Suggestions/26th-Jun-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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I shall set you ablaze

Spaminated with about 15 spams and some unicorns. Too silly and too complicated etc. --Brizth mod T W! 15:35, 26 June 2006 (BST)


Veteran Reviver - can detect rotters

Withdrawn by Author --W3c 11:46, 26 June 2006 (BST)


Veteran Reviver - can detect rotters (Revised)

Withdrawn by Author --W3c 11:45, 26 June 2006 (BST)


Brain rott power

Spaminated. Too vague. Had 6 Spams, 1 Kill and 1 Tofu(?!). --Brizth mod T W! 15:40, 26 June 2006 (BST)


Beer Bottles

Timestamp: 13:58, 26 June 2006 (BST)
Type: New weapon, new skill.
Scope: People who like barfights.
Description: My idea is that one can use the beer, because its probably in a bottle, as a weapon much like people use them in barfights. The beer bottle does 2 damage and has a durability of 4 hits, But upon breaking it becomes a broken beer bottle, this does 3 Damage due to the sharp edge, this would eventually shatter after hitting something 5 times. This weapon would first have a 10% accuracy with no skills, 25% with the hand-to-hand skill, and finally 45% accuracy with the new civilian skill Barfighter which costs 75XP for civilians, 150XP for scientists, and 100XP for Military. This attack is more or less to make beer more then just restoring 1 HP. The hit message could be "You hit so and so over the head with a beer bottle." and upon being hit,"So and so hit you over the head with a beer bottle." You could guess what the broken beer bottle messages would be.

Votes

  1. Keep - Gives a reason for the beer. Canuhearmenow 13:58, 26 June 2006 (BST)
  2. Kill - you can do more average damage with a broken beer bottle than a fire ax? No thanks.--GageASS 14:06, 26 June 2006 (BST)
  3. Spam - Can you spell "multiple states"? Didn't think so. --A Bothan Spy Mod WTF U! 14:18, 26 June 2006 (BST)
  4. Kill - Let fire axe be the strongest weapon. --Nob666 14:21, 26 June 2006 (BST)
  5. Kill - These items should have more uses. But this is not the way. --Otware 14:40, 26 June 2006 (BST)
  6. Kill - As above. --Mookiemookie 14:47, 26 June 2006 (BST)
  7. Spam - No. Sonny Corleone WTF 16:21, 26 June 2006 (BST)
  8. Spam - Why is it we see more retarded suggestiosn when we need suggestions to make the game beter.How does this help?Answer that for me will you.--LCpl Mendoza 20:28, 26 June 2006 (BST)
  9. Kill What Gage said. --Jon Pyre 20:34, 26 June 2006 (BST)
  10. Kill I think you guys are overlooking some things. First of all, this makes marginally useful items MORE useful (and how does THAT not make the game better?). Secondly, this really isn't "better" than the fire axe (only +5% ) and it DOES have a limited number of uses (5, once broken). That being said, I don't like the mechanics too much.--Pesatyel 22:41, 26 June 2006 (BST)
  11. Kill - Shoudn't do as much damage as the fireaxe, final. Think of the realism. Other than that, it looks good. I just wish zombies can do that too :) --McArrowni 23:00, 26 June 2006 (BST)
  12. Kill - It's actually far inferior to the fire axe if you figure in the AP needed to find these bottles. In fact, it looks to be an even worse attack than fists, though the variable damage makes this tricky. I find the mechanics interesting, but the results are not very worthwhile. --Ember MBR 02:58, 27 June 2006 (BST)
  13. Kill - Overpowered. –Bob Hammero TW!P! 08:21, 27 June 2006 (BST)
  14. Spam - As above. David Malfisto 23:24, 29 June 2006 (BST)
  15. Kill - Nice flavor idea, but nerf it. Nerf like hell. A lot. Make it just for flavor. Beer bottles aren't effective weapons, really, so make it do less damage, and have a chance of inflicting damage when it shatter completely in the users hand, instead of creating a clean edge to fight with. But yes, it's not good as a serious weapon. Oh well. --Rgon 06:38, 5 July 2006 (BST)

Drunken Rage

Suggestion withdrawn by author. He must have been in a drunken rage to propose this sort of suggestion.--ShadowScope 15:11, 26 June 2006 (BST)


Electronics

Suggestion withdrawn by author. Needs work. --Otware 15:32, 26 June 2006 (BST)


Engineering (rewrite of Electronics)

Timestamp: 15:26, 26 June 2006 (BST)
Type: Skill
Scope: Humans
Description: As we all know Kevan introduced Radio Operation to try and cut down on radio spam. It didn't really work because now everybody has Radio Operation. What I propose is that there is an electronics/engineering skill tree.
  • Engineering
    • Radio Operation

Engineering allows you to repair generators. The way this would work is that a generator is assigned a certain amount of 'health' when made - let's say 10 HP (debatable). This would obviously change the current system of attacking generators where you have a 20% chance of destroying it with 1 hit. So if the generator is reduced to 0 HP it is obviously destroyed forever. But if it has not been destroyed, but simply damaged, it can be repaired by somebody with Engineering. Using 1 AP will repair the generator to full 'health' and give a reward of 1 XP.Radio Operation would be expanded to allow you to repair damaged radio transmitters in the same way.

If you attack a generator or transmitter, normal weapon hit probabilities would apply. However, gun attacks would only do 3 damage (same as axe), and zombie bites would do nothing. This is because bullets do a lot of damage to flesh...but they aren't really that effective at taking out big pieces or mechanical equipment. And the idea of biting a generator is quite stupid - you're more likely to electrocute yourself that do any more damage than tooth-marks.

If a generator or transmitter has been damaged, it will simply say damaged generator or transmitter in the room description. The attacker of the generator/transmitter would not be announced unless they actually destroy it.

Obviously this would mean that a lot of people will have Radio Operation without Engineering. I am not proposing how to deal with this.

Votes

  1. Keep - Author vote. --Otware 15:38, 26 June 2006 (BST)
  2. Kill - don't fix something that isn't broken --GageASS 15:54, 26 June 2006 (BST)
  3. Kill - Exactly. As Gage. --A Bothan Spy Mod WTF U! 15:57, 26 June 2006 (BST)
  4. Kill - Average AP to destroy a genny? 5. Under this suggestion, it becomes at best 7 AP for zombies and 8 for survivors. Cut the number of HP in half. Edit: also, to counter MookieMookie's point, make it impossible to repair if zombies are inside. Also make it unrepairable if the building is ransacked. (So that it's consistent with barricades.) –Xoid 16:22, 26 June 2006 (BST)
  5. Kill - I got a better idea. Get rid of powered searches and radios. The game would be even again. Sonny Corleone WTF 16:24, 26 June 2006 (BST)
  6. Kill - Like Xoid said. --Burgan 16:37, 26 June 2006 (BST)
  7. Spam - Indestructable (1 AP to repair basically means they're indestructable) generators that you have to whack on forever are a big hell no. Thinking about it some more, allow me to clarify: Generators that aren't a one shot kill and that can be repaired are a big hell no. Theyre too powerful as it is. --Mookiemookie 17:04, 26 June 2006 (BST)
  8. Kill - As Xoid and Mookiemookie. --Nob666 18:26, 26 June 2006 (BST)
  9. Kill -If it aint broke dont fix it.--LCpl Mendoza 20:26, 26 June 2006 (BST)
  10. Kill - Too complicated. Agent Heroic 20:37, 26 June 2006 (BST)
  11. Kill Makes generators too powerful. --Jon Pyre 20:38, 26 June 2006 (BST)
  12. Kill - As Mookie, in a moderately crowded safehouse this would make the generator invincible. --Ember MBR 01:58, 27 June 2006 (BST)
  13. Kill - So really, you're not fixing the radio problem at all. This makes generators too powerful. –Bob Hammero TW!P! 08:24, 27 June 2006 (BST)

Prisons

Suggestion INVALID - the author edited it after votes had been cast. Moved to the talk page. --A Bothan Spy Mod WTF U! 16:30, 26 June 2006 (BST)


Chainsaw

Dupe of Peer Rejected Chainsaw. – Nubis NWO 19:39, 26 June 2006 (BST)


Garbled Transmission

Withdrawn by author --Darkstar949 20:49, 26 June 2006 (BST)


Throwing

Timestamp: 23:29, 26 June 2006 (BST)
Type: Item
Scope: Survivors
Description: What I am suggesting is that survivors are able to throw beer or wine bottles. This would add a use to these 2 items that are currently fairly redundant. There would be a simple change to the bottles as a result of this - when you drink a bottle, it remains in your inventory as an empty bottle. Empty bottles should be more accurate (less heavy, so less likely to go hurtling off course) - say, 15% accuracy. Full bottles should have an accuracy of 10%. Both should do 2 damage.

This seems like a pretty pathetic attack, no? But this would leave option open for some sort of 'throwing skill' that would significantly increase the accuracy of this attack. There could also be other items that could be thrown as weapons.

It may seem stupid to throw the bottle when you could hit soembody with it at much greater accuracy. However, this would logically create a chance of hurting yourself - which is definetly not desirable.

Votes

  1. Keep - Author vote. Flavour. Not overpowered. Potential for new skills and upgrades. --Otware 23:29, 26 June 2006 (BST)
  2. Kill - Meh, not very exciting. If we are talking about throwing bottles of alcohol, I'd rather see these peer reviewed Molotov Cocktails in the game, and how! --Blahblahblah 00:03, 27 June 2006 (BST)
  3. Kill - Drink, not throw. Sonny Corleone WTF 00:06, 27 June 2006 (BST)
  4. Kill - Another shitty alcohol related suggestion --Mookiemookie 00:38, 27 June 2006 (BST)
  5. Kill - Nah, we've seen all kinds of suggestions including throwing things. This is one of the better ones I've seen, but still not good enough for me to vote keep. --Nob666 00:54, 27 June 2006 (BST)
  6. Kill - *throws beer bottle at the author* Ding DING SCHOOLS IN(Useless suggestion)--LCpl Mendoza 02:05, 27 June 2006 (BST)
  7. Kill We don't need functions so worthless nobody will use them. --Jon Pyre 04:39, 27 June 2006 (BST)
  8. Kill - like you said, it isn't overpowered. Too bad it's useless. --GageASS 04:53, 27 June 2006 (BST)
  9. Kill - If it's not fun, it's not needed. Read Suggestions Dos and Do Nots. –Bob Hammero TW!P! 08:27, 27 June 2006 (BST)
  10. Kill - Bad idea. And a throwing skill paves the way for Ninja Zombies. David Malfisto 23:26, 29 June 2006 (BST)
  11. Keep - I don't see a problem with this. It adds another attack option, adds new possibilities to the skills tree, and is plenty realistic, what's wrong with it? -Kiltric 21:55, 29 June 2006 (EST)
  12. Keep - I like this a lot! It's useless, sure, but what does it hurt? Inaffective attck mechanism which would make a provide a little bit of realism and flavor? Cool! --Rgon 06:43, 5 July 2006 (BST)