Suggestions/2nd-Oct-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

RAMPAGE (Edit)

Timestamp: MrAushvitz 20:58, 2 October 2006 (BST)
Type: New Zombie Skill
Scope: Easier to destroy barricades from indoors
Description: I took a day off, well rested feel like keeping it short n sweet.

Rampage:

Zombie sub-skill of Ransack, adds no benefits to your human character. As an additional pre-requisite zombie must also be level 10+ to purchase this skill.

Your zombie has a +5% bonus to hit barricades (and barricade objects) with claw attacks while indoors.

It's much easier to yank the furniture out of place from this side of the door.

Drawbacks: The only drawback to this skill is when zombies with this skill attack a barricade or object all survivors present get the message "A zombie is going on a rampage!" (which informs them you are extra-effective against their defenses. ..and again, ..and again.) This is to be fair so survivors know your zombie isn't attacking other survivors... he's trying to help more zombies get into your safehouse.

Logic: This is a sub-skill of Ransack, from the memories of life skills tree.. mindless lower level zombies wouldn't act this way, they'd go for the quick meal so that is why this skill is reserved for the zombie that has grown to the point they can act truly insane.

Keep Votes

  1. Author Keep - It's basically the one zombie wrecking machine skill, for zombies who want survivors to remember "that one". Radios & search bonuses from generators do grant survivors an advantage, they should have to work to keep that advantage. --MrAushvitz 20:58, 2 October 2006 (BST)
  2. Keep - Although its a narrow Keep.--Canuhearmenow Hunt! 21:15, 2 October 2006 (BST)
  3. Keep, although if it had the same affect for survivors I think it'd be better. It'd make more intuitive sense, and even if there was a decent ingame reason to nerf zombie spies (there isn't) it would still compare badly to crowbar/axe/knife with a skill point in melee. But since my reason for wanting this change is a semantic tradeoff with ineffectuality, it's not too important. So yeah, keep. --ExplodingFerret 21:22, 2 October 2006 (BST)
  4. Keep- I don't see why not, they could use some help.--Grigori 21:54, 2 October 2006 (BST)
  5. Keep - A bit on the fence about it, but I think it has some merit. Although I think the idea of giving the bonus to survivors as well just begs for zombie spy activity. --Rgon 22:10, 2 October 2006 (BST)
  6. This player is going on a keeping spree - The kicker for me is the +10 to get this skill. --Officer Johnieo 23:06, 2 October 2006 (BST)
  7. Keep - It looks like it's a good idea to me. It makes perfect sense.--Labine50 MHG|MalTel 23:20, 2 October 2006 (BST)
  8. Keep - Seems to make sense --Karloth vois RR 00:03, 3 October 2006 (BST)
  9. keep - alright --Kiltric 00:27, 3 October 2006 (BST)
  10. Nothing you do will make me write Keep in the Keep section! Now.......I like this. This is good...however....I only like 99% of this....the 1% I don't like is the 5% extra to knock down cades.....make it say.......for each level of cades, there is a different % of knocking down per level. --Axe Hack 05:10, 3 October 2006 (BST)
  11. Down with Keep. Up with Miniskirts - I like this... I am in favour of anything that encourages people to kill the zombie that just broke in instead of just rebarricading and "dealing with it later" --Gene Splicer 12:28, 3 October 2006 (BST)
  12. Keep - Sure, makes sense. - Jeda𝚣 13:00, 3 October 2006 (BST)
  13. Keep - Definitely an interesting idea. Zombies need more love -- bashing barricades can be pretty thankless. --DeathToSpam 22:32, 3 October 2006 (BST)

Kill Votes

  1. Kill I'm not wholly against giving zeds some slight help with barricades, this doesn't strike me as particularly effective. If the zed's on its own, the survivors are either too few and weak to counter it (in which case, the zed's better off killing them), or outnumber it (in which case, they'll probably kill it and fix the barricades before this skill lets other zeds in). If it's got a horde, I don't think the barricade's there in the first place. I'd suggest kicking this down in requirements, upping its reliability tremendously (possibly even making it automatic), and only taking effect if the zed's barricaded indoors and no survivors are present. --Kestrel 21:52, 2 October 2006 (BST)
  2. Kill If a zombie is indoors they're better off using their AP, even if they have a single point left, to try and harm a survivor. --Jon Pyre 00:44, 3 October 2006 (BST)

Spam/Dupe Votes

  1. Spamotron - If a mindless killing machine knows that it's tactically a good idea to destroy the 'cades from within, then the survivors should know the same thing, and they should be better at it, not worse. This is broken. --Funt Solo 21:01, 2 October 2006 (BST)
    • Re - Two words. Zombie Spies. No, not with my suggestion you don't. Survivors get to buy barricade construction way sooner that this level 10+ skill comes into play. that plus free running, shotguns, pistols and fireaxes.. as well as S/Z pop is 55%/45% Sorry. brute force goes to the mindless killing machine if he's better at wrecking stuff, so be it. he can't free run between buildings.. --MrAushvitz 21:03, 2 October 2006 (BST)
      • Re - Zombies don't need a 'cade destruction buff. Simple as that. --Funt Solo 21:11, 2 October 2006 (BST)
        • Re - Fuck that noise! A level 1 fireman does better with his fireaxe than most low level zombies with barricades, then he can up it to 40% at level 2. Buy headshot at level 10.. jeez. Sorry man, i don't see it. +5% but only when indoors, eat it. If this buff were given to humans, shit you'd have 1 guy with a crowbar smashing radios with free running.. it'd be a joke. If your fellow survivors overbarricade spend some AP to fix it. --MrAushvitz 21:14, 2 October 2006 (BST)
          • LARN. 2. INDENT. Rheingold 00:30, 3 October 2006 (BST)
            • LARN. 2. MYOB.--Gage 02:31, 3 October 2006 (BST)
  2. Spam - If this is used in a major seige then survivors will have an even harder time then they already do (with pkers, comabt revived ones and of course, the zed horde) and to be honest i dont think that is needed.--Mr yawn 21:24, 2 October 2006 (BST)
    • Re - A skill like this could cut down on zombie spies, a bit anyways.... --MrAushvitz 21:26, 2 October 2006 (BST)
    • Re - Erm...How?--Mr yawn 06:40, 3 October 2006 (BST)
  3. SPAMTARDED Removing suggestions to prevent them from being Spaminated is abuse of the system under Rule 12. Every day you remove your craptastic suggestion before it can be sent to Peer Rejected and submit it again with one stupid difference that doesn't detract from the retardation of the whole suggestion. I'm sick of having to type out my votes twice a day, because my reason for voting sure hasn't changed. Rheingold 00:24, 3 October 2006 (BST)
    • Re - Doesn't change the fact that it's still my suggestion, and I am permitted an edit. Technically voting Spam all the time is also an abuse of the rules... You're more than welcome to check the history and see if there was sufficient spam votes at the time of the edit for it's removal... just remember only a mod gets that reduced amount--MrAushvitz 02:41, 3 October 2006 (BST)
      • Re Voting Spam on bad suggestions is not abuse. Most suggestions are bad, partly because 2 suggestions every day are yours. Rheingold 07:22, 3 October 2006 (BST)
  4. SpamSHIT - Cat Shit. --CaptainM 08:58, 3 October 2006 (BST)

Fallback

Timestamp: 22:27, 2 October 2006 (BST)
Type: New Suburbs
Scope: Malton.
Description: The cordon around the city has always been precarious, with frequent zombie and survivor breakouts. The military have decided to pull back to a purpose built security wall, beyond the south-eastern industrial zone and the north-western green belt. NecroTech scientists applaud the decision, keen to observe zombie behaviour in various urban and rural landscapes.


Key Addition:

44 New "Suburbs", expanding evenly on all sides of the current map.

  • These suburbs represent the heavily industrialised zone of south-east Malton, and the north-west green belt, made up of fields, farms and a few outlying villages and hamlets.
  • Additionally, remains of the original military cordon include watch-towers, bunker complexes and NecroTech facilities.
  • Many buildings in the green belt would distinctly not be connected to the Malton Free Running network, although they may be part of their own, smaller networks.


Current Locations: Industrial Zone

Of the existing locations, only the following could exist in the industrial zone:

  • power station, wasteland, auto repair shop, arms, fire station, junkyard, police department, railway station, warehouse, factory, carpark, street, fort/armoury (ie there could be a third), building (representing offices), NecroTech building, monument, hospital.
  • Additionally, both both the 2-square power station and mall (that currently exist on the eastern border of Malton) may be expanded to 4 squares.


Current Locations: Green Belt

Of the existing locations, only the following could exist in the green belt:

  • mansion, arms, bank, church, fire station, hospital, police department, school, carpark, cemetery, monument, park, street.


Illustrative New Industrial Zone Locations

  • Cordoned Street: Max VS 'cades. Anyone can attack through the 'cades in either direction, with any weapon type (n% reduced chance to hit), non-powerable, no items, no door. Represents anti-pedestrian military construction: concrete blocks, barbed wire etc.
  • Prisons, as per the Peer Reviewed suggestion. (I know one shouldn't link suggestions, but in this case I think an exception is reasonable.)
  • Malton Airport:
    • Terminal: large building acts as Mall, but does not have a Gun Store or a Hardware Store, and the Tech Store does not have a radio transmitter.
    • Control Tower: single building; allows binocular use; items: radio transmitter, portable generator, binoculars, flare gun.
    • Runway: open location


Illustrative New Green Belt Locations

  • Field: acts as street / park
  • Reservoir: Survivors with Body Building and Zombies with Lurching Gait can enter this square at a cost of 4AP. (Combat, revives, DNA extraction, healing and so on: presumed to happen on shoreline, small island, whatever.) Idea that a map could create a reservoir either as a movement barrier, or with an island in the middle - as a prestige location.
  • Observation Tower: Max. VS 'cades; binocular use; door; max. internal pop. 5 (+5 zombies); tall building (suicide); items: Flare Gun, Binoculars, Radio. (You can't 'cade a tower much, and there's not much room in it: you'd get a message - can't enter - overcrowded.)
  • Water Tower: Max. VS 'cades; binocular use; door; max. internal pop. 10 (+10 zombies). (You can't 'cade a tower much, and there's not much room in it.)
  • Military Compound: No doors; initially padlocked shut (wirecutters to open); items: Pistol, Flare Gun, Pistol Clips, Flak Jacket, Fuel Can, Portable Generator, Radio, Radio Transmitter.
  • NecroTech Compound: No doors; initially padlocked shut (wirecutters to open); items: DNA Extractor, First Aid Kit, GPS Unit, NecroTech Revivification Syringe; no NecroNet, but has syringe manufacture and revivication of a brain rot zombie if powered.
  • Farm: Beer, Wine, Book, Wirecutters, Crowbar, Length of Pipe, Kitchen Knife, Shotgun, Shotgun Shells, Fuel Can, Portable Generator.
  • Suburban Housing: Book, Newspaper, Baseball Bat, Kitchen Knife, Mobile Phone. (All booze taken during military occupation.)
  • Bunker Complex: Allows firing through 'cades if at VSB or less (n% reduced chance to hit, must be a firearm); always shows population outside building (viewports: this square only); always surrounded on eight sides by open locations; items: Pistol, Shotgun, Shotgun Shells, Pistol Clips.
  • Malton University (tbc).


Gameplay Issues

  • GPS co-ordinates would have a new range from (-10,-10) to (109,109). In other words, (0,0) would not move and would still be in the top left square of Dakerstown. That is the start of Malton proper, with the green-belt to the north and west. (The alternative is to re-write loads of pages on the wiki - not a nice prospect.)
  • Roleplay: Set yourself up in the countryside, running a local shop for local zombies. Expand your mind at Malton University, or try to get a flight out of this hellhole at Malton airport.
  • Naming issues: it doesn't make much sense to name fields, so some of the landscape might be a little monotonous.
  • Meta-Roleplay: it's been suggested that an implementation of the The Underworld could explain how zombies and survivors had broken through the cordon (via the sewers and subway tunnels) and forced an organised military retreat and regroup, but hey, you wouldn't catch me linking suggestions (much).


Concept Art

  • The grey line indicates the industrial zone, an expansion of the city of Malton.
  • The green line indicates the green belt of the city of Malton.

MaltonBeltM.jpg


Author Credits: Funt Solo, Gene Splicer (with thanks to Marie & Xoid).

Disclaimer: Please consider the finer details (the new buildings and exactly how they work) as illustrative ideas, rather than a concrete part of the suggestion. It's clear that on the slim chance this is ever implemented that [he whose name must not be spaketh] would pick and choose the groovy from the nerf-worthy.

Keep Votes

  1. Keep - I like it a lot.--Canuhearmenow Hunt! 22:33, 2 October 2006 (BST)
  2. Partial-Author Keep - I don't know, though... --Funt Solo 22:42, 2 October 2006 (BST)
  3. Keep 'Em Dancin' Jebediah! - I look foward to many a fine banjo music composition. Be interesting to see what new (and old) factions move to control what areas. --MrAushvitz 23:01, 2 October 2006 (BST)
  4. Yeehaw! - Obviously not perfect, but I like the idea of a Green Belt (aka redneck Zombies) --Officer Johnieo 23:13, 2 October 2006 (BST)
  5. Keep - This is the best idea I've seen in a while. We can only hope that the millitary can safely take the existing barrier down without getting thier brains eaten... EDIT: And don't worry too much about having to re-do most of the "block" pages, only about 14% of the city blocks have been done. We'll manage somehow.--Labine50 MHG|MalTel 23:28, 2 October 2006 (BST)
  6. Hesitant keep - I'm not happy with the bunker complex that lets you xray shoot through them. it makes sense, sure, but depending on how high the n% chance to hit, it's either going to end up overpowered or underpowered, might as well not have that rule. --BBM 23:40, 2 October 2006 (BST)
  7. Keep - I voted keep on the Underworld, and to be frank- this is a lot better. --Karloth vois RR 00:01, 3 October 2006 (BST)
  8. Meh... Keep - Why not. It would make the game a little more interesting. Makeing things more complicated in a game this simple just makes it more fun. ThreeSided 00:23, 3 October 2006 (BST)
  9. Keepwagon - Malton is getting so boring now. --Gold BladeVote Abstain! 00:23, 3 October 2006 (BST)
  10. Keeptacular- Definitely.--Grigori 00:37, 3 October 2006 (BST)
  11. Keep I like the idea, although you might want to include some more regular suburbs in the mix along with the agricultural and industrial ones. --GhostStalker 01:38, 3 October 2006 (BST)
  12. Keep - I love the idea of adding agricultural areas. Obviously some ironing out would be necessary, and some of the new locations might not fly (ie. cordoned street). But overall I like the idea, and being in areas with more open space would produce an interesting style of gameplay. --Rgon 04:35, 3 October 2006 (BST)
  13. Where in the rules does it say I have to write Keep in the Keep section? Now....this I like. Malton is getting kinda boring.... --Axe Hack 05:12, 3 October 2006 (BST)
  14. Wobbly-keep - Its a keep, but a thin one. Tweak around with some of the buildings (particularly the bunker) this would be a nice addition, but with all the room in the city is it really needed?--Mr yawn 06:38, 3 October 2006 (BST)
  15. Keep - The details don't matter a ton to me, but I think that this does have promise. --Darth Sensitive Talk W! 06:57, 3 October 2006 (BST)
  16. Keep - I was waiting for someone to make houses. I thought of making a houses suggestion (what kind of a large city does not have apartments and subrban housing anyway!?) but I like this idea a lot. I saw it in the Talk page a while ago, but I like the suggestion. We need a good countryside once in a while... Kaylee Hans 08:57, 3 October 2006 (BST)
  17. Oh I like this one, cant help it just have to vote keep. - Whitehouse 12:02, 3 October 2006 (BST)
  18. Whee - I was tossing this around in my head for a while, but Funt put a hell of a lot more thought into it. At least I got my name on it :D --Gene Splicer 12:37, 3 October 2006 (BST)
  19. Keep - the city already has houses their those something street or something road but end up being empty blocks if you have the Urban Dead Toolbar you'll see what I mean so I like the idea of going in a house--Zombie Spray 00:06, 15 October 2006 (BST)

Kill Votes

  1. Kill It's a really good idea, but the population is dropping. Spreading the same number of players across more area is a mistake. If anything the city should be smaller - there are 15-25 suburbs at any time that are almost desolate. Rheingold 00:26, 3 October 2006 (BST)
  2. Kill - as Rheingold. --Kiltric 00:36, 3 October 2006 (BST)
  3. Kill Half the game is empty wasteland. We don't need some squares that say "THERE IS GRASS HERE" to likewise go unpopulated. --Jon Pyre 00:48, 3 October 2006 (BST)
    Re - I'm fairly sure a sign like that would attract a comfortable population. --Funt Solo 09:30, 3 October 2006 (BST)
  4. Kill - Keep everything except for the shooting through bunker thing. Youronlyfriend 01:57, 3 October 2006 (BST)
    Re - As that is only an illustrative example, you may wish to vote 'Keep' instead. *nonchalant smile* --Funt Solo 09:07, 3 October 2006 (BST)
    Re - I will vote keep provided that wee, small part is removed. ;) Youronlyfriend 10:48, 3 October 2006 (BST)
  5. I still think it would be better if we IMPROVED the suburbs/buildings already IN the game then to add new ones. How about making Arms, Banks, Carparks, Cathedrals, Cemetaries, Churches, Cinemas, Clubs, Factories, Forts, Hotels, Junkyards, Libraries, Mansions, Monuments, Museums, Parks, Power Stations, Railway Stations, Schools, Stadiums, Streets, Towers, Wastelands and Zoos better.--Pesatyel 04:28, 3 October 2006 (BST)
    Re - I'll get right on that. (Honestly, though, I think there are good role-playing and gameplay reasons for some blocks to be a bit anonymous / non-descript. And some of those you list have perfectly good uses. Towers allow binocular use and suicide, for example.) --Funt Solo 09:17, 3 October 2006 (BST)
  6. It's hard enough to find people to Kill without making the map bigger. --ExplodingFerret 10:20, 3 October 2006 (BST)
  7. Kill - This doesn't seem to add anything to the game, perhaps if the new buildings had some form of new functions, but there are plenty of empty spots left to find in the current 100 suburbs Tommy the Zombie 14:02, 11 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Objectives 2.0

Timestamp: October 2, 2006 5:15 (EST)
Type: Event
Scope: All Players
Description: After studying the areas within Malton, the military has found several ideal key observation areas useful for the zombie resistance, and has sent a message to all players requesting that they quickly secure the area. As an added incentive, the military is organizing caches of supplies to be air-dropped on the roof of the buildings in two weeks. Unfortunatly, since there is too much fog and debris in the city, the helicopters dropping the supplies will likely be unable to distinguish survivors from zombies, so the pilots will drop the supplies regardless of who is currently controlling the objective.

Every two weeks, 2-6 random buildings will be chosen as an objective in the city of Malton. Players will fight to control the building, so this may lead to large 50+ player battles. At the end of the two week period, a cache of supplies will be dropped on the building. These caches will function similarly to supply crates, in which survivors will get items and zombies will get XP except the supplies/xp will be shared among all those who are currently inside the objective, even the ones who are sleeping, except those who have not been in the building (square) for longer than a day. Because the items/xp will be shared, players will receive less then one whole supply crate, but still a good amount to be suggested by people voting "keep" To notify players of an objective change, A banner will be placed at the top of the news page listing the names and towns of the current objectives. A 2x2 building will count as 4 objectives, and this will not force people to go places as there are only 2-6 buildings every 2 weeks. Malton is HUGE people. No one would waste days of AP trying to get there.

Keep Votes

  1. Keep Author voting for his idea. Item/XP bonus is unknown though. any suggestions? Impulse October 2, 2006 5:15 (EST)
  2. Keep It Real Pimpaliscious. (See my page, new templates!) MrAushvitz 02:51, 3 October 2006 (BST)
  3. Yo, dawg! - Okay you rap and I'll do beatbox --Officer Johnieo 02:57, 3 October 2006 (BST)
  4. Keep - Gotta love the flavor... tastes like mint...--Labine50 MHG|MalTel 03:04, 3 October 2006 (BST)

Kill Votes

  1. Kill - What's the benefit for zeds? I'd rather fight my own battles, thanks. Is this needed? Look at the Blackmore Building, for example. --Karloth vois RR 02:28, 3 October 2006 (BST)
    • Re -Zombies will get an xp bonus, much like with supply crates.Impulse October 2, 2006 5:50 (EST)
  2. Looks okay for an "event" suggestion, but it could use some work. What do zombies get? You said "an XP bonus" as a reply to Karloth, but the suggestion itself doesn't say.--Pesatyel 04:31, 3 October 2006 (BST)
    • Re Yes it does! I said the supply drop will function like the supply crates in which survivors will get items and zombies will get XP. I didn't put the amount because I don't know how much they should get. I told people to suggest an amount in their "keep" vote, but it kind of looks like people are ignoring that part.
      • Guess I was CNR. Regardless, your highlight illustrates a main problem with the suggestion. Having people supply the numbers for your suggestion is pretty much grounds to kill it. If YOU don't have the numbers, what are we supposed to VOTE on? What voter 1 (or 2 or 3) thinks it should be or what YOU think it should be.--Pesatyel 08:03, 3 October 2006 (BST)
  3. Kill - Im pretty much half-half for and against this suggestion. I like your general idea but we already have segies over buildings and what not.--Mr yawn 06:30, 3 October 2006 (BST)
  4. Kill I think the game is supposed to track how patterns naturally evolve between survivors and zombies. Giving xp bonuses for holding an arbitrary spot defeats the purpose. --Jon Pyre 08:00, 3 October 2006 (BST)
  5. Weak Kill I think you could improve this. Have a random chance for the supply drops to go off target. Given a specific drop-time, you could tie that into the amount of flares fired in surrounding blocks - so a rival group could try to force the drop off target with false signalling. I also think you should have a look at the info. you can find on supply crates and try to define the numbers more - what equipment do survivors get - if it's 1 pistol each then why would they bother with this? What XP would zombies get? Another idea - rather than just tell people on the news page where the drops will be (as that is a bit arbitrary and outside the game-world) you could have radio disclosures on an all-band military channel - you might even have a collection of clues about the drop-point - to emulate a coded transmission. I think you should revise this. --Funt Solo 08:33, 3 October 2006 (BST)
    • Re Good idea, I pretty much agree with everything and will probably suggest again with those ideas, except the flare thing, since that might make it too complex (to code, manage, utilize, etc.) Regarding items, I was thinking, like a generator and a can of fuel, or 4 pistol clips, or a flak jacket & fire ax, etc. The reason I wanted ppl to suggest XP is because I would like it to be roughly half to 2/3 xp of destroying a supply crate. Unfortunatly, I do not know the xp gain of busting a crate, so I have nothing to base it off of. Impulse 3:51 3 October 2006 (EST)
      • Re - Someone here must know the current zombie XP gain for busting a crate - anyone? --Funt Solo 09:26, 3 October 2006 (BST)
  6. Kill - I agree mostly with Funt. It's not too bad an idea, though. --ExplodingFerret 10:25, 3 October 2006 (BST)
  7. Kill - I like this game being strongly player driven. This would just create little temporary seiges around the city. It might be fun, but it replaces the player driven aspect of gameplay by granting a tangible reward for just following along behind the flow of random buildings. --Rgon 15:52, 3 October 2006 (BST)

Spam/Dupe Votes