Suggestions/24th-Feb-2007

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Lurking: Zombie Lair Skill

Timestamp: Jon Pyre 01:53, 24 February 2007 (UTC)
Type: Skill
Scope: Zombies
Description: I think zombies should be given more incentive to remain inside ransacked buildings. I have an idea for a new zombie skill "Lurking".

Flavor text: Seeking refuge from hunters, dark hiding places, and privacy to feast many zombies have been returning to the same building having identified it as a safe place.

A zombie with this skill can set any ransacked building to be their lair, their home base in a sense. Inside a ransacked building would be a button "Make Lair (10AP)". Once pressed the button would have the building's name and directions to it appear adjacent:

Current Lair - Felbridge Arms 3n 1w [Change Lair (10AP)]


You can only have one lair at a time and can only change it inside a ransacked building. Having a building as a lair means that the zombie has familiarized themselves with the layout of the building. This provides certain advantages:

  • Feeding Groans - The zombie knows where to wait in the building in order to hear feeding groans from outside. The zombie can now hear feeding groans indoors inside their lair.
  • Entrance - The zombie is familiar with the entrance to the building having passed through it both ways many times. The zombie can now open the door from inside the building, without having to leave and then enter again.
  • Surprise attacks - The zombie is often lurking in a dark corner or behind some object and can get the drop on survivors that foolishly venture into its home. All zombies have +10% accuracy to their attacks when inside their lair. This doesn't help retake a building since it's dependant on ransack, only to dissuade survivors that intrude.

Note that these benefits are only active when the zombie is in their lair and the lair is also ransacked. If the lair is repaired the zombie will not gain any benefits inside, but it will remain their lair until they change it so if they can ransack it again they don't need to pay another 10AP cost. Alternatively if their lair is retaken by survivors the zombie can simply make another building their lair. It's all about choices.

This makes it easier for a zombie to maintain ransack in a single specific building if they think it's worth the 10AP investment. This is thematic, there's always that seen in zombie movies where the protagonist enters a building that had a bunch of zombies minding their own business and promptly gets attacked.

Keep Votes

  1. Thematic goodness that aids a zombie in maintaining their conquest. --Jon Pyre 01:53, 24 February 2007 (UTC)
  2. Keep It's nice. Adds a new kind of tactic. Only potential problem would be all ransacked malls, if could you only make one square your "lair" or would all 4 square become you lair? --FriedFish.ca 02:05, 24 February 2007 (UTC)
    • Re Since malls are rather large and different areas have different layouts, and are ransacked seperately, I'd say you'd only get the one square as your lair. It could work both ways though I suppose, one's just slightly better for the zombie. If not the whole thing a zombie could still switch squares whenever they like by paying the 10AP cost after the whole building is taken. --Jon Pyre 02:11, 24 February 2007 (UTC)
  3. I dislike the Suprise Attack attack bonus, seems useless...Otherwise the suggestion is soild.--ShadowScope 02:32, 24 February 2007 (UTC)
    • Re I agree it's not as useful as the first two. More for flavor than anything else. Still that one time in a blue moon you log on and find a survivor intruding, then it's time to have some fun with your bonus. --Jon Pyre 09:04, 24 February 2007 (UTC)
  4. Keep - I like. Similar to my sewage plant suggestion. --Ducis DuxSlothTalk 02:33, 24 February 2007 (UTC)
  5. Keep - Perhaps they could use their own sort of spraypainting in their lairs? --Cap'n Silly T/W/P/CAussieflag.JPG 02:46, 24 February 2007 (UTC)
  6. Keep - Interesting. Would make playing a stationary zombie very cool.--Lachryma 05:08, 24 February 2007 (UTC)
  7. Keep This, is quite cool. The 1st 2 parts of it rock, and make sense (zombie sits near a broken window, listening for groans..)(It's ransacked, 1 window is broken I'm sure!) But it is a zombie "advantage" of sorts for holding a building, that does not involve barricades. Survivors can free run in and attack the zombies inside any time they like, so it's fair. And, it requires a skill. MrAushvitz Canadianflag-sm.jpg 07:27, 24 February 2007 (UTC)
  8. Keep- In flavor and not overpowered. I like it. Rolo Tomasi 08:40, 24 February 2007 (UTC)
  9. Keep - Can survivors see if a building is being used as a lair? --Preasure 09:19, 24 February 2007 (UTC)
    • Re No, because it's based on individual zombies, not on any inherent change to the building. It'd wouldn't really be worthwhile to display "Ten zombies are here. Three of them are using it as a lair" --Jon Pyre 09:38, 24 February 2007 (UTC)
  10. Keep - It makes holding buildings a bit more appealing for those that want to, it looks fun, it's useful without being devastating. To Jay Clarke down there: zambahz haven't gotten significantly more powerful recently, the danger levels are increasing because zambahz are metagaming harder, organizing better, and harman defenders are acting like clueless fools. If your tactics and strategy are poor enough that you're losing to the weaker side, smarten up, don't vote to keep the little guy down. --Mold 15:00, 24 February 2007 (UTC)
  11. Strong Keep - I love this idea (number added to vote above)--Karloth Vois RR 16:36, 24 February 2007 (UTC)
  12. Even stronger keep a superb idea but i would suggest that instead of a to hit bonus make it so that the laired zombie only shows up in the building if no non laired zombied are present. Not an invisible zombie, just not an obvious one; lets face it if a zeds hiding you might not notice until you have dealt with obvious targets! --Honestmistake 22:43, 24 February 2007 (UTC) Oh and to those below voting kill because they don't think others should play the game that way??? This would not force you to change your play style but it might make the game more fun for others!
  13. Keep - interesting and balanced -- boxy T L ZS Nuts2U DA 01:22, 25 February 2007 (UTC)
  14. Keep - I don't think I like the combat bonus- it really would only be useful in live combat, or for life cultists who make the place their lair in order to take it from other zombies. Zombies already win live combat (digestion FTW), and life cultists have it plenty easy already. I do however like the other two effects, though I believe the cost is a bit to high- 5AP would be enough. The "not seen" effect mentioned by Honestmistake above is more interesting. Even better if you could only "see" one laired zombie at a time. You'd never know how many there were left... --S.Wiers X:00 01:57, 25 February 2007 (UTC)
    • ReI like that idea too but, invisible ninja zombies would be the cry of the spammers and they would have a point, maybe if you could only see the top 10 laired?--Honestmistake 15:06, 25 February 2007 (UTC)
  15. Keep - Fair enough. I say peer review the heck out of this one. --Uncle Bill 07:18, 25 February 2007 (UTC)
  16. Keep - Sounds fun --Lord Evans 19:57, 25 February 2007 (UTC)
  17. Keep - I also love Honest Mistakes addition --Gene Splicer 23:52, 25 February 2007 (UTC)
  18. WTFZOMBIES/Keep - Wiiiiiii!!!! As lord evans Mattiator 02:43, 26 February 2007 (UTC)
  19. Sexy - Im Lovin' it. you should make it so that survivors have spand AP to clean that crap up too, if they retake the building. Make em' mop up all that blood, urine or whatever they use to make it their's then rebuild, then baricades. really mess with the humans. --EL Zillcho 03:46, 26 February 2007 (UTC)
  20. Keep - I want this in peer reviewed. I like the idea. I don't play zeds, but this gives them more reason to hold an area, because they feel a personal connection to it. Along with the new getting XP for smashing cades, gennys, radios, and ransacking, along with the pending suggestion of adding flavor text to smashing cades, zeds will want to play, and this will start to even out the zed/human ratio. Tryce of Thunder 10:52, 26 February 2007 (UTC)
  21. Keep - Good --Aeneid 14:36, 26 February 2007 (UTC)

Kill Votes

  1. Kill -Mostly for flavor. If He Who Must Not Be Named ever adds vampires, suggest this for them. --AlexanderRM 9:21 PM, 23 Febuary 2007 (EST)
    • Re It's actually very much in flavor. In movies usually zombies linger around where they died, or go to a specific spot that was significant to them in life more often than wandering around entirely at random. Sure you get your nomadic zombies too but there's always that building full of zombies, shuffling endlessly inside since they were turned. --Jon Pyre 09:03, 24 February 2007 (UTC)
    • Re -Well, I really don't think zombies have "lairs". Why? When I think about it, its because it really gives some indivivduality to zeds. To the person down there who said "Zombies are not supposed to hold buildings or areas: That's what survivors do." survivors aren't meant to hold territory either. The reason survivors aren't organise is because organising wouldn't help- what do you expect us to do, all barricade at the same time so in the unlikely event that all the zeds attack at that very second we acctually have a chance of delaying their victory 'till tomorrow? Zeds can take just about anything they want and with this, they could have their mall and hold it, to. --AlexanderRM 5:55 PM, 24 Febuary 2007 (EST) Also, A ZOMBIE COULD DO THIS IF THERE WERE 500 SURVIVORS IN THE BUILDING. They could breack into caigar, ransack the building, make it their lair, and get that 10% accuracy bonus untill they went somewhere else because they were alive in the building for ten seconds. Hmm... -AlexanderRM 6:17 PM, 25 Febuary 2007 (EST)
  2. Kill - The danger levels are currently massively increasing, with building after building being destroyed. This would make reclaiming those buildings far more difficult. --Jay Clarke 10:21, 24 February 2007 (UTC)
  3. Kill - Far too expensive. --Toejam 13:00, 24 February 2007 (UTC)
    • Re Remember that 10AP makes a building your lair until you change it. You never need to pay it again unless you relocate. This is meant to reinforce the home base aspect. A cost of 1AP would basically make every single ransacked building a zombie's lair.--Jon Pyre 19:50, 24 February 2007 (UTC)
    • Zombies relocate all the time. Plus, the zombie will leave daily to spend his day's AP, and getting back would cost some AP too: a moderately high cost for only slight benefits. --Toejam 21:44, 26 February 2007 (UTC)
  4. Kill - Zombies are not supposed to hold buildings or areas: That's what survivors do. --Saluton 16:43, 24 February 2007 (UTC)
    • Re Zombies hold areas all the time. "Ridleybank Resistance Front" for instance. --Jon Pyre 19:47, 24 February 2007 (UTC)
  5. kill The way I see the game, it's about survivors defending against attacking zeds. A staionary-zombies skill goes against what I feel the game is about. - BzAli 22:00, 24 February 2007 (UTC)
    • Re This isn't about stationary zombies. The zombies are still going to be wandering around and attacking targets. But now they can strike from a position of strength rather than having to wait outside and watch their hard work get rebarricaded the second they leave. Hearing Feeding Groans indoors will make zombies more mobile and effective, not less. The ability to change your lair lets you pick a new place every time you go to a new neighborhood. --Jon Pyre 22:28, 24 February 2007 (UTC)
  6. I'm not sure about the "Surprise Attack" idea. Does that mean the zombies are hidden when in the lair?--Pesatyel 07:54, 25 February 2007 (UTC)
    • Re Not hidden, just better suited to attack. --Jon Pyre 19:55, 25 February 2007 (UTC)
  7. Kill - no to uber-zombie forts. Let's say a horde of 200 zombies take an NT - that's 200 zombies with +10% on all attacks. Overpowered. (Or, imagine that a giant horde takes Caigar - they can keep their +10% bonus in Caigar forever, for only 10AP, even if they're killed or travel half way across the map and back.) --Funt Solo Scotland flag.JPG 09:02, 25 February 2007 (UTC)
    • Re But to get that bonus they'll have to break into Caiger, kill every survivor, and ransack the building. The 10% bonus only works if the building is already ransacked. --Jon Pyre 19:55, 25 February 2007 (UTC)

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Zombies Get Flavour Text For Cade Smashing Because They Should

Timestamp: Cap'n Silly T/W/P/CAussieflag.JPG 03:36, 24 February 2007 (UTC)
Type: flavah, yum!
Scope: zombies
Description: When survivors 'cade, they get a message, such as: "Using an empty drinks machine, you add to the barricade" or whatever. When attacking barricades, zeds get "You smash at the barricades. Part of it collapses". I suggest when zeds break down a cade level, they get something like "You smash at the barricade, dislodging a vending machine. Part of it collapses"

Keep Votes

  1. Author - Please don't be a dupe... --Cap'n Silly T/W/P/CAussieflag.JPG 03:36, 24 February 2007 (UTC)
  2. keep - if it's not a dupe this would be a fun and flavorful add-on.--Blood Panther 03:38, 24 February 2007 (UTC)
  3. keep - I want to know when I smash a plastic tree--Zombie Spray 03:47, 24 February 2007 (UTC)
  4. It's okay. Thing is how would the zombie KNOW he dislodged a vending machine (or anything else for that matter)? What about "you hear something heavy, possibly a vending machine, fall off." And, yeah, I mean that for all the other junk (just that "vending machine" was the example item).--Pesatyel 04:03, 24 February 2007 (UTC) EDIT: To the kill vote below, survivors already, technically, have this.--Pesatyel 07:56, 25 February 2007 (UTC)
  5. Sure, why not? - See bold text.--Labine50 MH|ME|'07 04:12, 24 February 2007 (UTC)
  6. keep - Definitely. Flavah is always good. --Ducis DuxSlothTalk 05:01, 24 February 2007 (UTC)
  7. Lovely - I am tired of collapsing random barricades. I want to know the age, prison record, and Social Security number of all objects I crush.--Lachryma 05:08, 24 February 2007 (UTC)
  8. keep - Flavour never hurts-- Che -T GC X 06:31, 24 February 2007 (UTC)
  9. Keep Less boring, could make destroying barricades in different buildings cool. Ex.'s "You knock a jukebox over!" (Pub) "You shove a huge bench back from the door!" (Police/Fire Station, Library). MrAushvitz Canadianflag-sm.jpg 07:31, 24 February 2007 (UTC)
  10. Keep Flavor text? For zombies? Why am I asking questions when I should be making statements? It's a good idea? I like it? --Jon Pyre 09:08, 24 February 2007 (UTC)
  11. Keep - I gots da' feva' for da' flava!! Rolo Tomasi 18:31, 24 February 2007 (UTC)
  12. keep - I'll jump the train and vote yes on increased flavour. - BzAli 22:01, 24 February 2007 (UTC)
  13. Keep - It would be interesting to see the kind of junk that gets knocked off a barricade. --ZombieSlay3rSig.png 01:11, 25 February 2007 (UTC)
  14. Keep - Nice one! I think survivors should see it too though. (Yes, I do occasionally knock them down...) --Uncle Bill 07:17, 25 February 2007 (UTC)
  15. Keep - More little information, why not? --Mosqu GCM GRR! 11:26, 25 February 2007 (UTC)
  16. Keep - Cool, I would rather enjoy knowing what i had just dislodged off of the barricades, nice suggestion --Lord Evans 20:01, 25 February 2007 (UTC)
  17. Keep - And to AlexanderRM, I think by Xed eh emant Anyone smashing a barricade, but in his innocence he assumed only zombies would do such a thing --Gene Splicer 23:56, 25 February 2007 (UTC)
  18. Keep - I never played a zed myself, but this should help in encouraging zeds to knock down 'cades even more. Which means the zombie/human ratio might even out some more. Maybe you could add flavor text to Ransack too? You go stir crazy, breaking a table in two. Tryce of Thunder 10:40, 26 February 2007 (UTC)
  19. Keep - When you get right down to it, at least half the game is about smashing/rebuilding 'cades. So by golly, it should be interesting! Just make sure survivors get to taste the flavor too (doesn't make sense that zeds would notice the details like that and survivors wouldn't). --Reaper with no name TJ! 22:02, 26 February 2007 (UTC)
  20. Keep - Makes the game much more interesting. ^_^ --Goatenheim 01:50, 6 March 2007 (UTC)
  21. Keep - It would be nice if survivors got the flavor text too though.--Priz 06:21, 8 March 2007 (UTC)

Kill Votes

  1. Kill, and change -Please, stop suggesting something for zeds that is not for survivors unless it makes sence that its not for survivors. --AlexanderRM 5:58 PM, 24 Febuary 2007 (EST)

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Zombies – Jumping from buildings

I could see this wasn't going to go anywhere. At time of deletion - 1 Author Keep, 4 Kills. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 23:02, 24 February 2007 (UTC)


Advanced Communications

Timestamp: 13:48 24, February, 2007 Blackie Chan (moved to bottom of page. - BzAli 22:06, 24 February 2007 (UTC))
Type: Skill
Scope: All
Description: Advanced Communications


SURVIVOR

As of right now, survivors cannot transmit more than about I think maybe 60 characters max on the radio (I tested and max is really 60). I propose a new skill called advanced communications that allows a survivor to use up to 120 characters on the radio and will be a sub skill under radio operation. It also lets radios broadcast on two frequencies.

ZOMBIE

When a zombie player owns this skill however it allows them to use the letters e, i, t, u, and o when using death rattle. Just for a quick fact, I believe the letters currently useable in death rattle are a, b, g, h, m, n, r, and z, so in total zombies with this skill could use about half of the alphabet which is 12/26 letters I think. This is a sub skill under the death rattle tree when playing as a zombie.

For the survivor description when purchasing the skill it reads, Doubles your communication skills. The zombie version reads, allows you to use more letters in death rattle. This skill is purchasable as a universal skill for both survivors and zombies so no syringe required to purchase this skill, just 100 xp.

Keep Votes

  1. Keep Heyy.. makes radio communication and death rattle more useful.. and to cut back on spam.. they're pre-requisites before this skill. That's fair! If you have to edit/resubmit.. I propose increase radio message by 50%.. then that's not so much! MrAushvitz Canadianflag-sm.jpg 02:43, 25 February 2007 (UTC)

Kill Votes

  1. kill Mainly voting against an idea that works different depending on whether you're dead or not. - BzAli 22:04, 24 February 2007 (UTC)
  2. Kill Zombies shouldn't get to talk. With that they could say "hi u! time to go! big hug!" --Jon Pyre 22:34, 24 February 2007 (UTC)
  3. Kill - As above. --Saluton 23:13, 24 February 2007 (UTC)
  4. Kill - Sorry, but no. Zombese is fine as is. --Ducis DuxSlothTalk 00:07, 25 February 2007 (UTC)
  5. Kill - Although broadcasting on multiple frequencies is appealing, I don't think zombies should get more letters for death rattle. I personally like to see how the language is distorted and trying to guess what the zombies are saying. --ZombieSlay3rSig.png 01:14, 25 February 2007 (UTC)
  6. Kill - Enough spam on the radio as is, and zombies sound fine as they are -- boxy T L ZS Nuts2U DA 01:26, 25 February 2007 (UTC)
  7. The first part just creates more spam. If people can talk TWICE as much for 1 AP, they will. And I don't see the second part as an improvement over what is in Peer Reviewed (if either of THOSE would ever get in the game).--Pesatyel 07:58, 25 February 2007 (UTC)
  8. kill with a rusty knife no. just no. ok? Mattiator 02:41, 26 February 2007 (UTC)
  9. Change - They should be separate skills. They abilities really aren't related to one another. --Reaper with no name TJ! 22:10, 26 February 2007 (UTC)

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