitz--Mpaturet 23:48, 1 April 2006 (BST)
  22. Spam I wash my hands of this crap, I never post anything this blatantly broken. My AP suggestions are usually at a price, not just XP but in game (ex. "Travels Light.") MrAushvitz 16:51, 1 April 2006 (BST)
  23. Spam No. Just no. -Nubis 03:47, 2 April 2006 (BST)
  24. Kill No way man, this is just taunting the low levels. And would seriously break the gameplay.--William Raker 10:39, 8 April 2006 (BST)
    • Tally - 1 Keep, 11 Kill, 12 Spam 05:39, 21 April 2006 (BST)

The Power Of the Dead

Timestamp: 16:45, 1 April 2006 (BST)
Type: New Zombie Skill
Scope: Zombie's can "store excess AP" to pay for standing up! (Only)
Description: The Power Of The Dead

Appears on zombie skills tree just below "Ankle Grab", therefore requires that entire tree to be completed as a prerequisite. Additional Prerequisites: Minimum level 5. Does not apply any bonuses to your human character.

  • Your zombie, while being a dead body, can store "excess AP" to help pay for standing up costs. Leaving you more AP for your other actions during your game session.

How it works:

  • "Excess AP" is AP that your character could recover but you have already hit your maximum AP limit, so it is not kept. This skill however, allows your zombie to "store" up to 5 AP which can ONLY be used to help pay for the "stand up" AP costs. When you have this skill and you see the stand up button, next to it you see "Power Of The Dead Will Pay X Of This" where X is the AP you have stored under Power Of The Dead, maximum 5 AP of standup cost can be paid. (So headshots still work, by making a zombie take longer to rise!)
  • This "Excess AP" however is not saved on a 1:1 basis. The computer will only store 1 AP per 2 AP you would have missed (1 per hour, past your regular AP limit.) You do not store any "Excess AP" while your zombie is standing, only while on the ground, dead.
  • This skill would mean zombies that were killed can (even if headshot), be able to stand up faster and have more regular AP for their "normal" activities. Giving zombies more freedom during their game session, if they wait the extra time.
  • Survivors who witness a zombie get up at their same location will read the following message:

"You see one of the nearby dead rise quickly, with unnatural speed!"

This allows a survivor to be warned that the "fast rising" zombie probably has a full AP store remaining for combat, and they might to do something about it! This adds to the "fear" element, but it also immediately gets a survivor's attention.... the "drawback" to this skill.

Votes

  1. Keep Author vote. This skill is "payback" for the slowness of zombie XP progression, and movement. This is the zombie skill that would be semi-comparable to "free running" for effectiveness to game play, but it's requirements are much higher. Additionally, once you have this skill you can get your hands on XP faster per game session. Making zomie gameplay a lot less boring, and a lot more suprising for the survivors. --MrAushvitz 17:55, 1 April 2006 (BST)
  2. Keep - Meh. This is nearly useless, but it would help with headshots. This is certainly not gamebreaking, and I would buy it after I had Ankle Grab and my combat skills, so this gets a keep from me. --Guardian of Nekops 01:06, 2 April 2006 (BST)
  3. Kill - The only advantage of killing a zombie is that the following day it has less AP to attack you with, this removes that, emaning that killing zombies would be useless--xbehave 01:52, 2 April 2006 (BST)
  4. Kill - Why do people make skills that directly counteract other skills?--Mpaturet 02:03, 2 April 2006 (BST)
  5. Kill - The AP limits are there for a reason. --Gene W! - Talk 02:33, 2 April 2006 (BST)
  6. Kill - This is a pointless skill, it only works if people arn't playing in a 24 hour cycle. (ie play the game wait 24 hours play again) - Jedaz 03:03, 2 April 2006 (BST)
  7. Dupe - Almost exactly, of my own Rest In Peace Follows ankle grab, 5 ap, etc... exactly the same. Timid Dan 03:40, 2 April 2006 (BST)
  8. Dupe - Only difference I see is the min. level and the recharge rate for the additional AP. Dupe it is. -Nubis 03:43, 2 April 2006 (BST)
  9. Kill Headshot exists to make a zombie being killed worse for the zombie than not being killed. This game deals with arbitraty variables which we arbitrarily assign a beneficial value so the game can have goals. HP=Good. AP=Good. XP=Good. If being attacked = -HP or -AP or -XP then being attacked = bad. If being attacked does not affect any of the variables we assign a postive value to then being attacked is the same as not being attacked, thus robbing Urban Dead of goals and making it less of a game. --Jon Pyre 03:50, 2 April 2006 (BST)
    • Tally - 2 Keep, 5 Kill, 2 Dupe 05:37, 21 April 2006 (BST)

Chains and Padlocks

Timestamp: 08:31, 1 April 2006 (EST)
Type: items
Scope: humans
Description: chains and padlocks to barricade buildings

This suggestion just hit me reading through the wirecutters page how "they are esentually useless now that all factories and junkyards have been opened" well i see it this way why not have a chain and a padlock item for survivors to barricade themselves into a building before the construction skill seeing as some of the newer players acquire that skill last or near completion of the human skills tree they would be found in junkyards or factories and auto repair shops once you have gathered both items the padlock and the chain if you enter a building when the doors are closed you see an option that says "use padlock and chain to lock doors" if you select that option a message says "you chain the doors together and lock them" once this is done if you do not already have the free running skill you are stuck in the building until A)a horde of zombies break down the doors B)you have wirecutters which you use to cut through the lock and chain or C) you jump from a window killing yourself

Votes

  1. Keep-Author vote: Joey Donuts-April 1st 2006
  2. Kill-Although id like to see wirecuters get a use, this effectivly allows you to build heavily baricaded buildings in 1 action --xbehave 01:50, 2 April 2006 (BST)
  3. Spam - Please don't make suggestions until you've played for a while. Otherwise people will hate you like they hate MrAushvitz--Mpaturet 02:04, 2 April 2006 (BST)
  4. Kill - Ahem. Using wirecutters to defeat a chain/padlock? --Gene W! - Talk 02:36, 2 April 2006 (BST)
  5. Spam - Or Dupe. the number of bad chains/padlock suggestions I've seen boggles the mind. Timid Dan 03:41, 2 April 2006 (BST)
  6. Kill To easy to set up for the amount of screwing over people it does. -Nubis 03:46, 2 April 2006 (BST)
  7. Kill - I have a science project for you. Get a chain or a padlock. Get some wirecutters. Try to cut said chain or padlock with said wirecutters. Come back and tell me your results.--Mookiemookie 17:23, 2 April 2006 (BST)
    • Tally - 1 Keep, 4 Kill, 2 Spam 05:37, 21 April 2006 (BST)