Suggestions/1st-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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Assault Rifle

Timestamp: 13:42, 30 June 2006 (BST)
Type: Item/Improvement
Scope: Survivors.
Description: I realize that this idea has been shot down before, but consider this:

-only found in armory (which are only in forts), as the army would have left them, 4% chance of finding the weapon

-the clips are found in: armories (8% chance), and police departments (1% chance)

-clip = 10 bullets

-takes 1 ap to reload

-same starting accuracy as pistol and shotgun (5%)

-not included in basic firearms traning

-at least level 10 to acquire heavy weapons training ,a military skill.

-attack of 4 (4 w/flak), because it's rounds are armor piercing

-Skills tree:

  • Heavy Weapons Training - Player gets +25% to hit with all heavy weapons attacks. (ttl. of 30%)
    • Basic Rifle Training - An extra + 25% to hit with an assault rifle. (ttl. of 55%)
      • Advanced Rifle Training - An extra + 10% to hit with an assault rifle. (ttl. of 65%)


Appeal: Pretty much a hard to find ,slightly weaker (except against armor)consistent extended clip pistol for higher level users, this weapon includes armor piercing rounds and appeals to those users who prefer longer clips and are willing to take a risk to acquire a truely great, yet just as equally balanced addition to the game.

Votes

  • Keep author vote, I have corrected as suggested. Nataniel
  1. Kill - for all the exp being spent and the rarity of this weapon, it needs to be higher powered. --Sig.PNGtalk 03:51, 1 July 2006 (BST)
  2. Kill - Damage stored per AP spent searching goes up way too fast with this IMO. And that's even if you meant the suggestion as not adding those search values on top of the existing ones (which is how it reads right now, IMO). Mall gun stores of all places do not need to carry better clips --McArrowni 04:44, 1 July 2006 (BST)
  3. Keep -Deems of the "MPD"? They're looking for you. [1]--Labine50 MHG|MalTel 05:20, 1 July 2006 (BST)
  4. Kill - As I said in the previous version, I like Yet Another SMG Better. And as McArrowni said, malls of all places don't need to carry better clips.--Pesatyel 07:53, 1 July 2006 (BST)
    • 'Kill' - It's not an outrageous idea, but it doesn't seem to make sense to be able to find assault rifle clips at the mall. If they were limited to the forts, I might support this idea. Struck out unsigned vote. –Xoid 09:06, 1 July 2006 (BST)
  5. Kill - No. Malls are powerful enough as it is. Make the forts useful for once. –Xoid 09:06, 1 July 2006 (BST)
  6. Kill - No. Change the power and where clips are found. John the Quicker 11:47, 1 July 2005 (BST)
  7. Kill - The only change I see that you need to make, is to get rid of the clips from the mall. --A Bothan Spy Mod WTF U! 12:57, 1 July 2006 (BST)
  8. Kill - Now I may be wrong, but I think you've described a battle rifle. Malls don't need to be more powerful. Lets see some math as to how this compares to other weapons. David Malfisto 14:00, 1 July 2006 (BST)
  9. Spam - No. We get enough of these and they're always shot down. Sonny Corleone WTF 16:38, 1 July 2006 (BST)
  10. Kill - No clips in the mall. –Bob Hammero TW!P! 17:15, 1 July 2006 (BST)
  11. Kill - No clips in the mall, and the police department is a bit of a strech as well. --Darkstar949 18:14, 1 July 2006 (BST)
  12. kill - make it 8 damage with no reduction for armour but 2ap per shot and restrict the ammo availability and i might go keep!--Honestmistake 20:25, 1 July 2006 (BST)
  13. Kill - I don't think an Assault Rifle is really necessary, or fitting for this game. Even if I could be conviced though (not terribly likely), I think it would be great if it were necessary to find ammo in armories, rather than mall stores. Get a few people out of the malls, and into the forts. That would be interesting. --Rgon 22:53, 4 July 2006 (BST)
  14. Kill - things are good enough for now -Kiltric 19:19, 9 July 2006 (BST)
  15. Kill - Pistols can do 30 damage per clip. Shotguns can do 20. Assult rifle could do 40 damage per clip so carry four of them and thats three zeds down in one day. Too over powered. (i know my figures are not totaly reasonable but you get the point.) RWXSM 17:35, 11 July 2006 (BST)

Advice books

Removed after discovering this is too similar to another suggestion.--Canuhearmenow 01:27, 1 July 2006 (BST)


Flashlights and Batteries v2

Timestamp: 02:41, 1 July 2006 (BST)
Type: New Items
Scope: Survivors
Description: Here's my (revised) attempt at a workable version of the flashlight suggestion.

Summary: Flashlights can be found and used to help searching in dark, unpowered buildings. They do not help the already-high search odds in powered locations, as there is already plenty of light. Flashlights require batteries, which expire after a while.

Mechanics: - Flashlights would be a fairly rare item with find rates like the portable generator: Factories (3%), Fire Stations (2%), Power Stations (2%), Mall Hardware Stores(1%/2%). Batteries would be a bit more common, being found in Power Stations (8%), Mall Hardware Stores (4%/8%), and Junkyards (4%). Flashlights would not be found with batteries already inside.

For a flashlight to be useful, it must first be loaded with a new battery. Clicking on the battery inventory button powers the flashlight and removes the battery from inventory (1 AP). The flashlight item will show an asterisk to indicate it's powered.

When searching in an unpowered building with a powered flashlight in hand, search odds go up by half the powered building search bonus. (I.e., if a generator would have gotten you +5%, the flashlight will get you +2.5%.) After 15 searches in an unpowered building, the flashlight's battery dies (the asterisk disappears) and search rates return to normal. Survivors will probably want to keep two or three batteries on hand for those times when they need to get a full day's worth of searching out of a dark building.

Searches in powered buildings would not count against the battery's lifespan. The flashlight is assumed to be switched off while in the lit location.

Flashlights can be seen from outside, which makes them a bit dangerous to use. Unlike the "lights on" building status, which may or may not indicate humans are at home, the moving lights produced by flashlight searches leave no doubt that someone is actively searching inside. If you are outside the unpowered building while a flashlight is being used inside, you will see messages like the following:

You see a moving light inside... and again... and again (5 minutes ago).

To limit the spam a bit for the zombies mulling about outside, the flashlight would only have a 35% chance of producing such a message. This means at least every third search will be seen outside, which seems pretty reasonable when you consider it's common to perform 10 or more searches in a row.

Searching definitely doesn't need a boost, which is why I'm not suggesting the rates go any higher than the current powered search rates (and rates with the flashlight are only partly boosted). However, I like giving survivors more things to juggle in their inventory, as it forces them to decide what's really essential for their gameplay style. And tempting survivors to "signal" their whereabouts to the zombies strikes me as an interesting twist on search mechanics.

Votes

  1. Keep - Author vote. Fun but not overpowering. Carries both advantages and disadvantages. --Ember MBR 19:14, 29 June 2006 (BST)
  2. Kill - Just used a genny. Don't care about whatever. Alternatives for the game are not needed. Sonny Corleone WTF 02:43, 1 July 2006 (BST)
  3. Kill - My reason for this vote is simple. Your suggestion is excellent, but searches are already too powerful and this adds a buff to searches. This suggestion needs to be bundled with a similarly-sized nerf to powered searches to make it balanced. If so, it would be a strong Keep from me. For example, the powered-search bonus is reduced to 66% of its former value, and then flashlights are worth 40% of its former value in unpowered buildings. --Rheingold 02:45, 1 July 2006 (BST).
  4. Kill I don't like the idea of survivors giving away their position so readily. --Jon Pyre 03:00, 1 July 2006 (BST)
    • Re - Well, that's the dilemma. You can get the partial search bonus and risk attracting attention (though only if zeds are already outside); or you can choose not to use the flashlight. Generators and phone masts carry something of the same risk already. --Ember MBR 03:05, 1 July 2006 (BST)
  5. Kill - The ability to "signal" the presence of a survivor inside a building to zombies outside will be more like a potential weapon for survivors than a nerf for the use of flashlights, as survivors will perform 4-5 searches on some empty building and waste 2 AP for 8 zombies plus the cost of barricade smashing because they tought "a survivor was inside". Actually, the search odds of both flashlights and batteries make searching for a generator (and fuel cans for it) much more convenient, so the use i stated will eventually become THE ONLY USE for flashlights. And searchs odds are really high at the moment, i don't know why you feel the need to implement that kind of item ingame. --Matthew Fahrenheit 03:04, 1 July 2006 (BST)
    • Re - In order for that strategy to work, you would have to step outside and find where the zombies are already hanging around, then get back to that location inside -- probably with some free running involved. And if you find other survivors inside the location, your "false" signaling will only help the zombies. So using the flashlight to grief zeds seems like a stretch. The generator is only more convenient if you have one; note that the flashlight only has to be found once, unlike generators which can be smashed and need replacing. (Batteries are a different story, but are slightly easier to find than fuel.) --Ember MBR 03:11, 1 July 2006 (BST)
  6. Kill - go back to where you belong, useless suggestion!--Sig.PNGtalk 03:50, 1 July 2006 (BST)
  7. Keep -What? It's a good idea.--Labine50 MHG|MalTel 05:22, 1 July 2006 (BST)
  8. Keep - Seems like this is a kill for everyone else but it's good enough for me to vote keep. --Nob666 05:28, 1 July 2006 (BST)
  9. Keep - Zombies seem to find us anyway (magic? :P ), even without the flashlight, so this won't help them too much. --Abi79 AB 07:29, 1 July 2006 (BST)
  10. Kill - Powered search without the power! Whee. You have generators. Use them. --Grim s-Mod U! 08:00, 1 July 2006 (BST)
  11. Kill - Nice idea. Really nice idea. But searches are already powerful --EnForcer32 09:14, 1 July 2006 (BST)
  12. Keep When searching for a genny you find a flashlight. Something you can take with you and use to pick through the mall once it's been trashed. David Malfisto 14:03, 1 July 2006 (BST)
  13. Kill - I still think this needs to be nerfed more before I vote Keep.Bob Hammero TW!P! 17:16, 1 July 2006 (BST)
  14. keep nice idea but... i would half the search bonus for generators and make this add to whatever search chances prevailed. this would represent blown lights and dark corners making the overall chances the same as now while lowering them in general.--Honestmistake 20:29, 1 July 2006 (BST)
  15. keep Saw the title of this one, and the exact same idea occured to me. I think it's a great idea. I think it's balaced all right, but if others think it requires nerfing, I don't care much. It still would require searching for batteries, so it's not ridiculously overpowering, to my estimation. It's just got a very nice flavor to it. --Rgon 22:58, 4 July 2006 (BST)
  16. Keep - sounds good -Kiltric 19:20, 9 July 2006 (BST)

Recognize Zombie

Spaminated with 7 Spams, 2 Keeps, and 1 invalid vote. Most voters noted that the suggestion has already been implemented. –Bob Hammero ModB'cratTA 05:30, 1 July 2006 (BST)


Smother and Strangle

Removed by author for reworking. ---- Jack Brandenburg 5:16, 1 July 2006 (EDT)


Power Plants

Removed for some serious changes--Labine50 MHG|MalTel 07:29, 1 July 2006 (BST)


Power Stations V2.0

Removed for even more revision.--Labine50 MHG|MalTel 08:21, 1 July 2006 (BST)


Power Stations V2.5

Dupe of 4 other suggestions. I seriously need to go through peer reviewed one day.--Labine50 MHG|MalTel 09:31, 1 July 2006 (BST)


Viral Contagion

Removed By Author to improve suggestion. Please contact me if you have any ideas to make this better! --Canuhearmenow 23:55, 1 July 2006 (BST)