Suggestions/UndecidedMarch2007

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This page is for suggestions that have 50% or more Keep votes vs Total Votes, but not more than 66% Keep votes, which would qualify them for Peer Reviewed page. These are good, but not quite good enough Suggestions that could (and probably should) be reworked, refined, and resubmitted by a willing, knowledgeable party. Before doing so, please perform the proper research; reading the votes and the associated Talk pages, and adjust your new submission. State on the submission that you are not duplicating, but have revised and are resubmitting for approval.

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.

March 1st, 2007

Dying Gasp

Timestamp: Valore 13:22, 1 March 2007 (UTC)
Type: Skill
Scope: Organised Zombies
Description: Basically a skill that can be bought if you have Death Rattle. When a zombie with Dying Gasp is killed, all zombies with that zombie in their contact lists will receive a notice, akin to that received from Feeding Groan.

e.g You hear Zombie Friend's dying gasp from 3 Blocks South and 3 Blocks East.

It will not increase spam, unless you're in a siege situation, and have maybe the whole of the RRF on your contacts list, since it is only restricted to Zombies on your contact list. It will allow Zombies who work together in close proximity to discover when one of their own is slain nearby, helping them hunt down guerilla Survivors. It doesn't make zombies overpowered, but allows zombies another tool to improve their gameplay, which I believe is currently somewhat lacking.

Notes: 5/10 Keep/Total (50%) See original votes.
Left Queue: 17:22, 22 May 2007 (BST)

March 3rd, 2007

Kill Flavour Text

Timestamp: Valore 04:11, 3 March 2007 (UTC)
Type: Cosmetic improvement
Scope: Everyone
Description: Like it says in the title. I just feel that killing zombies or eating humans isn't really as exciting as it should be for the innocent bystanders. I suggest a new system where people in the area can see how the zombie or human was killed, as well as provide a bit more entertainment.

So, if a Zombie was killed with a shotgun:

XXX blew a zombie to shreds with a shotgun.

XXX took a zombie's head off with a well aimed headshot. (With Headshot)

Pistol:

XXX dropped a zombie with a pistol.

XXX placed a well aimed headshot between a zombie's unseeing eyes.

Axe:

XXX chopped down a zombie with a fire axe.

XXX decapitated a zombie with a fire axe.

Flare:

XXX set a zombie ablaze with a flare gun.

XXX incinerated a zombie's head with a flare gun.

Crowbar: XXX clubbed a zombie to death with a crowbar.

XXX embedded a crowbar deeply into a zombie's skull.

For zombies:

A zombie clawed XXX to death with its talons.

A zombie lept on XXX and chewed his face off.

If you don't like my flavour texts, we could always hold a discussion later to decide what people like the best. But vote on this idea simply on whether you think kill texts need to be cosmetically improved to be more interesting.

Notes: 9/14 Keep/Total (64%) See original votes.
Left Queue: 20:39, 22 May 2007 (BST)

Improved Kill text

Timestamp: Nucleon 04:31, 3 March 2007 (UTC)
Type: Flavor/humor
Scope: Message received when a player finishes off another player.
Description: "You do x damage to (playername). They die." That's not the exact message you get when you finish off another player, but its pretty close... and pretty boring after you've made your 30th or so kill. It's so bland, so boring.... you begin to wish that the last part of that message would be changed to be more interesting, something more amusing... even if you have to see the word "boomstick" everytime you finish someone off with your shotgun. No, I'm not saying that you would want to see it, but that you'd prefer it over the existing message. For those who don't know where I'm going with this, I'm suggesting that the current message be scrapped and that weapon-specific kill messages be created for survivors and zombie-specific kill messages be created as well. I'll give several examples of such messages below.
  • Zombie-specific kill message: You claw/bite (playername/a zombie) for x damage. Brains...fresh brains.
  • Fist-specific kill message: You punch (playername/a zombie) for 1 damage. You warned them to stop hitting your fist with their face.
  • Pipe-specific kill message: You bash (playername/a zombie) with your length of pipe for 2 damage. Looks like your pipe smoked THEM.
Notes: 5/10 Keep/Total (50%) See original votes.
Left Queue: 20:41, 22 May 2007 (BST)

March 5th, 2007

Group Flags

Timestamp: 00:16, 5 March 2007 (UTC)
Type: Flavourish
Scope: buildings
Description: Flags that belong to teams could go on top of buildings and be added to the description. For instance: "you are standing outside of ------ there is a "Group name" flag fluttering from the roof". It could be used by any survivor group that has say 50 or more members. if 5 or more people were in the building, then one could elect to "raise group flag". The game would assume that the materials were in the building, save for a spraycan. they could be removed by another person, and would disappear if there were no members of the group left. It could also maybe read "groupname" and a 10 character player message, such as "HQ"
Notes: 9/18 Keep/Total (50%) See original votes.
Left Queue: 20:46, 22 May 2007 (BST)

There are N Members of your Group Here

Timestamp: S.Wiers X:00x-mas tree dead pool 14:30, 5 March 2007 (UTC)
Type: improvement
Scope: anybody in a group
Description: Simple enough- whenever you are in a location, in addition to seeing information about who is present (survivor names, number of zombies, etc) you would get a message saying "There are N members of your group here."

There are a few limits on this. Survivors can aways be recognized, so they would always count towards the total if they were members of your group. A zombie with Scent Death can determine if somebody is a member of their group, and certain Scent Death effects carry over into life, so all characters with Scent Death would also count zombies who were members of their group towards this total.

This is intended to benefit both survivors and zombies. Survivors would potentially get great use form this are revive points (if they had Scent Death) and always benefit when in locations with over 50 people present. Zombies (including dead survivors at revive points) would potentially know how many group members were in a location with them, without having to have them all on their contact list. It adds tactical information, and it just makes sense.

Notes: 11/18 Keep/Total (61%) See original votes.
Left Queue: 20:51, 22 May 2007 (BST)

March 7th, 2007

Deep Hiding Status

Timestamp: otherlleft W! 02:40, 7 March 2007 (UTC)
Type: Game Statistic, Game Flavor
Scope: Characters and profiles.
Description: Idle characters are assumed to be in deep hiding, and since it's already tracked it can be included in the game information. This would have both in- and out-of game benefits:

In Game: When you log in after becoming idle, the "since your last turn" information would include "You went into deep hiding." The greeting message would be flavor text such as, "you emerge from hiding, shoving the boxes and vending machine the hid you aside." Out of Game: The character profile would now include the message "In deep hiding since XX/XX/XX." No location would be given. This would be helpful information, for example, in determining how active a particular group is . . . if the leader has been in hiding for six months, might be time to nominate for Historical Groups! Other applications would also quickly become obvious.

Notes: 10/16 Keep/Total (62.5%) See original votes.
Left Queue: 20:59, 22 May 2007 (BST)

Outbreak v2

Timestamp: 16:02, 7 March 2007 (UTC)
Type: Game Event.
Scope: Random Suburb.
Description: As the quarantine stretches into a second year, sanitation is at an all time low. Outbreaks of virulent disease break out in the most run-down suburbs:
  • Once every 2-5 days (determined randomly), one suburb suffers an outbreak of a virulent infectious disease.
  • The outbreak lasts until the next outbreak occurs (ie 2-5 days).
  • Only one suburb at any one time can be suffering from an outbreak.


Determining which suburb:

  • The server calculates the 10 suburbs with the most ransacked buildings.
  • One of them is randomly chosen.
  • (This was based on corpse numbers, but that's too easily infuenced by zergers, and anyway - if many buildings are ransacked, it stands to reason that a suburb either is or was crawling with zombies and has or had lots of corpses.)


Plague effects:

  • Any of the following has a % chance (listed) of causing a survivor to become infected (as per Infectious Bite).
    • 10%: Any wound caused by a zombie's natural weapons.
    • 5%: Any wound from any other weapon that occurs inside a ransacked building.
    • 5%: Any wound from any other weapon that occurs outdoors.
    • 10%: Any contact with a corpse (ie throwing one out of a building).
    • 5%: Other close contact with a zombie (ie DNA scanning or revivifying, but not attacking).
  • Infection causes the survivor to lose 1HP for each action they perform, except for speech.
  • The infection is curable as normal with a FAK.


Notes:

  • Yes, this is a zombie-friendly suggestion. It's supposed to create a zombie stronghold suburb for a few days - but that stronghold will randomly shift every few days. It's a reward for zombies playing to type and taking out entire 'burbs en masse. In the affected 'burb it will punish trenchcoaters and promote defensive play to build up non-ransacked safehouses.
  • The idea is to have disease as part of the game, but limit it so that it doesn't become a game-wide pandemic.
  • This is also supposed to be fun - if your horde infects the 'burb, that's something to boast about.
  • There would be some kind of flavour-text indicating obvious effects of the outbreak. Eg. There are 3 corpses here, bloated with disease. This should make it clear to zombies and survivors that the 'burb is infected.
  • Flavour text would indicate when you've been infected.


Thanks to discussion contributers: HonestMistake, Pesatyel, Mark D. Stroyer & Nosimplehiway.

Notes: 13/20 Keep/Total (65%) See original votes.
Left Queue: 20:59, 22 May 2007 (BST)

March 10th, 2007

Syringe Proficiency Skill

Timestamp: Anotherpongo 10:22, 10 March 2007 (UTC)
Type: New Science Skill
Scope: Players who perform revives
Description: My suggestion is fairly simple: a new skill called "Syringe Proficiency", below Lab Experience on the skill tree (on the same level as Necronet Access), which makes syringes (when used on regular zeds) cost 8 AP to use, rather than costing 10 AP. Reviving rotters would still cost 10 AP and require NecroNet Access in a powered NT building. It's really a small AP-saving skill. In real terms it means the scientist has got used to syringe use, and doesn't have to spend quite as much energy making sure the syringe barrel is completely empty. It has no effect on syringe search odds, syringe manufacture, or the zed revived by the syringe.
Notes: 11/22 Keep/Total (50%) See original votes.
Left Queue: 18:19, 24 May 2007 (BST)

March 11th, 2007

Free Running Is NOT Bridges

Timestamp: Mia Kristos 05:00, 11 March 2007 (UTC)
Type: Skill, Gameplay Change, Etc.
Scope: Zombies, Survivors, and Newbies!
Description: For those of you who aren't aware, the actual sport that the skill "Free Running" gets it's name from takes a great deal of skill. It involves acrobatics and all kinds of junk, and has nothing to do with bridges, as most of the UD Community seems to think. It almost certainly can't be performed while loaded down with heavy equipment. At the same time, it's a bit painful for newbies not to have this almost vital skill.

Thus, I propose the following, a new Skill: Bridge Building. This would fall under Engineering (or whatever the barricade skill is called). It allows the user to be able to use the same materials they use to make barricades to instead make bridge links between one building and another. This would allow anyone, with or without free running, to cross from building to building.

Bridges would be built in levels, similar to barricades. However, any level less than the Bridge equivalent of "Heavy" would result in a chance (lower the higher the level of the bridge) that the bridge would be destroyed after someone crosses it (collapses under weight). A message would indicate that the bridge has collapsed.

Zombies can also use the bridges (they can't build them), if they so choose. If they do, this is double their normal movement cost, and survivors will be alerted that zombies are coming in from the bridges, since it seems to me that such a thing would be obvious.

A bridge can be destroyed from either end by anyone who feels the need (say a building is falling to zombies. QUICK! Burn the bridges!) This would, of course, be noticed by those at either end of the bridge. The bridges can be destroyed similiar to barricades, however, since bridges are no doubt flimsier than barricades (And probably designed to be destroyed quickly in case of zombie use, each attack on a barricade with an effective weapon (axe, crowbar, etc.) would have a 90% chance of tearing a level from the bridge (the 10% chance is to allow for those random "How did you miss?!" moments).

Why Survivors should like this: Easier access between buildings, especially for newbies. Groups like the DEM can build bridges to allow those without free running access to malls and such. Can be torn down in the event of a zombie invasion.

Why Zombies should like this: Hint - Entry points just became so much more awesome.

In the unlikely event that this skill is accepted and implemented, I propose that there be a suggestion to nerf Free Running slightly. However, such a thing is NOT covered by this suggestion!

Notes: 20/39 Keep/Total (51%) See original votes.
Left Queue: 18:23, 24 May 2007 (BST)

March 12th, 2007

Dead Body Differentiation

Timestamp: Franz Molotov 06:16, 12 March 2007 (UTC)
Type: Game Mechanic
Scope: Everyone (Dead Bodies mostly)
Description: Alright all, I'm new at this suggesting business, but here goes. I Believe that dead bodies should be distinguished by whether they were PKed or killed by zombies. I.E: "You see 12 dead bodies; 4 Slashed and bullet riddled bodies and 8 gnawed carcasses." This may not seem like much but the data that can be derived from this suggestions implimentation could be used to determine what a particular areas greatest threat is. If an areas buildings have piles of PKed bodies as opposed to Eaten Bodies, then the residents know to increase bounty hunter activity. As a zombie, you can judge whether the bodies are remenants of past meals, indicating good feeding, or PK ed players. Many may say that outside forums and other sources of information can provide this same information, however these forums are at the mercy of user activity and are limited in the same way in their ability to distribute this information. By having this mechanic it enables a player to determine PK activity without meta-game sources.
Notes: 18/30 Keep/Total (60%) See original votes.
Left Queue: 18:40, 24 May 2007 (BST)

March 13th, 2007

Aggressive VS Non-Aggressive Zombies

Timestamp: Reaper with no name TJ! 14:24, 13 March 2007 (UTC)
Type: Improvement
Scope: The Stats Page
Description: Let's be honest here for a moment. Zombies are outnumbered. Sure, the stats page says 44/56 in favor of zombies, but a lot of those supposed "zombies" are probably just Mrh? Cows waiting for a revive (especially when you consider the recent string of zombie victories that have been occuring, which no doubt results in a lot of players who need revives). Can we really consider those players to be zombies? True zombies are out smashing barricades and eating brains, not standing in a cemetery waiting for someone to come along and poke them with a needle. Unfortunately, as long as the stats page does not differentiate between these two types of zombies, we will never be able to get even a rough estimate of how many true zombies there are in the game.

Therefore, to rectify this, I suggest that two statistics be added to the stats page right under the "Standing Zombies" stat: Aggressive Zombies and Non-Aggressive Zombies. Obviously, each will have a number and percentage, and the sum of the two will equal the "Standing Zombies" stat.

Any standing zombie that has brain rot or is not in an empty block will be considered an Aggressive Zombie, and any standing zombie in an empty block that does not have brain rot will be considered a Non-Aggressive Zombie.

As a general rule, "true" zombies don't hang out in empty blocks unless they are a rotter trying to disrupt revive queues. And the vast majority of Malton's revive points are on empty blocks, so there's little to no reason for any zombies to be there unless they are either a rotter (who is considered a true zombie regardless of location due to the nature of brain rot as a "hardcore" zombie skill) or a Mrh? Cow. So, we can therefore use this to determine roughly how many zombies are "true" zombies and how many are Mrh? Cows.

Of course, like any other system, this idea isn't perfect. There are a few revive points that aren't on empty blocks, and there probably are some "true" zombies who like empty blocks for some reason. However, neither of those factors should be significant due to the low numbers of each. The same is also true of Griefers and Death Cultists, since their numbers are not believed to be large enough to significantly affect the stats page. And like I said, this is only supposed to give us a rough estimate. But a rough estimate is certainly better than no estimate at all.

Notes: 7/13 Keep/Total (54%) See original votes.
Left Queue: 19:39, 24 May 2007 (BST)

March 14th, 2007

Lock & Load

Timestamp: MrAushvitz Canadianflag-sm.jpg 01:34, 14 March 2007 (UTC)
Type: Ease of ammunition
Scope: Makes firearm ammunition take up less inventory space
Description: This skill idea, plus the one from yesterday were actually put together (and "on hold") prior to current encumberance changes. Nonetheless.. it is a millitary "ammo storage" skill. I actually have no problems whatsoever with the current encumberance changes, just want to make a few specific items easier to carry.. if you have the appropriate skill(s) paid for! And, if it doesn't overdo anything combat related.

Lock & Load

Appears under millitary skills tree as a sub-skill of Basic Firearms Training. Adds no benefits to your zombie character.

You are very effective at storing your ammunition in optimum locations on your person. Firearms ammunition only takes up 1/2 the regular encumberance for you.

  • As far as actual "combat speed" (less AP spent).. fully loaded weapons at the ready are always better, on the spot, shoot, shoot, shoot. Best XP/AP, right there...
  • You could fire off several pistols or unload all your shotguns, and having more ammo merely means you have more of them on hand to reload them as needed. This skill will come in handy on those days you can't seem to hit a damn thing!
  • For example for 6 AP you could fire 3 fully loaded shotguns, OR fire 1 shotgun, reload it and fire it again (4 shots, 2 reload AP.)
  • For all intents and purpouses this skill also implies you probably also have perhaps a pistol belt, maybe a bandoleer.. shoulder pistol holsters (police), possibly even a millitary or hunting ammunition belt. So your character knows how to make use of such items without them slowing down their ability to draw, fire and hit the target. It is an advancement of the overall basic firearms training, advanced combat, ammo storage, and reloading during combat techniques.
  • All cops have trained for this, and almost every single soldier trained for actual combat.
  • This is an extremely simple means of doing this without having to search for this or that item to the same thing. At least having a skill instead, makes more sense, and makes it a lot more fun. (Profile descriptions..)

This skill, in all honesty helps shotguns significantly more than pistols.. however shotguns themselves are a much larger firearm. So having this skill allows the amount of individual shotgun shells you are carrying, to be considerably less of a hassle. Making it easier to survive perhaps carrying less shotguns, and still be effective against your targets.

Pistol magazines are quite light & not bulky comparatively, so for those who love pistols, this could also save a lot of problems! Leaving more space for FAK's or other nessesary gear.

Firing off your rounds, and reloading, is exactly the same.

Notes: 6/11 Keep/Total (55%) See original votes.
Left Queue: 19:45, 24 May 2007 (BST)

March 15th, 2007

Awareness

Timestamp: ShadowScope 05:02, 15 March 2007 (UTC)
Type: Skill.
Scope: Suriviors and Zombies.
Description: "You have begun to get used to the war-torn city of Malton, getting used to the violence and learning to pay attention to your surrondings."

This is a standalone Military skill, but it is cross-over, so suriviors and zombies can use it. What Awareness does is that it allows you to prepare to help yourself, by seeing what is happening right now, in real-time, and then intervening to help your side trimpuh.

When you have bought the skill, you have an Awareness button and a "focus". The focus orginally is set to "None". It cost 1 AP to change your focus to: Surivors, Zombies, Barricades, Machinercy (Radios/Gennys), or None. Your focus is displayed on the bottom of the screen: "You are currently focusing on Barricades."

When you have this skill, you can keep track of all attacks (and in the case of barricades...repairing) of the thing you are focusing on. However, you only receive this if you are logged in and actually witnessed the action. If you are logged out, you do not see them, to prevent spam, but if you are logged in and is active, you can see an attack occuring, and therefore, launch into action.

The text would be: "Since your last action X attacked the radio/generator/barricade/a survivor/a zombie."

For example: Suppose you pay attention to "Machinercy", and you are in your Mall. While searching, you see a person attempting to attack the Generator, with the following text:

"X attacked the generator."

Since this is in real-time, and X is located in the building, you can now "guard" the Genny...by blowing the brains of X up. When X dies, the generator is saved!

Another Example: You are a zombie who is raiding a building, with the Focus on Barricades. While eating the Harmans, he see the message:

"X built a barricade."

Since this is real-time, and X is located in the building, the zombie sees that X is busy barricading, meaning that he should murder off X so that his fellow comrades can march in and help secure the building. (Yes, you know who is active in a seige, but this can help out new players anyway, and give a use for Zombies.)

Basically, if you do not want this small combat spam, you can always set your focus to None, so you don't get it. But this information is helpful: "Basicaly this would only really be a help during live combat where knowing who is active and what they are doing could offer significant benefits. Zombies get to see who is fixing cades, harmanz can target the Gker or barricade attacking cultist etc.."-Honestmistake

This is the only good guard suggestion out there. This is not an auto-action, since you do have to spend AP to actually stop the attack. All you know is WHO is attacking the generator...so it is up to you to use that knowledge to stop the GKer...before it is too late.

Thanks for Honestmistake for suggesting this idea. I merely put it into words.

(Note: When focusing on suriviors, you see who attacks the suriviors (wheter it is zombies, or another humans, alerting you a PK in process). When focusing on zombies, you see who attacks the zombies (wheter it is suriviors, or another zombie, alerting you of a ZK Spy...so that you can laugh at their foolishiness).

Notes: 11/17 Keep/Total (65%) See original votes.
Left Queue: 20:02, 24 May 2007 (BST)

March 23th, 2007

Search 100% Ransacked Buildings

Timestamp: Ev933n / Talk PPGC 05:50, 23 March 2007 (UTC)
Type: balance change
Scope: Survivors
Description: There is a fundamental flaw in the game. I am tossing this suggestion up to see how logical the users of the wiki are. Ransack + Alt Abuse = 100% Permanent Zombified Population Eventuality. read more

My suggestion is to add a modifier to the Zerg flag. If more than half of the Zombies in a building are Alt Abusers then search rates are normal.

There is no logical eventuality that leads to a 100% Permanent Survivor Population.

Notes: 16/29 Keep/Total (55%) See original votes.
Left Queue: 18:41, 26 May 2007 (BST)