Talk:Suggestions/16th-Sept-2006

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Bolt-Action Rifle

Timestamp: GhostStalker 22:46, 12 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 12 damage a shot to opponents, 10 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 by clicking the rifle in your inventory, spending 1 AP to ready it for firing once again. The rifle would take up 3 spots in one's inventory, as it needs to track ammo left and whether or not the bolt is cocked. 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 9 AP to completely fire the rifle: 5 to fire each round, 4 to work the bolt after every shot. Attempting to fire the rifle without having worked the bolt after a previous shot would return an error message.

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. Also, the bolt has to be cocked in order for one to reload this weapon. 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, 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, 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.

Votes
Please dont vote as this time, as this suggestion is still in the works. However, please leave comments and feedback. Thanks.

This is one of the best rifles I've seen. scrap the fact that it takes away from other search chances, and it's good to go. IMHO, although it might be bad, perhaps you should be able to take apart a pair of binocs and use them to enhance the hit chances by 5%. Still, very good, balanced, and useful. An expensive, higher damaging gun. I want one. --Gold Blade 01:52, 13 September 2006 (BST)

RE - Not sure if I'm supposed to RE this, if not just make it a normal comment. Gold Blade, I don't think he's saying that this gun would lower the chances of finding other things, which is what it seems you're saying. I think he's saying "taken from" to imply that the percentages were thought of by looking at other search percentages. My thoughts, I could be wrong, but I doubt it. --Blue Command Vic 05:32, 13 September 2006 (BST)
Actually, he had it right the first time, the chances to find the rifle and ammo are taken out of the chances to find other items, as to not alter the total chance of finding the item. But I could change it if enough people want me to. This is, after all, only a draft. GhostStalker 08:03, 13 September 2006 (BST)

I love it.--Canuhearmenow Hunt! 02:15, 13 September 2006 (BST)

So far, all the feedback has been positive, but I wish more people whould give me some feedback on this thing... --GhostStalker 15:21, 13 September 2006 (BST)

All the messing around with the inventory, swopping boxes around, seems a little complicated. I think a lot of people would vote against this suggestion on that alone. It might be simpler to have it work more like a pistol, and have all the boxes full and an option to reload that puts an entire box into the gun. Unlike the pistol, reloading would take 5 AP. The Mad Axeman 11:59, 13 September 2006 (BST)

I dont think the box swapping would be that hard to code, and you just need to click on the box of ammo once with with fully loaded weapon in order for the rounds to rearrange themselves. But I can see what your saying. The problem with reloading at 5AP would be if you had less than that amount of ammo remaining, or you just wanted to top off your rifle. The rifle Im proposing wouldnt have magazines you would swap out, rather a magazine that can only be loaded by pushing rounds through the chamber into it. --GhostStalker 15:21, 13 September 2006 (BST)

I would work out the damage/AP, but I'm too tired right now. It would be useful for balance comparison with other weapons. Cheers to anyone who takes the time! Karloth vois RR 22:57, 13 September 2006 (BST)

Not taking into account search chances, the Damage per AP to an enemy without a flak jacket is as follows:
  • Base Accuracy (5%): 12 damage / 54 AP to fire 20 rounds = 0.22 D/AP
  • Basic Firearms Training (30%): 12 damage / 7 AP to fire 4 rounds = 1.71 D/AP
  • Marksman Training (40%): 12 damage / 5 AP to fire 3 rounds = 2.4 D/AP
  • Sharpshooter Training (50%): 12 damage / 3 AP to fire 2 rounds = 4 D/AP
If this seems way too high, then Ill try to reduce the damage of the weapon. --GhostStalker 01:26, 14 September 2006 (BST)

from what I see, having to load then cock the rifle inorder to fire it plus only being allow 1 in your inventory. sounds balanced and I agree with it. Smithy Jones 12:55, 14 Sept 2006 (BST)

If no one has any more suggestions, then I'm probably going to move this to the main page next Monday. If you do have suggestions, make them before that time. --GhostStalker 17:10, 14 September 2006 (BST)

If this gets put up, those D/AP measurements will come into play, and this will get spammed to hell and back, and then back to hell again. I'm not sure on the D/AP for pistols right now, but it wouldn't surprise me to learn that they've passed claws. Regardless, survivors do NOT need this. --Pinpoint 05:10, 15 September 2006 (BST)

In response to this, I looked at the AP needed to kill a 50HP zombie without a flak jacket with a fully upgraded shotgun. The Firearms page of this wiki states that it would take about 14 AP, with 8 attacks to kill one. The rifle that I am proposing would need 10 attacks at its highest rank (50% accuracy) to kill a 50HP zombie without a flak jacket. Those 10 attacks would cost a survivor 24 AP (10 to fire the weapon, 9 to work the bolt, and 5 to reload it). Therefore, it is more efficient to use a shotgun to kill zombies than the weapon that I am proposing. The amount of AP is comparable to what a needed to kill a zombie with a fully upgraded pistol: 24 attacks for 28 AP. Remember that this weapons D/AP stats have been calculated before taking into account AP needed to search for the ammo.
Maybe I should have this info ready when people do try to spam it on the main suggestion page... --GhostStalker 08:46, 15 September 2006 (BST)

The whole "check if the bolt is cocked" just complicates things too much. Also, why PDs? Why not Mansions?--Pesatyel 01:47, 20 September 2006 (BST)

You know what would make this rifle a definite "Keep" to me? If the rifle was always found with two other items: the "Pith Helmet" and the "Gigantic Moustache". Yeah... --Rgon 15:31, 30 September 2006 (BST)


Rooftop Garden

Timestamp: 00:26, 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" on the rooftop of 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 there is no space, try a taller building." (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 on the buildings Rooftop (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 on the Rooftop" Secondly, The Garden is attackable and destroyable, and is subject to the Ransack rules (Can't plant a Garden when craps in the way). Thirdly, a building with a Garden would enable one to seperatly "Search Garden". Fourth, a Garden would produce three different kinds of plants;

Butternut Squash - Takes up 2 inventory spaces, heals 10 HP. Found at 2% search.

Tomato - takes up 1 inventory space, heals 5 HP. Found at 4% Search.

Aloe Vera - Cures Infection. Found at 3% search.

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 on the Balcony, its bustling with plants" and upon going over the limit you'd see "Blahblahblah, There is a Garden on the Balcony, 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. Please tell me what I should or shouldn't change, thanks!

Votes
I love this idea as much as I love butternut squash (A LOT) --Gold Blade 00:31, 16 September 2006 (BST)

I prefer tomatoes --Blue Blade 00:53, 16 September 2006 (BST)
no no nO NO NO! NO MORE SLASHES!!!!!!! And its the squash that counts. --Gold Blade 00:55, 16 September 2006 (BST)
So, y'all like it? What do you think the Refresh rate should be for Plants? Anything else you don't like?--Canuhearmenow Hunt! 00:57, 16 September 2006 (BST)
Finally this page is showing up for me.....and I LOVE THIS SUGGESTION. But.....shouldn't it be.....the gardens being picked clean because a hell lot of other people have been picking? It would make more sense. --Axe Hack 01:07, 16 September 2006 (BST)
Aha! Great! But it says "Has been picked clean" what do you mean?--Canuhearmenow Hunt! 01:09, 16 September 2006 (BST)
Once every half hour, like everything else. --ĢΘζđ ЫǺđє 01:44, 16 September 2006 (BST)
Not bad. But with this everyone can get a heal in even more places now, which could be annoying for zombies. But otherwise not bad at all.--Mr yawn 07:49, 16 September 2006 (BST)
FAK's would still be more efficient, they simulatneoulsy heal 5 (Or 10) HP and cure an infection, plus you can search for them indefinitly, think of a Rooftop Garden as a...Future investment to make a building more self-sufficient.--Canuhearmenow Hunt! 15:29, 16 September 2006 (BST)
What I mean about what I said......lots of peeple are going to be picking the lil' vege garden. If someone picked it clean, no one else should be able to pick anything from it. It would make a bit more sense I guess. --Axe Hack 15:50, 16 September 2006 (BST)
Thats too open to Griefing, someone taking all the Food so people have to wait an extra 2 days to replenish itself.--Canuhearmenow Hunt! 16:04, 16 September 2006 (BST)
Eh.......good point............ --Axe Hack 16:26, 16 September 2006 (BST)