Suggestions/UndecidedMay2006

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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.

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_moved, and then timestamp it with ~~~~~.
  4. replace "suggestion" with "psuggestions".
  5. Please note under the suggestion, briefly, what the controversy was about. It would be good for people to know when revising suggestions and deciding whether to submit a new version of one of these. Because these are necessarily subjective, please sign these sections.

So, the new template should look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_moved=~~~~~ |
suggest_notes=Notes about the discussion about the skill. |
}}
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May 1st, 2006

New Civilian Class: Server

Timestamp: MrAushvitz18:03, 1 May 2006 (BST)
Type: New Survivor Civilian Class: Server (This is not a humorous suggestion!)
Scope: Makes "Arms" and "Clubs" interesting safehouses.
Description: Server

Civilian character class.

For role playing purpouses your survivor is (was) either a bartender, waiter/waitress, host/hostess, chef/cook, bouncer, or possibly a club or resuraunt owner prior to the zombie infestation.

Starts with Spirits skill, a kitchen knife, and a mobile phone.

New Skills Available With This New Character Class:

Spirits

This skill is available to any survivor, it appears under the civilian skills tree as a seperate skill, adds no benefits to your zombie character. Has no additional prerequisites.

Your character is experienced at the serving of liquor and spirits. You are able to "use" beer and wine from your inventory on other survivors at the same location as you (in the same manner an FAK can be used on others, a menu listing only survivors at this location is available with this skill.) If you serve beer or wine to another survivor (or yourself!) in either a powered Arms or Club building: It heals 3 HP instead of 1 (+2 HP, served at best chilled temperature), and your character gains 2 XP each time they do this to another survivor that was not already at maximum HP, it still costs you 1 AP to do so.

Additionally, your chances of finding beer or wine in a powered Arms or Club are doubled (replacing part of the "you find nothing" chances with those additional percentages.)

In this manner, your character can harvest XP by serving the local (living) population. This does a lot to boost morale and brings a sense of "normalcy" and "neutral ground" for various factions to Malton's survivors. This is also makes use of the many (many!) Arms and Clubs in Malton. And, in a pinch, you can always get medical "assistance" of some sort if needed. (Note, compared to the 15 HP gain from surgery in a powered hospital this benefit is pretty meager, but this is a class best suited for role playing, and fun.)

  • Limitation: The "serving bonus" to HP gained, and the XP awarded does NOT work unless you are in a powered Arms or Club, or if there are any zombies in that building (spoils the "atmosphere"!)

Home Turf: Arms, Club

This skill is available to any survivor, it appears just under Spirits on the civilian skills tree, adds no benefits to your zombie character. Has no additional prerequisites.

Your survivor has a decided tactical advantage when defending against zombies whenever inside a Arms or Club. Whenever in one of those 2 buildings you gain an additional +5% to hit zombies with the following weapons: Shotgun, Baseball Bat, Length Of Pipe, Crowbar, Kitchen Knife, Punch.

This skill is usually honed on years of experience against the living in the occasional barfight, it is also a favored skill of many bouncers. It also favours the ancient tradition of the shotgun (or bat) under the counter bartender. This skill also makes it easier to "clear out" such a building so it can be used.

  • This character class may seem unnessesary (not a combat character class, for starters.) However, since this is about "life" during the zombie apocolypse, it can add several elements (and role playing elements) to life in Malton during the quarantine.

"Aye, can I grab a pint, not sure if I'll make it to the hospital.. got infected ya see?"

"Oh, nasty business, here's one more for the road, noone's driving thse days.."

Notes: 14/28 Keep/Total. See original votes for feedback.
Left Queue: 01:09, 29 June 2006 (BST)

May 14th, 2006

Neutral Junk Items

Timestamp: 03:34, 14 May 2006 (BST)
Type: Item change
Scope: Crowbar, Baseball Bat, and Length of Pipe
Description: Currently, an item either is useful, or is actually detrimental (except to donated characters) because it costs you an IP hit to drop it. There would be another parameter with which to adjust the value of search AP in various locations, if there were a category of items that still are not particularly useful, but don't cost you anything to dump.

The way I propose to do this is by allowing you to add these items to barricades. You just click the item, and you either add it to the barricade, or try to add it and can't find a place for it. (It doesn't matter whether you still have the item when you can't find a place for it, because you're going to be doing more barricading.) For flavor-text reasons the items shouldn't be small things like knives and crucifixes, but there are plenty of things that could be used to brace a door or stabilize a heap of odds-n-ends. For definiteness of the suggestion, I'll say it applies to the crowbar, baseball bat, and length of pipe; other things could be added as appropriate, since the point of the idea is to have another parameter with which to vary the value of searches.

Since you're using an item you've found instead of what's there in unlimited supply, you should have an in-character reason to do so; it seems reasonable to give a small bonus to chance to succeed at barricading levels where you can fail, but this should not be enough to make a major difference to game mechanics. Only Kevan knows the actual odds of success at barricading, so I can't give a definitive number, but I imagine that +2.5% or +5% would be appropriate: what you're voting on is the criterion, not the number.

Notes: 13/25 Keep/Total. See original votes for feedback.
Left Queue: 06:17, 29 June 2006 (BST)

PSP Access to gameplay.

Timestamp: 08:08, 14 May 2006 (BST)
Type: Miscellaneous
Scope: (hopefully minor) Interface Adjustment and or alternate for PSP users.
Description: Currently the game is accessable with the PSP's web browser, yet I could only view my current position after logging in. Any attempt to move, speak, search or attack would not have any effect. <Correction:> I hadn't tested moving yet. I thought I had. You can move, just not talk, attack, drop, stand up, or use an item.>

I have yet to test wether it effects the IP hit limit or not, but I lost no AP in the attempt to act. <corrected, see below>

This shouldn't change the perspective of the game for PC users, and would provide something fun for the PSP owners out there.

Technical Update from Author: I tried hitting the IP limit doing this (well over 200 'clicks' in the browser) and no IP limit, so I would assume it's not sending anything to the server. Further testing this, I walked enough away from the wireless access point that I would lose my connection if I tried to load anything from online (it doesn't actively disconnect you until you try) and it looked exactly the same. so it's probably just the way the action links are input. I can go into the contacts, buy skills, etc. Just not Actions. 15:38, 14 May 2006 (BST)

Notes: 10/18 Keep/Total. See original votes for feedback.
Left Queue: 06:17, 29 June 2006 (BST)

May 16th, 2006

Sawed-off Shotgun

Timestamp: 23:27, 16 May 2006 (BST)
Type: New weapon
Scope: Survivors
Description: There seems to be some interest in multi-target shotguns, so I'll see if I can salvage the concept.

Sawed-off shotguns would use ordinary shotgun shells. They would be found in pubs (1% base find rate) and junkyards (5% base find rate). They would displace worthless items from the find list. They would be found loaded or unloaded, at the same relative rates as ordinary shotguns.

A sawed-off shotgun would have a much wider spread than a normal one, so it would have a higher chance of hitting the primary target, a base chance of 25%. But it would only do half damage against the main target (i.e. 5 without flak jacket and 4 with) because a lot of the shot would miss, and some of the shot could hit the person on either side. (That's the next two zombies in the stack if you're shooting at a zombie, or the next two survivors on the list if you're shooting at a survivor.) For each secondary target, the damage is 3 and the to-hit percentage goes 10, 15, 25, 30 as you increase from no skills to advanced shotgun training. If there aren't three targets in the list/stack, you just lose the chance at secondary-target damage.

If you don't know how to use a shotgun, you do more damage with a sawed-off than a normal one. But you're still better off just not using a shotgun until you know how. If you have enough skill to be using guns at all, you don't gain any damage by having the shotgun be sawed off. For comparison with the shotgun, the numbers are tabulated here.

Notes: 9/17 Keep/Total. See original votes for feedback.
Left Queue: 06:26, 29 June 2006 (BST)

May 20th, 2006

Rotting Touch

Timestamp: 19:58, 20 May 2006 (BST)
Type: Skill
Scope: Zombies
Description: Prerequisite Skills: Vigour Mortis & Rend Flesh

Skill cost: 100 XP

The same force that causes the undead nature of the zombie can now be transferred through its rotted hands to a living victim, to a limited extent. On a successful hand attack against a survivor, a zombie with this skill has a 25% chance to cause a minor paralyzing effect as the muscles begin to rapidly deteriorate.

A survivor afflicted with Rotting Touch must spend 2AP on move actions only. This effect lasts until the survivor either dies or is treated with a First Aid Kit.

Notes: 17/30 Keep/Total. See original votes for feedback.
Left Queue: 08:32, 29 June 2006 (BST)


May 26th, 2006

Change to First Aid

Timestamp: 20:29, 26 May 2006 (BST)
Type: Skill change
Scope: First Aid
Description: Expand First Aid to read "Player is able to heal an extra 5HP when using a first-aid kit, and survivors with fewer than 31hp are shown as 'wounded' in room descriptions".

I chose 31 as it was pointed out to me that 30 is the revive health of an uninfected bodybuilt human. This would make just-revived survivors a tasty source of exp for level one doctors/medics, and level one doctors/medics a tasty source of health for just revived survivors.

"On or below half health" would work too, but it is clumsier to say and probably much harder to code so vote on "31hp". I may resubmit this later with a different threshold method if a lot of people like the concept but not the number.

  • editted due to screwing up the time format thingy
Notes: 10/18 Keep/Total. See original votes for feedback.
Left Queue: 09:54, 29 June 2006 (BST)


May 29th, 2006

Gang grab man. Gang harm man.

Timestamp: 01:41, 29 May 2006 (BST)
Type: Skill
Scope: Zombies
Description: If you're being held relatively still by one zombie, that should make it easier for others to grab hold of you, as long as it's not more than can fit around you.

This skill would require tangling grasp as a prereq. If you have gang grab skill and you use a hand attack on a survivor who's currently grabbed by one to four other zombies, the other zombies' grip is not broken and you get +5% to grab hold of the survivor; and if you're have hold of a survivor who's being grabbed by at least one other zombie you get -5% to lose your grip. If you grab a survivor held by five other zombies, the zombie who's been on longest loses their grip.

Clarification (before anyone else votes): If you have gang grab and a zombie without it grabs, your grip isn't broken either. Grabbing would break only when both zombies don't have the skill (or when there are five).

Notes: 18/28 Keep/Total. See original votes for feedback.
Left Queue: 10:55, 29 June 2006 (BST)