Suggestions/29th-Aug-2006

From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Scent Trail Contacts (2nd Revision?)

Timestamp: 21:12, 29 August 2006 (BST)
Type: Innovation?
Scope: Zombies with contacts
Description: If you're a survivor, you have the fun of being able to use your phone to talk to anyone on your contact list for a scant 2 AP. What do you get if you add people and play as a zombie? You can tell who they are in a horde or corpse pile. Whee.

With this, though, I hope to add a bit more of a reason for zombies to use said feature. For 5 AP you can use scent trail with your contacts to find out their location in relation to your position. You can only use this from about a suburb away for exact location, and the AP cost is fairly (though not excessively) high, so as to prevent people from turning it into a deathproof version of Scent Trail's current ability. That way, you can have your friends join you in a shambling horde, but you can't use it so much for revenge. Survivors can't be detected by this ability unless they are wounded (25 HP).

I would have this as a separate skill, but there's not much therein to merit spending 100 XP without significantly decreasing the AP cost or increasing the distance, and then what's the point of the original Scent Trail skill?

This is a revised version, factoring in griefing uses and concerns by survivors regarding posthumous use.

Votes

  1. Keep - Author vote. Don't let this suggestion and the one below influence your votes for each one. They're just suggestions, remember, not set in stone game features that have yet to be implemented. I apologize in advance for any exploding organs. --Kalir 21:12, 29 August 2006 (BST)
  2. Keep - As modified, I'd support this. --Centerfire 21:42, 29 August 2006 (BST)
  3. Keep - I still like the suggestion, but can we get me a new brain? After reading this my brain was eaten by a zombie. --Axe Hack 22:40, 29 August 2006 (BST)
  4. Keep - Me like. Good. --Rozozag 23:36, 29 August 2006 (BST)
  5. keep - As promised I have changed my vote. now who the hell put that on the line lol Blazefire 05:30, 30 August 2006 (BST)
    • Re - I did that. Figured it'd get your attention should you repeat the mistake. --Kalir 15:31, 30 August 2006 (BST)
  6. Kill -Since you didn't answer my points from last time...Would it be ALL contacts? Or would you have to pick a specific contact? (Some people have LOTS of contacts.) Secondly, this could easily be griefable, knowing where all your enemies are. If Kevan would implement contact categories and this were limited to only a specific category, I think it might work better.--Pesatyel 05:40, 30 August 2006 (BST)
    • Re - I did answer, but you may have missed it, I revised shortly after. Yes, you can only detect one zombie (or survivor, if you will) with this skill. --Kalir 15:31, 30 August 2006 (BST)
    Actually, NO, you did not. I just reread it and, other than adding in the thing about wounded survivors, it is exactly the same as the previous version. For sake of argument, okay, it only works on ONE person. That still doesn't discount the griefing possibilities if that ONE person is an enemy.--Pesatyel 07:44, 31 August 2006 (BST)
        • Re - Hate to make this a "Yes I did/no you didn't" fight, but I did answer your query. Check the history of the main suggestions page, since that's where it happened. And what's so scary about being detected if you're wounded? If you're that morbidly terrified of people abusing alts to track you down and slay you, stay high in health. Chances are, if you're a survivor, most of your time will be spent in this condition anyhow. --Kalir 20:22, 5 September 2006 (BST)
  7. Kill - Make it mutual (I can't spell) contacts. David Malfisto 14:12, 30 August 2006 (BST)
    • Re - You got the spelling right, but if your concern is the same as the rest, then I have fixed it by making only wounded survivors detectable. If not, then you'll have to explain your rationale before I consider making the change. --Kalir 20:41, 30 August 2006 (BST)
      • RE - I just don't like the idea that any zombie who's seen my profile can find out my possition from a block away. I kill you. You track me, Zerg headshot me. Track me again. Shot me again. Repeat until I flip out, track you down and beat you to death (my defence in court will be that the game made me think you were a Zombie). I have no problem with mutual contacts (friends) finding each other to horde, but this is abusable. David Malfisto 22:35, 3 September 2006 (BST)
        • Re - Did you mean suburb? Because zombies that are only a block away really would find you anyway. And there will be alt abuse come Abbadon or high water, but this shouldn't promote it further. Remember, it only works if you're wounded or a zombie. The solution? Stay at full health and they can't find you. Easy. --Kalir 20:18, 5 September 2006 (BST)
  8. Kill - I don't understand it, but I'm not stupid, so it must be poorly defined. --Funt Solo 16:07, 31 August 2006 (BST)
    • Re - 'Zat so? Explain what you don't understand, I'll be happy to help. --Kalir 20:18, 5 September 2006 (BST)
  9. Keep - I second Rozozag. --Officer Johnieo 16:38, 31 August 2006 (BST)
  10. Keep - I like this with the limitations. Make it a skill! Karloth vois RR 02:51, 5 September 2006 (BST)
  11. Keep - Although it might be better to change it to mutual contacts. The Badman 16:35, 11 September 2006 (BST)

Brain Hunting (was Zombie Stalking)

Spaminated with 7/8 Spam votes--Gage 02:37, 29 August 2006 (BST)


Chemical Engineering

Spaminated with 7/9 Spam votes--∴Gage 04:39, 29 August 2006 (BST)


NT Cadavder DNA Analysis Unit (NT CDA Unit)

Spaminated with 7/8 Spam votes. Rejected for allowing XP gain from nonthreatening corpses. Rheingold 04:37, 29 August 2006 (BST)

  • Dude, you lost my suggestion, I don't see it on peer rejected. MrAushvitz 04:48, 29 August 2006 (BST)
    • Fixed. What a pain in the ass: Rheingold, if you don't know how to properly Spaminate a suggestion: don't do it.--∴Gage 04:54, 29 August 2006 (BST)
      • Thanks, no worries, just a copy of it has to be available so people can see, even after it's removal. MrAushvitz 04:56, 29 August 2006 (BST)
        • LEARN TO INDENT! IF I HAVE * THEN YOU PUT **. IF I HAVE ** YOU PUT ***--∴Gage 04:59, 29 August 2006 (BST)
          • There are a bunch of Spaminated suggestions from the past month that aren't in Peer Rejected. I suggest you go back and fix that OH WAIT NOBODY GIVES A FUCK. I'll follow the guidelines from now on but you sure can't say that anybody else is setting an example. And Aushvitz: keeping track of the number of Rejected suggestions you've made - I'd say that rises to a whole new level of pathetic... Rheingold 05:57, 29 August 2006 (BST)
            • Did you knowingly not move the suggestion to peer reviewed?--∴Gage 06:14, 29 August 2006 (BST)
              • The price you pay for the "pleasure" of removing one of my suggestions for spamination is you have to put it in peer rejected (lazy bastard)... oh and it's er editing policy and can get you in shit and all that jazz. MrAushvitz 21:26, 29 August 2006 (BST)

Fisticuffs

Spaminated with 7/9 Spam Votes--∴Gage 05:07, 29 August 2006 (BST)


Scent Known Zombies

Timestamp: 20:37, 29 August 2006 (BST)
Type: New Skill
Scope: Zombies with contacts
Description: This is basically a revamp of Kalir's suggestion; all credit should go to him.

Scent Known Zombies is a new 100xp zombie skill with Scent Death as a prerequisite.

A zombie with this skill may Scent Known Zombies for 2 AP.

All players on the zombie's contact list, who are currently zombies and are within the Scent Death radius have their locations listed.

Ex., You detect the familiar scent of JoeZambah 1 block east and 2 blocks north.

Players who are currently human or dead are not detected.

Votes

  1. Author Keep Zombies keep in touch; PKers cannot abuse. Rheingold 20:37, 29 August 2006 (BST)
  2. Keep - This has merit.--Canuhearmenow Hunt! 20:38, 29 August 2006 (BST)
  3. Keep - But one problem? How far does the radias go? 10 blocks? 20 blocks? 5 blocks? What is it? --Axe Hack 20:49, 29 August 2006 (BST)
    • Re The new Scent Death radius is not known exactly yet, but I believe it is a 5x5 block centered on your location. Rheingold 21:50, 29 August 2006 (BST)
  4. Keep - it's close. two things. what's the range? and wouldn't this promote ZKing? I just don't understand the goal of this skill, is it to hunt other zombies? or to organize hoardes? --Kiltric 20:53, 29 August 2006 (BST) Edit - okay, sounds good. --Kiltric 23:31, 29 August 2006 (BST)
    • Re Basically it allows you to see if any zombies you know are in the neighborhood, so you can hang out with them / go where they are because there's likely to be food / whatever reason. Rheingold 21:50, 29 August 2006 (BST)
  5. Keep - Looks good. The radius is the same as the scent death skill, Kiltric, and ZKing with this skill would be cumbersome. --Kalir 21:15, 29 August 2006 (BST)
  6. Kill - Why 2ap? Otherwise I like --Gene Splicer 21:29, 29 August 2006 (BST)
    • Re I thought it should be a bit more expensive than Scent Death. Open to revision if more people want 1 AP; however it's really a minor difference. Rheingold 21:50, 29 August 2006 (BST)
  7. Keep - Same range as Scent Death obviously. He did say "the Scent Death radius". I tend to read before complaining with my votes (cough).--MrAushvitz 21:30, 29 August 2006 (BST)
  8. Keep - I like it --Rozozag 23:34, 29 August 2006 (BST)
  9. Keep - Clears up any confusion about the original author's suggestion. Very good. --Rgon 00:40, 30 August 2006 (BST)
  10. Kill I don't like the idea of people (or zombies) being tracked with no way to opt out. --Jon Pyre 03:16, 30 August 2006 (BST)
    • Re The range is about half that of Scent Trail, and can only get zombies. If people are ZKing to grief, that's laughable: 1 AP to stand up. If they're using zombie alts to hunt down people to shoot, Scent Trail will serve them better than this skill: run 10 blocks in a random direction and they'll never catch you with this. This is more of a "Who's in the neighborhood" skill than a "Find person x" skill. Rheingold 03:34, 30 August 2006 (BST)
  11. keep - take my vote as a compliment i usually dont like suggestions to improve zombies Blazefire 05:33, 30 August 2006 (BST)
  12. Kill -There is some potential for abuse. I like the idea, I just think contact categories need to be implmented first.--Pesatyel 05:43, 30 August 2006 (BST)
  13. Keep - Feral strike teams unite. --Max Grivas JG,T,P!,Bob06! 07:23, 30 August 2006 (BST)
  14. Keep - I like this. A random idea: mutual contacts could be tracked farther away? --Nob666 11:18, 30 August 2006 (BST)
  15. Keep - I like the sound of it. Pillsy F! 13:01, 30 August 2006 (BST)
  16. Keep - More rocking than a rock. David Malfisto 14:14, 30 August 2006 (BST)
  17. Keep - Prefer Scent Trail Contacts, above, but this is sort of a subset of that, so. --Centerfire 21:59, 30 August 2006 (BST)
  18. Kill - ZKer griefer abuse skill. --Funt Solo 16:09, 31 August 2006 (BST)
  19. Keep - very useful if you want to organize a horde without metagaming. --Officer Johnieo 16:55, 31 August 2006 (BST)
  20. Keep - similar to above suggestion, but better. Karloth vois RR 02:53, 5 September 2006 (BST)

Circuit Breaker (Fuse Box)

Timestamp: Rheingold 22:16, 29 August 2006 (BST)
Type: New Skill, New Item
Scope: Survivors
Description: Circuit Breaker

The Circuit Breaker is a new item found in all buildings.

Circuit Breakers can be broken just like Generators. However when broken they are not removed from the building’s description.

A survivor may fix a Circuit Breaker and restore it to its original condition given the following:

  • Wirecutters carried in inventory.
  • Has the new Construction subskill, Electric Engineering
  • Expends 5 AP

This restores the Circuit Breaker from Broken to Operational.

The advantage of an Operational Circuit Breaker is that it boosts search rates by +1% so long as the building is lit. The electricity-savvy survivors have managed to route power to more lights in the building instead of just powering a portion of the circuitry with a manual hookup.

The corresponding disadvantage to so many lights is that the building becomes Well Lit. A building that is Well Lit is visibly lit from the exterior of its block AND from the exteriors of neighboring blocks.

Votes

  1. Author Keep. THIS IS NOT A POWER STATION SUGGESTION. This suggestion is about a choice for survivors: do I spend AP to power up this building a bit further, getting a minor search boost, but also making the building a more visible target? Rheingold 22:16, 29 August 2006 (BST)
  2. Keep - Ahh darn it...you just gave me an extra idea for my power station suggestion.....too late for another revise now I guess....... --Axe Hack 22:42, 29 August 2006 (BST)
  3. Kill - searches don't need boosting.----Gage 22:46, 29 August 2006 (BST)
  4. Spam - Powered searches give an unfair advantage to harmanz. When they first got it zombie numbers decreased rapidly. --Sonny Corleone WTF RRF ASS DORIS Hunt! 22:51, 29 August 2006 (BST)
  5. Kill - No more boost for searches. --Brizth M T 23:21, 29 August 2006 (BST)
  6. Keep - 1% seems kinda dismal compared to getting Zed attention from neighboring blocks. Sounds good. --Kiltric 23:34, 29 August 2006 (BST)
    • Re (to all) I was thinking of a -1% across-the-board nerf to powered searches packaged with the +1% giveback from Circuit Breakers (thus the net effect on searches would be 0 or slightly negative). Please let me know what you think of this in future votes as well as voting on the main suggestion. I agree that searches are already (too?) powerful; that's why I made the boost as small as possible. Rheingold 00:15, 30 August 2006 (BST)
  7. Kill - This suggestions seems all right in general, but seems like it could create a lot of spam. I really, really don't want to walk around seeing "The library to the NW is well lit. The Bank to the North is well lit. The building to the NE is well lit. etc. etc." Seems like it would get obnoxious really fast. --Rgon 00:44, 30 August 2006 (BST)
  8. Keep - I like it because it differentiates how well lit a building is, and it can give a boost to the search effectiveness (a reasonable one!) And, the wirecutters are once again, needed. --MrAushvitz 02:06, 30 August 2006 (BST)
  9. Spam - Survivors won't be happy until search rates are 100%--Mookiemookie 02:19, 30 August 2006 (BST)
  10. Kill - 1% is trivial and a larger boost would be unbalancing. --Jon Pyre 03:14, 30 August 2006 (BST)
  11. Spam - At this rate, we'll be getting suggestions about finding multiple items in one search. - CthulhuFhtagn 03:22, 30 August 2006 (BST)
  12. Spam - Creates tons of spam and boosts searches even further. --Matthew Fahrenheit YRCT+1 03:27, 30 August 2006 (BST)
  13. kill - Hey come on guys this doesnt deserve a spam vote i think its a good idea except for the whole visible from surrounding blocks thing. spam votes are for suggestions that are just plain stupid and arent ment to be serious in the first place Blazefire 05:37, 30 August 2006 (BST)
  14. Spam -How does the breaker work relative to the genny? If the genny is destroyed the breaker isn't? If the breaker is destroyed is the genny affected? And 1% is, really, nothing. And, as pointed out, survivors don't really need higher searches.--Pesatyel 05:45, 30 August 2006 (BST)
  15. Keep - Enough of a boost to cause harmans to try it. Inevitably best serves the stalking zombies ability to find a target. This is a simple zombie binoculars with no items required. Well done. --Max Grivas JG,T,P!,Bob06! 07:31, 30 August 2006 (BST)
  16. Keep - As Max Grivas. Need I say more? I don't think so. --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 15:55, 30 August 2006 (BST)
  17. Keep - It's not too much of a boost and I think if this was implemented then to balance it out maybe a zombie skill or upgrade would be implemented aswell. Also it seems like it would be a BIG hassel just to get it up and running anyway IE: must have a running generator, must have electric construction skill, must search and find one, must then spend 5 ap to set it up or fix it & all that for 1% Search boost... I personally think that if Kevan were to add this and another zombie upgrade/skill that this would be a perfect way to balance it out--AZK CMS-Meta 18:05, 30 August 2006 (BST)
  18. Kill - I'm pretty sure this was suggested ages and ages and ages ago. (And if I could find it, this would be a "spam.") Gene W! - Talk 02:56, 31 August 2006 (BST)
  19. Keep - Big love for wirecutters! --Funt Solo 16:13, 31 August 2006 (BST)
  20. Kill - search rates are fine as is! --Officer Johnieo 17:03, August 2006 (BST)
  21. Keep - It not only makes wirecutters useful again, but buildings with this become becons with "Free meal inside" written all over them. --CrimsonD 05:19, 11 September 2006 (BST)
  22. Kill - Flashlight, powered power station, metal detector, whatever it is, a higher search rate is a big no-no. The Badman 16:40, 11 September 2006 (BST)