Talk:Suggestions/22nd-Dec-2006

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Class-Only Skills (v2.0)

Timestamp: Matt Scott 9 16:01, 22 December 2006 (UTC)
Type: New skills
Scope: Each character class
Description: A player may, upon reaching level 10, choose ONE of the skills listed below, regardless of their starting class. This effectively changes their starting class to the skill's class.

Military

  • Private - Expert Shotgun Training. +5% to hit with shotgun. Prerequisite: Advanced Shotgun Training
  • Medic - Field Surgery. Heal +5 HP (with a FAK) when outside a building.
  • Scout - Several Ideas:
    • Expert Free Running. Can enter buildings up to Heavily Barricaded from the street. Maybe too PK-er friendly?
    • Binocular Proficiency. Can use binoculars outside and/or inside non-tall buildings.
    • Expert Knife Combat: +5% to hit with knife. Requires Knife Combat. Although I'd rather keep the Scout skill "non-violent".

Science

  • NT Lab Assistant - Several Ideas:
    • Postmortem. Can recognize a zombie's HP with a successful DNA extraction.
    • Expert NecroTech Access. Can manufacture a syringe for 10 AP.
  • Doctor - Hospital Residency. +5% to searches in Hospitals and/or can search Hospitals and not find Newspapers.

Civilian

  • Cop - Expert Pistol Training. +5% to hit with pistol. Prerequisite: Advanced Pistol Training
  • Firefighter - Expert Axe Proficiency. +5% to hit with an axe. Prerequisite: Axe Proficiency
  • Consumer - Expert Bargain Hunting. +5% to searches in Malls. Prerequisite: Bargain Hunting

Zombie

  • Corpse - Several Ideas:
    • Serrated Teeth. Bite does +1 damage. Prerequisite: Neck Lurch
    • Disfigured. Attacking players cannot determine HP value.

Why class-only skills? Because once you advance a few levels, the classes are completely indistinguishable from one another. There ought to be an advantage to advancing as each particular class. Maybe a better idea would be only 4 skills: Military, Science, Civilian, and Corpse. If class-specific skills don't go over well, what about class specific items or class advantages for being at a specific building type? All your comments are welcome, thanks!

Discussion

I edited this down. If you want to read the original discussion, I put it on [my talk page].--Pesatyel 05:51, 21 December 2006 (UTC)

Oh, and something else to consider: We don't necessarily have to limit each class to ONE skill. On the list above, the Medic, Scout, Lab Assistant, Doctor and Corpse each has 2 or 3 skills. We can come up with 1 or 2 more for the Private, Cop, Firefighter and Consumer.--Pesatyel 06:02, 21 December 2006 (UTC)

In that case... Private: Tactical Knowledge (for lack of a better name): Able to see if a target has a Flak Jacket. May be slightly overpowered, but only slightly. It doesn't show health, just flak jacket. And, of course, only for the top of a zombie stack. -Mark 17:02, 21 December 2006 (UTC)

Hmmm...might not make it through "zombie anonymity." I mean if we have 5 zombies in a square, would we see "there are 5 zombies here, one is wearing a flak jacket."?--Pesatyel 05:50, 22 December 2006 (UTC)

Thanks for cleaning this up and archiving the original, Pesatyel. I wasn't sure if I could just arbitrarily move an active discussion, so I guess that answers my question. For clarity sake, I moved the archived version from your talk page to mine: [my talk page]. I also narrowed down some of the ideas with several choices to my personal favorites. I removed the following suggestions: Combat Medicine (Field Surgery is better), Knife Combat (Not in character for a medic), Flare Combat (Not really in character, and frankly a little weird), & Zombie Weapons Combat (too complicated). If I removed one of your suggestions anyone, then feel free to submit it as your own suggestion. Please keep the ideas coming -- you are all helping me to refine this alot!

I still feel a little unhappy with the Scout, Doctor, & Zombie suggestions. Oh, and Pesatyel, I removed your note about new players only being limited to the choice for their class if this is implemented. I think the complaint would still be that newbs wouldn't understand the implications of their class selection in late-game play. --Matt Scott 9 16:01, 22 December 2006 (UTC)

That's fine, about the note. Just something I thought should be discussed. Your right that a newbie probably wouldn't understand the implications, even IF the available skills were looked at during the character creation process. I think the Expert Knife Combat skill would work SOMEWHERE, so I included it with the Scout instead (the "logic" behind the medic was the idea of having to use what was on hand for surgery, or something like that). As for the Doctor, I was kinda thinking that SURGERY could be a Doctor-only skill, but that might be too radical a change (being different from adding NEW skills).--Pesatyel 05:45, 23 December 2006 (UTC)

Oh, and what did you think of the idea of having more than one class skill for each class? Kinda like the way Headshot is the only Zombie Hunter skill (which brings up a related topic, is Zombie Hunter a "seperate" class?), it might be a good idea for more than one. Of course, we don't HAVE to think of them all right now...--Pesatyel 05:45, 23 December 2006 (UTC)

Expert Free Running - I wonder if anyone else thinks this is too PK-er friendly? Honestly, I don't see buildings only barricaded at "Heavily" too often. It seems in-character for a Scout without being too overpowered (it only grants access to 1 level higher barricade). And if that means that all PK-ers would flock to the Scout option, then they miss out on other skills and it encourages better upkeep of barricades. Personally, I think Scout option should be "non-violent" and should encourage playing in-character, i.e., "scouting". What about this for the Scout: Forced Entry. +5% to hit barricades. This might be considered griefing or too PK-er friendly also, but remember 5% is only 1 additional hit out of 20AP. --Matt Scott 9 13:47, 26 December 2006 (UTC)

NOW UP FOR VOTING. Thanks for your input everyone!


Sleep

Timestamp: Cutlet 07:46, 20 December 2006 (UTC)
Type: Improvement
Scope: Survivors
Description: All buildings with beds, i.e. Hotels, Hospitals, Mansions, Towers, Churches, and Cathedrals are now able to be slept in, unless the building is ransacked (to clarify, sleep would now be a new function, rather than simply passing out after running out of AP). Sleeping takes 2 (was 1) AP to use. While asleep, you have a 10% (was 20%) chance to regain one HP each time you regain an AP. When you are not at full AP it takes 1 AP to wake up, but you wake up automatically when on full AP. While asleep, all attacks on you have a 100% chance to hit, and wake you up automatically. Sleeping survivors are shown in the room description, like this: [Number] survivors are sleeping fitfully in their beds [List Names]

Discussion

As it is I don't think this will fly, potential for gaining lots of hits back for no effort. Make it only work for 8 hours after which you 'wake' up and throw in some sort of draw back; maybe the first attack against you automatically hits and ruins the sleep! That way it would only be a minor boost for humans but would still keep the flavour... This might work paricularly well with a nursing skill: 1ap to 'watch the ward' for 8 hours doubling the chance of sleeping humans regaining HP, broken by either taking an action or being hit... might need a limit on how many you could watch though? --Honestmistake 08:01, 20 December 2006 (UTC)

I think this would be too easily abused AND it would nerf healers. In addition to what Honestmistake said, I'd increase the AP (2?) since you ARE in, effect, getting something for nothing. Maybe reduce the gain %. Oh, and I'd think it would be impossible in a ransacked building (no beds to sleep on). Think of it this way, just how well do you think YOU could sleep knowing there are zombies outside? And, in this instance, the "you are asleep" when you run out of AP would be secumbing to exhaustion rather than actual sleep.--Pesatyel 09:07, 20 December 2006 (UTC)

An idea though: what's always been annoying is when you just barely don't heal up fully and have to choose between using a whole FAK to cure a measely 1hp or otherwise go around at 59hp indefinitely. What if "rest" was just an instantaneous 1AP action with a 25% chance of curing 1hp as long as you're injured less than 10hp. It's less efficient for curing significant amounts of health but better to fill up that last one or two hitpoints. --Jon Pyre 09:26, 20 December 2006 (UTC)

Wouldn't that possibly nerf healers? I mean, if I get a zombie down to 1 HP, then shoot it with a pistol, I get 5 XP instead of just 1, even though it only took 1 to kill it. Unless I'm mistaken, the same holds for healing. Or, if you are REALLY worried about that 1 HP, why not look for wine/beer (or ask someone for a heal)?--Pesatyel 22:32, 20 December 2006 (UTC)

I think most folks would use this as a sort of away function for the game, creating all the problems of PK targeting and such inherent to other similar suggestions. Jon's idea fixes that by being instantaneous.--Nosimplehiway 13:04, 20 December 2006 (UTC)

Well, the whole idea of this suggestion was to give survivors some sort of benefit from sleeping in certain buildings, perhaps giving survivors the choice of sleeping in the mall, regaining no health, but having a little more AP to use, or sleeping in a different building and getting a little health back. Also, I think the ransacking bit makes sense. If I changed it to perhaps a 10% chance of healing one HP (meaning that on average you'd get back 5 HP if you went to sleep with no AP) would it be a little more appealing? And maybe making it cost 2 AP or something? --Cutlet 08:39, 21 December 2006 (UTC)

Make it 100% to hit if someone is sleeping, but have them wake up after the first attack.--Gage 08:53, 21 December 2006 (UTC)

I've changed it accordingly to some people's suggestions, and I'm thinking it looks pretty good now. I'll stick it on the suggestions page proper now. Thanks everyone for your suggestions.--Cutlet 10:40, 21 December 2006 (UTC)