Suggestions/2nd-Nov-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.
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The Malton Wall

Timestamp: Certified=InsaneQuébécois 01:06, 2 November 2006 (UTC)
Type: Flavour
Scope: Edges of Malton
Description: It has come to my attention that when you reach the limits of the town, the game just stops displaying blocks of where the exterior of the town would be. I am suggesting that when you are on the edge of the city, it would instead show "A wall" or "The quarantine wall" or something of the like.
New Auto Repair

West Boundwood [37,0]

The Wall The Wall The Wall
Club Lenton New Auto Repair Madill Towers
Lavor Park Pyncombes Plaza Gapper Street

This would add flavour, and would have the minor benefit of removing some confusion beeing on the edges can cause to newbs who wounder why there are missing squares in their map and in which one they are. It would also add to the quarantine feel, sortof like a Berlin wall, that was meant to keep people inside. Now and then he could add "military personnel" on the wall square, but that wouldn't change anything. You obviously wouldn't be able to acess those squares. It would look somewhat like this: (Of course, I used the 9 block template, but in-game you would not see the header you see on the template)

Oh yeah, added note (doesn't really change anything), but for flavor, here and there the text would be different, such as squares that would say "A tower" or "A fortified tower", as well as others that could say "Heavy Iron Doors" or the like. It's mainly for flavor, but if Kevan ever wants to expand the city well the different structures of the wall could serve different purpouses, but this suggestion is purely for flavor, nothing else (I know you ain't suppsosed to edit a suggestion once submitted, but this is minor, and it doesn't change anything, it's still purely flavour)

Keep Votes

  1. Author vote. -Certified=InsaneQuébécois 01:06, 2 November 2006 (UTC)
  2. Good!! - This would also be good if kevan ever decides to expand Malton. You could have crumbled wall tiles. --Officer Johnieo 01:10, 2 November 2006 (UTC)
  3. Grilled Cheese! - I like this, it doesn't hurt the game (aside from possible extension tweaks), and it could be anything, a wall... or a river like in Land of the Dead.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 02:54, 2 November 2006 (UTC)
  4. Keep - Good idea and this solves a minor annoyance of mine. When the map collapses to 6 squares at the border and while outside, you can't tell which side of the map you are on without reading in the description window. -- IrradiatedCorpse Atom sig.png 03:08, 2 November 2006 (UTC)
  5. Keep - A little bit of flavor is always good. --GhostStalker 03:29, 2 November 2006 (UTC)
  6. Can't see how it hurts. And, as Johnieo said, it could be useful should Kevan decide to exapnd Malton.--Pesatyel 03:50, 2 November 2006 (UTC)
  7. Keepzorz - Definitely seconding Pesatyel here. An added benefit would be that you could probably cut some of the crap out of UDTool to make it load faster. –Xoid MTFU! 04:06, 2 November 2006 (UTC)
  8. Keep - I actually agree with Pesatyel on this; if Kevan were to ever expand the map, this would prove useful (though not too useful). --Wikidead 06:39, 2 November 2006 (UTC)
  9. Keep - You got there before me. --Funt Solo 08:32, 2 November 2006 (UTC) Not sure why Conndraka is spamming this - it ties in quite neatly with the information he's linking to, just replace "wall" with "quarantine zone" - anyone who tries to enter one of those squares could instantly die in the square they started from. New way to suicide. --Funt Solo 12:21, 2 November 2006 (UTC)
  10. Keep - Makes sense.--Mr yawn Scotland flag.JPG 08:58, 2 November 2006 (UTC)
  11. Keep - Much better than my "Wasteland of instant death" idea --Gene Splicer 09:12, 2 November 2006 (UTC)
  12. S'cool - I like. -- Andrew McM W! 11:33, 2 November 2006 (UTC)
  13. keep - Looks ok. The Mad Axeman 12:12, 2 November 2006 (UTC)
  14. Keep - Its weak, its flavour and its not very useful but at least its something for the new players to see. --MarieThe Grove 16:17, 2 November 2006 (UTC)
  15. keep makes better sense than having the map just end, and it allows for future expansion Asheets 18:53, 2 November 2006 (UTC)
  16. Makes sense. --ExplodingFerret 19:04, 2 November 2006 (UTC)
  17. Keep It allows us all to feel trapped, deliscious. (I like the fact that we have a zoo, like inside Malton, and then the wall, like outside Malton..) MrAushvitz Canadianflag-sm.jpg 20:51, 2 November 2006 (UTC)
  18. Keep - yes a great improvement!--Kcold 03:48, 3 November 2006 (UTC)
  19. Keep - Indeed, and if you try to pass the wall maybe you get killed and a flavor text of something like "The Army sentries on the wall see you climb over. You try to run, but you are gunned down and thrown back into Malton."- Monkeylord 05:59, 4 November 2006 (UTC)
  20. Keep - I can't say anything more. -- Atticus Rex mfu pif Δ 11:27, 4 November 2006 (UTC)
  21. Keep - I like it. --Carl Panzram 19:11, 5 November 2006 (UTC)
  22. Keep - Harmless flavor? A winner for me! --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 22:01, 15 November 2006 (UTC)

Kill Votes
Against Votes here
Spam/Dupe Votes

  1. Spam See Border Conndrakamod T CFT 12:03, 2 November 2006 (UTC)
    • Re I personally find that explanation of the border to be lame. Those measures might be enough to keep a population confined, but since this is an epidemic, you want to keep every single person confined, as having just one escape, even by dumb luck (which would be possible with things such as mines and bombs), would spell disaster. And besides, ya can't expect barbed wires and the such to stop the walking dead... -Certified=InsaneQuébécois 21:56, 2 November 2006 (UTC)

Renewed Ankle Grab

Timestamp: Mattimer 03:22, 2 November 2006 (UTC)
Type: Balance change
Scope: Zombies.
Description: Ankle grab, as it stands now (or crawls), drops the AP needed to "stand up" from 10 AP to 1 AP. To me this seems like too much of a drastic change for just one skill. It's hard enough to kill a zombie without having to worry about it getting back up a half an hour later to attack you again. Recovering from death should take more AP than it does to move one city block. It takes more than 10 AP to kill a zombie and it could cost quite a bit of ammo and that should be reflected by how long it takes for a zombie to get back up. Yeah, getting Ankle Grab is an accomplishment that should be rewarded, but 10 to 1 is just too much. I propose that we raise the AP it takes to stand up with ankle grab from 1 AP to 5 AP. That would be 2 and a half hours to earn the AP to play again, which is still much less than the time it takes to find enough ammo to kill a zombie in the first place. This would help newer players withstand zombie assaults or just random zombie encounters. Nobody wants to spend all that effort and AP earlier on in the game and spend it searching for ammunition and killing a zombie only to have it stand up in as much AP as it takes to reload your last pistol clip.

Keep Votes

Author vote- This skill makes the game a bit more manageable for a lower level player without Head Shot. 1 AP just isn't enough.
Note - unsigned vote struck --Funt Solo 08:31, 2 November 2006 (UTC)
  1. Keep With the game mechanic change of only being able to dump bodies one at a time, it balances it out. Survivors can no longer clear a room in one click, and if say... 250 zeds come bursting in, even if your kill them they get right back up and keep at it before you can dump them all. Tirak McAlister

Kill Votes
Against Votes here

  1. Kill It's hard enough to be undead with the 1-10AP penalty to even play 'every day' try a few weeks dead and see what it's like(humans outnumber zombies)--Zbmainiac 03:37, 2 November 2006 (UTC)
  2. Kill - Unless you also double the chances to break barricades :D. It takes more for you to kill zombies than it takes zombies to stand up because it takes more for zombies to smash down barricades than it takes for you to set them up. Seriously, play a goddamn zombie for at least a week before posting again --Gene Splicer 09:36, 2 November 2006 (UTC)
  3. Kill - I agree that death isn't enough of an inconvience to zombies (it should cost at least as much for the zombie to stand up as the survivor took to kill them), but considering how zombies already have to waste most of their AP just to tear down barricades, this becomes overwhelming. --Reaper with no name 16:29, 2 November 2006 (UTC)
  4. kill I think ankle grap works fine just the way it is. It isn't THAT inconvenient. Asheets 18:57, 2 November 2006 (UTC)
  5. Kill - Even with the new rules for dumping bodies it's still more balanced towards survivors. Remember that if headshot a low level requires 15 AP to standup before anklegrab, 6 AP with ankle grab. --Carl Panzram 19:15, 5 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Ummm... make this a skill, add 1 AP, and it's called Headshot. And 10 AP for an Ankle Grab zombie to stand up from being headshot is just too much. --IrradiatedCorpse Atom sig.png 03:54, 2 November 2006 (UTC)
  2. Dupe - It's called "headshot". –Xoid MTFU! 04:03, 2 November 2006 (UTC)
  3. Spam Headshot. --Jon Pyre 06:18, 2 November 2006 (UTC)
  4. headshot --Funt Solo 08:31, 2 November 2006 (UTC)
  5. Spam - Dude, just get headshot, its there for a reason. And this helps disable a zombies best friend--Mr yawn Scotland flag.JPG 09:04, 2 November 2006 (UTC)
  6. Spam - Yup, go headshot.
  7. Headshot FTW - too much stuff hindering zombies now--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 16:57, 2 November 2006 (UTC)
  8. It's not greatly unbalanced, and have you ever seen any zombie movies? They're supposed to get right back up when you kill them. --ExplodingFerret 19:13, 2 November 2006 (UTC)
  9. SPAM!! - Ya, let's make it even harder for newbie zombies!! --Officer Johnieo 23:53, 2 November 2006 (UTC)

Chain Link Fences

Timestamp: Leeksoup 04:10, 2 November 2006 (UTC)
Type: Defence
Scope: Survivors
Description: I was reading the GK/RK prevention idea above. I like it, but it seems to be getting shot down, so I thought up this idea.

Chain Link Segments can be found in Junkyards (5%), Factories (2%) and Streets (outside, 2%). They take up 5 inventory spaces, due to their mass. While you have one in your inventory, and you step into (not outside of, into) a Junkyard, you can Assemble the fence for 15 AP. You can only Assemble fences if you own the Construction skill. This, effectively, repairs the hole in the Junkyard's fence, but this fence can be re-cut with wirecutters.

But wait! There's more! If you're in a building with a generator connected, you can Assemble the fence around it for 15 AP. This makes it impossible to attack, unless you cut the fence with wirecutters. There's a downside, though- it can't be refueled with the fence up. Generators inside Malls cannot be fenced, either- Malls are too big and open for a fence segment to have much effect. I know the main concern with GK'ing is inside Malls. I just think it's unfair to have the waiting horde to bust through the mall barricades and be unable to kill the generator, since they're such resource points. There cannot be more than one fence at a location. Fences cannot be put up around Transmitters, since you need to be next to them to operate them. You cannot repair the padlocks on factories with fences.

This will hopefully create a more reliable power supply, since casual passers-by won't take an axe to your generator. In order to kill one, you'll need to carry wirecutters, and really, who carries those?

Keep Votes

  1. Author - Remember, fences are temporary. They should only last until the gen runs out of fuel- then you'll need to cut it down and refuel the gen. You can put another one back up, sure, but it's a serious time investment.Leeksoup 04:10, 2 November 2006 (UTC)

Kill Votes

  1. Kill Zombies need to be able to attack it. --Jon Pyre 06:59, 2 November 2006 (UTC)
  2. Kill - Think of a better way to utilize wirecutters. This would put zombies in too much of a disadvantage. --Wikidead 07:56, 2 November 2006 (UTC)
  3. Kill - Too complicated. --Funt Solo 08:29, 2 November 2006 (UTC)
  4. Kill - Resubmit as just the generator fence and I'll go for it. The junkyard fence repair is just too much of a buff. Maybe resubmit as two ideas: Generator fence and the wire as some kind of an insta-barricade device --Gene Splicer 09:45, 2 November 2006 (UTC)
  5. Kill - Not fond of seeing fences return to Malton. I WILL point out to some of the newer players that when the game started Fences were indeed Zombie proof, of course they were survivor proof as well... If you managed to find one that hadn't been cut it WAS a fortress. But they didn't last long. To my knowledge the last fence died in late october or early november of 2005. Conndrakamod T CFT 16:10, 2 November 2006 (UTC)
  6. Kill - I've been thinking about this sort of thing for a really long time in the back of my mind. But unfortunately, no matter what I think of, it just doesn't work. Even if you gave the zombies a way to cut through the fence (say, some sort of acid, like what I once thought of), then it wouldn't make sense for the barricades of a junkyard to be able to stop them at all(since they would just go around the barricaded area). That would end up nerfing the junkyards as a building. And there'd still be the fact that zombies would be unable to attack these fenced buildings without a human to cut the fence for them. --Reaper with no name 16:35, 2 November 2006 (UTC)
  7. kill There must be an easier way to implement this and not make things impregnable. Perhaps a zombie can be made that can eventually bash down a fence? Asheets 18:59, 2 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam The inherent flaw with these fence suggestions is that zombies CANNOT get through them. Basically, it would be turning junkyards into permanent, unbreachable shelters that survivors could Free Run into at their leisure. I'd say this was a dupe (there are a LOT more like it, but one is enough), but the fencing around generators just makes it worse.--Pesatyel 04:25, 2 November 2006 (UTC)
  2. Spam - Exactly, who carries wirecutters? Not zombies. All of Malton needs to be accessible to zombies without special tools. --IrradiatedCorpse Atom sig.png 04:26, 2 November 2006 (UTC)
  3. Spam Rebuilding fences is dubious, completely safeguarding generators is spam. --Burgan Burgan 09:10, 2 November 2006 (UTC)
  4. Spam - As above--Mr yawn Scotland flag.JPG 09:21, 2 November 2006 (UTC)
  5. Spam - Kinda thinking that generators should not be able to be made immune to zombies. --Rgon 09:24, 2 November 2006 (UTC)
  6. Spam - In theory its a good idea, but needs more work. I would just prefer to see a "repair fence" skill that wouldn't require any items, or maybe one. but thats just me. Generators are pretty plentiful to protect. It would be annoying to tear down a fence to refuel it.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 17:03, 2 November 2006 (UTC)
  7. Well, it nerfs newbie zombies completely, and it would encourage hordes to employ lots of spies with wirecutters. Sad direction for the game to go in, tbh. --ExplodingFerret 19:16, 2 November 2006 (UTC)
  8. Spam - Okay class, who can tell me why this is a bad idea? --Officer Johnieo 23:55, 2 November 2006 (UTC)

Blood Marks

Timestamp: Jon Pyre 08:07, 2 November 2006 (UTC)
Type: Skill
Scope: Zombie
Description: This is an idea for a tagging skill for zombies. This wouldn't use spray cans obviously but blood from kills. A bloody mark would exist alongside graffiti and changing graffiti wouldn't alter a mark, and changing a mark wouldn't alter graffiti. To leave a mark you must have recently killed a survivor. After killing a survivor you would be able to leave one mark within the next ten AP you spend. This can be immediately after a kill, after moving a few spaces, after attacking something, or you can get headshot, stand up, and use one of the next four AP to leave it. If you don't leave a mark within 10AP it's assumed all the blood on your hands has dried. Likewise once you leave a mark you can't leave another until you kill again.

A mark would look like this:

A bloody handprint is on [whatever is appropriate for the location].

Zombies would be able to pick what they want the mark they leave to be from a drop down menu. Here are some suggestions but this could be expanded, changed, or shrunk at Kevan's discretion:

  • A bloody handprint
  • A splatter of gore
  • A long red streak, as if something was dragged
  • A claw mark
  • A crimson footprint
  • A single red spot

A new mark replaces an old mark, just as graffiti replaces old graffiti. Survivors would be able to wipe away marks that are indoors for 1AP, but only if a building isn't ransacked. They wouldn't be able to do anything to marks that are outdoors. Having signs of bloody death around Malton would provide horror ambiance and could also be used by zombies as signals, the same way Mrh? has come to mean "revive me". Perhaps a bloody handprint could mean "everyone dead inside", a splatter of gore could mean "powerful defense", these would take on meanings just like the beginning zombie speech options but with the advantage of staying around for a while. Maybe zombie groups in different areas could adopt a mark as their callsign and tag the buildings they massacre with them. This should be a subskill of Memories of Life.

Keep Votes

  1. Author A bit of creepy ambiance that has the added benefit of a new way of leaving signals. --Jon Pyre 08:17, 2 November 2006 (UTC)
  2. Keep - This is VERY different from the one quoted below. Blood smear just costs the zombies a HP and an action point. This requires a recently dead survivor to activate. The prereqs are very, very different. This says "Someone died near here". All blood smear says is "Hey look I was bored and a zombie" --Gene Splicer 09:53, 2 November 2006 (UTC)
  3. Keep - see below. You could expand this - 10AP worth of blood for a kill, and maybe 5AP(?) just for a successful attack. Plus, I think it should obscure some of the survivor-graffiti. The flavour text could say "someone has spraypainted Keep Out - by order of ... - some of the grafitti has been obscured by a bloody handprint". --Funt Solo 12:26, 2 November 2006 (UTC)
  4. Keep - Great suggestion!!! I'm a zo--Officer Johnieo 23:56, 2 November 2006 (UTC)mbie and you will know me by the trail of blood. --Chill0 18:35, 2 November 2006 (UTC)
  5. Keep - An awesome idea.--Mr yawn Scotland flag.JPG 18:44, 2 November 2006 (UTC)
  6. keep Adds flavor, and I'd probably use it more than that speech thing we have now. Asheets 19:02, 2 November 2006 (UTC)
  7. Better than the previous suggestions along these lines, I like it. --ExplodingFerret 19:20, 2 November 2006 (UTC)
  8. Clearly not a dupe I don't see how people can mistake this for a dupe. The requirements, rules, and restrictions are entirely different. In any case, the great thing about this is that it can indicate to survivors which places are dangerous to them much more accurately than number of bodies. --Reaper with no name 20:06, 2 November 2006 (UTC)
    • Re Perhaps this could also include information as to how old the mark was. For instance if it was a few days old it might say "There is a bloody handprint on the wall. It is dry and flaking." That way people would know if the mark is recent. --Jon Pyre 21:13, 2 November 2006 (UTC)
  9. Keep Zombie makes kill, zombie's hands covered in blood, zombie takes a moment to leave a mark behind. All good. =MrAushvitz Canadianflag-sm.jpg 21:17, 2 November 2006 (UTC)
  10. Keep - Sure, sounds fun. I like the requirement of a recent slaying. --IrradiatedCorpse Atom sig.png 22:03, 2 November 2006 (UTC)
  11. Keep - better than the old version. --Officer Johnieo 23:56, 2 November 2006 (UTC)
  12. Keep - Me likey the flavor text Funt Solo suggested, though it's kinda disturbing... I recommend changing the 10AP drying period to an immediate marking, ie similar to the DNA Extrator's "Revivify this Specimen" button in that the moment a survivor is skilled, a dropdown menu appears and allows a zombie to leave its mark; that way, you can tell the exact location a person was killed. Also, a person should be noticed when his/her blood is smeared onto a wall, and that the 1AP activation requirement be waved if the zombie possesses a certain skill. Finally, so that there is incentive for survivors to clean up marks inside a building, make marks reduce search rates (the marks are made of blood, after all) and reward survivors with one XP. --Wikidead 02:00, 3 November 2006 (UTC)

Kill Votes
Against Votes here
Spam/Dupe Votes

Dupe, pretty much. --Funt Solo 08:35, 2 November 2006 (UTC)
  • Re I think the two suggestions are very different. That one allows the zombie to write Death Rattle messages AND delete survivor graffiti, and do it whenever they like for the cost of a single point of health. This is more thematic, has a kill requirement to keep it in check, and prevents it and graffiti from negating each other. Let me stress the first thing, a bloody handprint is a lot scarier and less silly than seeing Rfgrhfmrgrhrrhrhr on every wall in Malton.--Jon Pyre 08:46, 2 November 2006 (UTC)
Re - Yes, you're quite right. --Funt Solo 12:26, 2 November 2006 (UTC) I'd like to add that I believe this has been shown to clearly not be a Dupe - even if it receives a third Dupe vote, I don't think it should be removed - unless anyone can clearly justify why they're not addressing Jon's reasoning on the matter. --Funt Solo 19:27, 2 November 2006 (UTC)
Note While it isn't explicitly stated in the rules I think it is implied that while Dupes require less votes than Spams they should still need to outnumber keeps and kills 2 to 1. Maybe we should vote on a rule addition to clarify this. --Jon Pyre 19:53, 2 November 2006 (UTC)
  1. Dupe of my suggestion above. Not to make this a debate about the merits of my suggestion, but the point of it is exactly that graffiti outdoors should be a lot less permanent than indoors. What with a rabid zombie takeover of the city streets.... Rheingold 08:52, 2 November 2006 (UTC)
    • Re My main problem with your suggestion is that one zombie could overwrite 25 spaces in a day with their own message since zombie health is a lot more plentiful than spraycans. You'd never see graffiti again. In that I thought it was overpowered. And I just didnt like the idea of a zombie scrawling the letter R several times on a wall. It's kind of like that scene in Monty Python's Quest For the Holy Grail where there find "The Castle of Aaaauuuggghhhh" carved onto a wall and guess the author died as he inscribed it. But you did come up with the original zombie tagging concept and that was a great invention. Since you yourself admit this suggestion is different in how it approaches graffiti I think that alone should count as a "viable difference" and prevent this from being a Dupe. Not to mention all the other stuff. I'd like to point out that the last skill of mine that was implemented, Feeding Groan (or "Howl" as I called it), was based on someone else's suggestion that was entirely identical except I suggesting limiting zombies to only groan when survivors were present.--Jon Pyre 08:58, 2 November 2006 (UTC)
  2. Yep, Dupe. As above. -Mark 19:05, 2 November 2006 (UTC)

Small Surgery Change (2)

Withdrawn for what I promise will be the final revision. Thanks to Funt Solo. Andrew McM W! 18:35, 10 November 2006 (UTC)


New Uses for Wirecutters

I wish to withdraw the suggestion Asheets 03:29, 3 November 2006 (UTC)


New General and Zombie Skill - Adrenaline Rush/Zombie Surge

Timestamp: sid1138 19:27, 2 November 2006 (UTC)
Type: Skill
Scope: Both Human and Zombie Players
Description: This consists of two similar skills – one for Humans and one for Zombies. I will discuss the Human version, but the Zombie version would work the same way. When a player takes the Adrenaline Rush skill, they would get 5 Adrenaline points. At any time (except when their AP is at zero) they can click the Adrenaline button and it would convert one Adrenaline point into an AP, which can then be used as normal. Adrenaline points are restored at 1 point per hour (versus 1 AP per half hour). Until your Adrenaline points are back up to 5, you will not gain any new AP.

The idea is that you are down to your last few AP, and step into a “safe” building, only to find it full of Zombies. The Adrenaline kicks in and allows you to get away, but the extra effort incurs a penalty – longer time to recover.

The Zombie Surge skill would work the same way, but it would be a skill that a Zombie could take.

One important point – like items, the Adrenaline button would be in the item area. If you let your AP go to zero (and therefore your item buttons are unavailable) then you will not have access to the Adrenaline button for a half hour. If you use up all your AP and Adrenaline, it would be 5 hours before you would be able to do anything (you totally burnt yourself out).

Keep Votes

  1. Author Keep- This might add some flavor and is not an unbalancing skill -- sid1138 19:27, 2 November 2006 (UTC)
  2. Keep I...like...it...? It messes with AP but the cost for the bonus makes it not an everyday thing. Nice job. Query: does this skill work cross-class, i.e. do you have to buy both the survivor and zombie version to be able to use it as both?--Burgan Burgan 19:54, 2 November 2006 (UTC)
    • RE:No, you would not need to buy both to get this to work. I suggested both skills to give the same power to both a Zombie player and a Human player. sid1138 20:05, 2 November 2006 (UTC)
  3. Cautious Keep I think this could be a good idea, since getting in that one last attack could mean the difference between life and death. However, this will be a lot more useful to humans, and I worry that it could mess up the balance somewhat as a result. --Reaper with no name 19:57, 2 November 2006 (UTC)
  4. Keep - I really like this; although I have the same question as Burgan. I think it'd be easier to just have it as one skill in a cross-class skill tree, which could be accessed from both sides. Jonny12 Talk 20:01, 2 November 2006 (UTC)
    • RE:I was considering having this a cross-class skill. However, I favor seperate skills for those players who want to focus on either Zombie or Human. Also, for the high level players, they don't get an automatic skill for both sides of the life existance. Finally, the naming of the skill (Adrenaline Rush versus Zombie Surge) adds a little flavor to the skill tree.sid1138 20:10, 2 November 2006 (UTC)
  5. Keep - Not a complete, cheering keep, but this looks like it could work well. --Preasure 20:26, 2 November 2006 (UTC)
  6. Keep-Very useful. You get to use AP right now...at the expense of losing more AP in the long run! A shotgun verison. Just make it a cross-over skill though, and zeds and harmans will use them for tactical seiges a lot.--ShadowScope 20:32, 2 November 2006 (UTC)
  7. Keep on the human side, but I don't like the flavor of the zed side. Also, I like zeds and fleshbags to have different skills that complement each other (Paladins and Shamans in WoW) rather than this Burning Crusade-esque 'both sides have the same skills'. A "tireless persuit" skill for a permanent ~3 AP up for zeds (neither bonus crossclass) might balance this, as this is more useful to the human than the zed. --RSquared 20:55, 2 November 2006 (UTC)
  8. Keep Seems balanced. The only thing I don't like is that humans and zombies have an identical skill, I normally like them to have differences. Maybe this could be a cross-over zombie skill. --Jon Pyre 20:59, 2 November 2006 (UTC)
  9. Keep It's an excellent option, to burn some AP when you need it. MrAushvitz Canadianflag-sm.jpg 21:13, 2 November 2006 (UTC)
  10. Keep - I like this, because even with those xtra 5pts you may end up just running straight into a horde or another building thats even more dangerous. Question; 1. How much would this cost? 2. If I purchase both as a survivor & zed do they stack or run concurrent?--John Blast 21:36, 2 November 2006 (UTC)
    • RE:Being a general (i.e. Civilian) skill, it would cost 100 XP for the skill regardless of character class. On the Zombie side, all Zombie skills are 100 XP. If this skill is not a cross over skill, then the human version would not work for the zombie and the zombie version would not work for the human. If it is a cross over skill, then it would work just like body building (both get the skill). sid1138 20:05, 2 November 2006 (UTC)
  11. Keep - Huzzah! Finally, someone takes a volitile idea and makes it balanced!--Mr yawn Scotland flag.JPG 23:20, 2 November 2006 (UTC)
  12. When I first saw this, I wasn't expecting to like it, but I'm impressed. A nice simple skill; the description on the skills buy page can be something like "survivor [or whatever] can continue on adrenaline alone for a few moves with no immediate AP cost, although at a penalty to AP regeneration later". FUNT! That's twice today you haven't bothered to read suggestions. If someone used adrenaline all the time instead of waiting for AP to regenerate, they'd have HALF the normal amount of moves! --ExplodingFerret 00:12, 3 November 2006 (UTC)
  13. Keep - thanks to 'Splodey Ferret for pointing out what I'd missed. --Funt Solo 00:16, 3 November 2006 (UTC)
  14. Keep - Excellent suggestion. I would have recommended making this a civilian cross-over skill, but that would be unfair to rotters, so maybe this should be the first ever zombie cross-over skill (is scent blood crossover?). --Wikidead 02:00, 3 November 2006 (UTC)
  15. Keep- I like, but maybe it should require the presence of the opposite side (zed+human on same tile)to reflect the fear felt by being in imminent danger. Just my two-cents - Monkeylord 06:18, 4 November 2006 (UTC)
  16. Keep - It's a good idea; I don't know how it would really translate to the zombie end. -- Atticus Rex mfu pif Δ 11:35, 4 November 2006 (UTC)
  17. Keep - An extra reserve of AP is always good, although you have to decide when to use it. I agree with those who say that this would be better as a cross class skill. If its kept as two different skills, come up with a better name for the zombie one... --GhostStalker 01:27, 5 November 2006 (UTC)

Kill Votes

  1. kill having made the mistake of going into a building without having enough AP to check things for saftey WAY too many times, I now accept this as part of the game. Asheets
  2. Kill - I really like the idea but I feel that it should not allow the extra AP to be used for attacks. It should be a flight response only sort of like a panic button. --Carl Panzram 19:27, 5 November 2006 (UTC)

Spam/Dupe Votes

Spam - I think all players should get the same amount of AP per day - no extras for the experienced players. --Funt Solo 20:14, 2 November 2006 (UTC)

New General and Zombie Skill – Rapid Recovery

Moved to the discussion page. You're only allowed to make 1 suggestion per day. --Funt Solo 20:27, 2 November 2006 (UTC)


NT Test Subject v2

Timestamp: Reaper with no name 21:00, 2 November 2006 (UTC)
Type: New Zombie Class
Scope: New Zombies
Description: Hidden deep within NecroTech's lab facilities are zombies held for experimentation and study since the early outbreaks. Since the military lockdown they have remained in their cramped cells. That is, until they discovered how to open doors...

This is a new zombie starting class (survivors who die still become normal zombies). Because these zombies have been rotting in tiny cells for so long, they don't start with Vigour Mortis. Instead they start with Memories of Life. These zombies have to pay 75 XP for skills under the Scent Fear and Memories of Life trees, but 150 XP for skills under the Digestion and Lurching Gait trees (due to the previously mentioned lack of recent physical activity). The Vigour Mortis skill tree and Brain Rot skill are unaffected.

the main difference between this and the last version is that the vigour mortis and digestion skill trees have been switched (last time digestion skills cost 100 XP and vigour mortis skills cost 150 XP). These zombies will still have a tough time with combat until they get vigour mortis, but their ability to open doors right from the get-go makes them invaluable to zombie hordes, especially if there aren't a lot of high-level zombies around. This and the Corpse class are designed so that they complement each other well; the corpse zombie takes down the barricades, and this one opens the door.

One more interesting thing to note is that the total cost to max out the zombie skill tree is 1900 for this class, the same amount as for the corpse class. Run the numbers and see for yourself.

Keep Votes
For Votes here

  1. Author Keep - Well, I found a way to make combat come easier for them without having to sacrifice the differences in skill cost. --Reaper with no name 21:00, 2 November 2006 (UTC)
  2. Keep Starts with memories of life, interesting. So they remember being experimented on, and can open doors for other zombies. We could use some variety in our zombie selection in Malton. MrAushvitz Canadianflag-sm.jpg 21:11, 2 November 2006 (UTC)
  3. Keep - If Underworld is ever implemented this class should also start off with some kind enhanced vision as well.--John Blast 21:39, 2 November 2006 (UTC)
  4. Keep - wow. A class suggestion for the zombies that works. I likie like. Conndrakamod T CFT 21:54, 2 November 2006 (UTC)
  5. Keep - Much better with the changes made, good work. --IrradiatedCorpse Atom sig.png 22:38, 2 November 2006 (UTC)
  6. Alot better - Much better then the last one. Full steam ahead, next stop; Peer reviewed!--Mr yawn Scotland flag.JPG 23:23, 2 November 2006 (UTC)
  7. Keep - I like the fact that this gives a little variety to the Zombie class. Makes it a little more interesting to start out in the ZED arena. --User:Sid1138/sid1138 2:21, 3 November 2006 (UTC)
  8. Keep - I suggest you flatten all skill costs to 100XP each. --Wikidead 02:00, 3 November 2006 (UTC)

Kill Votes

  1. It's quite hard for a starting zombie to get from level 1 to level 2. This makes it harder. Sorry, but you're offering *no* reasonable way of getting that first 100 XP. --ExplodingFerret 00:18, 3 November 2006 (UTC)
    • Re - Zombie claw attacks without VM yield 0.5 XP/AP. Zombie bite attacks with VM yield 1 XP/AP. While that may seem like a big difference, consider the plight of consumers and scouts. How are they gonna get XP? IF they get a knife, they can still only get 0.4 XP/AP. That's even less, but people don't claim that they have no "reasonable" way to get XP. --Reaper with no name 02:47, 3 November 2006 (UTC)
      • Re - They stock up on FAKs if they've any sense. Anyhow, you can't directly compare zombie and survivors like that, because survivors have other options, zombies are easier to find, and travelling is easier/safer. The very clear thing is that your first level will take twice as long to get, and having recently started a zombie and a survivor character side-by-side, I'm pretty sure it's a difficult enough start already. :) --ExplodingFerret 06:37, 3 November 2006 (UTC)
  2. Indeed - Wouldn't this be just a door-opening zerg puppet, like a survivor starting with Barricade? --Funt Solo 00:36, 3 November 2006 (UTC)
    Re Two (three?) words: Anti-Zerg Measures. Unless they want to run the risk of the barricades being put back up while moving their first character away, bringing in their zerg door opener, moving the zerg character away, and then bringing back their main character, then they'll have to have the zerg character right there the whole time, in which case the anti-zerg measures come in. --Reaper with no name 15:22, 6 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam (I hope I'm doing this right) Then what's the point of starting as a normal Zed? --Joe O'Wood 23:44, 2 November 2006 (UTC)

Hunger (Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 21:07, 2 November 2006 (UTC)
Type: Zombie Skill
Scope: You ache to feed, and cannot control yourself if you see.. so much.. FOOD!!!
Description: Hunger:
  • Zombie skill, appears as a sub-skill of Digestion. Adds no benefits to your human character.

Your zombie has +5% to hit with bite attacks versus survivors. If you kill a survivor with a bite attack it is possible to earn some bonus XP.

  • As an additional bonus (for the risks involved with fighting a lot of survivors, often by yourself): Whenever you kill a survivor with a bite attack.. you gain +1 XP per 10 (rounding down) survivors present at the time of that kill. To a maximum of +5 XP! (This bonus is to reward kamikazee zombie attacks in safehouses where usually at least 1 survivor may be active and often they may kill you before you make your kill.)

Why?:

It's a bite bonus vs survivors only. Basically allows your zombie to go "Berzerk with the bites" if you're low on AP, or likely to be gunned down by survivors shortly after entering. The main reason behind this is it buffs digestion and possibly infectious bite slightly, because you stand a better chance of getting more bites in sooner. Especially if you are going to be on the receiving end of some serious gunfire shortly, that digestion is needed...

The XP bonus, is another small benefit for this skill's usefulness, and zombies doing what they do. Consider it a Fear/Horror bonus +1 XP per 10 survivors you just made see you do a kill on one of their own!

The max, +5 XP on a survivor kill (if done with a bite attack), is not only quite hard to do.. but with at least 50 survivors present.. how fast can you make that kill before getting headshot with those shotguns? (It's also nice that it adds to the list of things bite can do, without taking away from the reliability of the claw attack.)

It's an entirely reasonable skill, and a reasonable XP grant, if you can earn it every now and again. It makes those lengthy seiges all the more satisfying to the zombie player when they break in every now and again...

Keep Votes

  1. Author Keep It's not like zombies are swarming in XP grants.. and a little +5% for bites vs survivors is needed. Gives zombies something to purchase skills towards, as well as making lengthy seiges more exciting. MrAushvitz Canadianflag-sm.jpg 21:07, 2 November 2006 (UTC)

Kill Votes

  1. Kill overpowered as far as part b. If it was only a 5% hit bonus (hell even 10%) I'd vote keep, but the xp gain based on number of survivors present? If a Zombie could manage a break into a Survivor stronghold and kill a wounded survivor it could be 30-50 xp for 1 kill. Just no. Conndrakamod T CFT 22:00, 2 November 2006 (UTC)
    • Re CNR - It is 5%, and um read the XP part again.. you can't get 30-50 xp for 1 kill.. you get +1-+5 XP after you make the kill if there's 10-50+ survivors present when you make the kill, with a bite. I tend to balance things out mathematically, other people suggest the uzi/rocket launcher/laser that does 45 damage a hit and such.. k. =MrAushvitz Canadianflag-sm.jpg 07:58, 3 November 2006 (UTC)
  2. Kill - Still overpowered. --Wikidead 02:00, 3 November 2006 (UTC)
    • Re 5% bonus to bite, and +1 to 5 XP with a bite kill, overpowered.. hell it's barely worth buying.. but hey to those who love using bites, it's all good! =MrAushvitz Canadianflag-sm.jpg 07:58, 3 November 2006 (UTC)

Spam/Dupe Votes

  1. Overpowered - bites provide 4HP, 4XP, do 4HP damage and cause infection. They do not need a buff. --Funt Solo 21:25, 2 November 2006 (UTC)
    • Re And a mazed out shotgun blast is 65% accurate dealing 10 damage, granting 10 XP.. and with headshot makes it cost +5 AP to stand.. MrAushvitz Canadianflag-sm.jpg 21:56, 2 November 2006 (UTC)
    • Re - And that's balanced by the searching, going to and from the resource location and inventory managment, as you well know. Please, don't try to bullshit a bullshitter. --Funt Solo 22:21, 2 November 2006 (UTC)
    Re Just making the point that bite gets all those little add ons due to it's low accuacy. Means it will be used for something, in this instance to gather some extra XP when you can.. what the heck. Bullshit can be entered as evidence in some courts of law.. MrAushvitz Canadianflag-sm.jpg 23:51, 2 November 2006 (UTC)
    Note - Invalid comment struck. "Comments are restricted to a single comment per vote" --Funt Solo 23:55, 2 November 2006 (UTC)
  2. Spam - Same as Funt.--Mr yawn Scotland flag.JPG 23:25, 2 November 2006 (UTC)
  3. Thanks to Funt, I don't even have to bother reiterating what I type every time MrA posts this suggestion! I can just say 'Same as Funt'. Woohoo! --ExplodingFerret 00:20, 3 November 2006 (UTC)

Sentry

Timestamp: Heretic144 23:44, 2 November 2006 (UTC)
Type: Survivor Skill
Scope: Survivors who travel in packs
Description: General military skill. Allows you to stand sentry in a building for a variable (you specify) number of hours. Each hour standing sentry costs 1AP and AP aren't regenerated while standing sentry. If a zombie enters the building while a survivor is standing sentry, there is a 50% chance the survivor automatically fires at them and ceases to be standing sentry.

This might appear to be a huge advantage at first, but if you think about it, it really isn't. A survivor might stand inside for a good ten hours (and 10AP!) before firing a shot at an entering zed. Sure, this is helpful, but consider the same survivor instead stepping outside and unleashing a good six or seven shots with the same 10AP. (a couple AP taken for movement) It offers an alternative to the current slugfest and encourages both suvivors and zombies to work together.

Keep Votes
Author Keep--Just an idea I had. Seems balanced.

Note Unsigned vote struck. --Funt Solo 00:19, 3 November 2006 (UTC)
  1. Keep Provided it's only allowed for the pistol.. and only 1 shot when to the 1st zombie that enters! the sentry with a shotgun would be unfair. But what the hell.. once you're maxed out on AP or going to be at max. set that survivor on autowatch. (Reference to Space Marines Warhammer 40k.) MrAushvitz Canadianflag-sm.jpg 23:54, 2 November 2006 (UTC)

Kill Votes

  1. Kill - Read Funt Solo's comment. --Wikidead 02:00, 3 November 2006 (UTC)
  2. Kill - There is only one "auto-attack" allowed in this game, and that's barricades. --Reaper with no name 02:38, 3 November 2006 (UTC)
  3. Kill - Seems pointless to me. You lose 1AP an hour and regenerate none while standing sentry... for what, to get a 50% chance to fire once at a zombie that enters the building? --LazerZero 19:59, 3 November 2006 (UTC)

Spam/Dupe Votes

  1. auto-attack, that would allow massive zergingness for no IP hits --Funt Solo 23:52, 2 November 2006 (UTC)
  2. Even if it wasn't a Zergbuff, it's also quite, quite silly. Also, you forgot to make it automatically close the doors and automatically dump the bodies for the survivor too. --ExplodingFerret 00:22, 3 November 2006 (UTC)