Suggestions/RejectedMarch2007
Peer Rejected Suggestions
March 1st
Roofless/Fenced Buildings Not A "Full" Part Of Free Running Network
Timestamp: | MrAushvitz 16:32, 1 March 2007 (UTC) |
Type: | Survivor Movement |
Scope: | Free Running Network takes a "hit" |
Description: | I fully understand, for making this suggestion.. that I could in fact be taken "out back" by and angry mob, beaten, shot repeatedly and/or hung. Unfortunately, it does make a lot of sense, that survivors may have to pay more AP to move around the free running network, depending on how a specific suburb is set up.
Roofless/Fenced Buildings Not A "Full" Part Of Free Running Network:
Why these buildings were selected, for their layout: This is due to the fact that they all have large lawns, fields, or open space bewteen their primary (or only) buildings.. and it doesn't make sense that you could have a long plank running to them at the 2 story level as is common for most office buildings, appartment buildings, hospitals and the like. This also includes buildings with a perimeter fence, that inherently surrounds the outskirts of the square.. creating a vast distance from the end of the property and the only buildings it has (like a mini fort, really.) Although technically once you're inside a junkyard you could be running on top of cars and garbage piles up to 3 stories high.. but you still had to make it to the edge of the perimeter fence doing your tightrope walk on the plank almost at arm's reach of zombies below. Then you did a jump off the top of the fence, to the ground. Someone who worked hard to establish the free running network set up a massive pile of matresses just for the safety of doing so. Why this happened: (Background, don't read for game mechanics, flavour/history only) The free running network is the direct result of when Malton was 1st hit with the outbreak, there was chaos, and destruction, everywhere. Head on collisions, human beings were dragged out of vehicles only to be eaten, lamposts were overturned and knocked out power lines.. etc. Explosions, screaming, people trampled by other people, only to be eaten.. total anarchy. 2/3 of Malton's entire population was dead, or undead.. in a matter of a week. Those who survived did so... not as a result of glorious battles, but due to hiding, and barricading. The only defense against any real natural disaster, even an unnatural disaster, lots of boards on windows saved you, and not your house. In time, brave creative souls started to errect planks from rooftop to rooftop, working with survivors in the nearby buildings to errect such structures. (A lot of yelling to people on the other roof, and securing the planks in place.) Malton's population did not grow so much as NT revive technology allowed zombies to become living, breathing productive human beings again. Soon the decimated populace began to swell, and more and more of the free running network was completed. Unoccupied malls were re-taken, and humanity begain to reclaim what it needed to survive, well, eat and stay alive. Recent events have caused the free running network to deteriorate:
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Left Queue: | 17:27, 22 May 2007 (BST) |
Only One Flak Jacket
Timestamp: | Kyrygvald March 1st, 2007 21:43 (UTC) |
Type: | search alteration |
Scope: | Flak Jacket findage |
Description: | It's very simple. Once you find ONE flak jacket from whatever source building, it is omitted from being found until you drop the previous one you picked up. |
Left Queue: | 17:30, 22 May 2007 (BST) Note: senseless after recent game mechanics updates, but had bad votes anyway |
Scent Disrupter
Timestamp: | Nucleon 22:29, 1 March 2007 (UTC) |
Type: | New Necrotech item |
Scope: | affects zombies with Scent Fear skill tree |
Description: | The name says it all as to what this item would do: adversely affect the ability of zombies to dectect survivors with the skills of the Scent Fear tree. Before everybody starts moaning about this being blatantly overpowered/ another zombie nerf/ too easy to use for griefing, realize that the above is a simple description of what the item would do without any of the mechanics governing it, and I have already taken into account the aforementioned potential problems. Let me start with the basics: this item would only be found in or be able to be manufactured in Necrotech buildings. This item would take up 2 inventory spaces and costs 2 AP to activate. Upon activation the device starts to disperse chemicals which will interfere with the sense of smell of any zombie entering the area for a set period of time. Any zombie in this square loses the use of ALL skills on the Scent Fear tree as long as they remain in the square and will lose all scent trails detected via the Scent Trail skill.
That's the bad news for the zombies, but now comes the bad news for the survivors (and especially griefers.) Such a device would logically be used to confuse a zombie so the survivor using it could escape, but it would be completely pointless to utilize this kind of device in close proximity to a zombie as all this would end up doing would be to alert the zombie that the survivor is nearby. Following this logic, survivors would be unable to activate this item if they were in the same square as a zombie; while this would not make griefing impossible, it would make it impractical. The effects of this item on a zombie would last only as long as the zombie is in the affected square, barring the scent trails which would be lost permanently. (That's the scent trails that the zombie had picked up and NOT the ability to use the skill.) The effects of this item would not hide a survivor from the zombie if they are in plain sight; while a zombie's sense of smell is affected by this item, it does not affect their ability to see. The final touch (and one that zombies will probably like) is every time a survivor uses one of these items, there is a chance that the device will activate before the survivor can get clear. While doing no damage to the survivor, they will end up having a nasty problem for the same time period that the effects of the device have; during this time period the act of simply passing by a zombie with Scent Trail will end up creating a scent trail despite the survivor not having interacted in any manner with the zombie. In addition, the survivor will also be prohibited from any other copies of this item during the time period. |
Left Queue: | 17:32, 22 May 2007 (BST) |
March 3rd, 2007
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. |
Left Queue: | 20:18, 22 May 2007 (BST) |
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. |
Left Queue: | 20:42, 22 May 2007 (BST) |
Body Drag
Timestamp: | OmishWarrior 19:10, 3 March 2007 (UTC) |
Type: | {{{suggest_type}}} |
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. |
Left Queue: | 20:43, 22 May 2007 (BST) |
March 5th
Brain Rot > Headshot
Timestamp: | Valore 06:17, 5 March 2007 (UTC) |
Type: | Change, Improvement |
Scope: | Survivors with head shot, zombies with Brain Rot |
Description: | A previous suggestion I made to improve the usefulness of Brain rot was dismissed (Spammed and killed to hell I believe is the term), so I've toned it down. This suggestion is far more simple.
If you have Brain Rot, you are not affected by Head Shot. Why? Your head is blown away, you have no brain, its only logical you don't feel disadvantaged. Carry on. |
Left Queue: | 20:48, 22 May 2007 (BST) |
March 6th
Cooking/Food
Timestamp: | Richard Rose 06:05, 5 March 2007 (UTC) |
Type: | Item/Ability |
Scope: | making food, using it, skills |
Description: | I seem to find it highly unreasonable that our survivors arent getting their
daily source of vitamin anything these days, no one eats, or has eaten anything ever. except for zombies of course. this is why I'm suggesting we add to the game the factor of food. for example: Chicken Soup (okay) works like a FAK, maybe a littler weaker, like 3hp per chicken soup eaten. does not cure infections Chicken Soup (great) "mom's old recipe" cures infections and heals 3-4hp Scrambled Eggs wakes you up in the morning like nothing else! (limit one per day, no rollover) adds 2 AP because of your full tummy Cup' o' Joe stacks with "Scrambled Eggs" for an extra 1 AP (limit 2 per day, no rollover) Warm Milk helps you sleep better at night (limit 1 per day, can only be used with 5 Ap left) restores 5 HP but only when user goes to "sleep" (runs out of action points). Orange Juice cures infection (limit 3 per day) but subtracts 1 AP Chocolate Chip Cookies "you eat a chocolate chip cookie and are reminded of the good old days (Flavour)
Home Cooking Ability allows cooking of: 1Chicken Soup (okay) 2Scrambled Eggs 3Orange Juice 4Chocolate Chip Cookies Chef's Training allows cooking of: 1Chicken Soup (great) 2Cup' o' Joe 3Warm Milk
Items 1Frying Pan used to make food, increases make chance by 5% 2Cooking Pot used to make food, increases make chance by 10% 3Java Machine used to make cup o joe, increases make chance by 5% (can only be installed/used in a building with power) 4Cooking Knife used to make food, increases make chance by 5% 5Bowl can be filled with chicken soup, and given to a player like a FAK 6Electric Stove used to make food, increases make chance by 15% (can only be installed and used in a building with power) 7Cup can be filled with joe and stored in inventory, or given to players like a FAK 8Vending Machine can be used by survivors incase a chef isnt around to make food: achips 1Hp -1AP for health crappy-ness bCandy -1HP for health crappy ness +1AP cSoda +1HP and +1AP (limit 3 or lose 1HP per use after first 3)
Foodstuffs 1Eggs used for scrambled eggs, can be thrown at walls like graffiti (ex: there is a brick building with egg splatters all over it) 2Coffee Beans used to make cup o joe 3Milk used to make warm milk 4Canned Soup used to make chicken nooble soup 5Oranges used to make orange juice 6Cookie Dough used to make chocolate chip cookies the cooking engine would be treated as if you were attacking something, you select the foodstuff, click "cook" and you have a %% chance of succeeding, there are a few posibilities: worst failure= you lose 1hp due to burns or food poisoning, crappy failure= you lose the foodstuff you were using, failure= you messed up, but managed to save the foodstuffs, success= you managed to scrounge up a meal, and "food" is made, extraordinary success= you managed to save some foodstuffs and make the food, good job! for every extraordinary success, chefs can earn from 1-5 XP
the food requirement engine would go like this: every two days, you need atleast one meal, or you lose 5HP (due to hunger) if a player doesnt die after 5 days of losing 5Hp and he/she goes inactive, the hp subtraction stops (so people can go on vacation and not die) once the player resumes playing, hp subtraction will resume again. if a player is reduced to less that 20HP due to hunger, they become "straving survivors" players with diagnosis or cooking abilities will notice this. FAK's can be used to cure hunger, to keep it balanced. a player that dies of starvation needs to be revived the same way as if they were killed. optional skill if you dont like it, just say you dont and i'll remove it The building's personal chef players with the second cooking skill "chefs training" can choose to be the "chef" of the building. basically, a player clicks the "order" drop down menu, and selects what they want. the engine would work like the cooking engine, except, the chances of success would be +20% items would be subracted from the chef's inventory, the chef doesnt have to have AP to cook meals for other players if they are the building chef, its like being a vending machine sorta... as soon as the chef leaves the building, or runs out of foodstuffs, they are no longer building chefs. this skill only works in buildings with power. personal building chefs get 5-10 XP per customer. items ordered from thee building chef are put into the ordering player's inventory. |
Left Queue: | 08:38, 6 March 2007 (UTC) |
Barricade XP Balance Revised
Timestamp: | Valore 04:55, 6 March 2007 (UTC) |
Type: | Balance Change |
Scope: | Everyone |
Description: | I believe Kevan's recent decision to make barricades give XP to Zeds who break them was a good one. Why? It encouraged unselfish gameplay. Why should an individual zed waste AP smashing at cades, when its much
more prudent to wait for someone else to break them before you just move in and gain far more benefits eating survivors? Getting XP for smashing barricades thus managed to allievate this problem. However, I believe a bit of further tweaking should be applied. I think it is only fair that Survivors are also rewarded for unselfish gameplay. Putting up barricades should also grant survivors XP. Or else, newbies will begin to think "Meh, why should I get construction? It doesn't help me anyway, some other schmuck will put the cades up." So, my suggestion is simple. Survivors get 1XP for each successful barricade attempt after VSB. Many voters noted that a guaranteed 10XP was unfair to zombies and would encourage other forms of non-productive gameplay, and this was therefore changed to not encourage barricade strafing. Zombie XP for smashing down barricades is increased to 2XP, instead of the current 1XP for each barricade level smashed. This will encourage survivors to get construction earlier, and zombies to smash at barricades, and discourage selfish gameplay, which focuses on letting other people do certain tasks so players can gain more XP themselves. |
Left Queue: | 20:53, 22 May 2007 (BST) |
March 7th
Encumberance Tweak
Timestamp: | Grace RR - PKer 01:13, 7 March 2007 (UTC) |
Type: | Skill |
Scope: | Anyone affected by inventory encumberance |
Description: | Add a sub-skill under Bodybuilding that reduces the cost of item encumberance by 20% or so, or flat-off reduce the encumberance cost to begin with. Most of us can't even fill our inventories up to the 51 item limit now; it's a ridiculous nerf. |
Left Queue: | 20:56, 22 May 2007 (BST) |
Increased Inventory Capacity
Timestamp: | Chunkeymonkey 02:52, 7 March 2007 (UTC) |
Type: | Skill |
Scope: | Survivors |
Description: | Allow survivors to buy more space to collect more inventory. Option available only after player has acquired all other survivor skills. Will allow players to take advantage of new game change that allows treasures and ornament collection without sacrificing gameplay necessities (FAKs, syringes, Zombie weapons.) |
Left Queue: | 21:01, 22 May 2007 (BST) |
Electronics Skill & NT Satellite Hook-up
Timestamp: | MrAushvitz 20:00, 7 March 2007 (UTC) |
Type: | NT Building Enhancement |
Scope: | A skill that allows you to upgrade your NT building, and gain XP for setting up radios throughout Malton. |
Description: | (This is the edit of the NT bio lab & satellite hook up, we'll just do the electronics skill and satellite hook-up on this one for now.)
We at NecroTech are interested in establishing a better, more efficient, private communications system to better serve our employees throughout Malton. These systems should assist in providing for the safety of our employees, as well as enhancing the ability to upload scientific findings regarding the zombie phenomenon without corrupting data.
(The "Truth" ~ NT would really like to be able to scan all cell phone and radio communication throughout Malton, as well as make sure other companies can't access their private research! Basically they want to spy on you, and make more money...) Establishing Satelite Upgrades to your NT building: It's pretty simple the Satellite Hook-up requires 1 new science skill ~ Electronics to impliment. Other than that, it's actually somewhat simple. Electronics New survivor science skill, pre-requisite requires: Building (Believe it or not, much smaller tools for this sort of trade however.) Adds no benefits to your zombie character. You may now upgrade NT buildings to include a "Satellite Hook-up" for 30 AP. (You can do this, even though it would put you well into the negative AP range.)
(So yes, you can use this to gain XP running around setting up radios, as well! That is why this science skill has such low requirements, so you have other options for RP purpouses as well as actual gameplay and character development. But it isn't that easy to just get it either.)
Why, all of this? We've all been looking at an electronics skill for some time, this also makes use of those Mall: Electronics Stores as a resource for providing radio service throughout Malton. In all seriousness, yeah, in a large scale zombie outbreak after life gets back to a stage of semi-normal radio communications could be important and certainly anyone with these kinds of skills would be busy outfitting safehouses, and probably those science buildings! Additionally, your character may carry generators, and fuel to also provide "service" to an area. Creates a "handyman" niche' of sorts, and there may be other "handyman" skills suggested later. Adds an element of "we're big brother" to NecroTech, as well as there's not many science skills available, this one makes a lot of sense. |
Left Queue: | 21:05, 22 May 2007 (BST) |
Give some buildings more purpose (Refined and Resubmited)
Timestamp: | Apex 22:26, 7 March 2007 (UTC) |
Type: | building improvement/Upgrade |
Scope: | Survivors, and possibly zombies |
Description: | Recently Museum’s have been given a big upgrade that allows you to find stuff inside. Well I have a few ideas for some other buildings as well, making things esayer/harder for Survivors and zombies.
Banks When powered they can have a special Feature where you can use the Safe to help barricade. And Security cameras to see outside for 1 block radius. Factories Could have Machines inside that, When powered and depending on a person’s skill, could make ammo, guns, or other tools for 1-5 AP. Maybe even build Radio Transmitters and Power Generators for 10 AP. Library and Schools When Powered you can use a computer and send messages to people on your buddy list. You could even look to see a map area surrounding the building, but you will not be able to know if there are any zombies outside. Railway Stations When powered you can use them to travel to other rail stations within about 20 blocks, problem is that it takes up 10 AP to use. Towers Here’s the oldest in the book, Multi Level. Say 2 floors that can each be barricaded, but survivors can also use the fire escape ladders to get in or out of a building (Zombies can they would have to go in and climb up and try to destroy the barricade. Radio Tower buildings We could create a new use for them, maybe have built in Transmitters inside the building that can't be destroyed. Also if the Radio Tower isn't powered, maybe all Transmitters in the suburb will be rendered useless. |
Left Queue: | 21:06, 22 May 2007 (BST) |
March 8th
Throwing and Advanced Throwing
Timestamp: | Valore 00:40, 8 March 2007 (UTC) |
Type: | New Skill |
Scope: | Survivors |
Description: | Basically a new skill set for survivors, placed under civilian skills. What it does is simple. It allows you to throw items at enemies, i.e you lose the item in question in your inventory by chucking it at a target as an attack. This costs 1AP.
The first tier, throwing, allows you a 25% chance to hit with the item you throw. The second tier allows you a 50% chance. All and any items, with the exception of axes and knives deal 1 damage if they are thrown and successfully hit the target. Knives deal 2 damage if they are thrown and hit the target. Axes deal 3 damage if they are thrown and hit the target. And yes, this will cause a headshot on a zombie kill. Possible questions from the audience: Q: But axes would do 1.5 damage per AP! That's insane! A: Yes, but you spending about a month's worth of AP in order to stock up on a full inventory of axes is even more insane, there are far more efficient ways currently to kill people. Q: But that's stupid! How will chucking a newspaper at a zombie do 1 damage??? A: The same way you are able to perform what appears to be a full blown Street Fighter style shourykken reppa punch headshot to a zombie. Maybe you rolled the newspaper up into a cone and the pointy part poked the zed in the eye. Q: What would this skill serve? A: Well, you waste less IP dropping stuff for one. It'll allow you to clear inventory space while doing damage at the same time. Plus if you happen to find spare axes and knives while searching for other things in a hardware store, you now have a reason to keep them. Plus, personally, I think its realistic to throw axes and knives at people. If I were stuck in a zombie apocalypse, I wouldn't start chucking random axes and knives away, I'd save em to throw at someone if I was any good at it. |
Left Queue: | 17:36, 24 May 2007 (BST) |
Wait
Timestamp: | Canuhearmenow Hunt! 21:30, 8 March 2007 (UTC) |
Type: | New button. |
Scope: | allows more pain-free active searching. |
Description: | This would add a new button, which would be called "Wait" to all players menu's, the use? It behaves like the refresh button, except it does not cost an AP (It costs an IP, though) So you don't have to slowly whittle away your AP waiting for a response or a sudden lowering of Barricades. |
Left Queue: | 18:05, 24 May 2007 (BST) |
"As a zombie" message
Timestamp: | Slicer 23:03, 8 March 2007 (UTC) |
Type: | Message |
Scope: | The whole game |
Description: | This game still has the problem where zombie attacks will get listed as survivor names, if the attacking player was revived after that time (but before the victim's login). Attacks ought to be flagged as either survivor or zombie. Example: "Slicer, while a zombie, hit you for 3 damage" instead of "Slicer hit you for 3 damage" which makes people think I'm PKing them.
(This isn't already fixed, is it?) |
Left Queue: | 18:06, 24 May 2007 (BST) |
March 10th
Give some buildings more purpose (Refined and Resubmitted AGAIN)
Timestamp: | --Apex 01:11, 10 March 2007 (UTC) |
Type: | building improvement/Upgrade |
Scope: | Survivors, and possibly zombies |
Description: | Recently Museum’s have been given a big upgrade that allows you to find stuff inside. Well I have a few ideas for some other buildings as well, making things easier/harder for Survivors and zombies. I've updated this idea about twice now, And I'm pretty angry that people don't seem to give a crap.
Banks When powered they can have a special Feature where you can use the Safe to help barricade. You could also find News Papers and GPS units here. Factories Could have Machines inside that, When powered, could make ammo for 5 AP, and guns for 10 AP, and Build Radio Transmitters and Power Generators for 20 AP. Library and Schools When Powered you can use a computer and send messages to people on a buddy list, Just like the old Mobile phones did. You could even look to see a map area surrounding the building for 5 blocks, but you will not be able to know if there are any zombies outside, or if buildings are Barricaded . Railway Stations When powered you can use them to travel to other rail stations within about 20 blocks, problem is that it takes up 10 AP to use. Towers Here’s the oldest in the book, Multi Level. Say 2 floors that can each be barricaded, but survivors can also use the fire escape ladders to get in or out of a building (Zombies can they would have to go in and climb up and try to destroy the barricade. Mobile phone tower buildings We could create a new use for them, make things harder for people, if a building with a Tower on top isn't powered, all Radio Transmitters in the suburb will be rendered useless. |
Left Queue: | 18:10, 24 May 2007 (BST) |
March 11th
High Powered Rifles
Timestamp: | Richard Rose 16:19, 11 March 2007 (UTC) |
Type: | Item Change |
Scope: | Survivors |
Description: | I have noticed (since the beginning of the game) that many people seem to want high powered
rifles, now, before you insta-nerf this idea; think about it like this: with the new inventory encumberment, we can easily make the high powered rifle a balanced useable item. I was thinking an encumberment of about 50% to really even things out so we dont have everyone running around with a high powered rifle. (that percentage is changeable depending on what people say here) the rifle could be used anywhere, but when used on a tall building (the ones binoculars are used on) you have the option of sniping this simply means that survivors can try to pick off zombies and try to even our odds. I think a 2-3 block range would be neccessary, as we cant have suvivors shooting across the city. now, as far as functionality goes, the user would have two options for the sniper rifle: normal shooting, which is the same as using a pistol or shotgun, and sniping mode; sniping mode could be clicked and then it would ask you which direction do you want to snipe players could pick any direction from N, NE, E, SE, S, SW, W, NW. then it would show them an area in that direction, and they would be able to see their "victims." there is no instant kill in my idea, the sniper rifle still does regular damge with no chance of an instant headshot I think thats just ridiculous. im thinking the sniper rifle would do something like 10 damage when sniping and 'bout 6 damage when not sniping. as said earlier, it would weigh enough so that everyone wouldnt be running around with one. as far as ammo goes, im thinking clips would have a capacity of about 4, what im still deciding on is whether players should load the bullets singularly or load them all in an easily manageable clip. in concern with bullet "weight" each round would weigh 1% of inventory, so, if they load it singular it would cost 4 AP and they would be 4% less encumbered. whereas, if they use a clip, it would cost 1 AP and they would be 4% less encumbered; as far as kill tags go, everything would have 4 flavour texts, but the killer would still be shown, example: jhondoe sniped you. jhondoe took aim and put a bullet through your skull. jhondoe got lucky and scored a headshot off you. jhondoe expertly fired his rifle true, and nailed you in the head. but richard, how can we zombies keep from becoming fodder to these new totally awesome sniper rifles of yours? easy, zombies could take cover (it wouldnt be called that for zombies, im just blanking on what to call it) this would be a normal button like entering a building. it would cost 3 AP (as it is challenging to consider every sniper location) and would allow the zombie to "hide" from a sniper's view; this would only last until they moved again. richard, you're also not thinking you dummy, where would malton's survivors even get a sniper rifle?
now for the fun part: hit/miss chances would be tangible to all normal millitary enhancements, and would have a 10% hit chance to start with when not sniping, when sniping the user has a 30% starting hit chance. there would be 4 skills needed to operate a sniper rifle correctly: (these skills stack with Basic Firearms Training) 1. Sniper rifle operation: allows players the use of the rifle, if players dont have this skill, they cannot A.use snipe mode B. have a -5% detriment to their normal hit chance with it 2. Sniper Training: gives the player a 10% bonus to his hit chance 3. Advanced Sniper Training: gives the player another 10% hit chance (these upgrades would calculate out to 55% hit chance when not sniping and 75% hit chance when sniping) (this one is optional)4. Silent Killer (or just Silencer): when a player doesnt have this skill, their shot reports throughout the building and shows their name to everyone in the building: jhondoe's sniping can be heard overhead this would piss survivors off after a while, and would thus keep people from constantly spamming shots, because survivors in the building would come up and beat the crap out of them. |
Left Queue: | 18:35, 24 May 2007 (BST) |
Feeding Frenzy
Timestamp: | Nimble Zombie |
Type: | Zombie Skill |
Scope: | Lone Zombies |
Description: | A single zombie, by itself, can only do a little damage, especially when confronted by a large number of survivors. And when a zombie works in a large group, it is hard to get XP because someone else will have gotten the kill and taken your valuable XP. Feeding frenzy is a skill to balance the game slightly more in the lone zombies direction. It is a skill that stems from Tangling Grasp. Once a zombie manages to kill a survivor, it has a chance (50%?) to go into a feeding frenzy. Once frenzied, the zombie's chance to hit with any attack is increased by half of the original and will do an extra 1 damage, and you are a slightly harder target to hit, reducing the survivors attacks to 90% of their original (10% decrease). The effects end when you fail to kill a survivor for five minutes, or the 30 minute time limit for the state expires. Further, the frenzied state is quite exhausting for the zombie, and when the effects wear off it takes away 1 AP for every 2 minutes while in the state. Also, the chance to go into a feeding frenzy is reduced by being in the same area as other zombies (reduction = 0.5*[Zombie amount2]). |
Left Queue: | 18:36, 24 May 2007 (BST) |
March 13th
Club Cunningham
Timestamp: | 13th march. 13:40 (GMT) |
Type: | change |
Scope: | applies to Cunningham Street 67, 63 |
Description: | Basically I'm requesting that Cunningham Street be changed to a club named "Club Cunningham". |
Left Queue: | 18:25, 13 March 2007 (UTC) |
Hand-to-Hand for Zombies
Timestamp: | DreadHeadDead 21:14, 13 March 2007 (UTC) |
Type: | Human Skill To Zombie Skill |
Scope: | Humans who become zombies |
Description: | Alright, let me rephrase my suggestion. Hand-to-Hand Combat adds 15% to melee combat. What a zombie does IS Melee combat. So it should add 15% more chance of hitting a target regardless if you are a zombie or a human. |
Left Queue: | 19:40, 24 May 2007 (BST) |
March 14th
Guard
Timestamp: | Jon Pyre 01:30, 14 March 2007 (UTC) |
Type: | Skill |
Scope: | Survivors |
Description: | Now that generators/transmiters are bulky taking up 1/5th of your inventory and hard if not impossible to stockpile in advance, and ransack has large sections of the map left unsearchable it makes sense that equipment deserves a bit of extra protection. Heck, a generator's maximum search rate in a factory is only 3%. Fuel is only 5%. A transmitter is 3% in a firestation.
I suggest adding a military skill called Guard. A soldier who has been trained to guard valuable resources will interpose themselves between an attacker and the equipment. Attacks against generators or transmitters will not be possible unless one of two conditions are met: 1) All the players with Guard are killed. 2) At least 1 survivor in the building is at to 25hp or lower, distracting the guards (forget the generator, that guy is getting killed!) Guard wouldn't protect those injured people the way it does equipment though. The presence of a badly wounded survivor just neutralized the Guard skill until everyone is restored to at least 26hp. This effectively gives equipment an effective hp of 25. Before an intruder can destroy the generator they must first target a survivor and wound them . This makes sense whether it's a zombie or a survivor attacking. In film and tv zombies always attack the living before they target inedible electronics, and an attacking human would logically have to kill or divert the wary survivors that have banded together inside a building. If the attacker is a survivor then someone other than themselves must be at 25hp. I think this is a needed buff to protect equipment now that the encumbrance nerf has harmed the ability of survivors to keep generators in reserve. It shouldn't really put an invading zombie out of their way providing they had enough AP. They'd need to attack a survivor to kill them anyway. But this could prove useful during repelled breaches and against survivors that free run building to building and take generators out with a mere 5AP of axing. |
Left Queue: | 19:43, 24 May 2007 (BST) |
Advanced Axe Training
Timestamp: | CrystalEyes 18:57, 14 March 2007 (UTC) |
Type: | Skill |
Scope: | Human Survivors |
Description: | This is a suggestion that a skill be added to the human tree to boost the hit accuracy of an axe to 65% in line with current Advanced Pistol and Shotgun Training.
Currently there is a major flaw in the game, in that in order to render the majority of the human population of a suburb all but helpless all a zombie horde need do is take out and hold the nearby police departments and malls. That may seem a lot to do, but any well-organised horde can do it and once they do the countdown to human eradication in the suburb begins, because very soon all pistols and shotguns in the area become worthless once the ammo runs out (take a look at the suburb status map for proof and see the number of suburbs rated Dangerous and Very Dangerous compared to the number of Safe and Moderately Dangerous one to see what effect this can have). So when the ammo runs out then what? Punch? Not worth the AP. Knife? Not much better. Axe? Now you're talking! The number of hit points inflicted with an axe is pretty much spot-on in my opinion, but even with Axe Training it is an unreliable weapon. Let's think purely in believability terms: Using a knife with Knife Training has a 50% chance of success, yet an axe with Axe Training has just 40%. Which would you use in a situation dealing with a zombie as in this story: The weapon which requires you to come in at close quarters, or the one which allows you to strike from beyond arm's length? The axe seems the more likely choice. Let's now consider a reasoning for 'upping' the hit percentage: At present it is 40%. We are talking about 'traditional' zombies, right? With an axe aimed at a shambling, slow-moving and slow-witted human form surely you would hit more than half the time if you have decent abilities and strength (which the training would imply), but at present the system would have us believe that zombies can bob and weave like Sugar Ray Robinson in his prime. The additional likelihood of hitting without adding hit points to the damage inflicted would be believable and would level the balance of the game, which is currently favouring upper-echelon zombies with their 50% success rate on hand attacks (on humans who should be much faster and more agile) and of course the 10% Tangling Grasp bonus. |
Left Queue: | 19:48, 24 May 2007 (BST) |
Artifact usage
Timestamp: | Chris' 'Redfield 05:03, 14 March 2007 (UTC) |
Type: | item usage |
Scope: | Everyone |
Description: | I think that Items from museums like skeletons or paintings should be able to either be destroyed or stolen back from other buildings that they are in. they may be destroyed by either dead or alive, and be picked up and taken anywhere by the living. but only with the artifacts. Items in museums will still be created as normal. note: after seeing some general votes i have confirmed some info for you all. when rensacked these DO NOT go away. humans should be able to kill them too...ill put up the changed version tommorow... |
Left Queue: | 19:50, 24 May 2007 (BST) |
March 15th
Post Necrosis Syndrome
Timestamp: | Storyteller 20:59, 15 March 2007 (UTC) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | When a survivor dies, they become a zombie, which is basically a "corrupted" body that can be corrected with revivification. In this skill, some parts of the "corrupted" body becomes reisistant to revivification, causing the zombie to become a survivor who is still half zombie. A Necrosis Victim has powers of both a survivor and a zombie, but the corrupted parts of the body is in constant conflict with the revivificated part, causing the victim to be very weak.
I know there are other skills suggested like this, but I just wanted to put up a version of my own. This skill is in the same "tree" as Brain Rot, but is not a subskill of it. Costs 100 exp to buy. Basically, when revivification is attempted on a zombie anywhere other than inside a Necrotech building with this skill, they have a 25% chance that they stand up as a "Necrosis Victim," A survivior with zombie characteristics (revivifaction in a Necrotech building will result in a 0% chance to occur). They would have access to both zombie and survivor abilities, skills, and attacks. On map, they are designated as "x Necrosis Victims," a separate list from both zeds and survivors. Necrosis Victims' indentities can be revealed through the use of DNA extractor. Because they are neither fully zombie nor fully survivor, both survivors and zombies only get 1/2 exp per damage rounded down from attacking a necrosis victim. These victims can use items just as a human could, and can use normal speech. When attacking with an item, though, they get a -50% of base chance to hit. When they search, they have a -50% base chance of finding an item. When attacking with teeth, there is a 50% chance that digestion (if the skill was taken) would fail because the revivified half rejecting the act. When free running, there is a 25% chance of failing, ending up outside the destination instead of inside it, and all normally survivor-only activities take +1 AP (unless supplemented by some skill, such as lurching gait). Even with all this negativities, this skill may still look very good. But here's the main problem with this skill: A victime is constantly in a infected state (-1 HP per action, regardless of AP spent), and has half their usual maximmum HP. As explained before, the "corrupted" areas of the body is constantly fighting its revivified half, causing the body to weaken. The main benefit of this skill is the effect it has on the zombie hand attack. It does not receive negative effects because it does not use an item, and even gets a better chance to hit from the hand-to-hand combat skill. This gives them the ability to have the highest possible chance to hit on a 3 damage attack when maxed out. The main problem in using this skill, though, is that with such low health, low chance to find items(such as FAKs), and the constant HP degeneration, the victim would not last long or would spend most of their AP searching for FAKs. There are several way out of this condition. Using a FAK heals them, but only does not cure them. If they die, they can stand up as a zombie. If they are revivified again, then they become a full survivor after standing up (they can revivify themselves if they have the means to do so). Some problems that may arise if this is implemented is the use of the zombie bombing tactic, as mentioned in the discussion page. Also, a zombie wishing to use this skil would not be able to get Brain Rot due to the fact that a zombie must be revived for this skill to work. |
Left Queue: | 20:15, 24 May 2007 (BST) |
March 16th
Heavy Infection
Timestamp: | Seventythree 01:24, 16 March 2007 (UTC) |
Type: | Skill |
Scope: | Zomies |
Description: | Ok, Lots of human survivors seem to use the headshot ability, and for delaying a zombie, and giving them something to realy think about if they mess with you again, it's great. However, when fighting as a survivor, I know that if I die, thanks to set up reviving points, lots of people being able to revive me ect. I can be up and out fighting again as a survivor within a day, if i'm lucky. So, here's my suggestion. A zombie skill that inflicts the same kind of delaying penalty on humans as headshot does on zombies. Obviously it would have to have the same level restrictions as headshot, possibly more. Essentialy the skill would be called something like Extreme/total infection and would mean that once killed, although the player could get up and walk around as a zombie, ,for a set period of time, possibly anything up to 20 AP or higher, it would be impossible to revive them, due to the high levels of infection in their bloodstream. Maybe if this was tied in with diagnosis so that players with diagnosis could tell those who are heavily infected and cannot be revived. The way i see it, this gives a bit of a bonus to the zombies and might make human players think twice before going out on stupid reckless killing sprees. Gives survivors a bit more to fear and might even result in better teamwork on the part of human players. |
Left Queue: | 17:47, 26 May 2007 (BST) |
Allow Survivors To Destroy Art
Timestamp: | --Priz 02:37, 16 March 2007 (UTC) |
Type: | Minor Change |
Scope: | Art Critics |
Description: | This is my first ever suggestion, so correct me please if I screw something up.
It's pretty simple. Right now the only way for art pieces to be destroyed is for a zombie to ransack the building they're in. It only makes sense that survivors should be able to target them, as they are able to target gennies, cades, and radios. Also, I've heard that having too many art pieces makes it impossible to put down other more important things, like the aformentioned radios and generators, and allowing art to be attacked would fix that. |
Left Queue: | 17:48, 26 May 2007 (BST) |
Revise Ransack
Timestamp: | Billy Bubba 15:44, 16 March 2007 (UTC) |
Type: | Balance Change |
Scope: | Zombie Skill |
Description: | Recently, the "Salt the Earth" campaign has had me thinking. It seems every time a Necrotech center gets cleared out, twice as many zombies are there the next day. I came to realize that Ransack, as written, encourages Zombie Zerging of Necrotech Centers. Having a zombie stand up and enter a building doesn't take much in the way of actions and a single zombie player can have zombies standing in numerous Nectro Tech centers for the sole purpose of preventing revives.
This is a system ripe for abuse. My suggestion is that Ransack make it more difficult, but not impossible, to search a building. Just as having a generator makes it easier to search a building, ransacking could do the reverse. Making searches 20-50% less likely to succeed. Survivors still have a reason to clear out a building and repair building damage, but a horde of Zerged zombies can't destroy an entire function of the game simply by standing in one place. |
Left Queue: | 17:49, 26 May 2007 (BST) |
Heavy Lifting
Timestamp: | Canuhearmenow Hunt! 19:50, 16 March 2007 (UTC) |
Type: | New Skill. |
Scope: | Able to carry more items. |
Description: | During the course of the Quarantine, Maltons survivor population has been getting stronger, carrying multiple gennys and shotguns does that to a person.This would add a new 100XP skill under Bodybuilding called "Heavy Lifting." This skill reduces by 1/2 the weight of all the "heavy" items (Aka all the items that cost more then 4 or more encumbrance points) This skill also works for zombies. Before you say that this would nerf the Encumbrance tweak, remember this: First off, this would take about 2 weeks before it gets cataloged, and even then, will Kevan just look at this and implement it? This is mean't as a suggestion that is kept on the back burner until it is needed. |
Left Queue: | 17:50, 26 May 2007 (BST) |
March 17th
Injury
Timestamp: | Murray Jay Suskind 08:59, 17 March 2007 (UTC) |
Type: | Gameplay |
Scope: | Survivors |
Description: | As time has worn on in Malton, survivors have managed to build up a minimal resistance to the zombie infection. Unless directly infected by a zombie, survivors who appear to have been killed now have a chance to stand up alive, though severely injured.
Essentially if a survivors are PK'ed or attacked by a zombie that never infects them, they'll have a 50% chance of standing up alive instead of as a zombie. In turn their status will be "injured" where they have 2/5 of maximum hp and it will take 2 ap to commit any action except speaking (which would still be 1 ap) until the injured survivor gets first aid. |
Left Queue: | 17:53, 26 May 2007 (BST) |
Duffel Bag
Timestamp: | Zeek 12:23, 17 March 2007 (UTC) |
Type: | New Item |
Scope: | Players who carry stuff around |
Description: | Essentially a simple canvas duffel bag with a strap for easy carrying of small to medium sized items.
In the inventory it appears with a drop down menu similar to that of a DNA extractor, however, instead of listing other players it lists the items contained within, along with the options to “fill” or “empty”. Selecting any inventory item from the menu removes it from the bag and places it in the player's regular inventory at a cost of 1ap. Selecting the “fill” option prompts the player to select items from his or her inventory to place inside the bag at a cost of 1ap apiece. Selecting the “empty” option dumps the entire contents of the bag into the player's regular inventory at a cost of 5ap, provided there is enough room. The duffel bag has an encumberment of 10% and a storage capacity of 15%, allowing a player to carry up to ten of them (duffel bags cannot be placed inside of other duffel bags) for a maximum inventory capacity of 150%, and a maximum effective capacity of 140% (until the appearance of some 1% items at least). The maximum practical capacity is somewhere below that, and left up to the player to decide between having more total items, or more items immediately at hand. Found in sports stores, stadiums, hotels, railway stations, schools and towers. |
Left Queue: | 17:55, 26 May 2007 (BST) |
Arc Welder (Repair Torch)
Timestamp: | Fireman22 4:44, 17 March 2007 (EST) |
Type: | Generic item/weapon |
Scope: | Survivors |
Description: | Needs a (battery pack for one repair) ( 10 xp per repair) fixes generator takes two slots both be found in auto repair shop 15%, Factorys 8%, Warhouses 7%, Hardware Store 12% as a weapon (battery for 6 shots) reloads by clicking on fuel can when arc welder is being used as a weapon. base damage per hit 4 Base to hit 10 %. upgrade 30% (mechanical skill basic training) (must have construction skill first) upgrade 40% (Mechanical skill advanced training) when at 40% burns Zombies 1 hp is lost for every action such as attack and movement. Taken after burned by (arc welder) unless they click a box which will apear as brn this will cure them but for the sacrifice of 5 ap. (Mechanical skills cost 100xp to all human classes.) automaticly activated when purchased. Costs 5 ap per repair. (Mechanical skill is linked to the construction skill tree) (does not cross over to zombies) |
Left Queue: | 17:56, 26 May 2007 (BST) |
March 18th
NT Syringe Change
Timestamp: | Labine50 MH|ME|'07 01:11, 18 March 2007 (UTC) |
Type: | Balance Change |
Scope: | Survivors |
Description: | It's been about one year since NT syringes cost 10 AP to use. Things have changed since then, so I would like to propose the following- take syringe use down to 5 AP, and the encumbrance up to 4%.
Before you say- "Zombies were much worse off, and they got through without a really overpowered update!" Yes, but there were dozens of suggestions and an almost never ending barrage of complaints. Survivors will most likely do the same, (And it is heading in that direction...) so save yourself from having to go through it now. |
Left Queue: | 18:14, 26 May 2007 (BST) |
Adrenaline
Timestamp: | Heretic144 02:59, 18 March 2007 (UTC) |
Type: | Civilian Skill |
Scope: | Survivors |
Description: | Living on the edge tends to give some people a certain rush. When the brains and bullets are flying, their fatigue turns to brawn. Whenever a survivor with Adrenaline deals lethal damage to a zombie, (or maybe even another suvivor) they gain five AP.
Mechanically speaking, this allows for a bit more in the way of battlefield heroics without creating killing machines. The new inventory restrictions mean that you can't create an endless loop of: Kill Z. Get five AP. Kill another Z. Get five AP. Instead, you can perhaps land a few more blows or run a bit further away or whatever. |
Left Queue: | 18:16, 26 May 2007 (BST) |
March 19th
Shotgun Minor Re-balance
Timestamp: | Slamcool 21:40, 19 March 2007 (UTC) |
Type: | Balance change and improvement for realism. |
Scope: | Low level and unskilled Survivors. |
Description: | For someone that already has the Basic firearm training, the shotgun has a 30% Accuracy. For anybody else it's 5% Accuracy, like the pistol. I am a consumer level one as I though "Shopping" would help me finding things while living the stress to start with almost nothing; That "Survival" mindset you know.
I actually found a shotgun; I thought I was so lucky and that I found something very helpful to me. Until I used it... I fully unloaded and reloaded it all around a Zombie without hitting it once; I switch to my baseball bat and BANG, it as a superior 10% hit chance so at least I do a little damage. Yes 5% more chance than with a shotgun. Well to me, the way I see shotguns in life, is that you don't really need to aim as accurately as with a pistol, so even a little newcomer consumer that ends up with a shotgun should start with like 10% Accuracy. Then when getting the Basic firearm Training it would all even out at 30% like it does now. This would add little strength to the "no skilled" starters that were lucky enough to find a shotgun. And still way below the 30% so it keeps you the interest on getting that Basic Firearm Skill. My expectations when I found this gun were: 1- I found something a little better than my pistol or my baseball bat 2- I found something rare. Well, it didn't really meet my expectations and since I thought they were reasonable enough, I'm sharing them with all of you and see what you think. A shotgun should require less aiming for unskilled citizens, it sounds acceptable and just more realistic. |
Left Queue: | 18:18, 26 May 2007 (BST) |
March 20th
Territorial Claims
Timestamp: | Zeek 02:56, 20 March 2007 (UTC) |
Type: | New skill, new game mechanic |
Scope: | Survivors (though i'm trying to think up a zombie equivalent) |
Description: | ”As the reality of long term quarantine looms before them, survivors are beginning to carve out and claim little patches of Malton for themselves”
A subskill of tagging, Territorial Claim (working skillname only) represents the survivor's advancing skill with a spray can. Once bought, new buttons appear on the user interface when indoors (indoors only, the streets belong to the dead); “claim for self”, “claim for group” (provided the survivor is part of one), and “erase claim”. Clicking on “claim for group” or “claim for self” shows a visible message of your actions to all present and adds to the room description a line of text indicating who has claimed it along with a link to the group's page or survivor's profile respectively. This costs 8ap and one full can of paint and will last for one week or until the building gets ransacked. Each time the server resets, the flavor text on the claim changes to indicate it's age (1day=still wet, 7days=badly faded), until it is gone entirely. At any time before this happens, the claim can be brought back to new condition by the the individual or group who holds it for an ap cost proportional to it's age (1day=1ap, 7days=7ap) provided they have the necessary skill and a spray can. Marking over one claim with another has an ap cost inversely proportional to the age of the current claim, plus the cost of the new one (1day=15ap, 7days=9ap) and one full can of paint. The “erase claim” button erases the old claim without adding a new one at an inversely proportional cost plus 1ap (1day=8ap, 7days=2ap). Both operations can only occur provided nobody who holds the current one is alive and present (dead bodies and zombies do not count). The stats page now keeps track of two additional lists; one of survivors and one of individual players, both ranked according to how much territory they have. For the sake of simplicity, each square of a large building counts separately. Q: Why does this cost so much ap?
Q: Doesn't this promote player killing among survivors?
Q: What ingame benefits does property ownership infer?
Q: Isn't this abit overcomplicated?
Q: What do you hope to accomplish this suggestion?
Q: What would you expect to come of this suggestion?
Note: because I just realized that this wasn't made clear, the difference between a claim and a claim should be indicated in the surrounding flavor text Note2: Again I realized that this wasn't made clear, a claim is separate from a tag. Both can coexist in one location. |
Left Queue: | 18:21, 26 May 2007 (BST) |
Employee Benefits
Timestamp: | Jonathon Quimby 03:19, 20 March 2007 (UTC) |
Type: | New Skills |
Scope: | survivors |
Description: | First time here, tried to search to see if this is duped, but didn't notice. Feedback and suggestions cheerfully accepted, but don't be cruel...
I suggest getting more use for building types by creating special skills that would give players a bonus (5%/15%) to search non-powered and powered buildings that correspond to their "employment." For example, as a sub-skill under Construction, there would be a skill named "Construction Worker Employee Benefit" that would give the character +15% when searching powered junkyards, factories, and auto shops. Non-powered buildings would give a benefit of +5%. Under "NecroTech Employment" would be the subskill "NecroTech Employee Benefit" which would provide +15% for searching in powered NecroTech facilities, 5% for non-powered. A Surgery subskill would be "Hospital Employee Benefit", Basic Firearms would have the subskill "Military Employee Benefit" (Police stations, armories), and if desired, Axe Proficiency would include "Fireman Employee Benefit" (fire stations). Other employees could be created if wanted, but those are the ones that would probably have the most game effect. This benefit would not work in malls; in fact, this could also have the effect of drawing the game away from the malls to some degree, although the bonuses for malls remain higher of course. Does it make sense to be an "employee" of all those different places in the course of the game? I believe the precedent is already there with NecroTech Employment, which every single long-term survivor eventually gets. If you prefer to think of it another way, think of it as getting more familiar with the surroundings (since these skills can only be acquired after long-term play). That also explains why buildings have to be powered, since although you might not be familiar with the specific locale, you might be familiar with the general building type. Also gets some more skills into the game, which would be nice. |
Left Queue: | 18:23, 26 May 2007 (BST) |
Veteran bonuses
Timestamp: | Pbhead 04:30, 20 March 2007 (UTC) |
Type: | Small skill |
Scope: | old veteran players |
Description: | This suggestion is a simple one, and for all the players that are lv 41 and dont know what to do with all their extra exp. (for the record, i dont have a lv 41 person, but i have seen many others talk about how they have XXX exp and nothing to spend it on) Also, it would keep people in the game, as they will always have something to stive for (many a games I have played i got bored with once i "beat" it, even on unbeatable games, like "the sims") It would only be a very slight gain, by both humans and zombies, and works like this:
there would be 4 "skills" 2 zombie, and 2 human (trying to keep it balanced... maybe you think of a better or other ideas... please share.) each cost 400exp for the first "lv" 900 for the second, 1600 for the third, and 2500 for the fith, and so forth. (for all you math junkies... thats exp for lv(n) = ("lv(n)"+1)^2*100 ) this way high lvs take long times to achive. (14400 exp for lv 12 of ONE skill, not including the cost for lv 11, and 10, and 9...) the skills are... search increase You have searched so many buildings, and places, you start to be able to optimize your searching. (every lv gives a 1% chance increase to chance to find something... so instead of 20% chance to find something in building x, at lv 5, you have a 25% chance to find something in building x. ) accuracy increase (for harmanz) after killing so many zombies... you start to get better at it. every lv gives 2% chance increase to hit blunt objects, 1% chance increase to sharp objects, and .5% chance to hit with guns. (so... at lv 5, that knife hits with 55% chance, while your shot gun, 67.5, and your trusty baseball bat... 35%?) I forgot what the base is for blunt weapons) NOTE, the 1% and 2% chance might need to be decreased to .5% and 1% respectivly after lv 10(if you get to lv 10 your INSANE) so knives and axes dont become too powerfull)
barricade hitting increase Your half-dead brain notices patterns in the way surviors barricade their buildings, allowing you to tear them down a bit more effectivly. every lv gives the zombie a 1% chance of tearing down a barricades(and generators and such) till lv 5, and .5 after that (so at lv 5, the chance to tear down a barricade (assuming a 25% base... no one really knows...) is 30%, and at lv 10 (if you freaking get that far) 32.5% chance per hit)
attack accuracy increase you start to notice that humans attempt to dodge your attacks in a certain fasion, that you can start to take into account... every lv gives a zombie 1% increase chance of hit for claw attacks, and .75% increase for bite attacks untill lv 10 (or so), where the increase is .5% and .25% respectivly. so at lv 10, your bite attack attacks at 47.5 (assuming you grabbed the guy) and 70% chance for claw, (assuming you grabbed the guy)
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Left Queue: | 18:24, 26 May 2007 (BST) |
March 21th
Scavenging
Timestamp: | The Hierophant 15:31, 21 March 2007 (UTC) |
Type: | Skill. |
Scope: | Survivors. |
Description: | This is a basic search boost for high level survivors. Now, before you jump in with the ‘Kill’ and ‘Spam’ votes just hear me out. The numbers here are also not set in stone, so if at the end you like the idea but consider the numbers questionable, please vote either ‘Keep’ or ‘Change’ and add your own preferred numbers to your opinion.
What I propose is what I would call an elite skill, comparable to Zombie Hunter and designed to reflect long-term presence and experience in Malton, added to each of the three Skills Tree categories of Military, Civilian and Scientist and giving the survivor a 5-10% boost in searching success for items which fall chiefly under the remit of that category, so for instance ammo and flak jacket searches would be boosted by the Military Scavenging skill, first-aid kits and NecroTech syringes and equipment by the Scientific Scavenging skill and finally generators, transmitters, fuel cans, sporting equipment, fire axes and knives (etc) by the Civilian Scavenging skill. (Scavenging should not apply to malls, because this coupled with Bargain Hunting would be absolutely ridiculous). Each skill would be based around a 150 Experience Point cost, with all the three skills costing 150 points each for a Civilian class survivor, Military paying 100 for the Military Scavenging and 200 for the Scientist Scavenging and Scientist class survivors paying that in reverse. This would make the cost noticable rather than negligible, but here’s where the elite class comes in to make it still tougher to get: These classes would only become available at Level 25 and above. The idea behind this is that the survivor has been in Malton for so long that they have now become expert in finding equipment and so have a higher success rate. This combination of factors will ensure that it is not something to be exploited by every pistol ninja who has just blundered into the game for a couple of weeks, but will rather reward long-standing and smart players with some extra success. Core to the potential success of this lies in that it is not a massive boost in general, but rather a bonus for long-standing and skillful players. It will also be subject to the effects of the new Encumbrance factor, so there will be no-one running around with fifty generators and powering whole suburbs, nor indeed will there be anyone so loaded with ammo that they make Rambo look like Ghandi. Also important is the fact that, whilst it will save experienced survivors a few Action Points, it will not be enough to suddenly see zombies being massacred wholesale in the streets: It does not boost the success rate of using equipment, does not allow for mass attacks and does not compensate for bad tactics (reckless players will still get caught out and revives will still be prohibitively expensive). The few extra AP which it will save elite survivors will really only make a minor dent in overall zombie dominance, but will make the game a little more challenging for the zeds and a little more rewarding for the survivors. As such I think that, for a skill assigned solely to one side, it is quite well balanced. What do you think? |
Left Queue: | 18:35, 26 May 2007 (BST) |
Rifle
Timestamp: | Fireman22 15:31, 21 March 2007 (UTC) |
Type: | Weapon. |
Scope: | Survivors. |
Description: | Rifle (Ammo- 6 Rounds per clip) hit damage 7 hit upgrade 30% requires (Basic rifle training) hit upgrade 55% requires (Advanced Rifle Training) comes under the military tree. 8% encumberance two slots. Location of rifle:Forts, Factorys, Armory, Gun Stores. location of ammo: Forts, Factories, Armory, Gun Stores. Basic rifle training(75xp military all other classes 150xp) Advanced rifle training(75xp military all other classes 150xp) |
Left Queue: | 18:36, 26 May 2007 (BST) |
March 22th
Derringer
Timestamp: | ShadowScope 18:23, 22 March 2007 (UTC) |
Type: | New Gun. |
Scope: | Suriviors. |
Description: | The Derringer is a small pistol, easily concealable, and can be used in order to target and attack people without getting caught in the act. It is a small weapon, that is not very powerful, but it is useful nevertheless. A Derringer can carry only 2 bullets.
You can find it in Police Stations at search odds of 0.5/1%, and Fort Amouries at 1%/2%. A Derringer Clip (which holds 2 bullets) can be found at 1.5%/3% at Police Stations and Fort Amouries, so that a person an easily reload the derringer. The derringer takes up 2 spaces, and has a 2% encumbrance (for role play purposes, due to the fact it is small). It starts off as an accuracy of 5%, and do get increased by Basic Firearms Training and Pistol Training, however, its accuracy has a maximum of 50%. Advanced Pistol Training cannot increase the accuracy of the derringer. The derringer does 4 damage when it hits an enemy. It is a weak gun, as it only does 2 damage/AP...However, there is a benefit to it. When you attack someone with a derringer, this person does not know who attacked him, and cannot get your name and profile ID . Instead, you get this: An unknown shooter attacked you. This applies, even if you are killed by the unknown shooter. However, if the unknown shooter decides to, say, use a shotgun, or an axe, you will be able to figure out WHOM attacked you. You do not know who the unknown shooter is, but since you see someone else use a different gun, you can conclude that person is the PKer. This means that if the PKer does not want you to know who attacked and killed you, he MUST use the Derringer at all times. Otherwise, if he switch weapons, the person will be able to find the profile ID and name of the latest attack with the pistol, shotgun, or axe...and his attempts to cover up the crime...becomes useless. HOWEVER: As soon as a PKer KILL you with the Derringer, everyone else knows who did it. The victim does not know, but everyone else has that person's profile ID and name. A shot by a pistol is not noticeable, but as soon as a dead body hits the ground, everyone can conclude who the killer is, and can target and shoot him. The victim may not know, but if he has friends who is willing to avenge him, the friends can alert the victim, while hutning down the PKer and killing him in revenge. So, the Derringer becomes useful if you do not want the person you are attacking to know that he is being attacked. It is also useful if a PKer or a Bounty Hunter want to do a hit-and-run attack, harming someone until they have a little HP left, and then fleeing, so that the victim does not know who target him. The problem is that the PKer and the Bounty Hunter has to waste AP finding the derringer, and since the derringer is weaker than the pistol or shotgun, it seems as though you are lucky. The murderer gives up power and damage potential in order to gain stealth. There is also something else: A survivor can use the derringer in order to target zombies, preventing the zombies from knowing who is active, and avoiding retaliation. Overall, this is a new type of gun, with an in-game use that allows for stealth at the cost of damage potential. Thanks to Dux Ducis for the original idea and Peastyel for refining it. |
Left Queue: | 18:38, 26 May 2007 (BST) |
March 24th
campfire inside buildings
Timestamp: | SonOfChaos 01:31, 24 March 2007 (UTC) |
Type: | building improvement |
Scope: | survivors |
Description: | When UD was created, I doubt that Kevin could ever supouse that many various groups within the game could ever achieve such a high level of organization and metagaming that helps Zeds more than it helps Survivors. Zombies were supposed to be angry mob, survivors were supposed to use thier brains for their advantage. However nowadays, there are many organized Pkers and Gkers all around Malton that work together with Zed groups.In the malls and some other buildings, generators are useful only for improving search odds, but they are still very important. It is ridiculously easy to destroy a generator, (it takes about 3 AP) and very hard to set up one (maybe 50 ap), according to Siege PKer Guide, making malls very hard to defend during organized sieges.
Anyway my suggestion is very simple: we should enable survivors to just pour some fuel in some sort of steel barrel (it's just like movies so it even adds flavour),set in on fire, and use it as a source of light. Only requirements for this should be a fuel can in the inventory (and perhaps zombie hunter level, but I am against totally new skill for this). Fuel should last only half the time it lasts when poured in generator (that's somewhat realistic because generators are more efficient) and it should improve search odds less than electric light. I am not sure about numbers, to be honest. From the outside campfire should make building look orange or pale yellow. Campfire won't be able to activate other building's functions (like powering mobile phone masts), it would just improve search odds a bit (but not as much as generators) If generator is set up again, fire should continue burning, but it will no longer provide any sort of bonus. Only when Generator is destroyed again, fire would become useful again. And about destroying campfire: well, in reality you can't really destroy fire, only extinguish it. Probably the best way would be that when enough Zeds break in (more than 10) fire would die automatically, thus making it immune to Gkers. I know this is not 100% specific, but nothing is set in stone, so if you just agree that there should be alternate source of light using only fuel cans, please vote keep. or just make bunch of witty/smartass comments... |
Left Queue: | 18:47, 26 May 2007 (BST) |
Looting
Timestamp: | Jon Pyre 12:28, 24 March 2007 (UTC) |
Type: | Skill |
Scope: | Survivor, Consumer, Subskill of Shopping |
Description: | Here's what looting would do. When you kill a zombie in a ransacked building it is assumed that was the zombie impeding your way on the specific floor, room, or corridor by the pile of rubble you wanted to search for items. After landing the killing blow on a zombie your search percentages in that ransacked building return to normal until you leave that building (it's assumed that once you leave the zombies have time to wander around and set themselves up in inconvenient places again).
EXAMPLES: You are badly infected and enter a hospital with ten zombies in it. You unload your shotgun and manage to kill one before you die, then search and find a FAK, with just enough AP remaining to escape to safety. You are a lone scientist in a suburb that is 90% ransacked. Every NT in the building is overrun by five or more zombies. You raid the nearest NT, using up your pistol ammo to kill a zombie and then searching discover a single syringe with your remaining AP before you have to escape to the warehouse you've been sleeping in by yourself. PURPOSE: Survivors have little incentive to strike it out on their own. As soon as a suburb is taken the lone "feral" survivors that are left will flee because without items they can't persist. This creates dead suburbs with no survivors, where zombies have nothing to do but either leave to follow the survivors or twiddle their rotted thumbs and wait for fresh incursions. Allowing lone survivors to exist semi-independantly of the attacks squads needed to clear ransacked buildings will: A) Help survivors by allowing them to find items in ransacked area with whatever AP remains after killing one, conserving enough to escape as well. B) Increasing the number of survivors in sacked suburbs. This boost should increase the number of independant survivors toughing it out in non-resource buildings. A little bit of prey in an otherwise overrun neighborhood should make things interesting for the zombies that choose to keep the territory while they wait for a serious survivor assault in the form of a coordinated group, and help low level zombies gain xp in any area.
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Left Queue: | 18:48, 26 May 2007 (BST) |
March 26th
Old Groans
Timestamp: | TheDavibob T 17:55, 26 March 2007 (BST) |
Type: | Skill Modification |
Scope: | Zombies with Death Rattle |
Description: | I have a small suggestion. Zombies with Death Rattle can still
select one of their original speeches from a drop-down box, so you don’t have to type it out/remember it. Please inform me if it is a dupe, and I will remove it. |
Left Queue: | 18:50, 26 May 2007 (BST) |
March 27th
Death Rattle
Timestamp: | OmishWarrior 00:33, 27 March 2007 (BST) |
Type: | Skill change |
Scope: | Zombies with death rattle |
Description: | My suggestion is simple and I have not found anyone else suggesting the same thing (not that i bothered to look).
My suggestion makes life (or death) easier for zombies. If two zombies are standing next to each other and have death rattle they can understand what the other zombie is saying. If a zombie does not have death rattle, then they can not understand zombie speech. Humans with the death rattle skill can not understand zombies either. This makes zombie organization better without giving a huge balance change. |
Left Queue: | 18:52, 26 May 2007 (BST) |
Fight or Flight response
Timestamp: | Dman206 01:44, 27 March 2007 (BST) |
Type: | Skill |
Scope: | Surviver |
Description: | Only applies outside when a surviver has 10 hp or less and there s a zombie around. Allows the player to go 2 blocks for 1 ap. Mainly for survivors stuck outside a building and have low hp and ap. Adds realism to the game because this skill is human nature already. Goes in military skill tree because they are trained to survive. To be fair to zombies if they catch the surviver who used this skill and kill him they gain 20 xp. |
Keep Votes
Insert keep votes here
Kill Votes
Insert kill votes here
Spam/Dupe Votes
Insert spam/dupe votes here
March 28th
Clawshot
Timestamp: | Banana reads Scoundrell for all of Yesterday's News, Today! 04:30, 28 March 2007 (BST) |
Type: | Movement Option |
Scope: | Survivor |
Description: | The clawshot is an item that lets you "zip" to buildings in a five block radius, and while zipping overhead all characters see "A person zips over you, facing the X". This would cost 4 AP, 2 to aim and 2 to fire, and could only be used on areas that you could use the binoculars. The clawshot could also be used to get into buildings at the expense of 5 AP. The clawshot would operate on pumps, every one pump equals one shot, up to 3 shots. The item could be found in malls, schools, and sport stores for 10%.
Note: I am submitting this suggestion on behalf of Monty123, as he is unsure of the protocols of this page. If you wish to contact him for any reason, please use his talk page. |
Left Queue: | 13:53, 28 March 2007 (BST) |
Flaks restrict movement
Timestamp: | Gene Splicer 22:47, 28 March 2007 (BST) |
Type: | Item/ability tweak |
Scope: | Survivors and Zombies |
Description: | Anyone not wearing a flak jacket would gain a +5% to-hit chance with melee attacks. Alternate phrasing: Everyone gains +5% to hit with melee attacks, and flak jackets now reduce melee accuracy by 5%. This would buff newbie zombies and survivors, as the ones least likely to possess flak jackets, and the ones who that 5% would mean most to (yay knives). Would also allow zombies to choose between meatshielding and damage dealing (without flak = kill more humans, with flak = waste more human AP). It would also mean that zombies who deliberately choose not to sully themselves with human possesions would not be deliberately nerfing themselves. |
Left Queue: | 20:57, 29 May 2007 (BST) |
Body Drag 2.0
Timestamp: | lardass 14:08, 28 March 2007 (UTC) |
Type: | New Action |
Scope: | Survivor |
Description: | Grant survivors the ability to drag one dead body from one block to another at a cost of 10AP per square; in addition, in order to do this the survivor would need to be 0% encumbered, unless they have body building, in which case 15% encumbrance is allowed; the skill would only be usable for bodies already outside (it would not allow a free movement out of a building, it would require a dump first). Bodies would know who moved them and how, receiving messages upon returning to the effect of…
Player1 dragged your corpse 1 block to the South West. A player would not be able to select the body to be moved, even if the bodies existed in your contact list; making it difficult to gang up on a specific corpse and move them any significant distance. (the action would read 'drag a corpse to the [choose direction]' the corpse moved would be selected at random. Benefits of skill: Primarily it would function to make the two forts as valuable and contentious as the malls (if not more so) It would allow for a new under powered skill, which although hard utilize, would introduce interesting RP’ing possibilities (I’ve RP’d knife and fist fights, great fun although knives and fists are useless in most circumstances) Potential Nerf: Putrid Stench (zombie skill, subset of brain rot) a player attempting to move a zed with this skill would receive the following, You try to move the body, but it’s stench prevents you from getting close enough. Spam/Kill Notes: This is a pied-piper skill, strictly speaking, however the heavy penalties associated with using it would heavily limit its use – in order to wake up more than one or two blocks from your resting location would require the coordination of a large number of determined players and considerable luck that a pathway clear of other bodies is available so your corpse is not lost in a pile of bodies – it makes no allowance for moving standing zeds or survivors, which I think is the real problem with pied-piper; honestly, a dead body is little more than any other object; what is preventing it from being moved other than its weight? Bodies would NOT wake up across the city, unless some extremely organized group planned the event for weeks before hand (which would be fun/funny anyway); one survivor would at most be able to move you 4 blocks away; realistically three without being caught outside, most commonly two or one which is really nothing, given you were already a corpse and thus not being protected by being in a horde. Because a player would need to sacrifice nearly their entire inventory it would be a role the utilizing player would need to assume during sieges, and thus would be effectively restricted to forts and RP’ing use. Most survivors would not utilize this skill due to the massive AP hit needed to replenish the abandoned inventory. |
Left Queue: | 09:49, 29 March 2007 (BST) |
March 29th
Funeral Pyre
Timestamp: | Valore 05:48, 29 March 2007 (BST) |
Type: | New Ability |
Scope: | Survivors |
Description: | Survivors have discovered that setting zombies ablaze significantly increases the time that passes before they once again rise as a threat to the survivor cause. As such, survivors have begun to build funeral pyres about the city, especially around areas that suffer from severe zombie infestation. Zombie bodies may be dumped onto a funeral pyre, slowing down the rate at which they rise.
Survivors may build funeral pyres, in the same way that they currently barricade buildings. Funeral Pyres may only be built outside buildings. By spending one AP, and clicking on a Build Funeral Pyre button, survivors receive the following message: You scrounge about, and scavenge some items which look like they could be used to start a fire. As barricades, it becomes harder to find items to add as the funeral pyre grows. Funeral pyres are visible in area descriptions, and are classified as small sized, moderately sized, large sized pyres, and huge sized pyres, each with two levels. Whether a pyre is lit is also indicated. Building a small pyre has a 80% success rate, while medium pyres have 60% success rates, large pyres have a 40% success rate, and huge pyres have a 10% success rate. i.e survivors will spend 3AP building a small pyre, 8AP building a medium pyre, 14AP building a large pyre and 34AP building a huge pyre. Funeral pyres can then be lit, by clicking on a fuel can in the survivors inventory. They reduce in size every three hours, and more burning material can be added to them while they are burning, to keep them burning for longer periods. Once a pyre reaches the last level of small, and 4 hours pass, it burns out. Bodies may be dumped onto funeral Pyres. However, there is a varying rate of success, depending on how large the funeral pyre is, as well as how many bodies are already currently on the pyre. Each body on the pyre reduces the chance a body is successfully added to it by 1%. Huge pyres have a 150% dump success rate, meaning that up to 50 bodies may be dumped on it before a chance of failure occurs. Large Pyres have a 125% success rate, while moderately sized pyres have a 100% rate, and small pyres have a 75% success rate. Bodies that are treated in this fashion require an additional 5AP to rise. So, to give an example. The Harewood NT building is under siege, with about 10 zombies outside. Survivors decide that in the long run, having a pyre would reduce the efficiency of zombie attacks. So they decide to build one. A survivor goes outside, and clicks the Build Funeral Pyre button a few times, like you do when you're bulding a barricade. He decides with 10 zombies, a small sized pyre will be sufficient. He then clicks a fuel can in his inventory, setting the pyre ablaze. Five zombies manage to break in, and are killed. They are dumped outside, and the NT is rebarricaded. A survivor goes outside, and proceeds to click a button that is labelled Dump Bodies Onto Pyre which is obviously only available when there is a burning pyre and dead bodies present. The first body has a 75% chance of being successfully dumped, and he receives a message 'You dump a body onto the burning pyre'. The second body has a 74% chance of being dumped successfully. For the sake of example purposes, we'll assume that the survivor has some crap luck, and fails. He then receives the message 'You attempt to dump a body onto the pyre, but it falls off.' Zombies may attack funeral pyres, and they have a chance of successfully reducing a pyre's size and eventually extinguishing it completely, depending on how large it is. Huge pyres only have a 10% chance of being reduced on hit, large pyres have a 20% chance, medium pyres have a 40% chance, and small pyres have a 60% chance. Why add this into the game? Basically, it fits the genre. Also, it will help survivors manage large scale zombie incursions. Humans did this to dispose of bodies during the outbreak of plague, no reason why they wouldnt do it now. |
Left Queue: | 21:00, 29 May 2007 (BST) |
March 31st
Clawshot
Timestamp: | Banana reads Scoundrell for all of Yesterday's News, Today! 23:14, 30 March 2007 (BST) |
Type: | New Item |
Scope: | Survivor |
Description: | The Clawshot is an item that lets you "zip" to buildings in a five block radius, and while zipping overhead all characters see "A person zips over you, facing the X direction.This would cost 4 AP, 2 to to aim and 2 to fire, and could only be used in areas that you could use the binoculars. The clawshot could also be used to get into buildings at the expense of 5 AP. Getting into buildings higher than Very Strongly Barricaded will result in your character falling to the ground for 7 points of damage and stranded outside the building. The text would be:
"You zip along with joy, pretending like you are Spiderman till you smash into the barricade and fall to the ground. You take 7 points of damage." The clawshot would operate on pumps,every one pump equals one shot,up to 3 shots.The item could be found in schools, and sport stores for 10%/15%. NOTE: This idea was conceived and given to me by Monty123. I am posting this on his behalf and am in no way associated with this suggestion otherwise. I am merely posting this for him, as he is still unsure of the editing procedure of the Wiki. If for any reason you wish to contact him, please use his talk page. |
Left Queue: | 11:11, 31 March 2007 (BST) |
Encumbrance Fiddling
Timestamp: | Gene Splicer 16:21, 31 March 2007 (BST) |
Type: | Mechanic Tweak |
Scope: | Survivors |
Description: | Nobody's said anything in discussion for a while, so here it is for vote.
I find it a bit unrealistic (Yes I know that is a dirty word) that you can carry X amount of things with no penalty, but X+1 is utterly, utterly verbotten. I suggest that you be able to carry up to 125% encumberance worth of items, but once you go over 100% you suffer the following penalties:
I also suggest that anyone with 25% encumbrance or below be given the following bonuses:
Your encumbrance would be red (overweighted) blue (normal) or bright green (unencumbered) with suitable flavour text explaining what it means. This would mainly benefit newbies, as they are the ones most likely to be using melee weapons (Yay Knife), would most benefit from extra entry points (no free running) and anyone who has played for a while would almost certainly have more than this quantity of items on hand anyway. It would also benefit that brave bastion of heroism and manlyness, the I Carry Naught But An Axe And Some Faks firefighter. The high level of pack rattery required for ranged weapons means the +10% to hit would be a boon to low-level Cops and Privates, but rarely affect higher levels. This would not apply to zombies as (flavour) zombies rely more on brute strength than agility to move about, and (gameplay) "Its pretty painless for a zombie to drop enough stuff to get under 25%, netting them a 5% hit bonus, which is a good reason why it should not apply to zombies." |
Left Queue: | 21:17, 29 May 2007 (BST) |