Suggestions/RejectedSeptember2006
This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.
Notes for Editors
Those who are placing Suggestions on this page should do so under the following procedure:
- Take the entire template and paste it into this section.
- Remove the entire suggest_votes field.
- Note: There is discussion of this on the talk page.
- Add the field suggest_moved, and then timestamp it with ~~~~~.
- Replace "suggestion" with "prejection."
So, the new template should look like:
===Suggestion Name=== {{prejection| suggest_time=Old Timestamp| suggest_type=Original type| suggest_scope=Original scope| suggest_description=Original description| suggest_moved= ~~~~~ }} ---- |
Peer Rejected Suggestions
1st September 2006
Public Security System: Advanced PK Alerts
Timestamp: | 21:55, 1 September 2006 (BST) |
Type: | Powered Item |
Scope: | Survivors, PKers. |
Description: | A powered, destroyable item that sends out alerts in a building when one survivor attacks another rather than simply kills.
I don't have anything against PKing in particular, but in my 'hometown' of Yagoton we've had several instances of sudden 'Mass Murders' occur. (See Valentine's Day Massacre and the recent Second Massacre of Yagoton for more on that). The current PK alerts that are death-based just don't work quite well enough, as those events show. What I'd like to see is some sort of powered item that could help warn characters or at least slow down such mass-scale (and possibly zerg-related) events. So here's my suggestion:
I thank you all in advance for your detailed and educated votes. Feel free to make more suggestions on my suggestion in the Talk! |
Left Queue: | 23:07, 1 September 2006 (BST) |
Refunding Skills
Timestamp: | 17:19, 1 September 2006 (BST) |
Type: | Improvement |
Scope: | Everyone |
Description: | This skills is buyable as a general skill to both survivors and zombies.
What it does is you can choose any skill you have already acquired and unlearn it for half the xp back 50. What use would this have you say? Perhaps there are those who are survivors and decide they don't want brain rot anymore if they'd been reived. Or a survivor decided he going to sacrafice 10 skills for 500xp so when he dies he put those point towards zombie skills Revision: Mabye I didn't make the concept very clear from what I see from comments. This is a skill you buy for 100xp. It makes it so any skill you already have can be refunded for 50% of the original buy price. Tell me what you think and please don't be rude. |
Left Queue: | 14:25, 23 September 2006 (BST) |
2nd September 2006
Signaling Mirrors
Timestamp: | 01:32, 2 September 2006 (BST) |
Type: | New Item. |
Scope: | Advanced Communication. |
Description: | This would add Signaling Mirrors to Malton. It would be found in PD's at 3%, Mall Sports Stores at 3% (After all, it's used for survival) And Mansions at 2% (a.k.a. Big Freaking Mirrors!) what does this item do you say? Well, first off, its unusable to zombies and this item must be used on a tall building (Like Binoculars) And it takes up 2 inventory space. What this does is it would enable a person with a Signaling Mirror to "Reflect" Light in a particular area, say, within a 4X4 area (again, Like Binoculars) and with the item in inventory there would be a dropdown menu with "Reflect once, twice, three times, and four times" Upon choosing one and clicking the Mirror you get the message "You shine a ray of light X times." And those seeing this (They also have to be in a tall building) Would see "You see X rays of light X blocks west and Y blocks south of your location." What does this accomplish? Well, with these blank slate abilities certain reflections will mean certain things (1 ray means secured, 2 means overrun.) Lastly, this is perfect in this genre, imagine a bunch of survivors huddled inside a safehouse, seeing others far away but unable to communicate, under penalty of being discovered by zombies, one raises up a Signaling Mirror and begins communication. |
Left Queue: | 14:22, 23 September 2006 (BST) |
3rd September 2006
Martial Arts V1
Timestamp: | 10:43, 3 September 2006 (BST) |
Type: | Skill |
Scope: | All |
Description: | Human Skill under Civilian and the Body Building tree.
Taking training in the martial arts allows you to deal more damage with your fists and melee weapons. Only 1 extra hit point dealt for everything. So fists would do 2 while an axe would do 4. This also crosses over to zombies so they can get the bonus too. |
Left Queue: | 20:13, 4 September 2006 (BST) |
You see a smeared trail of blood going through the mall...
Timestamp: | |
Type: | Minor change to Feeding Drag when used in Large Buildings. |
Scope: | Large buildings, Zombie players. |
Description: | My suggestion centres on the fact that when inside a mall or other large building a zombie can break into a mall and then move into another square that has humans to attack. But since the barricades were brought down in another sector, he cannot drag any wounded survivors outside for the newbies to feast upon. The crux of my suggestion is that when a zombie applies Feeding Drag to any survivor with less than 13HP, yet is in a barricaded square, said zombie has to select Feeding drag as an attack twice: once to drag him to a square with no barricades, and twice to actually drag him outside. I think this would be a useful addition as it saves having to bring down barricades in all squares, whilst still having the slight drawback of having to use drag twice, then re-enter the building and move back to where you were. Plus it also has the added mental image of a zombie dragging his struggling victim through the whole building to the doors! (by the way, feel free to suggest a smaller title for archive purposes.) |
Left Queue: | 21:54, 10 October 2006 (BST) |
4th September 2006
Flashlight V1.01
Timestamp: | 21:08, 4 September 2006 (BST) |
Type: | Item |
Scope: | Survivors, unpowered buildings |
Description: | Flashlights would be a two slot item (coding restrictions, see Firearms) capable of carrying 10 charges.
Clicking on a Flashlight in an unpowered building performs one boosted search for 1AP, and expends one charge. Clicking on an empty flashlight costs no AP and gives you the message "The batteries are dead". Clicking on a flashlight in a powered building costs 1AP and "charges" your flashlight at the generator, bringing it back up to 10 charges. Clicking on a full Flashlight costs no AP and gives you the message "This flashlight is fully charged". Using a Flashlight has a 5% chance to cause the message "You see light flickering inside the building" to be sent to everyone outside the block. If full darkness is ever implemented in any form, a charged Flashlight would minimise the negative effects, but for every AP spent on any action except speaking, you would lose one charge from your most uncharged flashlight(as with firing guns). Flashlights would be found in Electronics stores, Factories, Autoshops, Fire Stations and Bars. Notes:
|
Left Queue: | 14:09, 23 September 2006 (BST) |
5th September 2006
6th September 2006
Restless Dead
Timestamp: | MrAushvitz 06:16, 6 September 2006 (BST) |
Type: | New Zombie Skill |
Scope: | "Stimulation" makes your rise faster |
Description: | This is a weird one, stick with me for a bit...
Restless Dead Appears under "Vigour Mortis" on the zombie skills tree, adds no benefits to your human character. Whenever your zombie is a "body", the attractive sounds of feeding groans and the living moving around you can stimulate you to rise again sooner. Getting killed by your fellow zombies is also less effective at keeping you down. Game Mechanics:
Why? Dumping bodies is already important, doing it quickly is still important, especially in a very heavy combat situation! This is also a "payback" of sorts for zombie bodies that "lie in the streets" in a part of Malton that sees a lot of living foot-traffic... sure you're more likely to get headshot, but the smell of so many living survivors just makes you stir! This skill can be very useful if you're just a body lying in an abandoned building that free-running survivors keep running through without bothering to dump you (fools!) This skill doesn't do 1 thing to make your zombie more effective in combat, but it does leave your zombie more AP to use for combat, or tearing down barricades, or moving somewhere else with less zombie hunters. This also makes getting killed by your fellow zombies less of a hassle, often times they do that just to get some XP because there are few or no survivors available to attack. This is a reflection of the fact that your dessicated zombie just doesn't have anywhere near as many tasty bits as the more recently living. |
Left Queue: | 09:32, 6 September 2006 (BST) |
Death Clutch
Timestamp: | MrAushvitz 06:56, 6 September 2006 (BST) |
Type: | New Zombie Skill |
Scope: | If you're killed while using tangling grasp, it's very bad for your victim! |
Description: | I like this one, it's a little more "up close and personal" for the zombie who doesn't like to "share" or be denied a meal!
Death Clutch Appears under "Tangling Grasp" on the zombie skills tree, adds no benefits to your human character. "Whenever your zombie is killed while it has "tangling grasp" on a living survivor.. that survivor takes 10 damage when you are killed!" Game Mechanics:
Why? For roleplaying purpouses, one might call this "shooting too close" to the zombie, or "oops didn't mean to hit you with the fireaxe!" or maybe just the zombie had such a grip on you, they take a huge chunk out when blown off your back (or was biting down hard on your throat!) I just like the idea of there being a very vindictive "final word" skill for zombies, after all "Headshot" is a very final word type of skill. Can the zombies do no less? Besides, this is ONE skill that gives the zombies a "heavy hitter" or possible attack that is on par with the shotgun (under specific circumstances.) It also adds to the "frenzied feeding" element of the game ex. feeding drag, and the like. |
Left Queue: | 09:32, 6 September 2006 (BST) |
"A-List" Anti-Zerg/Zombie Spy Measures
Timestamp: | MrAushvitz 05:51, 6 September 2006 (BST) |
Type: | Some basic changes |
Scope: | A more "level" playing field |
Description: | Some simple ways to prevent possible problems, in game.
#1 ~ Human survivors that take a barricade below VS Level will be noticed by other nearby survivors!
#2 ~ Addition to the "Memories Of Life" zombie skill: Your zombie is just as effective with their crowbar as a living survivor!
Please take a close look at these 2 for their merits, I'm not adding anything new to the game.. just making it easier to hunt down zombie spies, killing them is "your" department! |
Left Queue: | 10:20, 6 September 2006 (BST) |
7th September 2006
How GPS Unit Coordinate Sharing Could Work
Timestamp: | 06:48, 7 September 2006 (BST) |
Type: | Improvement |
Scope: | The GPS unit |
Description: | The idea of GPS units letting your allies automatically see your position is nothing new. This suggestion is one way the gameplay mechanics of the upgrade could work.
The GPS unit would have a drop down menu listing all of your mutual contacts. Selecting one and clicking on your GPS would add them to your list of people to receive your current position. That player would get a message: "Your GPS unit beeps. Playername is now broadcasting their position to you." To check your ally's position you'd go to the contact list page. The contact list would have a new column added to state each person's coordinates (it'd be blank if they're not broadcasting to you). If you decide you'd no longer like to broadcast your coordinates to someone just select their name again in the GPS unit and click a second time. This allows the GPS unit to be in the game without necessarily being able to flag contacts as ally, enemy. I think the GPS unit's ultimate purpose should be to continually inform your allies of your position (since it's pretty useless otherwise) and this is a good way of doing it. |
Left Queue: | 12:50, 23 September 2006 (BST) |
8th September 2006
The Plague
Timestamp: | 19:20, 8 September 2006 (BST) |
Type: | New Game Ellement |
Scope: | Survivors |
Description: | Malton has dead bodies lying around everywhere (and walking for that matter). For weeks already. Rotting corpses tend to breed bacteria, so it d be a nice touch if there were a breakout of .. .. lets say the black plague for example. A Highly contagious one :)
I understand this would be tough on all survivors, but :) Life is tough :) And the fact that it isn't easy is all the more rewarding! Disclaimer: If this resembles any old ideas or whatever, my Sincere apologies |
Left Queue: | 21:28, 8 September 2006 (BST) |
9th September 2006
Adrenaline rush
Timestamp: | 08:13, 9 September 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | A pretty simple idea. When a zombie has this skill the first Survivor kill the zombie makes will add a 5% to all attacks. This increase in hits only occurs after the first kill, is not stackable and will wear off 15 AP later (or when the zombie has no AP left).
When a zombie's adrenaline runs out the next survivor the zombie kills will reactivate it. The idea in this is to help encourage zombies (mostly ferals) to attack survivors more often as many zombies just find it easier to kill other zombies. |
Left Queue: | 18:19, 9 September 2006 (BST) |
NecroNet Street Scanner v1.1
Timestamp: | --Funt Solo 20:54, 9 September 2006 (BST) |
Type: | New Item. |
Scope: | NecroNet coverage. |
Description: | This scan of Malton shows that NecroNet coverage (orange) is not city-wide:
For those areas of Malton not covered by the main NecroNet, or where the local NecroTech Building has been overrun, the only alternative is for an experienced operator to take a NecroNet Street Scanner outside to detect nearby DNA-scanned zombies. Unfortunately, the operator must spend some time tuning the equipment before carrying out the scan. Prerequisites: Level 10, NecroTech Employment, Lab Experience, NecroNet Access
|
Left Queue: | 12:48, 23 September 2006 (BST) |
10th September 2006
Sniper Rifle *not the ordinary frequent idea*
Timestamp: | Sureno 17:51, 10 September 2006 (ATL) |
Type: | New Weapon |
Scope: | Survivor(Military) |
Description: | OK I'm guessing alot of people are thinking up till now "just another ordinary stupid idea" well im going to try and change that. Ok I was trying out JailRiot earlier(game similar to UD) and there was a Sniper class so that gave me this idea, A Sniper Rifle. This is how im thinking should happen - OK when you think of Sniper you think of Sniping right?Thats all it should be good for , put it this way - Under normal circumstances the sniper should have very basic and low statistics say 5-10% chance to hit wih a whopping 10 damage I bet your thinking thats just the same as shotgun just ALOT worse, now heres where its use comes into play. JUST LIKE BINOCULARS the sniper rifles true potential(10 Damage with 40% chance to hit) should come out on good vantage points(i.e Hotels,Towers...etc BUT even though I dont think police stations/hospitals/Forts/fire stations/malls are high vantage points(capable of jumping out of window)they should be an exception ot the rifle so you can pick them off from there)
So anyways just like binoculars the Sniper rifles should be able to be used well at higher vantage points(and the places I listed ,possibly)and when in these vantage points the option snipe should become available allowing you to choose a target thats in one of the blocks adjacent to your vantage point. Heres an example - When in a mall seige the option to snipe out the zombies from inside the mall should be available so you dont have to risk alot of lives sending people out to fight.But now your probably all thinking - The survivors have a MAJOR advantage!The zombies would all be dead before any had a change to get in! well heres whats going to happen - Sniper rifles and ammo for it(preferably 4 shot clips using up 2 slots)can ONLY be found in forts therefor making them a rarity and doesnt give the survivors to big of an advantage besides saving a live or 2.Ok this might be getting a bit confusing so here, im going to break it down now -Only Found In Forts/Armories 4 Shot clips Ability to snipe targets on adjacent blocks(ONLY when in higher vantage points though) 10 Damage with 5% chance to hit(Normally) 10 Damage with 40% chance to hit(When in Vantage point i.e tall buildings) This is all for now I hope you enjoy it - Ok I Am convinced You People Have Only Read The Top Half.... |
Left Queue: | 23:42, 10 September 2006 (BST) |
11th September 2006
Locks
Timestamp: | 7:09 11 September 2006 |
Type: | Safehouse defense |
Scope: | Buildings |
Description: | One day I was wondering I about doors and I realized, that you couldn't lock doors. It's understandable that a zombie may be able to open an open door, but any smart survivor would lock the door. This brings me to the first part, locks. Locks have long existed but somehow didn't work. I'm proposing to make a lock system. I will say this now because I know it popped up in your head,THIS IS NO WAY AROUND BARRICADES I repeat THIS IS NO WAY AROUND BARRICADES. Now, to lock a building you must simply be inside it and it must have no zombies in it or ransacked, press a button that says lock doors and you will spend 1ap to lock all doors. Now the doors are locked and you are safer. Attackers may also force ram doors with a 5% chance of opening them. To unlock you may also simply press unlock while inside. READ ON, before you decide to pre spam me. The simplest way around this is to search the building for a key to the lock, the key only works for that building. After finding the key you may now go freely in or out of the locked building as long as it's not >vs. Survivors may also purchase lockpicking, a civilian skill which gives them a 50% chance to enter a locked building, if they fail they waste 1 ap. Now of course zeds have a skill too, it's called advanced memories of life under the memories of life tree that gives them an 50% chance to open a locked building. Lockpicks are also things that were meant for picking locks, they raise your chances of picking a lock to 100% but they're one-time use only, may be found in-junkyards 2%-police stations 3%,4%-clubs 4%,5%.
Skills&Their Effects Lockpicking-Gives survivors a 50% chance of opening a door to a locked building, if they fail, they waste 1 ap. Civilian skill. Advanced Memories of Life-Gives zombies an 50% chance of opening door to a locked building for 1 ap, under memories of life skill tree. Force Ram-Not actually a skill, just put it here, attackers may force ram doors if doors are closed or locked and may be rammed open with a 5% chance of success.
Lock-May be unlocked or locked from inside building for 1 ap if no zeds and not ransacked. May be unlocked from outside with appropiate skill or key to building. Building may be entered if one has free running no matter what if next to it. Key-Used to unlock doors to corresponding buildings for survivors EDIT:and zeds with basic memories of life. Takes up 1 slot. Chance of finding is 3% 4%, can be found in any store at malls. Lockpicks-Found in junkyards,2% , Found in police stations,3% 4%, Found in clubs 4% 5%. Raises lockpicking chances to 100%. One time use. Takes up one inventory slot. Advantages A lock a day keeps the zed away. If no ap left for barricading or no barricading skill then noobs can just lock the doors for some protection. Those without barricading can lock the door to make zeds spend a little more ap to enter in a siege. Clarifications Zombies may not use keys, unless they have memories of life(The basic version) Locks do not affect free running No ap is spent if one does not have an appropiate skill or key to a locked building and attempts to enter If a survivor enters a locked building, they lock them after they enter automaticly. Doors must obviously be closed before you can lock them.
|
Left Queue: | 17:42, 11 September 2006 (BST) |
Syringe Manufacture Alteration
Timestamp: | 17:53, 11 September 2006 (BST) |
Type: | balance change |
Scope: | Syringe Manufacturing in powered NecroTech buildings. |
Description: | There is currently no reason to manufacture syringes. A powered NecroTech building (a requirement for manufacturing syringes) has about a 12% search rate for syringes, meaning it takes about 8 AP to find one, versus 20 to create one. Therefore, I propose that Syringe manufacture should only cost 10 AP (rather than the 20 it does now) and provide 5 XP. This serves to balance things out in such a way so as to give syringe searches and manufacturing each their own advantages. One could manufacture a syringe (which would cost 2 more AP than searching for one) and get 5 XP, or they could save the AP and forego the extra XP by searching. |
Left Queue: | 06:52, 25 September 2006 (BST) |
12th September 2006
13th September 2006
Syringe Manufacture Alteration (2nd Modification)
Timestamp: | 18:32, 13 September 2006 (BST) |
Type: | Balance Change |
Scope: | Syringe Manufacturing in NecroTech Buildings. |
Description: | Since it appears that people are very opposed to the idea of XP from syringe manufacturing, I find that the only way I will be able to make a suggestion balancing the manufacture vs searches that people will support is if I suggest that the two become essentially the same.
There is currently no reason to manufacture syringes. A powered NecroTech building (a requirement for manufacturing syringes) has about a 12% search rate for syringes, meaning it takes an average of 8 AP to find one, versus 20 to create one. Therefore, I propose that syringes should only cost 9 AP to manufacture. The extra 1 AP (versus searching) accounts for the higher convenience of manufacturing. |
Left Queue: | 06:48, 27 September 2006 (BST) |
14th September 2006
15th September 2006
Severed Hand
Timestamp: | Reaper with no name 20:11, 14 September 2006 (BST) |
Type: | New Skill |
Scope: | Zombies |
Description: | Subskill of Tangling Grasp. 100 XP. If Zombie is killed while they have a grip on their target (through Tangling Grasp), the zombie's hand remains on them and proceeds to choke them for 1 dmg per action performed (not AP, each individual action/turn) until removed. Each turn there would be a 20% chance of removing the hand. |
Left Queue: | 01:43, 15 September 2006 (BST) |
16th September 2006
Rooftop Garden/Greenhouse
Timestamp: | Canuhearmenow Hunt! 16:38, 16 September 2006 (BST) |
Type: | New Item. |
Scope: | Realistic, and fun, way to grow food. |
Description: | What have the people of Malton been eating for a year? Rats? McZeds? Well, this would add "Seeds" which take up 1 inventory space and are found in: Mall Sports Stores at 4%, Schools at 2%, and Armories at 4% (Being the self-contained city thing) with Seeds in hand you would be able to "Plant" a "Garden" in the Greenhouse of a tall non-resource buildings (because they are more "Structurally sound" To plant a garden, and also to make sure Mall Trenchy's don't get fresh food) trying to build a Garden on a resource building would give you this message"You try to plant a Garden but simply the area is too infertile, try a building with a Greenhouse." (This would cost you 1 AP) and upon clicking the Seeds in inventory, and with no other Garden in the building, would consume 10 AP and "Plant" a Garden in the buildings Rooftop Greenhouse (Being 10 AP because its a Future Investment) And get "You tirelessly work on a Garden, it sprouts over time and grows with life." First off, people in the building would see "You are in Building so and so, there is a Garden in the Rooftop Greenhouse." Secondly, The Garden is attackable and destroyable, and is subject to the Ransack rules (Can't plant a Garden when craps in the way) and the message would be "Your in BlahBlahBlah Ransack message, there is a Greenhouse, its windows are shattered and dirts on the floor." Thirdly, a building with a Garden would enable one to seperatly "Search Garden". Fourthly, a building suitable for a Garden would be one that has a Greenhouse on the Roof, a message would be "Blahblahblah, there is an empty greenhouse on the roof."
Fifth, a Garden would produce three different kinds of plants; Butternut Squash - Takes up 2 inventory spaces, heals 10 HP. Found at 2% search. Message on using it on yourself: "You eat a Butternut Squash, you heal 10 HP." Message to others: "User gave you a Butternut Squash, you eat it, you gain 10 HP." Tomato - takes up 1 inventory space, heals 5 HP. Found at 4% Search. Same as Butternut Squash messages only replace 10 HP with 5 HP. Aloe Vera - Cures Infection. Found at 3% search. Message using it on yourself: "You apply Aloe Vera to your cuts, it cures your infection" Message to others: "User applies Aloe Vera to your bruises and cuts, it cures your infection." Each has a dropdown menu similar to a FAK, but each gives different messages. Now before you say "OMG Free FAKS!" Listen to this; you can only search a Garden 10 times, factoring in Unlucky/Lucky breaks. How do you know you went over the limit? Well, if you didn't go over the limit you'd see "Blahblahblah, there is a Garden in the Rooftop Greenhouse, its bustling with plants" and upon going over the limit you'd see "Blahblahblah, There is a Garden in the Rooftoop Greenhouse, it is picked clean" The 10 Search limit goes away after every 2 days. Drawbacks? A zombie would be able to observe a building that its in front of that has a Garden to "Smell something Fresh." (Like observing lights, its a risk) This is all also very in Genre, imagine; A desolate, dead city, over time the Strongholds of Humanity run low on supplies, thinking ahead, some survivors planted gardens for the Inevitable lack of Food. |
Left Queue: | 08:24, 30 September 2006 (BST) |
Throw out (revised)
Timestamp: | 19:41, 16 September 2006 (BST) |
Type: | Military Skill |
Scope: | Survivor |
Description: | Throw Out is a Military subskill under Hand to Hand Combat (if a Advanced Brawling or something like that is implemented, Throw Out would be its subskill), the survivor equivalent of Feeding Drag. With it, the Survivor have a new atack, with the same to hit percentage of his fists (25% currently) that, instead of doing damage, throws the target out of the building. (and yes, ir works only in buildings). The user must have 20 or more HP above the target to throw him. Since defenestrating someone draws a lot of attention, every one inside the building would receive the message “(User) grabed (Target) and threw him out through a window”. People outside the building would receive “(Target) is thrown out through a window”. Target loses no AP ou HP. Using Throw Out coast 2 AP per try. Into the RP, it means the character is more interested in keeping the place safe than killing every zombie, and also can give an edge for running away. |
Left Queue: | 08:33, 30 September 2006 (BST) |
Magnum
Timestamp: | --J Muller 19:48, 16 September 2006 (BST) |
Type: | New weapon |
Scope: | New weapon for survivors |
Description: | A magnum revolver. Five shots, found in gun stores, mansions, and police departments. Not found in armories because militaries don't use revolvers anymore, but some police departments do. 8 damage per shot, same tree as pistol, but 5% less chance to hit at every stage Holds 5 shots. When you find ammo for it, you do not find individual rounds like you do with shotguns, but instead several rounds (example: You search a PD. You find three magnum bullets). This makes the ammo easier to find, though bullets are loaded individually. So it's 10AP per cycle, five to shoot it off, then five to reload. If you land all five shots, it does 40 damage. Search percentages are lower than pistols in PDs, but decent in mansions and gun stores. I hope that the difficulty in loading will make up for the increased damage potential. |
Left Queue: | 08:35, 30 September 2006 (BST) |
17th September 2006
Malton Money (revised)
Timestamp: | |
Type: | Trading item |
Scope: | Survivors |
Description: | Ok, don't assume that this is a spam suggestion based that the object is practically useless. Just like in real life, Malton Money is almost worthless and useless, except to burn it for fire. However, like real money, Malton Money is given value by the people. The only this MM is good for is trading for 1AP, between survivor to survior. It'll be the only tradable item in the game. The rules are thus: Found just about anywhere, in 1, 5, and 10 note denominations, with 20%, 10%, and 2% findification chances, accordingly, and doubled in banks, and you can turn off being able to find money. It takes up no room, and has no weight. However, you can only carry up to say, 1000ђ (ђ is the symbol for the currency, don't ask) at a time. Upon death (or, if the KO punching is added, also upon being KO'd), you lose all of your accumulated bling. The main goal is for people to be able to more effectively hire/bribe others, instead of using conscription as formerly, a perfect example, The trade federation. Clicking on the money for 0 AP displays "It's money. Completely useless here." Although at first glance it does appear either useless or overpowered, consider this: You may or may not be able to convince someone to work with you for money. Now, it is worth something: paying others. It's complicated but it does work. |
Left Queue: | 06:26, 17 September 2006 (BST) |
Reduced Second Skill Cost
Timestamp: | 02:36, 17 September 2006 (BST) |
Type: | Balance change |
Scope: | All players |
Description: | In order to make it a little bit easier for newbies to get started, I suggest that the first skill purchased after character creation cost 25 less XP, or 50 less XP if it is a Zombie skill.
The 50XP reduction for a Zombie skill is to compensate for the fact that Zombies do not have 75(50)XP class skills to choose from. Civilians do get the short end of the stick as their first skill will cost 75XP, but this is compensated for by the fact that this can be any skill on the board, and is also the only way to prevent someone grabbing Construction or Radio Operation for 50XP. To compensate those who have already struggled their way past level one, any character with one or no Zombie skills and multiple Survivor skills would receive 30XP on the day this was implemented, and anyone with more than one Zombie skill (or one Zombie skill and one Survivor skill) would receive 60XP. This is not the most accurate manner of renumeration, but it is probably the easiest to implement. |
Left Queue: | 06:26, 17 September 2006 (BST) |
Advanced Feeding Drag
Timestamp: | 10:37, 17 September 2006 (BST) |
Type: | Skill. |
Scope: | Zombies. |
Description: | Once Zombies have achieved feeding Drag the next advancement would allow Zombies to drag Humans along, as opposed to just out of buildings. For the cost of each AP they could drag the wounded Human 'along' streets (N,E,S,W) into waiting packs of Zombies that could possibly be a few blocks away.
This would work in almost the same manner as Humans use look with Binoculars. There is the possibility that feeding drag would need to be moved to a seperate button. |
Left Queue: | 22:32, 17 September 2006 (BST) |
Signs
Timestamp: | 21:13, 17 September 2006 (BST) |
Type: | Item |
Scope: | Survivors |
Description: | For 2 AP, any survivor with a spraycan and the tagging skill can create a sign to post in any outside area. Signs cannot be painted over, and the old one must be physically destroyed by a physical attack on it before another can be posted.
Example: A makeshift sign reads: "Abandoned Headquarters!" accompanied by a skull. People would get the ability to type in their words and select a small image from a drop-down (if they want) and click "Make sign" next to the regular spray painting button. Possible items for the drop-down...
The player would then "search around and find a peice of cardboard" for their sign. The cardboard could be any number of random items for flavor. Paper, cardboard, wood, whatever. When a sign is made, it automatically goes up at the place you chose to construct it. "A makeshift sign reads: Revive Point closed! accompanied by a large X." |
Left Queue: | 08:23, 1 October 2006 (BST) |
18th September 2006
Deathly Moan: A Zombie Communication Skill
Timestamp: | Jon Pyre 07:24, 18 September 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Zombies groan loudly when they see a human. But they are constantly moaning at a quieter volume. Just think back to the eerie sounds crowds of zombies make in movies before they get all excited at the sight of prey.
Deathly Moan would be a subskill of Death Rattle allowing the zombie to emit a continous noise. Zombies with Deathly Moan would have a new moan button on their interface with a drop down menu. The moan options would be none, excited, mournful, pained, angry. They would mean the following: An excited zombie would signify that the zombie knows humans are in the area but can't reach them, a mournful zombie doesn't know where to find humans, a pained zombie has found humans but is badly outnumbered, an angry zombie is in a crowd vastly outnumbering the humans in the area. Once a moan is set (for 1AP) it stays that way until the player changes it, or until the zombie is killed. It's too quiet for humans to hear from a distance and even zombies can't detect it unless they Listen, for 1AP. A listen button would be added to the interface of all zombies to allow them to do this. When they listen they'd get a message telling them the location of the 3 largest crowds of excited, mournful, pained, and angry zombies in the immediate area. That's 12 directions the player would receive. It'd just look like this: You hear excited groans from 2w 5n, 1e 2s, 4w 1s, mournful moans from 3n 1w, 6s 1e, 2s 2e, pained moans from 1w 2s, 6n 1w, 2e 4n, and angry moans from 5s 1w, 3e 3n, 2s 4e. This would provide a way for zombies to canvas the area and get their peers' opinion of several locations. Just listen and you'll find out where zombies are trying to break in, where not to bother, a place that could use reinforcements, and a massacre waiting to happen. |
Left Queue: | 07:19, 2 October 2006 (BST) |
19th September 2006
"You hear a gunshot"
Timestamp: | -- Fuster 23:52, 18 September 2006 (BST) |
Type: | Game enhancement/tweak |
Scope: | All players/firearms users |
Description: | All players will be able to hear gunshots when firearms are used within a 5x5 square centred on their location. Players will be told the direction of the sound only and will not receive any distance information. The sound will be heard whether weapons are fired outside or within buildings in the area. For example: "You hear a gunshot to the West ...and again ...and again." This alerts players to possible zombie killing/PKer activity and allows zombies or survivors to converge on (or avoid) the sounds of gunfire. It adds an extra element to the decision whether to use firearms or melee weapons. |
Left Queue: | 02:47, 19 September 2006 (BST) |
Lee Enfield Bolt Action Rifle
Timestamp: | Gilson 18:14, 19 September 2006 (BST) |
Type: | Firearm/weapon |
Scope: | Survivors |
Description: | Right. Please note, that despite the word up there is Rifle, it is not an Ak47 or M16. This is an old fashioned, bolt action rifle. The point behind this weapon, (in my eyes) is simple. We believe that Malton is in England right? So where better to find an English rifle! I'm also going on the grounds that this is set in the 1950's/60's when it was more available. If not, well, Maltons in America where you can find more guns.
The Lee Enfield Bolt Action Rifle was in British service for at least 80 years, and over 7 million were made. My suggestion is that a few are in a forts Armoury, hence the rifle will only be found in forts. This provides survivors the excuse to actually take and hold a fort for long periods of time, as you will only be able to find the actual gun there. I suggest a 3-5% chance of finding the gun in the Armoury, with a further 6-8% of finding a clip of ammo in an armoury, the same for a police station (this is a maybe, as Rifles may have been planned to be issued to cops in a riot) and 6/8% in malls (this was, afterall, a very common rifle for sometime.) Ammunition for the rifle comes in 5 round strips. In the menu, it would just state you have two strips. When reloading the gun, it adds 5 rounds of ammo into the gun, until its fully loaded (much like the pistol of now) Say you have a rifle that has 4 rounds in it already. You would need to click the strip twice to load it fully. The first strip would make it 9 rounds, the last one 10. Either our man has removed the extra 4 rounds from the Rifle, or he has removed it from the strip, and dropped the remaining 4 rounds. Who knows, I dont go into details about game mechs. The accuracy of the rifle in a new player would be 10% instead of 5%. My reason behind this is because that this is not a shotgun, with its mule like kickback, nor an uncontrolable handgun. The Lee Enfield is also a pretty damn fine gun when it comes to accuracy anyway. I am not suggesting any additional skills to go along with the Rifle, just use in conjunction with the Shotgun skills. This means when all shotgun skills are bought, the accuracy is 70% The strength of the weapon is not the death dealing machine that a few people want. I reconmend a strength that does 7 damage without flackjacket. THis is to represent the fact that a Rifle doesnt have the sheer strength and power of a double barreled shotgun. With a jacket, I suggest damage to be 5. This weapon is not meant to be the shotgun replacement. It is only meant to be a bridge between the two, and a reason to hold an Armoury at last. All my suggestions and stats and open to alteration if the users deem it so. |
Left Queue: | 15:59, 3 October 2006 (BST) |
20th September 2006
Morgue Born/Grave Born Zombies (1st Edit)
Timestamp: | MrAushvitz 03:08, 21 September 2006 (BST) |
Type: | A new starting zombie "class" |
Scope: | "Born" of the morgue, or of the grave.. |
Description: | ... analysis of the new strain of "Morgue Born" or "Grave Born" zombies is both productive yet disturbing. From a scientific standpoint they are not all that different from "regular" zombies in that they exibit almost all the same social behaviour and relentless desire to feed on human flesh. But what differs this "breed" or "strain" of zombies is their creation. Regular zombies are made by killing a living host and infection with what is believed the viral agent that reanimates dead tissue. Morgue Born/Grave Born zombies are already dead human beings that reanimate on their own and start behaving as regular zombies. They are different in that the body has been treated with the standard funeral home removal of blood and injection of chemicals to preserve the body.. this has various effects on their physiology. More funding is required to fully understand the entire implications of this phenomenon..." ~ Exerpt from Dr. Killroy, NecroTech Senior Analysist, Necrotech BioMedical Services
Morgue Born/Grave Born Zombies:
Background: These zombies are different in many ways.. but they do the same things nonetheless! The standard preparation of the dead has "stalled" these dead bodies from rising as zombies for about a year since the outbreak.. but now they are all beginning to rise from their graves and leave their funeral homes! Their behaviour is very similar, and no "prejudice" is noted between the 2 types of zombies, all feed on the same bodies alongside one another with a minimum of conflict. But these zombies tend to be tougher, quieter, but faster than other zombies.. not quite as prone to feeding groans but more willing to run down and corner their prey. For some reason bodies that weren't buried prior to 1 year of the outbreak aren't rising as zombies.. too far gone perhaps, or maybe they need longer to rise? This is why there aren't tens of thousands of the dead rising up to overwhelm Malton.. only the more recently deceased. Appearance: They tend to be well dressed, as they are usually buried in their best suits, dresses with polished shoes and the like. Most have some degree of "mortician's make-up" on them which makes them all the more disturbing to look at. Many of the younger individuals whom usually died as a result of accidents, disease, car accidents and the like have been stitched up in places.. and have noticable devices holding their bodies together (surgical pins for some, steel rods for others.) Most of these zombies tend to be elderly humans who have died of natural causes, most but not all. Every now and again one of them is completely naked, not yet dressed for their burial, this is also disturbing. Most regular zombies are found in the street clothes they were killed in, with all the rips and tears it took to kill them. These zombies at most may have a lot of soil on their clothing from having to evacuate their own graves, with possible splinters sticking out of their knuckles from eventually exacping their coffins. Intended Game Effect: Yes, they are "more powerful" than regular zombies, however they do not get Vigour Mortis as a starting skill.. so it will take a while for them to build up their claw/bite skills to the point they can accumulate XP faster. This is why they have the 75 XP per skill deduction, the Cadaver class character pays 100 XP per zombie skill but has access to the "dual nature" element of the game, including survivor skills and equipment. Without acces to zombie spy tactics, the grave born/morgue born zombies are just plain killers, with no dual nature crossover. In the long run the cadaver class is more powerful, but short term these zombies are quite effective (just not so effective against barricades!) This adds a mysterious and frightening element to the game, in that it's not just the regular population of Malton in the fray. Now the undead have joined the living dead in an attempt to bring utter destruction down on humanity! Zombies are currently outnumbered, so this suggestion may be well recieved. |
Left Queue: | 02:40, 5 October 2006 (BST) |
21st September 2006
Increased Shotgun Shell Find Rate
Timestamp: | Reaper with no name 17:00, 21 September 2006 (BST) |
Type: | balance change |
Scope: | Search rates for shotgun shells. |
Description: | Currently, the search rate for shotgun shells is roughly equal to that of pistol clips (around 10-11% in a mall gun store and 6-8% in a police station or armoury). Now, consider these facts:
1) Pistols do 2.78 damage per AP (when reloading is considered) vs 3.25 damage per AP for a shotgun (when reloading is considered). 2) Pistol clips hold 6 times as much ammo as a shotgun shell. Since shotguns do twice as much damage as pistols, pistol clips essentially have 3 times the damage potential of shotgun shells. Basically, the point is that pistol clips are unbalanced. I propose that the search rate for shotgun shells should be doubled in all areas that they can be found. What this will essentially do is make it so that players on a search spree will find a shotgun shell twice as often as they will find a pistol clip. Of course, pistol clips will still have more damage potential (1.5x as much), but things will still be balanced due to the higher damage per AP of the shotgun. |
Left Queue: | 00:59, 6 October 2006 (BST) |
Grocery Store(Revised)
Timestamp: | Axe Hack 23:43, 21 September 2006 (BST) |
Type: | New Buildings +5 New Items |
Scope: | Suburbs |
Description: | What kind of city doesn't have grocery stores? Apparently Malton doesn't. The new grocery stores will replace any building that there are too much of in a suburb. There will only be one grocery store per suburb. This suggestion will take some items in Canuhearmenow's rooftop garden ideas. The effects of each will be as said:
Each has a dropdown menu just like a FAK. However, there are catches. Each food listed here will cost you 2 AP to use. 1 AP for preparing it, and another AP for serving it. You can only eat food every 5 hours. When any of the listed food is used in a Powered Grocery Store, the AP cost will be reduced to 1. The grocery store is also a place to find beer, wine, kitchen knife, and newspapers. The search rate for the items will be as applied:
|
Left Queue: | 00:58, 6 October 2006 (BST) |
22nd September 2006
Factory Chemicals
Timestamp: | Basil 21:33, 22 September 2006 (BST) |
Type: | Minor enhancement |
Scope: | Survivors and Zombies |
Description: | When a zombie or survivor attacks a barricade at a Factory only, there is a 20% chance they will rupture a barrel used in the barricade, dousing them with chemicals that take 2 HP. This would make sense with guns, even because of spraying from a bullet hole. |
Left Queue: | 01:15, 23 September 2006 (BST) |
Scent Horde: Group detection skill for zombies
Timestamp: | Jon Pyre 05:51, 22 September 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | As a person with a full-time zombie character I find it's hard to coordinate in any meaningful way with the other zombies around me. I can follow Feeding Groans and make my own but that results in more random meals that actual strategy. Groups, hordes, are key.
Scent Horde would be a new zombie skill that'd give a new "Scent Horde" button. Clicking on the button would list all groups with 10 or more zombie or dead body (not revivifying) players in a 5 x 5 area. The groups would be arranged in size order from greatest (in that area, not in total membership) to smallest. If a group has a page on the wiki their name would be hyperlinked to it. This skill would allow an unaffiliated zombie upon entering a new suburb to smell the air for local groups, see what's available, check the wiki to learn their agenda, and decide whether to join or not. This should make group membership more useful and practical for zombies. POSSIBLE CONCERNS: Q-Couldn't a survivor spy while a zombie and learn what groups are in the area? A-Yes, but what would they do with the information? They'd still just rebarricade and dump bodies when attacked. It isn't as if their strategy could change. Q-Doesn't this violate zombie anonymity? A-No. It doesn't reveal the group membership of any individual. And even if it did this makes zombie groups more effective. It's beneficial to zombies. Q-Would this make the server cry? A-I honestly don't know. I don't think so. But unless someone who's graduated college with a comp sci degree says it would I'd appreciate if people don't kill it for that reason because their uninformed guess tells them it would (especially since Kevan wouldn't implement it then anyway). |
Left Queue: | 12:45, 6 October 2006 (BST) |
Machine Gun Turret
Timestamp: | Reaper with no name 17:05, 22 September 2006 (BST) |
Type: | new game mechanic |
Scope: | armouries/forts |
Description: | Now, before you all vote spam on this, at least read the whole thing and understand that this is NOT a weapon, at least not in the game's traditional sense.
Currently, forts are too difficult to defend. I mean, whoever heard of a mall that could withstand an attack better than a fort? That's where the turrets come in. It would be just plain gullible to think that an armoury wouldn't have a machine gun turret or ten around. Essentially, the way it would work is that as long as there is at least 5 survivors in the armoury (I pick this number so that all 4 directions can be defended, as well as one who can be assumed to be bringing the others ammo), any zombies outside the armoury or in the surrounding fort areas would have a 50% chance of taking 5 damage per AP. The idea here is that if the zombies are dying faster, they will have to waste extra AP getting up that they would otherwise use to attack the fort's barricades. This would in turn balance out the fact that the armoury's barricades wouldn't be as strong as those on a mall. |
Left Queue: | 12:47, 6 October 2006 (BST) |
23rd September 2006
Precise Aim
Timestamp: | ThreeSided 22:30, 22 September 2006 (BST) |
Type: | Skill |
Scope: | survivors with guns |
Description: | This is a new skill for survivors call precise aim. When this skill is bought it makes a new box next to your weapon select box. In it it sais precise aim and normal shot. by choosing precise aim it increases your chance of hitting the opponent by 20% with fire arms attacks, but the attack also costs 2 AP. I think this would be helpful, especially when you have that almost dead zed infront of you but you only have one AP left, and so you want to make the last shot count. It also makes sence as in real life you can always try to aim rather then shooting, but it takes more time and energy, so i guess reality is another factor for why it makes sence. |
Left Queue: | 08:04, 7 October 2006 (BST) |
24th September 2006
25th September 2006
Power Struggle
Timestamp: | MrAushvitz 02:48, 25 September 2006 (BST) |
Type: | Body Building Skill |
Scope: | Body Building has it's "other" minor benefits for survivors, and zombies |
Description: | Bodybuilding is a pretty sweet skill in and of itself, but it is quite reasonable to give it 2 "slight" benefits one for the survivors, one for the zombies. Just to add to the gaming experience, and adds options when buying skills for how you play your survivor/zombie.
Body Building Skill Addititions:
It makes the physical strength buff just slightly more useful in actual game mechanics.. not just increased physical toughness. I didn't want to buff feeding drag too much, that 1 point will make quite a difference in some seiges! (Hit hard, and hit fast!) |
Left Queue: | 15:53, 9 October 2006 (BST) |
Let's make Zombie Weapons have a Purpose
Timestamp: | Reaper with no name 15:40, 25 September 2006 (BST) |
Type: | Improvement |
Scope: | Zombies using Melee Weapons |
Description: | Currently, there really isn't a purpose to zombies using melee weapons. Even the newest of zombies is better off attacking with their claws. And they can only use blunt melee weapons. What is the deal with that? Why would the sharpness of a weapon determine whether or not a zombie can use it? The knife I can understand, because that requires some dexterity (particularly for stabbing), but there is no excuse for the fact that zombies can't use fire axes. They can hold long heavy implements. They can swing said implements. Hence, they should be able to use fire axes.
But just giving zombies the ability to use fire axes still doesn't address the main concern, being that melee weapons are mostly useless to zombies. Zombies are clearly stronger than humans (their attacks can attest to that), so their attacks with melee weapons should be stronger as well, since they will be able to swing them harder. As a result, I suggest that melee weapons should do +2 damage when wielded by zombies. Strategically, what this will allow is for a zombie to be able to sacrifice accuracy for power (more so than the bite). Of course, the dmg per AP is still much lower than that of claws or bites. To demonstrate this, the best case scenario of a zombie using a melee weapon versus a zombie with no skills. Zombie with Fire Axe: 5 dmg * 10% Accuracy = 0.5 dmg per AP Unskilled Zombie Claws: 2 dmg * 25% accuracy = 0.5 dmg per AP Unskilled Zombie Bite: 4 dmg * 10% Accuracy = 0.4 dmg per AP So as you can see, this really isn't overpowered, as zombies still don't get any additional dmg per AP. Plus, this is assuming that they happened to have the most powerful melee weapon and no zombie skills. Having a weaker weapon or more attack skills would cause the zombie to do much more dmg per AP without a weapon. However, even for advanced zombies this modification would still have some use, as the power of a fire axe in zombie hands would do 5 dmg (more than their bite), even though its dmg per AP would be extremely low compared to their normal attacks. It would essentially be like the zombie version of the flare gun in combat; very high damage but very low dmg per AP. So, to sum it all up: Let zombies use the fire axe, and make all melee weapons wielded by zombies do +2 dmg. |
Left Queue: | 15:54, 9 October 2006 (BST) |
26th September 2006
Building Fortifications
Timestamp: | Ezekiel UK 14:39, 25 September 2006 (BST) |
Type: | New skill/ability |
Scope: | Added defensibility |
Description: | The skill "Fortification" would be a subset of the "Construction" skill. The idea is to add a bit more depth to the game by allowing survivors to fire from buildings. This would appear on screen as an extra option beside Barricade Building - Fortify Barricades. The fortification is treated as a 10 stage barricade, and the text would read: "You begin to clear firing positions in the barricades", "you continue to clear - etc." and finally "You have cleared positions to fire through the barricades". They would show up simply as "The building is heavily barricaded, with fortifications present - you see no way to enter" or "half-built fortifications" or somesuch. They are not a directly attackable object, but are destroyed if the barricades fall. The difficulty of a successful "build" is directly proportionate to the barricades - so at loosely you are guaranteed to make the changes in 10AP, but at EH+2 it would be very difficult indeed. Once in place, a survivor has the option to fire with __ from barricades. If there are no zombies present a message is shown, an AP is used (the time it took to get to the position) but no ammo is expended. If there is a zombie present, the shot is worked out as usual against the most recently active. There is no ability to attack survivors, nor to target a specific zombie. Naturally you can't use hand to hand weapons with the fortification, nor can you do headshots - apart from being unrealistic, this would be major grief for low level zombies.
The scope of this suggestion is to add a bit of flavour to the game. I mean, why wouldn't a survivor find a spot to fire at the moaning masses? It shouldn't effect the balance greatly, since you've only really saved the few APs it would take to travel outside and in again. On the other hand, it gives survivors something to work together for, or to further 'personalise' their favourite HQ/mall. 10 successful builds on max cades would be a lot of building, but then you don't necessarily have to do it all by yourself - 500 survivors holed up in a mall wouldn't have too much trouble between them. It also adds a bit of strategy to the barricading - ideally you would go the extra effort of cading, fortifying and then cading to full - representing building the fortifications into the barricades. Of course, this isn't the best choice when an active horde is knocking on the doors. There is no room for griefing as it doesn't effect survivors (presumably it would be quite hard to ID someone through a small hole in a table, and even if you could the lack of mobility and zombies in the way would make it very difficult), and the great barhar leaders cannot be assassinated repeatedly at will. If a zombie is shot he will be told that he has been hit from inside the building, meaning the survivor gives away his position (but not identity). You don't even get to see the exact number of zombies outside, as this would be unbalancing and an entirely different suggestion. Obviously a suburb filled with fortified EH building would be an inhospitable place for zombie kind, but breaking a barricade down isn't too difficult to do, and once the fortifications are gone they take a lot of rebuilding. Survivors will stand more of a chance against super hordes attacking their buildings (but not that much). It would give bored survivors something to do in a siege other than stock up (since cading and healing aren't things that need constantly doing) and a lot of the zombies will probably laugh at the thought of survivors wasting APs and ammo. Since you fire at the most recently active this could be either the zombies attacking the doors (good thing) or the one whos just used up all his AP on the cades (also a good thing). There, I think that covers everything! *gasps for breath* |
Left Queue: | 08:28, 26 September 2006 (BST) |
Electrified Fence
Timestamp: | ThreeSided 01:47, 25 September 2006 (BST) |
Type: | improvement |
Scope: | junkyards |
Description: | When running a generator inside a junkyard, you can hook it up to the junkyard fence and make it so if someone attacks the barricades with contact (non- fire arm) attacks they lose 3 HP. I think this goes well with the suggestion above mine, because if you cant barricade it as well, this would be useful. |
Left Queue: | 08:30, 26 September 2006 (BST) |
27th September 2006
Scrounge (Edited)
Timestamp: | MrAushvitz 03:33, 27 September 2006 (BST) |
Type: | Newbie Skill |
Scope: | Improved searching in "non-resource" buildings |
Description: | This suggestion may seem weak but keep in mind it's intended to be a "poor man's" version of Bargain Hunting. This skill is better suited for the lower level, the under-equipped and those in overrun parts of Malton.
Scrounge Millitary skill, adds no benefits to your zombie character. (Recruits are often taught this skill as Survival) When searching at any indoors location you have a search bonus of 2/3 that granted for a powered building. You have a search bonus equal that of a powered building at the following locations: Junkyard, The City Zoo, all outdoors locations. You gain 1 additonal Life whenever you use the Beer or Wine items.
This skill implies that your character is particularly resourceful, patient and methodic in their searching, and often can find useful things in places most would easily overlook. Or your character maybe just doesn't care how much garbage and rubble they crawl through so long as the zombies don't get them! This skill can also be a springboard for other skills that may branch off of this skills tree (ex. Scrounge-Ammunition, Scrounge-Fuel/Generators, etc.) But for now this skill is suggested as-is. |
Left Queue: | 17:30, 27 September 2006 (BST) |
Ankle Bite
Timestamp: | Reaper with no name 16:07, 27 September 2006 (BST) |
Type: | Skill |
Scope: | Zombie |
Description: | Subskill of Ankle grab. If zombie stands up while there is a survivor in the area (this won't work if one is inside a building and the other isn't), that survivor takes 4 damage and is infected (even if zombie doesn't have infectious bite). It targets whichever survivor is at the top of the stack.
Now, I don't think it is too powerful, because it's rare for survivors to sleep outside or for a zombie to rise at the exact moment a player is in the area (unless it is a real-time combat situation, which is also rare). Still, it's a fairly neat little idea, or so I like to think. |
Left Queue: | 06:16, 11 October 2006 (BST) |
Chaingun
Timestamp: | ShadowScope 21:10, 27 September 2006 (BST) |
Type: | Items |
Scope: | Humans |
Description: | A Chaingun Turrent can be found in Warehouses (military supplies) [1%], Armouries [3%], and Junkyards[.5%]. Chaingun Turrents can be installed in the same way that gennys and radios are installed, but they are placed on the outside of the building, and can be fired inside of the building. Only one Chaingun Turrent per building. A Chaingun Turrent will need Chaingun Ammo (found in Warehouses [3%] and Armouries [5%]). The Ammo is loaded in the same way that one load a Genny with Fuel Cans. A person inside the building can click on a button: "Man the Guns", and therefore will use the Chaingun to fire at the top zombie at the stack, doing 8 damage at 40% accuracy. This person does not gain any XP, and nothing else can add or subtract to the accuracy. If there are no zombies outside, the game alerts the Player this, and does not waste any ammo, but one AP is lost.
The Chaingun Turrent is of Lightly Barricaded strength and can be attacked in the same way that one attacks a Barricade or a Generator, from the inside and the outside. A ransack automatically destroys a Chaingun Turrent. It cost AP to load the Chaingun Turrent with Chaingun Ammo, to install it, and finally to use it. |
Left Queue: | 22:54, 11 October 2006 (BST) |
28th September 2006
Rampage (Edit)
Timestamp: | MrAushvitz 01:48, 28 September 2006 (BST) |
Type: | Ransack Subskill |
Scope: | When killed indoors sometimes your zombie can ransack |
Description: | Rampage
Zombie skill, sub-skill of Ransack. Adds no benefits to your human character. Whenever your zombie is killed indoors by a survivor, who has the Headshot skill, and used a firearm or fireaxe to do so: There is a chance that you may run amok ransacking the interior of the building as your zombie dies.
If the rampage check is successful:
This skill is not meant to nerf headshot, but rather to give the zombies a "benefit" of sorts to attacks that result in the loss of their head, and high damage firearms. Zombies simply have a skill (if they complete this skills tree) that allows them to get something for that extra AP cost of standing up. |
Left Queue: | 22:19, 28 September 2006 (BST) |
NecroTech Self-Revive Kit
Timestamp: | Canuhearmenow Hunt! 20:45, 28 September 2006 (BST) |
Type: | New Item. |
Scope: | Second option to waiting for revive. |
Description: | First off, this adds a new item, called "NecroTech Self-Revive Apparatus" (Or NTSRA for short) that takes up 2 inventory spaces and is only found in NT buildings at a rate of 2%, it requires Lab Experience to use, and also Memories Of Life (You learn how to operate it) NTSRA can only be used if you "Load" it with at least 1 syringe (Up to 4, which is recommended) by choosing the NTSRA on the Syringe dropdown menu. This is how it works, lets say you die and you have a fully loaded NTRSA, you would click on it as a zombie and it would start and I.V. type drip, this would take 12 hours to "Warm Up" (This wouldn't replace traditional reviving after all) after those 12 hours you get a message that the NTSRA is ready and it would have a "A" next to its name to signify its ready (You can't get it ready while alive) and once you click it when its ready it consumes one loaded syringe and has a 25% chance of success (You don't have to wait another 12 hours to try again) and there is a 20% chance you'll hurt yourself for 5 HP (Arms flailing to push buttons) the revive/get up costs still apply, so with Ankle Grab= 11 AP to get up and without Ankle Grab=21 AP to get up. This would be a perfect alternative to reviving if the survivor lives in a desolate and ravaged suburb. |
Left Queue: | 00:20, 29 September 2006 (BST) |
29th September 2006
Chaingun (revisied)
Timestamp: | ShadowScope 20:54, 28 September 2006 (BST) |
Type: | Item |
Scope: | Humans |
Description: | This is a revision of the Chaingun suggestion I made, taking into account critisims of the earlier suggestion. Changes are bold.
A Chaingun Turrent can be found in Warehouses (military supplies) [1%], Armouries [3%], and Junkyards[.5%]. Chaingun Turrents can be installed in the same way that gennys and radios are installed, but they are placed on the outside of the building, and can be fired from outside of the building. Only one Chaingun Turrent per building. A Chaingun Turrent will need Chaingun Ammo (found in Warehouses [3%] and Armouries [5%]). The Ammo is loaded in the same way that one load a Genny with Fuel Cans. A Chaingun can have up to 10 Ammo loaded onto it. A person outside of the building can click on a button: "Man the Guns", and therefore will use the Chaingun to fire at the top zombie at the stack, doing 8 damage at 40% accuracy. This person does gain XP if they do any damage, and nothing else can add or subtract to the accuracy. If there are no zombies outside, the game alerts the Player this, and does not waste any ammo, but one AP is lost. The Chaingun Turrent is of Lightly Barricaded strength and can be attacked in the same way that one attacks a Barricade or a Generator, from the outside. A ransack automatically destroys a Chaingun Turrent. It cost AP to load the Chaingun Turrent with Chaingun Ammo, to install it, and finally to use it. The changes are: -Adding in the ammo capaicty of the chaingun (10). -Stating that one has to be outside of the building in order to use the chaingun (thereby putting himself in danger, and giving zombies a chance at some "fast food") -Gaining XP for using the chaingun to attack, to thereby act as an encourgement to get people to use the chaingun. -Stating that one can only attack the chaingun from the outside. |
Left Queue: | 05:08, 29 September 2006 (BST) |
NT Revival Port
Timestamp: | ThreeSided 23:39, 28 September 2006 (BST) |
Type: | ? |
Scope: | ? |
Description: | To use this item you must have the following requirements: have skills: Lab Experience and Surgery. In order to implant the port you must be in a hospital and have the item "NT revival port implant" (5% in NT buildings and hospitals). once implanted, FAKs give you 5 extra HP, and when being revived, the syringe does not brake, allowing it to be used again. However, for every movement you make, there is a 2% chance that the port will become infected. If it becomes infected, it acts as a normal infection, taking 1 HP for every movement made except talking. When a first aid kit is used, the infection goes away, and the port disappears (reality people. when a port gets infected in real life it must be removed). This infection does not overlap a normal infection, so if you have both a port and zombie infection, you lose 2 HP per move. |
Left Queue: | 20:26, 29 September 2006 (BST) |
Leprosy
Timestamp: | ThreeSided 22:54, 29 September 2006 (BST) |
Type: | Infection. |
Scope: | Zombie players. |
Description: | This works the same way as infection, only for zombies, so they use 1HP for every step they take besides talking. However, a zombie with ankle grab must still spend 10AP to stand up if they are killed by it. once the zombie dies, id revived, or some stupid human heals it, the leprosy goes away. The leprosy can be obtained by being attacked by a length of pipe, or crowbar which could have come in contact with another leper and has a chance of infecting you (5%) (and this finally gives a use to lengths of pipe and crowbars! yay!). For those of you who dont know leprosy is a real life disease where people who are infected have thier bodies eaten alive by it (its a flesh eating bacteria!!!) and often have fingers, toes, ears, and noses fall off of thier bodies. |
Left Queue: | 23:29, 29 September 2006 (BST) |
Use For Crusifix
Timestamp: | ThreeSided 04:27, 30 September 2006 (BST) |
Type: | Item Modification |
Scope: | Crucifixes |
Description: | This idea is a use for the crusifix. Who else is sick and tired of this useless item? Well heres what we should do. There should be an option in the menu that appears only when you have a crusifix or are in a church called pray. You can pray as many times in a day you want, but it only does anything the first time you do it (resets with IP). When you pray there is a 50% chance that everything that you do will increase in chance of working anywhere from 0.5% - 5%. However, if you attack anything liveing, undead or not, the affect is negated(god gave you that power to do good, not kill!). |
Left Queue: | 04:56, 30 September 2006 (BST) |
Torment The Living (Edited)
Timestamp: | MrAushvitz 06:41, 29 September 2006 (BST) |
Type: | New Zombie Skill |
Scope: | All other skills each add 0-2 words to your zombie's understandable vocaulary |
Description: | Torment The Living
Zombie skill, sub-skill of Death Rattle. Adds no benefits to your human character. Your zombie is able to pronouce a handful of human words semi-coherently. It's so simple, it's sickening. Each of your other skills contibute 0 to 2 words to your zombie vocaulary. Most of these words you can't pronouce correctly, but they are a closer aproximation of the origional word. Any words you speak with death rattle that aren't on this list are treated normally. There is NO drop-down menu you just write your speech normally and the words (if any) that are part of your vocabulary will be spoken in the more understandable speech while the rest of your conversation is zombified normally. This skill allows a benefit of sorts to the other less often used skills on the skill's trees. If nothing else they may give your zombie better means to express, threaten, or order others. Word Additions ~ Zombie Skills Tree (Skills not on this list add no words to your zombie's vocabulary) *=This word's availability is offered by more than 1 skill
Word Additions ~ Human Skills Tree (Skills not on this list add no words to your zombie's vocabulary) *=This word's availability is offered by more than 1 skill
Intended Game Effect: You have to purchase this skill after death rattle to gain the additional words offered, so it ain't free, even then you might not get very many words. Of course, if you prefer the origional versions of zombie speech, just don't buy this skill (so everyone is happy.) The main thing is this is a very good dual-personality skill, in that a bit more of your understanding (but none of your humanity) is available to your zombie's personality. Each zombie (based on decay, and development) will have slightly different words of choice available to them.. so this would definately be interesting. Especially for those with flailing gesture. <a zombie points to hospital "GOOOOD BRRAAINZZZ!!!"> "Send More Paramedics" ~ The Return Of The Living Dead (spoken over radio after origional paramedics were just eaten) |
Left Queue: | 19:48, 13 October 2006 (BST) |
30th September 2006
Zombie Walk
Timestamp: | Canuhearmenow Hunt! 01:27, 1 October 2006 (BST) |
Type: | New Skill. |
Scope: | Fun for survivors and zombies! |
Description: | Taking a page from the movie Shaun Of The Dead, Zombie walk is a 100XP level 10+ Zombie Hunter Skill called Zombie Walk. After a long time of observing zombie movements you are able to copy their movements to the letter. When in a group of 5 zombies at least you can click "Zombie Walk" for 1 AP to activate and deactivate. When in Zombie Walk all movements cost 2 AP and you can't attack or revive, however, you appear as just another "Zombie in the Horde" to zombies in the same square and adjacent squares, to survivors in adjacent squares you look like another zombie, but upon entering the same square they notice your "Zombie Walking." Problems? Well, with every action you do you have a 10% Chance of blowing your cover, while every zombie that passes through the horde your in has a 10% chance of finding you out. This would be perfect for hiding in a truley dead suburb, or setting up a ambush. |
Left Queue: | 04:44, 1 October 2006 (BST) |