Suggestions/3rd-Mar-2007
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- 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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
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High Caliber Pistols N' Ammo
Timestamp: | .MrAushvitz 03:38, 3 March 2007 (UTC) |
Type: | .40 caliber pistols and up, mainly |
Scope: | We're talking service pistols, military grade pistols, .40 caliber, etc |
Description: | Pistols, are for many, a mainstay of this game, for those who don't do hand to hand, but don't like to search forever to rearm all their shotguns. Pistols are simple sweet, decent hitting %'s, and fair. If you're a zombie gunned down by a pistol, it's not quite so frustrating, in theory.
High Caliber Pistol Clips:
The HC Pistol Clip inserts into any pistol just like the regular clip. It has the same number of rounds. It does 6 points of damage (rather than 5), and against a target wearing a flak jacket that would be 5 damage (instead of 4.) They have the exact same chances to hit, and are no different in any other respect. They are basically better, by one point, if you can locate some of them.
For simplicity's sake, rather than add new weapons, causing problems of a different kind (new ways of doing old things) even though it isn't technically accurate.. let's assume if you are carrying several pistols, some are high caliber, most are low caliber. You load the "right" one into the "right" gun, and do your thing. Pistol junkies usually have anywhere between 5 to 10 of these regular pistols on them today, let them say one of them is a magnum, or a .40 caliber glock, 2 desert eagles, etc. Let's let the Neo players have their fun, and feel more on par with the shotgun loonies. And the flare gun "flamers".. We will just, keep it simple, so everyone especially new survivors will be happy, and can just play, and load, and shoot. A simple way to get your higher caliber, but they aren't found in mall gunstores, because they're usually a "controlled" round size, are they not? Since you can rob banks, and kill cops, with these things.. ahem. |
Keep Votes
- Author Keep I am overjoyed with the implimentations Kevan has provided that make zombie life easier, more fun, and less boring. I simply must give survivors a little something for all their new challenges and to add to enjoyment for all. Not being cocky but.. noone else has every come up with a pistol variant, this simple to impliment. MrAushvitz 03:38, 3 March 2007 (UTC)
- Keep - Seems like a good idea, and one the could provide a survivor an edge. To make it more of an unexpected edge thing, you could have the two types seem identical unless the survivor has a skill to tell them apart, so that lower level survivors could be surprised by doing more damage. --Saluton 04:41, 3 March 2007 (UTC)
- Keep - I'm all for more ammo types. --Ducis DuxSlothTalk 06:36, 3 March 2007 (UTC)
- Keep - Nice variety w/o too much added power. I like it. --Gateking 12:22, 3 March 2007 (UTC)
- Keep - Sounds good to me. --The Supreme Court RR 15:11, 3 March 2007 (UTC)
- Do we get to hear the sounds of gunfire in the distance? A higher caliber means a louder gun. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:41, 3 March 2007 (UTC)
- Keep With Extreme Prejudice - It sounds like few of the kill voters actually finished reading the suggestion. -Mark D. Stroyer 02:27, 4 March 2007 (UTC)
- Keep - Why not? Kaylee Hans 04:53, 4 March 2007 (UTC)
Kill Votes
How could you be against making your pistol have more options?
- Kill- How would a gun loaded with these ounds be represented? And why is it needed?--Grigori 04:45, 3 March 2007 (UTC)
- Re My bad, a pistol with this should say HC Pistol when loaded or Pistol (HC) to help keep track of which guns have what ammo loaded. Obviously when shooting you shoot target with a pistol or a pistol (HC). I simply said it's needed to add variety without any complexity. Same pistols, different ammo.. bang bang bang or BANG BANG, etc. MrAushvitz 05:50, 3 March 2007 (UTC)
- Kill - And what about the Zombie not wearing the flak jacket? --Kamden 06:31, 3 March 2007 (UTC)
- Kill - Two types of ammo make the game twice as complicated. Seems like a minor improvement, but I'm not sure how this would make the game any more fun.--Theblackgecko 16:42, 3 March 2007 (UTC)
- What no penalties? I'm SORELY tempted to spam this. Your basically suggesting a "permanent" increase in pistol damage (yeah, you gotta find the new bullets, but how hard is THAT?). I mean if the gun could only hold, say 4 bullets instead (larger rounds) and/or there is a hit penalty (higher "kick" when fired), maybe you'd have something.--Pesatyel 16:57, 3 March 2007 (UTC)
- Kill - Percent way to high. Go malling with full upgrades, and you'll always have these. - Terra 20:14, 3 March 2007 (UTC)
- Kill - It needs some sort of penalty in order to balance the damage increase. -- 21:42, 3 March 2007 (UTC)
- KILL make it found only in forts and PDs and you get a keep from me!--Honestmistake 23:18, 3 March 2007 (UTC)
- Re To adress several kill votes: Well high caliber ammo can be sold and found at just about any gunstore, if they're legal to be sold there. They are easier to find at PD's and Armories, but can be found at any place with decent ammo supplies. Less rounds for their size it true in things like a Magnum or wild west style single bullet loading pistols, modern day pistols.. are all clips, even the deadliest pistols with .40 to .45 caliber rounds (scary, but true!) And as the suggestion says.. current pistols do 5pts (or 4 if wearing a flak).. and HC rounds do 6pts (5 if wearing a flak.) It's pretty simple, and sweet! How "complex" is it to load your clip and shoot, really? MrAushvitz 04:55, 4 March 2007 (UTC)
- Kill --Aeneid 18:48, 4 March 2007 (UTC)
- kill - Overpowered. Adds a bonus to pistol-dmg. without any drawbacks or added benefits to zeds. - BzAli 10:58, 5 March 2007 (UTC)
- Kill - Pistols are already too powerful compared to shotguns as it is. Shotguns do about double the dmg/ap of pistols if we discount searches and reloads (if we counted reloads, it would be much closer). But at the same time, pistol clips are slightly more common than shotgun shells and have 3x the damage potential! The only reason people even use shotguns is because they can do more damage in a short period of time (though it comes at the cost of AP efficiency). --Reaper with no name TJ! 19:39, 12 March 2007 (UTC)
Spam/Dupe Votes
- Strong Kill -Hmm, I wonder why kevan didn't make every caliber of ammo there is in the game? Oh, I know, because it's stupid... --AlexanderRM 7:50 PM, 4 March 2007 (EST)
Cannibal Feasting
Timestamp: | Jon Pyre 03:51, 3 March 2007 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | One classic scene in zombie movies is that gruesome image of the undead sitting in a building and feasting on human remains. It'd be nice if there was a way to recreate this effect in Urban Dead. I suggest introducing a new skill called Cannibal Feasting. Sometimes a zombie is injured by the time they make a kill, sometimes shot at by their victim or wounded from earlier. Using Digestion to heal might use AP too inefficiently to even kill a survivor, or the survivor they find might have too few hp left to feed on much.
Cannibal Feasting would have the following effect: When a zombie kills an infected survivor inside a building as long as the zombie doesn't leave the building or that specific dead body get removed either by being dumped or by the victim standing as a zombie, the zombie that made the kill will receive 1hp per hour until it reaches full health. Once it is fully healed the zombie won't benefit from that kill again, even if it is injured once more. Although the consequences for death aren't as dire for zombies as they are for survivors having 50 health instead of 35 or 20 makes a difference when trying to avoid getting headshot and removed from a building. Getting a steady trickle of health is a nice reward for a kill. It is balanced by the fact it could take literally all day to heal you and is aborted if a survivor comes by and dumps the body. In a crowded building a zombie might not get more than one or two hp, but it increases the rewards for attacking less promising targets in isolated areas where a body may not get dumped for over 24 hours. The skill should be made a subskill of Infectious Bite. I think it is powerful enough without being too powerful for a third tier skill.
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Keep Votes
- Keep Zombie takes building, zombie keeps building, zombies eats in peace and quiet, and heals? It's just and extension of digestion, that requires an infected survivor kill.. to happen. Sure, you have to work for this, rest and recover your AP well fed, someone will be along to headshot you tomorrow, have your munchies skill. MrAushvitz 03:58, 3 March 2007 (UTC)
- Keep- this is one of the best zombie skills I have seen in a long time - Deadeye507 04:08, 3 March 2007 (UTC)
- Keep I am the author and by voting positively on my own suggestion I give it a slightly higher chance of being accepted. --Jon Pyre 04:29, 3 March 2007 (UTC)
- Cooooool - Absolutely fascinating!--Lachryma☭ 04:43, 3 March 2007 (UTC)
- Keep - Not too insignificant to be left out of the game.
Nice one Mr.A--Ducis DuxSlothTalk 05:27, 3 March 2007 (UTC) *cough*right...oops*cough*--Ducis DuxSlothTalk 06:37, 3 March 2007 (UTC) - Keep - But the suggestor is Jon Pyre, Dux. --Cap'n Silly T/W/P/C 05:29, 3 March 2007 (UTC)
- Keep - Not Ridculous (30 HP AN HOUR!!!11!!!11!!!), but goes along with the genre.--Kamden 06:34, 3 March 2007 (UTC)
- Keep it's nice the timing. You would gain 1 HP every 2 AP recovered--♠ Che ♠-T GC X 06:39, 3 March 2007 (UTC)
- Keep - I don't see this as really useful, as it's more like a random bonus to me, but if I won't take advantage of it that doesn't mean nobody will. --Matthew Fahrenheit YRC☺T☺+1 07:40, 3 March 2007 (UTC)
- Keep - Love it! --Carnage 13:35, 3 March 2007 (UTC)
- Keep... - And I'd like to see others get in on the flavor action too: "There is a lone zombie here. It is feasting on a dead body." or "There are three zombies here. Two of them are feasting on dead bodies." --Matt Scott 9 15:43, 3 March 2007 (UTC)
- Keep... - Since a zombie has to 'hold' a building to prevent it from being repaired, this might be a really useful skill.--Theblackgecko 16:45, 3 March 2007 (UTC)
- As everyone above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:54, 3 March 2007 (UTC)
- Keep --Aeneid 18:50, 4 March 2007 (UTC)
- keep Is Digestion a prerequisite for Cannibal Feasting? - BzAli 11:01, 5 March 2007 (UTC)
- Keep - The limitation on what body you can feast on is what makes this stand out from all the duped "eat dead bodies" suggestions I've seen. One suggestion though, perhaps if a zombie kills more than one survivor, they get 1HP per hour per kill (with all the other qualifiers) -- boxy T L ZS Nuts2U DA 13:50, 6 March 2007 (UTC)
- Keep with changes - It should just be a subskill of digestion, since that's really all it is. --Reaper with no name TJ! 19:42, 12 March 2007 (UTC)
Kill Votes
- Kill -Ummm... just not needed. The zombie could use that same 100XP to buy ankle grab and make healing of any kind just pointless. --AlexanderRM 7:54 PM, 4 March 2007 (EST)
Spam/Dupe Votes
Spam/Dupe Votes here
Kill Flavour Text
Timestamp: | Valore 04:11, 3 March 2007 (UTC) |
Type: | Cosmetic improvement |
Scope: | Everyone |
Description: | Like it says in the title. I just feel that killing zombies or eating humans isn't really as exciting as it should be for the innocent bystanders. I suggest a new system where people in the area can see how the zombie or human was killed, as well as provide a bit more entertainment.
So, if a Zombie was killed with a shotgun: XXX blew a zombie to shreds with a shotgun. XXX took a zombie's head off with a well aimed headshot. (With Headshot) Pistol: XXX dropped a zombie with a pistol. XXX placed a well aimed headshot between a zombie's unseeing eyes. Axe: XXX chopped down a zombie with a fire axe. XXX decapitated a zombie with a fire axe. Flare: XXX set a zombie ablaze with a flare gun. XXX incinerated a zombie's head with a flare gun. Crowbar: XXX clubbed a zombie to death with a crowbar. XXX embedded a crowbar deeply into a zombie's skull. For zombies: A zombie clawed XXX to death with its talons. A zombie lept on XXX and chewed his face off. If you don't like my flavour texts, we could always hold a discussion later to decide what people like the best. But vote on this idea simply on whether you think kill texts need to be cosmetically improved to be more interesting. |
Keep Votes
- Keep Now that the game mechanics are getting better and better, yes the flavour is an option. Less boring, how you ate said survivor.... MrAushvitz 04:21, 3 March 2007 (UTC)
- Keep I think this would go nicely with my suggestion below to improve the message that the killer gets upon finishing another player off.--Nucleon 04:34, 3 March 2007 (UTC)
- Keep- I like it, needs to be done.--Grigori 05:03, 3 March 2007 (UTC)
- Keep - Yep. Definitely. --Ducis DuxSlothTalk 05:24, 3 March 2007 (UTC)
- Keep,But change - What about if a survivor kills a survivor, or if he kills himself? --Kamden 06:37, 3 March 2007 (UTC)
- Keep - XXX hacks XXX decapitated them. :) --Carnage 12:38, 3 March 2007 (UTC)
- Keep - Sounds good, wish you had added a suggestion for a knife kill though. I was also wondering about PK's and ZK's but as you say alternate kill texts can be discussed, all in all a good idea to make the game more interesting/fun. - Whitehouse 13:08, 3 March 2007 (UTC)
- Keep - I've always been for messing around and adding flavor text.--Theblackgecko 16:46, 3 March 2007 (UTC)
- Keep - I've always wanted to decapitate a zombie with my fire axe. --Uncle Bill 20:45, 4 March 2007 (UTC)
Kill Votes
- Kill - I prefer the simple way kills are currently presented. By giving only the barest of details, the game gives more freedom to players to imagine the game world how they want it. It's like the difference between radio and television: radio has better pictures, because they're in your head. --Toejam 14:44, 3 March 2007 (UTC)
- Will create a lot of log in spam of you're in a siege. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:07, 3 March 2007 (UTC)
- Kill - as toejam. --Funt Solo 18:29, 3 March 2007 (UTC)
- Kill - It would create quite a lot of spam if everyone saw it, but if only the user doing the killing saw the message, I think it would be better. -- 21:49, 3 March 2007 (UTC)
- Kill -Kevan never used the word "human"... --AlexanderRM 7:56 PM, 4 March 2007 (EST)
Spam/Dupe Votes
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Improved Kill text
Timestamp: | Nucleon 04:31, 3 March 2007 (UTC) |
Type: | Flavor/humor |
Scope: | Message received when a player finishes off another player. |
Description: | "You do x damage to (playername). They die." That's not the exact message you get when you finish off another player, but its pretty close... and pretty boring after you've made your 30th or so kill. It's so bland, so boring.... you begin to wish that the last part of that message would be changed to be more interesting, something more amusing... even if you have to see the word "boomstick" everytime you finish someone off with your shotgun. No, I'm not saying that you would want to see it, but that you'd prefer it over the existing message. For those who don't know where I'm going with this, I'm suggesting that the current message be scrapped and that weapon-specific kill messages be created for survivors and zombie-specific kill messages be created as well. I'll give several examples of such messages below.
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Keep Votes
- Author Keep I'm not saying that these would end up being the messages; I'm just saying that I'd like the messages to be more interesting.--Nucleon 04:31, 3 March 2007 (UTC)
- Nothing feels quite.. like FIST Insist on fist accept no other substitues. MrAushvitz 05:55, 3 March 2007 (UTC)
- Keep - Sure, but nothing corny. --Ducis DuxSlothTalk 06:38, 3 March 2007 (UTC)
- Keep - Only because on the suggestion above it wasn't specified whether or not the person who did the killing got to see the flavor text. - Whitehouse 13:10, 3 March 2007 (UTC)
- keep-
Of the above suggestion. You even voted on it.--Grigori 05:04, 3 March 2007 (UTC) Changed--Grigori 19:47, 3 March 2007 (UTC)- Re - You obviously didn't look at my suggestion carefully enough. The above suggestion is in regard to the message that players other than the actual killer receives when someone is killed; my suggestion is in regard to the message that the killer receives upon dealing the finishing blow. My suggestion is similar in nature, but it isn't a duplicate. --Nucleon 05:52, 3 March 2007 (UTC)
- Re- Ah. My bad. Moving to keep.--Grigori 19:47, 3 March 2007 (UTC)
- Re- Ah. My bad. Moving to keep.--Grigori 19:47, 3 March 2007 (UTC)
- Re - You obviously didn't look at my suggestion carefully enough. The above suggestion is in regard to the message that players other than the actual killer receives when someone is killed; my suggestion is in regard to the message that the killer receives upon dealing the finishing blow. My suggestion is similar in nature, but it isn't a duplicate. --Nucleon 05:52, 3 March 2007 (UTC)
Kill Votes
- Kill - Eating cake everyday might seem great to begin with, but after a while you'd get sick of it. It's the same with fancy flavour text: good the first few times you read it, but in the end, it just clutters the interface up. The current message is simple and bland, but that's a good thing because you see it so much. The reasoning for my vote on the previous suggestion applies here too. --Toejam 15:05, 3 March 2007 (UTC)
- What is the point of this? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:09, 3 March 2007 (UTC)
- Pickled Onion - as Hack. --Funt Solo 18:29, 3 March 2007 (UTC)
- Refine, discuss, and resubmit - I like the idea behind what you are doing, but it needs to be polished a little bit more before you submit it. Also, while not technically a dupe of the suggestion above, it's close enough that the two ideas would likely be implimented together. --Uncle Bill 20:49, 4 March 2007 (UTC)
Spam/Dupe Votes
Dumping Bodies through Barricades 2.0
Timestamp: | Matt Scott 9 16:20, 3 March 2007 (UTC) |
Type: | Balance change |
Scope: | Survivors & dead bodies |
Description: | First of all, this does not fully prevent dumping bodies from buildings after VS. Please read before voting.
When in a building that is barricaded heavily or more, there is a chance that dumping a body will fail. The odds of a failed attempt would be the same as the odds of a failed barricade attempt after VS, generating a similar message such as, "You try to dump the body outside, but cannot find a way to pass it through the barricades." You would of course be free to attempt to dump the body again. This would realistically address how one cannot pass through barricades easily but can somehow shove a corpse through effortlessly. This would certainly make it more difficult to clear a building of bodies, but not so much as to fatally tip the balance away from the survivors. Who does this help?
One last thing: Compare Dumping Bodies as it is now to the zombie-version, Feeding Drag. Feeding Drag requires 2 skills, no barricades, and an open door (which even zombies with MOL can't open from the inside). Dumping a body requires no skills and 1AP at any barricade level. I know humans are more agile than zombies, but this would address the additional actions necessary to find the right spot -- which might even involve dragging the body upstairs and tossing off the roof. |
Keep Votes
- Keep - Makes sense, encourages strategy rather than over-barricading, and isn't an all out nerf. Thanks otherlleft for the original suggestion and for permission to resubmit. --Matt Scott 9 16:20, 3 March 2007 (UTC)
- Keep - Addresses both realism and balance; it just might take an extra AP to drag that corpse up to the roof and toss it. --otherlleft W! 16:38, 3 March 2007 (UTC)
- Keep - I'd have to vote yes, just because it would give survivors priorities in terms of dumping / 'cading. --Theblackgecko 16:49, 3 March 2007 (UTC)
- Keep - Might prevent zergers from dumping bodies, which seems a good thing. Currently dumping bodies is one of a few useful ways for a zerg meatshield to spend its APs. --S.Wiers X:00 17:29, 3 March 2007 (UTC)
- Keep - Although I am a human, it makes sense to be able to miss dumping a body outside. I still dont think that people wont barricade up to EHB because they are greedy and dont care about other survivers. OmishWarrior 18:24, 3 March 2007 (UTC)OmishWarrior
- Keep - It just means that survivors have to dump bodies before the barricade gets too high - a minor change in priorities. It's hardly a 'cade nerf, more something to make survivors think before they hammer the 'cade button. It also adds a level of tactical thinking - dump now and spend extra AP 'cading, or 'cade now as high as possible to stop further break ins and risk not being able to dump the bodies. (Would this make 'cading bots less useful too? I don't know enough about the bot scripts to know for sure, but if zeds break in to a bot building, wont the bots just 'cade back up to EHB - costing other survivors extra AP to dump the bodies, so far less beneficial? - of course, it's highly likely I'm talking out of my arse). –Ray Vern phz •T 01:22, 4 March 2007 (UTC)
- BINGO! Shit, wrong game. Anyways, overbarricaded buildings have one, little drawback. However, your VH barricaded mall with 50-75 survivors per section.. more than one of them will be dumping bodies if a couple of them are online. Don't you worry... This affects overbarricaded safehouses, with only a handful of people in it.. while some poor shmoe outside can't get in. This is a deterrent to letting new players die because of your barricade skill. MrAushvitz 05:10, 4 March 2007 (UTC)
Kill Votes
- How do you fail at dumping bodies? It's a dead body. It's not gonna move! Just pick it up and throw it out the window or something. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:11, 3 March 2007 (UTC)
- RE - Same way you fail at barricading a building after a certain point. There are just no more windows or holes left, so you have to work a little harder. --Matt Scott 9 17:21, 3 March 2007 (UTC)
- Some buildings are more then 2 stories up. Carry the body to an upper floor, then throw it out the window. There won't be any cades to stop you then. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:34, 3 March 2007 (UTC)
- RE - Same way you fail at barricading a building after a certain point. There are just no more windows or holes left, so you have to work a little harder. --Matt Scott 9 17:21, 3 March 2007 (UTC)
- I hate "Randomly fail at presently guaranteed actions and waste an AP that took half an hour to gain" suggestions. "You attempt to speak but choke on a bit of phlegm and cough." "You attempt to walk outside but trip on your shoelace." --Jon Pyre 17:16, 3 March 2007 (UTC)
- RE - Just because it's "presently guaranteed" doesn't mean it should be. --Matt Scott 9 21:06, 3 March 2007 (UTC)
- Re But it doesn't mean it should. You haven't made a case why barricading should be "taken down a peg". Overbarricading already has a pretty bad consequence by making it harder for you and others to reach safety. What's wrong with the current peg? --Jon Pyre 07:00, 4 March 2007 (UTC)
- Kill - I throw the body out of the completely unbarricaded window on an upper floor. --Funt Solo 18:27, 3 March 2007 (UTC)
- RE - And you spend an extra AP getting there. If you get it on the first try, you were already on the upper floor, otherwise you were on the bottom floor or some idiot had barricaded a little too high up. Seriously, not everybody dies on upper floors right next to a window. Some do, and it's up to the RNG to decide who. I like the suspense of dragging an infected body that could ?rise at any moment all over a boarded up building trying to find a place pitch it from. --Matt Scott 9 21:06, 3 March 2007 (UTC)
- re - It used to take me 1AP to dump n bodies, now it takes 1AP each. I'm happy with the balance. You're trying to nerf cades, is all. --Funt Solo 21:29, 3 March 2007 (UTC)
- RE - And you spend an extra AP getting there. If you get it on the first try, you were already on the upper floor, otherwise you were on the bottom floor or some idiot had barricaded a little too high up. Seriously, not everybody dies on upper floors right next to a window. Some do, and it's up to the RNG to decide who. I like the suspense of dragging an infected body that could ?rise at any moment all over a boarded up building trying to find a place pitch it from. --Matt Scott 9 21:06, 3 March 2007 (UTC)
- Kill - As per Funt Solo and Axe Hack. --Saluton 18:49, 3 March 2007 (UTC)
- Kill - As Funt said, it used to take 1AP to dump all bodies from a building, but know takes 1AP to dump one body. The gameplay change mentioned balances the body dumping/AP cost in my opinion. -- 21:57, 3 March 2007 (UTC)
- *Headshot* - Only if we have the option of cutting up the zombie's body with a knife and throwing it outside in chunks. Otherwise, no. Tryce of Thunder 00:58, 4 March 2007 (UTC)
- Kill Tossing a body out a window is the easiest thing in the world. Vancouver Smith 19:25, 4 March 2007 (UTC)
- Kill and dump - Body dumping was already nerfed recently. We used to be able to dump all 268 zombies with one action. I see no reason to break it further. --Uncle Bill 20:53, 4 March 2007 (UTC)
- Kill -Uhh... try dumping it through the window? Feeding drag has one major advantage... You can use it while the survivor is still alive. --AlexanderRM 8:02 PM, 4 March 2007 (EST)
- Kill - If you can free run out of a building with 100% a success rate, so it would be the same with dumping bodies -- boxy T L ZS Nuts2U DA 13:54, 6 March 2007 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Body Drag
Timestamp: | OmishWarrior 19:10, 3 March 2007 (UTC) |
Type: | Skill, balance change, improvement, etc. |
Scope: | Humans |
Description: | To begin with, I know that dragging a body from square to square is a huge no-no, but hear me out first, OK?
The name of the skill would be Body Drag, as stated above, and would be under the Zombie Hunter class, meaning that you would have to be level 10 or higher in order to get it. This helps by making it harder for humans to decide their career carefully as well as making it harder for more casual gamers to get. It would come after the head shot skill, making it even harder to get. Now, you can drag any bodies you want, NOT! You have to kill the zombie in order for it to be dragged, preventing humans from dragging their own team members to safety or dragging any other bodies you want. The zombie must be outside in order for you to be able to drag it, so if you kill it inside and dump the body, you wont be able to drag the body again. This also means that if something happens to the body (some one else dumps the body, somebody else attacks you, the zombie stands up, etc,) you can no longer move the body. This will also cost double AP to drag the body (1 AP for your weight and 1 AP for the zeds weight) making it riskier to actually drag the body and getting stranded out in an ally. To sum it up this is how it would work: 1. You waste about 2-3 AP going outside 2. You waste about 25-35 AP killing a zombie (or at least I do) 3. You waste 1 AP to pick up the body 4. You waste 6 AP moving the body 3 blocks 5. You waste 1 AP dropping the body 6. You waste 3 AP going back 7. You waste 2-3 AP going back inside the building Now I don't know if I did the math right, but it is pretty obvious that it takes a long time to drag a body someplace else and I know you hate to wake up away from your goal, but its only a few blocks. Be kind and considerate when you take time to think about this idea. |
Keep Votes
For Votes here
Kill Votes
- Kill - Although it's more balanced than similar drag body skills since you have to be the one to kill it in the first place, the problem is it makes no sense that should be the case. Why do I have to be the one to get the kill in order to drag it? This just seems like an arbitrary limitation in order to balance an otherwise broken skill. --Matt Scott 9 21:15, 3 March 2007 (UTC)
- Kill - don't move my character. --Funt Solo 21:28, 3 March 2007 (UTC)
- Kill - Can't touch this --Ducis DuxSlothTalk 22:53, 3 March 2007 (UTC)
- but hear me out first, OK? - No. Tryce of Thunder 01:00, 4 March 2007 (UTC)
- Kill - "Be kind and considerate when you take time to think about this idea." - Okay, I won't actually say what I think of it. Suffice it to say you lost me at the first "about" in your number crunching. --Mold 01:14, 4 March 2007 (UTC)
- Kill - If you know a suggestion is a huge no-no, then why suggest it? --Saluton 01:56, 4 March 2007 (UTC)
- Kill You're close, but I'd suggest this. Make it only possible if there are no zombies at the square you're at, or dragging the body to.. then you can drag all the bodies you like! No zombies stopping you, that would get a keep from me. I like piling bodies all over the place! MrAushvitz 05:16, 4 March 2007 (UTC)
- This has been suggested many times before...and my answer as always...I would like my character to stand up where they have died, not 20 blocks away from where I died. Say it with me....teleporting characters equal b-a-d. Got it? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:33, 4 March 2007 (UTC)
- Kill - Not only because moving bodies is normally "bad" but because it's a huge waste of AP. It's nowhere near efficient enough to be worth the trouble of adding to the game. --Uncle Bill 20:56, 4 March 2007 (UTC)
- Kill - I wasted 4-5 AP reading this suggestion. I thought you said you knew this was a no no?--Priz 19:09, 8 March 2007 (UTC)
Spam/Dupe Votes
- I really wish people would stop suggesting this.--Gage 07:37, 4 March 2007 (UTC)