Talk:Suggestions/26th-Sept-2006

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Blood Strength

Timestamp: 00:06, 26 September 2006 (BST)
Type: Zombie Skill
Scope: Brain Rot Zombies.
Description: The metabolism of this zombie has mutated so that when they drink the blood of their victims, they gain strength beyond that of a normal human. However, like any powerful addiction, the withdrawal symptoms leave them weak and exhausted.
  • Skill: Blood Strength
  • Prerequisites: Brain Rot
  • Positive Effect: When this zombie successfully bites a human, and they (the zombie) are at their natural maximum HP, they gain 2HP, up to a maximum of 10HP above their natural limit.
    • Example 1: A zombie without Body Building, if at 50HP (or above, from using this skill) would gain 2HP from every successful bite against a human, up to a maximum of 60HP.
    • Example 2: A zombie with Body Building, if at 60HP (or above, from using this skill) would gain 2HP from every successful bite against a human, up to a maximum of 70HP.
  • Negative Effect: Each AP spent not in combat (bite, claw or blunt weapon attack against any target) or ransacking, the zombie loses 1HP down to a point 5HP below their natural limit (if they are currently above that point).
    • Example 1: A zombie without Body Building, if above 45HP, would lose the 1 HP per AP not in combat, to a minimum of 45HP.
    • Example 2: A zombie with Body Building, if above 55HP, would lose the 1 HP per AP not in combat, to a minimum of 55HP.
  • Role-Play: gaining strength from biting is just a ghoulish, zombie type thing to do, so there's no need to justify it. With the losing HP rule, the idea is that while the zombie is in the heat of battle, or in a frenzy (attacking 'cades or ransacking a building) their souped-up body chemistry keeps firing - it's only afterwards that the negative symptoms start to kick in, and their body suffers.
  • Gameplay: only career zombies are going to take this skill, and even then - there's an obvious trade-off here. In the middle of a seige, you're a powered up killing machine, but wandering the streets, you'll be (slightly) more vulnerable.
  • Humans: this skill has no effect on humans.

Keep Votes

  1. Author-Keep - It's because it's such a potential buff that I limited it to Rotters. --Funt Solo 00:14, 26 September 2006 (BST)
    change it and u have my keep - just change the name to blood lust! thats all you need to do, then it might not sound as much like vampires.
    unsigned vote struck--Gage 06:32, 26 September 2006 (BST)

Kill Votes

  1. Kill/Change - I like it, but not having Brain rot as a prerequisite. --Gold Blade 00:08, 26 September 2006 (BST)
  2. Spelling - You keep spelling "Vampire" with far too many Zs. But seriously: I like the bonus, but not the penalty. I'd change it to you gain 4HP per bite ala digestion, but with a cap of 60/70HP, losing 1HP every time you do anything including attack, to a minimum of your usual starting health. --Gene Splicer 00:15, 26 September 2006 (BST)
    • Re - Ha. Yeah, I kept thinking "how can I make this sound less like a vampire", because, really, I know vampires don't belong in this game, and I'm not a fan of the genre. Spelling. You cheeky cnut. --Funt Solo 00:22, 26 September 2006 (BST)
  3. Kill - Too Vampirish, and there are some other problems as well, such as 1.) 45 HP loss? That wouldn't be such a loss for a career zombie, so in combat= 70 HP zombie, and if not in combat (Which will only occur after a career zombie kills all of its prey) Then what? 45 HP? Thats still a decent HP amount, plus the zombie will only spend 1 (Or 6) AP for 60 HP back (By dying and getting up). In other words, WAY to overpowered.--Canuhearmenow Hunt! 00:19, 26 September 2006 (BST)
    • Re - Now this is the kind of feedback I could've done with on the Discussion page - but nobody takes part in that. --Funt Solo 00:22, 26 September 2006 (BST)
  4. Kill - Yeh canuhearmenow pretty much said it all.--Mr yawn 06:00, 26 September 2006 (BST)
    • Re - He actually got the math wrong, but that must be my fault for not making it clear. A 60HP zed (with body building) would need to make 5 succesful bite attacks (and nothing but attacking in-between) to reach 70HP. Walking around (say, to get to the next place to attack) they would (after 15AP) fall down to 55HP - so the next time they break into a place they'd be more vulnerable to being killed and chucked out the window. There is a balance - but any suggestions for improvement would ge great. (Sorry for the looooong Re.) --Funt Solo 09:14, 26 September 2006 (BST)
  5. - I don't mind the idea in general but make the penalty drop them back to their original HP. Youronlyfriend 12:07, 26 September 2006 (BST)
  6. I like the general idea. 4 HP should be gained when over maximum health and every AP spent (even when combatting) should decrease life by 1 when over maximum health and just go back to maximum health. --Nob666 12:14, 26 September 2006 (BST)
'Cheers everyone - I'm going to resubmit this with major changes and a new suggestion name. --Funt Solo 16:32, 26 September 2006 (BST)'

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Timestamp: Canuhearmenow Hunt! 20:49, 25 September 2006 (BST)
Type: New Item.
Scope: Fort Defensibility.
Description: This is actually a simple suggestion. In a powered fort on 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.

Keep Votes
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Kill Votes
How can a tripwire distinguish survivors from zombies? --Funt Solo 23:54, 25 September 2006 (BST)

Easy, Human Movements are more Fluid and swift then zombie movements, so I guess I'll change the name to "Motion Surveillance" and finally; What survivor would stay outside a Fort?--Canuhearmenow Hunt! 23:56, 25 September 2006 (BST)
I think this would be more readily accepted if it didn't distinguish between survivor and zombie. So, the readout just indicates "11-20 blips" or whatever. Also, "0-10" is an odd range. If there's nothing there, it should accurately reflect that, so there should be an indicator for 0, 1-10, 11-20 etc. Your own argument (that there probably won't be many survivors out there) means that you will (probably) be getting an accurate readout of the number of zombies. Tripwires are too hokey (who constructs them?), and motion surveillance may be deemed too high tech. - I'd vote Keep on it, I guess, but you might be accused of X-Ray Vision. There may also be a question of why bother? Just go outside and look. (That'll be the other killer/spammer - that you're saving AP staying inside your cozy fort.) --Funt Solo 00:03, 26 September 2006 (BST)
Oh yeah, and there being only two forts, you'll be accused of elitist building promotion. --Funt Solo 00:05, 26 September 2006 (BST)
Aye. Just set it to how many moving bodies there are outside and I'd vote keep. As you said, "What human would stand outside a fort?". You can just assume they are all zombies, without having to include magical undead detectors. I have no problem with eliteist buildings: They exist and are called malls. I'm all for anything that, not to put too fine a point on it, gives people a reason to live somewhere other than a vhb mall with 1000+ survivors --Gene Splicer 10:30, 26 September 2006 (BST)

Too eliteist, otherwise good. MoL zeds can use it though? Idk about that part... --Gold Blade 00:14, 26 September 2006 (BST)
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