Suggestions/UndecidedOctober2006

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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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Oct 4, 2006

First Aid Station

Timestamp: MrAushvitz Canadianflag-sm.jpg 21:16, 4 October 2006 (BST)
Type: Searching buff to First Aid skill
Scope: First Aid skill grants FAK search chances in several work related buildings
Description: Simple enough, First Aid is considered by many an undesirable skill.. but what if that knowledge buffed your chances of finding FAK's in various non-resource buildings? Useful if all of the best FAK buildings in a surburb are overrun/ransacked.

First Aid Station: Building Feature the following buildings grant a search bonus to finding FAK's to characters searching in them who have the First Aid skill. This search bonus replaces "you find nothing" search chances. And these search bonuses are also increased with a running generator just as this building's base chances are also increased in that manner.

  • Auto Repair Shop, Power Station, Stadium, Railway Station, Factory, Warehouse (2% FAK search chance)
  • Armoury, Hotel, School, Fire Station, Police Station, The City Zoo (1.5% FAK search chance)(City Zoos have vet medical equipment.. but bandages are bandages.)

This skill is meant to reflect danger in the workplace and how some workplaces have at least a minimum of first aid supplies, many have a lot more. Often at least a handful of those employees available usually have the first aid skill.

This suggestion isn't meant to do much, but it does make First Aid a more desirable, and possibly very effective skill. Your character would be more free to get out there and assist which is the entire point of getting those XP!

Notes: 13/22 (60%). Those against felt it was pointless/worthless/underpowered. Those for felt that it might help out noobs vs. over-barricading.
Left Queue: 00:17, 19 October 2006 (BST)

Oct 10, 2006

New Character Class: Thug

Timestamp: MrAushvitz Canadianflag-sm.jpg 05:44, 10 October 2006 (BST)
Type: New Civillian Character Class
Scope: Not so law abiding character element in Malton
Description: Drug addicts, drug dealers, professional criminals, hookers, pimps, con men, small time theives, big time theives, some homeless people, Yakuza, Triad, smugglers, black market sales, hitmen, etc.

Thug:

Civilian Starting Character Class.

  • Starting Equipment: Kitchen Knife, 6 Beers
  • Starting Skill: Knife Combat

The Thug is basically no different than the fireman, except in their philosopy for living, and choice of weaponry. Cops want to kill zombies, keep law and order, and save lives... firemen kill zombies & save lives. The Thug is usually all about killing zombies, and saving themselves.

Firemen start with a Fireaxe and Axe Proficiency skill, this character starts with a Kitchen Knife and Knife Combat. Same deal, different way of doing it, enjoy!

Essentially this character isn't something new per se, but it sure does add some definition as to your character's function in Malton.

This could give rise to "Gang" groups (some of which already exist currently), as well as some RP animosities (Cops don't like Thugs, back atcha..) Perhaps certain criminal elements have actually stepped up to protect their "turf" from anyone, especially the living dead.

Possible Character Development:

  • Thugs could go for further hand to hand specialization, or get into guns as soon as possible. Like the fireman, this character shouldn't have much trouble getting XP off the start.
  • They could kill zombies in the area, or maybe just kill people who ask too many questions. Maybe they do provide protection but for a price!
  • The stress of the zombie incursions could be pushing a lot of survivors over the edge, and maybe drug use is becoming more and more prevalent again.

The story arcs you use are your own "take" on what's going on.

Bottom line: the Thug has a lot of options, and can definately add to gameplay. They are a portion of our regular society.. why not be the "bad boy" in the apocolypse?

Note: Not to be confused with the Convict or Punk in peer reviewed, those character classes are different than this one.. especially with starting equipment and starting skills. (Convict has length of pipe, Punk is more of a building tagger...) This one is more open ended, so it could be a commonly seen survivor class in time.

Notes: 9/18 (50%). Those for liked the use of a knife for a starting class. Those against felt it was useless, not required or added nothing of much consequence.
Left Queue: 23:40, 24 October 2006 (BST)

Oct 13th, 2006

Flailing Grip: Zombie Target Coordination Skill

Timestamp: Jon Pyre 23:37, 13 October 2006 (BST)
Type: Skill
Scope: Zombies
Description: When a zombie breaks into a building they often don't have enough AP to do more than wound. You want the next zombie that comes in to attack the same target you started on. This is often not the first person on the list. For instance you'd be better off killing someone with a few skills farther down the list than a level 1 player at the very top. Flailing Gesture is great for signaling to zombies that are already there who to attack, but those players have probably already used up their AP. How do you signal what survivor to target to zombies that have yet to come?

Flailing Grip would be a subskill of Flailing Gesture. It's the classic zombie pose of outstretched hands trying to grasp at the zombie's target. It would indicate to other zombies the last survivor that was attacked by a zombie with Flailing Grip by a message that'd be the bottom line of the room description:

A zombie is lurching, arms outstretched towards SurvivorName.

If the zombie is killed the message dissapears. If another zombie with Flailing Gesture attacks then their message would overwrite the last one. If the survivor is killed the message dissapears. Survivors aren't as keen at picking up on zombie body language and would not see the message at all (to prevent this from being a "HEAL THIS PERSON" message). This is a small skill that would help zombies that break into a building better able to coordinate with those attracted to their groans. It's just a way of telling the next zed "Hey, I think we should attack this guy. Want to pick up where I left off?

Notes: 9/17. Some thought it was a nice idea, whilst others thought that it wasn't a needed buff, and that survivors should see it too.
Left Queue: 00:07, 28 October 2006 (BST)

Oct 15th, 2006

Vigourous Grasp

Timestamp: Certified=Insane 02:05, 15 October 2006 (BST)
Type: New Zombie Skill
Scope: Zombies
Description: New skill that can be bought for 100xp once tangling grasp is aquired. Zombies with this skill learned to grasp harder their victims, entering their claws into their victim's flesh. As a consequence, every time a zombie with this skill loses his hold on a victim he inflicts 1 dmg. Simple and useful.
Notes: 11/20. Those for are all zombies, those against felt it was overpowered.
Left Queue: 09:31, 30 October 2006 (UTC)

Marksmanship

Timestamp: MrAushvitz Canadianflag-sm.jpg 21:01, 15 October 2006 (BST)
Type: Targeting Skill
Scope: Firearms allow small choice of lead zombie targets
Description: Marksmanship

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

When using a firearm to attack a zombie, depending on what kind of weapon, you have a selection of 2 or 3 zombies as the target of your attack.

How this works is simple enough, when using a firearm to attack "a zombie" a drop down menu is available which offers the targets: "a zombie, a zombie" (and if you're allowed 3rd... another "a zombie".) The zombies offered as targets are always the ones at the top of the stack 1st so as to maintain zombie anonymity, as well as regular zombie stack attacking rules.

Quite simply, this allows firearms to be able to pick and choose to some small degree... but only the ones at the front of the line. This is due to the ease of which firearms can pick out various targets, where as hand to hand it's a lot more of whomever is in your way.

  • Pistol: Choice of up to 1st 3 zombie targets in stack.
  • Shotgun & Flare Gun: Choice of up to 1st 2 zombie targets in stack.

In this manner this sets a presedent or game related effect to the "range" of a firearm sort of being reflected in the game. Up close firearms like the shotgun and the Flare Gun.. you have a bit of a selection, but the pistol is best (until some kind of rifle is available later, perhaps.)

Additionally, of course the shotgun is a devastating firearm with the same accuracy as the pistol, so it's effectiveness didn't really need a buff. But it's nice to have some choice as to zombie targets when you're blasting away.

Without being broken, we finally have a sniping skill that doesn't involve some crazy math, 2 pages of rules, or long distance shooting.

Notes: 13/23 (57%). Those for thought it introduced an interesting tactical element, those against felt it was useless.
Left Queue: 09:33, 30 October 2006 (UTC)

Oct 18th, 2006

Sniper Rifle

Timestamp: 19:13, 18 October 2006 (BST)
Type: New Items, Skill
Scope: Survivors
Description: New Item: Sniper Rifle
  • base hit: 5%
    • basic firearms training: 30%
    • marksmanship: 55% (and see below)
  • Firing:
    • cannot be fired at opponent in the same square
    • can only be fired at opponent seen through binoculars on the turn before firing:
      • 1-square away - normal to hit (ie max. 55%)
      • 2-square away - -5% (ie max. 50%)
      • 3-square away - -5% to hit (ie max. 45%)
    • using binoculars whilst carrying a loaded sniper rifle will create drop down boxes in each map square shown in the binocular view, allowing you to select a target. In the case of survivors, you may target a specific person. In the case of zombies, you just fire at "a zombie" as normal (but see the marksmanship skill, below). If there are no targets, then no drop-down box is provided.
      • this means that you can only fire the sniper rifle once with 2AP. 1AP to use the binoculars and 1AP to fire the rifle.
    • damage 10HP (8vs. flak jacket)
    • Autospam will be generated in the square you're shooting at: "you see a flash of sniper fire from a [building], [x] blocks [direction] and [y] blocks [direction]." (Example: "You see a flash of sniper rifle from a building 2 blocks north and 1 block west.") Multiple shots to the same square will only generate a single line of spam by using "...and again". Multiple shots from the same square will alter the text to "you see multiple flashes of sniper from..."

New Item: Sniper Clip (5 bullets)

Search: both new items to be found in Police Departments and Armourys only, at some suitable search % slightly lower than shotguns and shotgun shells.

New Skill: Marksmanship:

  • Gleefully stolen (with permission) from Marksmanship by MrAushvitz Canadianflag-sm.jpg, with no changes to his version at all, only additions (so the two could be combined).
  • prerequisite - basic firearms training.
  • provides +25% hit with a sniper rifle (as shown above).
  • allows you to choose which zombie you target in a stack, to some degree:
    • 1-square away - the first 4 zombies in the stack
    • 2-square away - the first 3 zombies in the stack
    • 3-square away - the first 2 zombies in the stack

Dude, I've got issues:

  • X-Ray Vision - provided by the binoculars, not by the sniper rifle.
  • Shooting without putting yourself in danger - it's time to shut down that spurious argument. 99% of the time, players attack without putting themselves in danger - because their opponent is offline. Also, you give away your position when you fire. Further, it costs 2AP per shot.
  • It's overpowered - nuh-uh. Check the numbers. A pistol or shotgun is far more effective. This might let you pick off a low HP target at range - but the chances are slim, Jim. All you're going to do is sting people's egos.
  • It's a ninja centaur! - Nope. That's my next suggestion.
  • So, what's the point? Tactics and gameplay and roleplay - huzzah! If you want to kill someone quick, you'd go right up to them and take them on with pistols and shotguns - no contest. If you want to play sniper, here's your baby. Distract that zombie horde attacking the mall by making your tower block a target - nobody can resist sniper-hunting.


  • Be gentle, oh ye of muchos spammage...
Notes: 17/31 (55%). The core complaint was that it nerfed the core concept of placing yourself in danger when attacking your opponent (ie allows shooting through 'cades and over distance). Those for felt that it was nevertheless balanced.
Left Queue: 22:08, 1 November 2006 (UTC)

Revivification Alteration

Timestamp: Reaper with no name 21:15, 18 October 2006 (BST)
Type: Improvement
Scope: Revivification syringes and those who use them
Description: Supposedly, revivification works by the character jamming a syringe into the back of a zombie's neck. Sure, it costs 10 AP, but it never fails. Do they really expect us to believe that it would be that simple? Chances are that you tried to stab someone in the back of the neck with a needle, you're not going to be very accurate, even if you try it multiple times. More importantly, it is the only item one can use on another player that never fails and can potentially grief them (if you're a newbie zombie who doesn't have brain rot and doesn't want to be revived, you'll find yourself having to waste a lot of time and AP finding a building you can get into, jumping out of said building, and getting up again). And it just makes so much more sense that should be able to miss when trying to revive someone with a syringe, since you are performing an action that isn't much different from punching or stabbing with a knife (both of which can miss).

So, what's the actual suggestion here? Revivification should have a 50% failure rate and only cost 5 AP to use. In terms of game balancing, this is equal to what already exists. Sure, you might miss more than the average rate, but you're just as likely to succeed more than the average rate. And it makes a whole lot more sense than consistently jamming a needle into the back of zombies' necks and never missing.

Minor technical details:

If one fails with the syringe, they don't lose it. Just because they missed the stab doesn't mean they dropped the syringe or injected it into the wrong place. The syringe only disappears when it is used (unless, of course, someone gets rid of it).

if one chooses to revivify someone that they had just DNA scanned and fail, that zombie goes to the top of the stack. This prevents selective revivers from having to worry about finding that same zombie again for the next try.

Notes: 10/18 (56%). Those against felt it was too harsh, considering the large AP penalties for failure.
Left Queue: 22:15, 1 November 2006 (UTC)

Oct 19th, 2006

Location Text Change

Timestamp: Canuhearmenow Hunt! 20:43, 19 October 2006 (BST)
Type: Location Alteration.
Scope: Adding that unique depth for Urban Dead.
Description: This would add that all-powerful zombie movie sense of isolation and hopelessness to Urban Dead. This would add, instead of nothing upon moving through, say, a Park, you would get certain messages (Note: These do not occur all the time) Here is the idea, for a Park "You enter insert name park, you hear the soft whine of the wind as leaves scatter across the grass." and a Railroad station would be "You enter the insert name station, there is utter silence except for the occasional fluttering Newspaper." And Graveyard could be "You enter a Graveyard, a light Mist hovers over the gravestones." Now I promise that if this gets into PR I will make a page dedicated to assigning different messages to different buildings, even being different depending on Power, Ransack, and survivor/zombie numbers.
Notes: 9/16 (56%). Those against felt both that it wasn't needed (eg nobody would read/appreciate it) and objected to the sense of fan-produced text. Those for felt that the flavour addition was a positive one.
Left Queue: 23:35, 2 November 2006 (UTC)

Oct 24th, 2006

Rend the Crowd

Timestamp: Kaminobob 02:56, 24 October 2006 (BST)
Type: Zombie Skill
Scope: zombies
Description: In light of the furor over my earlier suggestion, i realized that some people had a point. If humans get a boost for shooting into a crowd of zombies, zombies should get a boost for slashing into a crowd of humans.
If a zombie attacks a human in a crowd of 50+ (because the game already tracks 50 for the talking thingie), they get a +5% chance to hit with claws.
Before you vote spam, remember: this is a small boost to zombies in very specific situations. I am not trying to overpower anyone or anything.
Notes: 10/19 (53%). See original votes.
Left Queue: 14:03, 8 November 2006 (UTC)

Oct 29th, 2006

Neuro-Toxic Bite v2.0

Timestamp: 10:36, 29 October 2006 (UTC)
Type: New Zombie Skill
Scope: Zombies.
Description: A mutation of this zombie's Infectious Bite, coupled with the poor sanitation of a city besieged for over a year, have caused a unique neuro-toxic reaction:
  • Prerequisites: Level 10, Digestion, Infectious Bite
  • Effect: Any survivor infected by this zombie's bite also lose the ability to speak, until treated with a FAK (which, as normal, cures the infection). However, they gain the ability to use the basic zombie-speak drop-down box ("Mrh?" etc.)
  • Notes: Mobile 'phone comms are okay as the survivor can still text. Radio or speech is via the drop-down "Mrh?" box.
  • Thanks to Conndraka for the zombie-speak part of this.
Notes: 10/16 (63%). See original votes.
Left Queue: 09:53, 15 November 2006 (UTC)

Oct 30th, 2006

Signing On A Character Does Not Waste IP Hit

Timestamp: Axe Hack 13:07, 30 October 2006 (UTC)
Type: Signing on a character not wasting the IP hit
Scope: Game Mechanics
Description: Every time when you sign on a character, it counts for your IP hit thing. This could really be a pain if you're playing at least 3 characters. Signing on a character should not waste any of our IP hit.
Notes: 10/18 (56%). Worries about free bot monitoring, otherwise people liked it.
Left Queue: 10:04, 15 November 2006 (UTC)

Oct 31st, 2006

Cadaverous Charge

Timestamp: MrAushvitz Canadianflag-sm.jpg 01:35, 31 October 2006 (UTC)
Type: Zombie Skill
Scope: 2x damage on 1st hit just entering a safehouse with survivors!
Description: Cadaverous Charge
  • Zombie skill, appears as a sub-skill of Lurching Gait. Adds no benefits to your human character. (Your zombie needs Lurching Gait to be able to do a flying tackle/takedown on a living survivor.)

Whenever your zombie enters a building that contains at least 1 survivor: Your 1st successful hit with a claw or bite attack deals double damage if it hits a survivor.

Limitations/Advantages:

  • If your zombie hits anything other than a survivor with their 1st hit upon entering that building (ex. a generator or radio, barricade, etc.) that one time bonus is lost.
  • If your zombie dies (is gunned down) or is revived before they get that 1st hit, again, it is lost (blown away in a hail of leadened headshot...)
  • If your zombie leaves this building (for example, the survivor left before you could hit them) this bonus is gone as soon as you leave this building.
  • You keep this bonus until you get that 1st hit unpon entering this building, yes technically you could leave, re-enter and do it again and again.. but that would cost extra in & out AP just to do 2x damage.. if you hit so how you use it is up to you.
  • Flak jackets still lower the damage by 20%, so depending on how much damage you deal (4,6,8) it may be reduced by that defensive equipment.
  • This skill could be handy in tandem with other zombies who have Feeding Drag (he's good and hurt... you're mine drags away..)
  • This charge only works indoors, outdoors survivors probably have enough maneuvering room to avoid this kind of attack.

Rebutts: "Dear sweet merciful zombie Jesus, that's so broken.. blah blah.." Um, no, cuz zombies can only do 2,3 or 4 damage currently.. which would be 4,6 or 8 damage once with this buff. Your zombie has to find survivors to get this bonus... spending AP checking buildings, and it only works indoors.

It's a one shot takedown a nice heavy hit for a zombie for entering a safehouse and finding a living target. Your zombie gets excited and tries to knock them down hard and fast before going for the good and nasty bites and slashes. It's a zombie version of the classic bully on top tactic commonly seen in schoolyards, but a lot more biting.

It can also help zombies get a little more XP before getting gunned down in a well defended safehouse, and it's a big suprise for the survivor on the recieving end! ("man, I got rocked by that zombie, ouch!")

Notes: 7/14 (50%). Worries about it being an straight buff for no reason.
Left Queue: 10:14, 15 November 2006 (UTC)