Suggestions/2nd-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.
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New class:Builder

This suggestion has been declared a dupe with 1, Kill vote, 4 Spam votes, and 4 Dupe votes. If you can't find what it's a dupe of on the Peer Reviewed Suggestions page, then you may need glasses. You may also want to use a spell checker the next time you sugggest, along with correct grammar. Velkrin 05:39, 2 April 2006 (BST)

"6. Be Polite and make no additional comments." That means making no pompous and hypocritical "sugggest"ions about a poster's ability to spell check. --Frosty 00:51, 3 April 2006 (BST)


Radio Broadcasts

Timestamp: 7:32, 2 April 2006 (GMT)
Type: skill
Scope: Survivors in powered phone mast buildings
Description: Anyone within a building with a powered phone mast, and the ‘Broadcast’ skill (100XP – representing technical expertise required to operate the radio technology) can, for the price of 10AP, send out a message (the size of an ordinary spoken bit) which everyone else in the suburb in a building with power, will hear. The ‘Broadcast’ button would look like the ‘Manufacture syringe’ or ‘Necrotech Access’ option in powered Necrotech buildings, but with a box to write in like the ‘Graffiti’ option. Would appear when you wake up as “A voice on the Radio said: ... [time]�?

Votes

  1. Keep – Author vote. Creates all sorts of new strategic opportunities. Groups claiming to ‘own’ a suburb would definitely want to control the phone mast/broadcasting tower building, so they could broadcast propaganda across their suburb. An incentive to power buildings apart from just hospitals and Necrotech (so you can listen to the radio). More opportunity not just for in-game co-ordination of attacks, but role-playing things like news reports (“massive zombie horde massing in...�?), sermons, and jokes! The hefty 10AP required prevents server overload by limiting broadcasts. -Brescia 7:26, 2 April 2006 (GMT).
    • Re – I voted keep, you rock. The only change I would or could suggest is a building should require (in addition to the phone mast) "Radio Transmitting Equipment." Which can be found at millitary, and mall-tech stores.. reasons why: #1 it would take TIME and EFFORT for survivors to prepare their city for full radio "service" again. #2, zombies should be able to DESTROY radio equipment, give it maybe a bit more damage before complete destruction than a average generator, but this allows zombies the power to STOP the medium! (Radio silence, for a time, until building is re-taken and new equipment established.) If the zombies "take" an area.. radio silence should speak volumes as to why. I only suggest this in fairness, so radio isn't automatic, and zombies have a way to deal with it. The cool thing, is a radio message shouldn't be any longer than a regular spoken message, which for 10 AP reaches more people, but it ain't cheap. I also suggest "broadcasting" should be a science or millitary skill.. probably milllitary to be honest, then millitary characters can go on "Find and establish communications" missions. -MrAushvitz 13:26, 2 April 2006 (GMT).
  2. Kill - Spam attack from a large group in a suburb. I dont particularly want people to rant about crap everywhere i go. Even if used properly this provides a far too great a tactical advantage. It should be noted that i am restoring this suggestion, since the person DID attempt to use the template, but accidentally deleted half of it, and myself and Zaruthustra got to it at the same time and attempted different things with it (Me repair, him delete). --Grim s 08:40, 2 April 2006 (BST)
    • Re – We're very lucky to have someone like Grim around, he may be insulting when ya screw up but he's very honest, and helps new people "Use the template" me included. This suggestion is brilliant, and even if it's not accepted, in a "modified" manner it would still kick serious ass. How hard is it to have a "working" radio station anyways.. every university has one. Thanks Grim, now tell me to piss off, or whatever.. -MrAushvitz 13:26, 2 April 2006 (GMT).
  3. Keep – Doesn't seem so bad. 10AP cost should limit the spam usage, but at the same time having to go to a phone mast and spend 10AP might make it only used for spam. Oh well, I'm willing to give it a shot. I want it to list the name of the speaker, though, so we can weed out the jokers (fatally, if someone keeps spamming - and we'll know where they are, too!) --Norcross 08:48, 2 April 2006 (BST)
  4. Kill - I like the idea of this; getting the word out to others about the zombie horde that's coming through. However, this sort of information in game is only useful for role players who are opposed to metagaming to look up such events, and these actually talk to each other and hear these rumors already, albiet more slowly. Also, I'm not sure I like the mechanic of one person talking to everyone who happens to be in a powered building... possibly hundreds of people... nor the arbitrary-ness of the signal ending at the edge of the suburb. That and the spam issues already brought up are the reasons for this weak kill vote. --Guardian of Nekops 08:55, 2 April 2006 (BST)
  5. Kill - See above. --Abi79 11:39, 2 April 2006 (BST)
  6. keep - see first non-auther keep vote. --ramby T--W! - SGP 12:18, 2 April 2006 (BST)
  7. keep - a great idea though perhaps it should cost a bit more or need someone with the broadcast skill in any building that can recieve the signal. this person can be assumed to be maintaining the recieving radio in good condition. another bonus could be that occasional news from the outside world could come through perhaps linked to the recent suggestion on retiring characters, a message could read "Attention survivors of Malton. Air Force helicopters will make a rescue run at 08:00 tommorow picking up any survivor in X park" just a thought to improve an already good suggestion. --Honestmistake 13:01, 2 April 2006 (BST)
  8. Kill - Mabey this could use up the whole amount of fule in the generator or mabey just half for the cell tower. Otherwise this would create too much spam - Jedaz 14:28, 2 April 2006 (BST)
  9. Keep - It's useful because not everyone in the suburb may belong to your group, or even metagame at all. --TheTeeHeeMonster 14:41, 2 April 2006 (BST)
  10. Keep - See above DavidMalfisto 15:10 2 April 2006 (BST)
  11. Keep - It makes sence. Legom7 15:38, 2 April 2006 (BST)
  12. KEEP - I think this is good. It gives a tactical advantage to human, at the same time will bring challange to zombies. As a die-hard zombie player, this is still fine with me. changchad 16.38 2 April 2006 (BST)
  13. Keep - With only powered buildings being able to hear the message, it gives incentive for groups to keep power on in some buildings. The 10 AP cost would deffinatly cut down on spam. --Kirk Howell 16:42, 2 April 2006 (BST)
  14. Kill I can see the bots for this now... "ATTENTION: STREETS IS INDEED STILL WATCHIN. THAT IS ALL." --Mookiemookie 17:18, 2 April 2006 (BST)
  15. Keep My only problem? STREETS IS LISTENING--Mpaturet 17:44, 2 April 2006 (BST)
  16. Kill - Too much spam, even with 10 APs+powered buildings. And this would stress the server just a bit too much. Remember where the 50 people limit came from? This could reach hundreds of people, even if there was some 50 people limit per building (which is not mentioned in the suggestion anyway) --Brizth W! 19:52, 2 April 2006 (BST)
  17. Keep – You sir, are a fucking genious. I say that because basically EVERY building in the modern world has at least 1 radio to "receive" the broadcast (to make the workplace bearable, so you don't even need to find a radio to receive, cuz they're everywhere!) They just need power (duh), this in and of itself gives EVERY single building in Malton a reason, AND a bonus, for having a powered, and running generator. As well, it gives your character a reason, to END their session in a powered building "You hear a radio broadcast.... etc." Fucking brilliant, if only I could come up with a suggestion 5% as good as this, people would stop shooting at me every time I left the house.. (they do you know, neighbours can always tell when I leave or come home by the series of gunshots!) -MrAushvitz 13:26, 2 April 2006 (GMT).
  18. Kill - It's interesting, but I suspect the spam will outweigh the useful information. Velkrin 20:53, 2 April 2006 (BST)
    • Re; Spam broadcasts; honestly, if a person is willing to spend 10AP to spam a message, then they deserve their message to be given out to the suburb. --Karlsbad 21:07 2 April 2006 (BST)
  19. Keep - A weak keep, but a keep none-the-less. The ability to send a message would be localized and costly, meaning that it would usually be only used for suburb-wide or such buildings and would not run the risk of warning everyone able to look on the wiki. Some notes to be made however- first, would it be the entirety of the suburb or would it be a 10/9 block distance, much like Necronet? Secondly, would there be Profile info, allowing people to 'sign' their broadcasts? --Karlsbad 21:07, 2 April 2006 (BST)
  20. Kill I fear Brizth is right. I like the idea but I think it would strain the server to send a message to all those players. However, I think it could be salvaged by incorporating parts of this with some server load/spam prevention techniques I used in a television broadcast suggestion called Emergency Broadcast System. I think I might update my old suggestion with some of your ideas if you don't mind. --Jon Pyre 21:15, 2 April 2006 (BST)
  21. Keep - I like the idea, but the server cost seems high. Maybe just transmit to a certain powered building instead of the entire suburb's powered buildings? -Nubis 22:23, 2 April 2006 (BST)
  22. Keep - Interesting and flavorful. (And should it be spam-iffic, also easily killed.) --Gene W! - Talk 05:36, 6 April 2006 (BST)
  23. Keep - Awesome! I agree: it's simple to understand in its current form, and once it's been tried can easily be modified later (e.g. with those 'radio equipment' or 'signature' suggestions etc) as people decide. In the meantime, it does indeed add all sorts of atmosphere and flavour (and aren't zombie apocalypse survivors in movies always trying to find broadcasts?). --ellyg 11:01, 6 April 2006 (BST)
  24. Kill - Ahhh! Another reason for folks to waste fuel in unpredictable buildings. --Spraycan Willy MalTel 08:52, 7 April 2006 (BST)
  25. Keep - The fun and atmosphere this might create outweigh the potential for spam, which can be addressed with "listen to radio" or "ignore radio" buttons, the creation of a portable radio item, or tweaks to the scarcity & durability of broadcast equipment. A great suggestion. --einexile 08:54, 14 April 2006 (BST)
    • Tally - 16 Keep, 9 Kill, Total 25.--The General W! Mod 09:10, 16 April 2006 (BST)

Wizard People

A quick raid by the spamination squad this afternoon resulted in the spamination of this horrificaly unfunny suggestion. 9 Spams and no non-author Keeps.--The General 18:36, 2 April 2006 (BST)


Hardcore Rockers Wannabies

Spaminated with 8 Spams, 0 Kills, 2 keeps. This was just stupidity.--Mookiemookie 17:45, 2 April 2006 (BST)


Black Blood Drool

Timestamp: 14:32, 2 April 2006 (GMT)
Type: New Zombie Skill
Scope: Infected bite enhancement
Description: Black Blood Drool

Appears on zombie skills tree under Infectious Bite. Adds no benefit to your human character.

  • Your zombie has a horrible black ooze dripping from their mouth. Every successful bite attack from you has a 2% OR 4% chance of causing a "Phase II Infection"

Zombies, as they advance in their decripitude, undergo many stages of decay. For these living dead, many of the body's liquids are being slowly "drained" from other parts of the body towards the mouth. This may be some kind of advancement to keep the jaw "lubricated" or the mouth from drying out, so a zombie can go on biting (and eating) indefinately.

The end result, zombies with this skill have an even more horrifyingly infectious bite! Their mouths are literally swarming with the zombie "virus" and other bateria who happily thrive in these conditions.

  • "Phase II Infection:"

Your zombie has a 2% chance per successful bite attack to cause a "Phase II Infection" in addition to the normal infection. This Chance of doing so with a bite is 4% instead of 2% per bite attack if your zombie also has the "Brain Rot" skill, due to very very advanced decrepitde and rotten pieces of tooth and gums ending up in basically every single bite!

  • Phase II infection is much, much worse than a regular zombie infection. The 1st infection, attacks the body, slowly killing it. This infection, attacks the MIND, causing delusions, dissiness, nausea and psychosis as the infected survivor starts to "think" and "see" things like a zombie!
  • Game Mechanics: Phase II infection requires an additional FAK to cure. The 1st FAK used cures the 1st infection (the survivor is no longer losing 1 HP per AP), the 2nd FAK cures the 2nd infection. Until the 2nd infection is cured: Every time the infected survivor moves 1 square, or indoors or outdoors of a location, there is a 5% chance the survior will get the message: "Your mind swims with delusions, you stagger in the wrong direction!" and your survivor will move in the intended direction.. but will stagger 1 square "left" or "right" of the origional "intended" direction. In the case of inoors/outdoors movement your survivor will instead move randomly 1 square "away" from your origional location.

As complicated as this may seem at first, it's actually quite simple, you can survive with a phase II infection (if you have to, until you get another FAK).. but your life will be at great risk.. you may very well waste some AP trying to get to your origional intended location, and "one wrong step" may very well help get you killed!

Votes

  1. Keep – Author vote. It's dirty, I won't apologize for that. FAK's are so easy to find, and with all the right skills you can gain 15 HP a "pop" using them. To make the zombies more frightening, and dangerous, this is what I propose. Think it over please, and it gives the rotters an even better chance, for being so damn rotten. For many survivors this will be a nuiscance, but then again, it's fair. Survivors staggering around, adds to the "feel" of things, or maybe some of them are just drunk. All good. -MrAushvitz 15:26, 2 April 2006 (GMT).
  2. Kill - I don't like to have 2 types of infection in UD. Also it is not logical to have more serious dizziness infection without losing HP. --Cah51o 21:47, 2 April 2006 (BST)
  3. Kill Dizziness and drunkeness effects work in 3D games where they make controlling your character slightly harder, providing an additional gameplay challenge. In text/browser games like this dizziness and drunkeness effects are just an annoying possibility of having to use extra AP to walk because you go the wrong way a few times. So in short I am voting against this in part because it messes with other people's AP by making movement have a variable AP cost. --Jon Pyre 22:41, 2 April 2006 (BST)
    • Re – Ah, an intelligent counter.. good to see. Well I suppose one could see it as messing with other people's AP (not directly, but.. same result.) there are other ways to go about the same thing ex. penalties to hit.. but people would call that "griefing" there's only so much you can do without using something to do something in the game. I'm not suggesting drunkeness, this is an infection that causes halucinations and diziness, staggering survivors would be fun, but I didn't want more damage with the higher infection or that would kill newbies FAST, not needed. Had to take it down a notch, this is what I came up with. -MrAushvitz 18:26, 3 April 2006 (GMT).
  4. Kill - Yeah, they got you on this one. B'Zang! -Banana Bear4 22:47, 2 April 2006 (BST)
  5. Kill - What Jon Pyre said. -Nubis 23:08, 2 April 2006 (BST)
  6. Kill - What Nubis said. Also this will hurt the newbies more because they won't know how to fix it. Not to mention that this won't ever realy affect a survivor because in most cases they will have been killed by the Zombie if they get infected. At the moment it has a whoping 1% of success with a max of 2% It's too underpowered to be useful and if any higher it's too overpowered to be fair on survivors - Jedaz 00:09, 3 April 2006 (BST)
  7. Spam - Way too overpowered, unfair, griefing to survivors. --Cinnibar 01:08, 3 April 2006 (BST)
    • Re - Underpowered, overpowered, causes griefing.. sheesh, make up your minds people. is it too much or too little. --MrAushvitz 18:08, 3 April 2006 (BST)
  8. keep - i like the idea, its not overpowered in that the chance of infections is 4 or 2 percent or once out of 50 bites or once out of 25. I realy like that it adds something to brainrot which currently sucks as a skill and holds no realy value. and since the chance of moving the wrong way is only 5 percent then your likely going to missstep once in every 20 movements which isnt much and just enough to add more uncertanity to the game and real time danger which is also lacking in the game in its current form --User:ericblinsley 01:33, 3 April 2006 (BST)
  9. Keep - Interesting, thoughtful, and rather unique. (Even though I hope never to encounter it.) --Gene W! - Talk 05:44, 6 April 2006 (BST)
    • Tally - 5 Kill, 3 Keep, 1 Spam, 9 Total.--The General W! Mod 09:06, 16 April 2006 (BST)

FAK Manufacture

Timestamp: 22:50, 2 April 2006 (BST)
Type: Skill, improvement
Scope: Survivors
Description: This skill would appear after the surgury skill, and will allow the user to manufacture First Aid Kits inside powered hospitals at the cost of 4AP each. This means you will get more FAK's/AP than searching the hospital, but not more FAK's/AP than searching a mall drugstore with bargain hunting

Votes

  1. Kill - This seems useless, if you were going to buy this skill, you could spend the 100xp on bargain hunting. -Banana Bear4 23:04, 2 April 2006 (BST)
  2. Kill This is also a dupe I think. Look, syringes were a special circumstance. We don't need to manufacture everything. --Zaruthustra-Mod 23:06, 2 April 2006 (BST)
  3. Kill FAKs are easy enough to find that they don't need a shortcut button to expedite the process like syringes. I still think that a "Heal" button in hospitals that would cost an equal amount of AP to use as it would to find an FAK might just be a useful timesaver, like I suggested in Hospital Residency. --Jon Pyre 23:15, 2 April 2006 (BST)
  4. Kill - Syringes are special because they are both the most important item in the game and among the rarest. We don't need to manufacture anything else. --Sindai 23:33, 2 April 2006 (BST)
  5. Kill For reasons above. I also remember this being a Dupe, but can't be assed to find the link. If someone else can find it, I'll change my vote. -Nubis 23:45, 2 April 2006 (BST)
  6. Kill - I'm very sick of seeing these manufacture suggestions. But I will vote keep on this only if zombies get a "manufacture zahmbah banana" button.--Mookiemookie 01:06, 3 April 2006 (BST)
  7. Keep - I think he's going for here is to make it easier to get the FAK's you need while you're at the hospital itself (for hospital use most likely), not every survivor in the game lives in a mall. Sounds perfectly reasonable, a skill that for 100 XP speeds up your ability to get FAK's doesn't really matter. the hospital must be powered, sounds balanced to me, keep in mind that character who is "stocking up on FAK's" may be checking other safehouses to see if your character is ok. Works for me, no worries. Besides, it kind of makes more sense to see people making new FAK's than just finding them everywhere.. you know making them out of bandages, alcohol, etc. Why can't an experienced medical character have a good sit down and make his own? --MrAushvitz 18:08, 3 April 2006 (BST)
  8. Keep - I feel bad being the only other person to agree, but I don't think that all survivors should be forced to camp in malls just to find things. Why can't a trained doctor be better at scrounging medical supplies in a hospital? --Norcross 05:15, 3 April 2006 (BST)
  9. Kill - Not a bad idea, but the AP cost is too low. --Pesatyel 06:00, 3 April 2006 (BST)

Search Change

Dupe of Search X Times Peer reviewed since the dawn of, well... this page... --Vista W! 11:35, 5 April 2006 (BST)