Suggestions/UndecidedSeptember2006

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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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Sep 3rd, 2006

Up Book XP Chances

Timestamp: 21:37, 3 September 2006 (BST)
Type: Improvement
Scope: Survivors reading books.
Description: As it stands, books are useless. A ten percent chance of getting 1XP is pretty darn worthless IMHO. I propose that the chances of gaining XP from a book be improved to 20% or 25%. This is not overpowered, a survivor could get far more XP from hitting zeds, even at lower levels. It would not do much, just make books marginally more useful. And zombies, remember that a survivor using his AP to read books is a survivor not using his AP to kill zombies. So everyone wins!
Notes: 12/20, see original votes for feedback.
Left Queue: 21:55, 10 October 2006 (BST)

Sep 11th, 2006

DNA Extractor Upgrade (Mark II) (Revised)

Timestamp: MrAushvitz Canadianflag-sm.jpg 19:06, 11 September 2006 (BST)
Type: New DNA Extractor
Scope: Can also perform DNA scans on bodies
Description: And now, we have today's edit , from today's suggestion.. from prior day's suggestion, etc.

The most simplified version, period... I removed the GPS synergy bonus... and the search rate is now 2% so people won't have to find the new extractor again and again, or the old one 3 times as often (less finding "crap" searching for your revives... that, might get me some keeps!)

DNA Extractor Upgrade (Mark II)

The new DNA Extractor (Mark II), will be a larger unit. It is a black aluminum briefcase system. Basically a very durable computer, that has a long life rechargable battery and a long range antenna. It is specifically made for extracting and analyzing DNA... from standing or downed subjects.

  • Weight: 2 Inventory Spaces (Not too heavy, but bulky! It is a bigger more capable unit than the old extractor)
  • Requirements: Necrotech equipment, requires: "NecroTech Employment" to use.
  • Search Accuracy: NecroTech Buildings: 2% (replaces old DNA Extractor's 6% search rate with a 2% chance to find this new one (cuts down on finding "extra" scanners again and again), old ones are "obselete" but players may still keep them.
  • Actions: (pull down menu) "Scan Zombie 1 AP" and "Scan Body 1 AP": Scan Zombie, works exactly as before with existing extractor. Scan one of the bodies at your location: exact same rules, stack order, and effects as the origional does to zombies at a location. Brain Rot zombies still interfere with these scans "normally" even as a body. But 3 major differences when scanning a body...

3 differences to scanning a body:

#1 ~ You don't get an option to "revive" the body (prevents "griefing" of zombies while downed) for some "unknown" reason current revive formula doesn't work on a "downed" zombie.. the process by which zombies go from downed to standing is "unknown" even to NecroTech.

#2 ~ Lower XP grant, scanning a standing zombie currently grants 4 XP, Scanning a body is a meager 1 XP (not as much risk, but not "risk free."

#3 ~ Bodies you recognize from your contacts list: you don't "know" if they are a zombie body or a revived body until you scan them.. but the ones on your contact list are always "scanned first" (so NT scientists can help their "colleages" can be located and revived sooner after rising, company policy! Also, you may wish to know what "state" they are in so you can convey the results to other living players, the non-XP benefit to scanning bodies, is, or course, information.)

Game Applications:

  • The newer system allows the capability to scan bodies as well as standing zombies, simple enough "how" you use it is up to you. If scanning bodies is something you don't like or find too "slow" for your AP/XP gains just don't do it, you can always do regular scans and revives. If you really don't like it, just hold onto your "classic" scanner.
  • Bodies can't be seen from a distance like zombies (2 square visual range, more with binoculars), so finding large body piles involves a lot more legwork.
  • Large piles of bodies tend to be "protected" by large zombie mobs! So if you want access to these "test subjects" for analysis, there are risks, carry some more FAK's.
  • The NecroNet will have to be upgraded to differentiate between "standing" and "downed" zombies (perhaps 2 "maps": 1 standing / 1 downed?), but it is still useful information as to the zombie population in an area.. especially how combat has been going for them lately.. headshot success rate, etc.
Notes: 19/29, see original votes for feedback.
Left Queue: 06:56, 25 September 2006 (BST)

Sep 13th, 2006

It's Fisting Time!!! (Edited for television, "abuse-free" version)

Timestamp: MrAushvitz Canadianflag-sm.jpg 19:51, 13 September 2006 (BST)
Type: Punching out survivors
Scope: The punching out (KO) of a fellow survivor is non-lethal!
Description: The edit from today...

What a horrifyingly inappropriate name for a perfectly good suggestion, and yet.. we must move on.

Punching Edits, KO's For "Survivor On Survivor" Bouts:

There are times, when your fellow survivors need a beating, and yet, if you kill them... You are labeled a muderer (PK).. and even worse, have added a body to the zombie horde. What is to be done? Where's the "Justice" in Malton, when cops, prison guards, lawyers and judges are too busy using their nightsticks on zombie hordes?

  • Non-Lethal Punch Attack (KO): Whenever a survivor finishes off another survivor with a punch attack, the result is non-fatal.. a KO!
  • Headshot Limitation: Headshot does not apply to people you KO from punching, that would be "griefing" your fellow survivors, especially newbies.
  • Basically the survivor goes down, but is not considered a body. They are under a special effect, they are "like" a body in the sense that those who see them see "You see X unconsious survivors", and it will cost them AP to stand up. But they are not a dead body, they don't get tossed outside when you click the "dump the bodies" button (that would be griefing, and murder as well.) Anyone can tell the difference between an unconsious man and a dead body, a revived one is a bit trickier...
  • When a survivor stands up after being KO'd they always have 5 Life to start with... because you aren't a zombie you don't heal up to full. If you are infected, this doesn't give you much time to work with, which is why it's 5 Life and not higher. ("I'm infected, knock me out!" - No, no abuse.)
  • KO Restrictions: You are only "ko'd" if there are no zombies at your location, and you can only be ko'd if there aren't zombies at your location! What this means is you can't "save" someone by knocking them out before a zombie finishes them off (abuse, stealing kill XP from zombies, bad.) And you aren't even alllowed to knock someone out if there is a zombie at your location (if you punch away their last Life, you killed them, out of panic.) The zombie presence is a definate panic inducer, and a "friendly fistfight" cannot happen when zombies are present.
  • Free-Stand: Whenever a zombie enters a location that contains unconsious humans... they all "stand up" for free! Yes this "saves" Ko'd survivors AP for standing up, but... being an unconsious body does not save you from getting eaten. Far from it, if anything this is the most "brutal" punishment (often reserved for zombie spies) survivors place on their fellow man under these conditions.. leaving a stunned man behind to be dealt with by the living dead. it is a group form of "murder" which, is "legal" (we didn't kill him the zombies did!) Needless to say "zombie spies" can expect to be Ko'd at times just before the zombies make it in.. if the zombies are in already, a point-blank headshot will suffice.
  • Lowered Killing XP Bonus: Normally, you only gain 5 XP grant for KO'ing a fellow survivor. As this bonus is less "risky".. but better respected in most of human society. (this is half the usual 10 XP kill bonus.)
  • There is one building-related exception to this rule.. inside a powered Arena: You get the full XP grant as that of a kill! 10 XP! If you KO another survivor either inside or outside of a powered Arms or Club... you gain 7 XP, almost a full bonus! These buildings are considered more of "natural" setting for a proper fistfight.. contributed to perhaps by the presence of alcohol. Not that the occasional police station, church, or overcrowded mall doesn't experience some tension periodically.

"Let's take it outside buddy..."

Punching Game Mechanics Additions... Slight Punching Buffs:

  • To make the human fist a considerably less useless "weapon" for non-lethal diplomacy,survivor negotiations, justice, defining "rank", and recruiting/de-rercruiting purpouses: The "Starting Punch Attack" is raised from 10% to 15% (which becomes 30% with "Hand To Hand") a very slight benefit, but every single hand weapon in the game (even the crowbar) is deadlier(metal and wood are good for that.) You may have to take several swings to KO your target, later skills may buff this, but for now this is quite fair.
  • Consecutive punch attacks: Anytime you "hit" with a punch attack, your next punch attack is at +5% to hit, and will give you 1 XP if it was made on another survivor. (Thank you... Marie, an excellent suggestion addition!) The reason why is without the XP from each and every punch attack you really won't be gaining any XP for actually doing only punch attacks on a survivor (1 Life damage, halfed, is 0.) So this is the "beatdown bonus" applied to punching if you're on a roll, you keep pounding on them (if you have the AP to do so, it still takes a long time.) Note: Neither the +5% to hit for consecutive punches AND the XP bonus apply to zombies! They aren't alive and don't have the nervous system (KO) vulnerabilities of the living. No one can KO a zombie.

Intended Game Effect: Well, not just for RP purpouses, it is an unfortunate element of the game that there are "zombie spies" and yes, you can kill them, but then they become zombies again. This is one non-lethal method of dealing with traitors to humanity, as well as "enhancing" the role playing experience.. surely we can settle this like men?

In all seriousness, this has great potential to add to the gaming experience.. but nobody dies! This is one way to "reward" a survivor for breaking your safehouse generator.. and the like. Zombies won't complain about human beings beating on one another, they will just keep doing what they do, indifferent to the social habits of their food.

Notes: 17/30, see original votes.
Left Queue: 06:53, 27 September 2006 (BST)

Sep 16, 2006

Bolt-Action Rifle v. 1.1

Timestamp: GhostStalker 18:54, 16 September 2006 (BST)
Type: New weapon/skillsets
Scope: a moderately powered weapon
Description: Although I know that rifle suggestions are frowned upon here, I am going to try and make a good one. What I am suggesting is a Bolt-Action Rifle, which some armed forces would have used as their primary firearm as late as 20 to 30 years ago. This weapon would do 15 damage a shot to opponents, 12 to ones with flak jackets, with a base accuracy of 5%, as rifles are larger, more unwieldy and kick a lot harder when fired. The thing that would make this a bolt-action rifle as opposed to an automatic is that you must manually work the bolt after every shot to eject the spent cartridge and allow the next round to move up from the magazine to the chamber. This would be represented requiring you to spend 2AP for every shot, one to fire and one to work the bolt. In order to cut down on complication, the server would do this automatically for you. The rifle would take up 3 spots in one's inventory, as it needs to track ammo left larger than a pistol or shotgun. Also, in order to prevent abuse of such a powerful weapon, you can only have one rifle in your inventory at a time.

The magazine of the rifle would hold 5 rounds each, therefore requiring 10 AP to completely fire the rifle: 5 to fire each round, 5 to work the bolt after every shot (which would be dont automatically).

In order to reload the rifle, one would have to find "boxes of rifle ammunition." These boxes would have anywhere from 0 to 9 rounds of ammuntion in them. This would require the boxes to take up 2 inventory spaces in order to keep track of how much ammo is inside them. Clicking the box when you have a less than fully loaded weapon in your inventory would load one bullet at a time. Therefore, in order to completely empty a magazine and reload it, you would need 15 AP: 5 to fire the weapon, 5 to work the bolt after every shot (done automatically by server), and 5 to reload the magazine.

In order to save inventory space, clicking on a box that has less than 9 rounds of ammunition inside it when you have a fully loaded rifle in your inventory will spend 1 AP attempting to rearrange the total ammount of rifle ammuntion you have into the least number of boxes. For example, clicking on a box when you have one box with 6 rounds, one box with 4 rounds, and one box with 5 rounds will move around your ammunition to two boxes: one with 9 rounds and one with 6. The extra box will be discarded.

In terms of skills, the rifle would be affected by Basic Firearms Training, raising its hit rate up to 30%. There will also be "Marksman Training" and "Sharpshooter Training" which wouls raise your accuracy 10% each. (I took the names of the skills from actual award given out during Basic Training to soldiers if they manage to accurately fire their rifles at a target. The next level would have been "Expert", but I felt that to be overpowered.) Therefore, the maximum accuracy you would have for the rifle would be 50%.

The rifle would be found inside Fort Armories (2%, taking from the Flare Gun search odds) and in Police Stations (1%, again taking from Flare Gun odds). This would be because Armories are the logical place to find a military grade rifle, although Police would also have lesser numbers incase of an armed and dangerous criminal menacing the population. A Mall gun store would not be able to sell a military grade rifle, as ownership by civilians would be strictly prohibited normally. The boxes of ammo for the rifle would be found inside Armories (3%, taken from Pistol Clips), Police Stations (2%, taken from Pistol Clips, Mansions (1.5%) and Mall Gun Stores (1%, from Pistol clips). The rationale behind finding rifle ammo but not actual rifles in a Mall Gun Store would be that the ammuntion for the rifle would be able to fit into other, more legal weapons. For mansions, they would have been guarded before the outbreak and the guards could have used rifle ammunition for other guns.

For those who want a D/AP chart, refer to the one below. Keep in mind that this D/AP progression DOES NOT take into account AP needed to search for the ammunition.

  • Base Accuracy (5%): 15 damage / 55 AP to fire 20 rounds = 0.27 D/AP
  • Basic Firearms Training (30%): 15 damage / 8 AP to fire 4 rounds = 1.875 D/AP
  • Marksman Training (40%): 15 damage / 6 AP to fire 3 rounds = 2.5 D/AP
  • Sharpshooter Training (50%): 15 damage / 4 AP to fire 2 rounds = 3.75 D/AP

To all those who say that the D/AP is too high, I have this to say in response. The weapon that I am proposing here is still less efficient than a fully upgraded shotgun. The Firearms page of this wiki states that it would take about 14 AP, with 8 attacks to kill a 50 HP zombie without a flak jacket. The rifle that I am proposing would need 8 attacks at its highest rank (50% accuracy) to kill the same zombie. Those 8 attacks would cost a survivor 19 AP (8 to fire the weapon, 8 to work the bolt (done by server), and 3 to reload it). Therefore, it is more efficient to use a shotgun to kill zombies than the weapon that I am proposing.

Notes: 8/15, see original votes.
Left Queue: 08:27, 30 September 2006 (BST)

Sep 21, 2006

Militia (1.1)

Timestamp: Funt Solo 16:03, 21 September 2006 (BST)
Type: New Skill
Scope: Humans
Description: Survivors have realised that they face not only the zombie threat, but lawless gangs intent on murder, mindless destruction and chaos. Experienced survivors group together to set up armed militias: policing the barricades, organising the defences against zombie incursions and restraining the criminal element, with the Malton equivalent of "checking your guns at the door".


Prerequisites: Level 10
Effect: If 20% of the humans inside a heavily barricaded (or above) building have this skill, and there are no zombies inside, then all human-to-human damage (inside the building) is halved.
Zombie Effect: None.
Gameplay: Allows organised survivors to minimise the damage dealt by PKers and Bounty Hunters. (Of course, everyone benefits from the protection.)
Role-Play: The idea is that the militia try to act as a police force, confiscating weapons from anyone coming through the 'cades, and distributing them again in the case of a zombie attack. Of course, some weapons still get smuggled through, thus the half damage.
Justification: Players are punished for attacking their own kind (human or zombie) by halving the XP gain. However, when the skill tree is complete, there is no punishment, and PKing and griefing become viable gameplay options amongst the human population with no negative side-effect for the perpetrators. This suggestion attempts to address that, but only to an extent.
Notes:

  • Damage to barricades, generators and radio transmitters is not effected. (There are positive reasons for destroying all three.)
  • As a zombie who takes Brain Rot is commiting to a certain lifestyle, so a human taking Militia will be doing the same. If they choose to later become a PKer, they've essentially nerfed themselves.
  • Zombies inside stops the skill working because all of the humans turn their full attention (and all their weapons) towards the common threat. At that point, murdering someone becomes all the easier.
  • This doesn't nerf PKers - but it promotes their working together to attack organised defenders - a bit like in that zombie movie where the biker gang attacks the mall.
Notes: 11/22. Those against felt it would nerf PKing, and that PKing was a core part of their enjoyment of the game.
Left Queue: 01:02, 6 October 2006 (BST)

Sep 22, 2006

"Mini-Diagnosis" Added To First-Aid Skill

Timestamp: MrAushvitz Canadianflag-sm.jpg 06:34, 22 September 2006 (BST)
Type: Addition to first aid skill
Scope: Allows you to "see" who is seriously wounded
Description: As it currently stands the Medic and Doctor character classes are, well, kind of dead end starts. In that their starting skill (First Aid) doesn't make it any easier for them to start earning XP. Technically the consumer is a better "medic" because at least they can find more FAK's faster until they have the diagnosis skill... after that it's a fast healing co-operative rise to power. Furthermore, the consumer can max out their XP gained for the Life totals they heal, so the medic and doctor's skill kind of works against them.. for leveling progress anyways.

I propose a very simple way to "solve" the problem without having to give doctors and medics diagnosis as a starting skill.

First Aid Skill Addition:

First Aid - Player is able to heal an extra 5 HP when using a First Aid Kit. Survivors with fewer than 25 HP are shown as "wounded". Starting skill for the Medic and Doctor classes.

The "mini-diagnosis" addition to the first aid skill is a portion of the zombie Scent Fear skill. It only allows you to see survivors which are wounded (which coincides better since your FAK use can heal up to 10 Life.)

Intended Effect

First Aid, as a skill is ineffective if you are unable to see whom is hurt, and being able to recognize serious injuries is a most basic prerequisite of any first aid training. So this addition makes anyone with first aid have access to more XP, because now they can see. Kind of hard to use all those FAK's if you have no idea who needs them.

This is simple enough, and should singlehandedly make the Doctor and Medic more desirable and effective starting characters. At the very least they won't have to kill half a dozen zombies before they've learned enough human anatomy to be effective at helping other survivors.

The consumer will still be very effective in malls for treating their fellow survivors, but outside of malls (especially in hospitals) this skill is needed to enhance gameplay, enjoyment and RP effectiveness.

Notes: 14/23. Those against felt that changing the starting skill to Diagnosis instead of First Aid made more sense.
Left Queue: 12:51, 6 October 2006 (BST)

Sep 24, 2006

Junkyard Safe Entry

Timestamp: Funt Solo 23:56, 24 September 2006 (BST)
Type: Location Alteration
Scope: Junkyard Barricades.
Description: For a new player, playing a survivor, there's nothing quite as frustrating and demoralising as searching for a safehouse of Very Strong or less barricades. Uniform Barricade Policies are patchy, and often not actually implemented. Even experienced players can be frustrated by over-barricading.

This suggestion is simple: make all junkyards in Malton maximum Very Strong +2 Barricades.

(In role-play terms, this can be justified by saying it's just too difficult to barricade a fenced off area as efficiently as a building.)

(There are only 8 suburbs in Malton that don't have junkyards.)

Notes: 11/19 Keep/Total. Those against felt that this nerfed an interesting part of the gameplay - that of searching for a safehouse.
Left Queue: 21:57, 8 October 2006 (BST)

Sep 24, 2006

Surveillance System

Timestamp: Canuhearmenow Hunt! 21:11, 26 September 2006 (BST)
Type: New Item.
Scope: Fort Defensibility.
Description: This is actually a simple suggestion. In a powered fort one can click a NecroNet-like button called "Check Surviellance" this would show a outside view of only the blocks of Fort and the Armory in the center. This screen is different from NecroNet in that it doesn't show a approximate reading per block, rather it is divided into 4 colors; Blue - 0 BLips in block, Green - 1-10 blips in block, Yellow - 11-20 blips, Orange - 21-30 blips, Red - 31+ blips. Zombies with Memories of Life can use this. This only shows Moving Bodies, corpses, revived and otherwise, don't show up. And if you say elitist think of one other building, MALLS, which is more "Elitist?" A Fort (Relatively serious) or a Mall? ("OMG I ARE 1337!!!")
Notes: 14/23, Many believed that there had to be a risk involved.
Left Queue: 06:29, 10 October 2006 (BST)

Sep 28, 2006

Death don't have no mercy- no mercy!

Timestamp: Ron Burgundy 04:30, 28 September 2006 (BST)
Type: Change, Improvement, Other things, Good
Scope: Anyone in a siege!
Description: Since bashing barricades is dull and the zombies are all so sad, how about we make it more exciting? Half the time zombies scratch at trees, survivors on the other side are actively throwing the barricades back up. This suggestion aims to change that by making things more interesting for people on both sides.

If there is an active survivor fixing the barricades, where "active survivor" is defined as "anyone who has added to the barricades in the last X amount of time and is still in the same building," zombies with feeding drag (or an appropriate subskill) can get the option to pull them out. The success rate of pulling survivors out is inversely proportional to how high the barricade level is (you should have more chance of pulling someone through a "loose" barricade than a "quite strong" one). There's no chance of pulling a survivor through a "very strong" barricade or higher. I think this makes sense because you've got to stand next to a barricade and mess with it in order to fix it, and if there are holes in the barricade, zombies could reach through.

This will get only the active survivors pulled out, so it will make them think twice about barricading a loose building with their last one or two AP. Survivors could run back inside, but whoever pulled them out will also be active and able to attack in the few seconds that survivors are outside.

People might object to this because UD is supposed to be a slow game where being online doesn't really matter and this would change that, to a degree. The change has, however, already been made because active survivors prevent zombie breaches all the time during sueges. Anyhow, I don't see this as being a significant game change, but it would make things more interesting for all those poor zombies that spend 40AP attacking plastic trees.

Small edit: this might also do something about those pesky barricade bots, if they exist. Also, if Kevan adds this to the game, he should do so only after the Channel 4 News Team has successfully invaded Ridleybank and driven the zombies therein before them. Anything to the contrary would completely defeat the utility of this suggestion.

Notes: 22/34 (65%). Those against felt that this nerfed barricades. Those for felt that zombies in siege situations needed a boost.
Left Queue: 12:46, 12 October 2006 (BST)

Sep 30, 2006

Press Of Bodies (Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 23:06, 30 September 2006 (BST)
Type: New Zombie Skill
Scope: More powerful zombies can encourage tactics that grant less powerful zombies +1% to hit barricades!
Description: Press Of Bodies

Zombie skill, requires level 10+ to purchase. Appears under a seperate new skills tree.

Your deep resounding groans encourage less experienced zombies to press themselves against buildings, rocking back and forth against the barricades.

Game Mechanics:

  • All zombies at your location that have 3 or less zombie skills have a 1% bonus with their claw attacks against barricades.
  • This bonus only works if your zombie (with this skill) is standing outdoors of a building, if you leave or are killed/revived these lower level zombies do not get this bonus.
  • This bonus is not culmatitive! they only get a max. of +1% to hit with claws on barricades, period.
  • All zombies that get this bonus will see a red PRESS on this location's description, so they will know this bonus is in effect (and may choose to stay and attack this building!)

There, nice and simple.. very powerful zombies can buff low level zombies into a more respectable destructive mob. But it only helps the really low level zombies so usually it will mean claw attacks of 25% now 26% and 35% now 36%.. but every little bit helps! It should help lower level Z's get indoors a bit more often, and hopefully get some XP before their complimentary headshot/dump outside.

Notes: 12/22 (55%). Those for felt that zombies could do with some help. Those against felt that it was variously overpowered, underpowered, helped zergers or nerfed 'cades.
Left Queue: 23:46, 14 October 2006 (BST)