Talk:Suggestions/8th-Apr-2007
Hunter Skill - Follow Trail
Timestamp: | User:Dan Fransisco 11:25, 8 April 2007 (BST) |
Type: | Skill |
Scope: | Humans |
Description: | With the rise in Death Cultism, especially it's adoption by the RRF, Zombie Spy characters with free running are able to GK and RK with relative ease (and deadly consequence for seiges) and kill with the same ease as a PKer but without the consequences and there is no tactic survivors can use to prevent or dissuade it, especially as they can always hide within friendly Zed hordes and don't maintain safehouses or have to live within the survivor community at large like a PKer can/does. I propose a human skill akin to the scent trail zombie skill, that would only be available as a specialised hunter skill at level 10 like Headshot, that would allow survivors to 'track' to a point human griefers.
This would provide a good balance as survivor spies in Zed hordes are totally ineffective, and thus this skill would balance the undead faction's unfair use of both sides of undeath/life to be able to grief with no difficulty. This is especially the case with easy mall GK/RKing to soften the target with before and during horde attacks. The only faction this would seemingly possibly work against is human PKers, but on the contrary they could also use the skill to track their killers leading to good blood feuds. I'd make it cost 2AP per movement to follow a trail (due to having to look for it) and let you only know 1 block in advance where the trail goes, so there is an element of risk and difficulty in following, as it may lead to somewhere unsurviveable and with little AP left to act on (possibly leading to pairs following trails, a spotter with mobile and GPS to alert a strike team?). I'd make the trail go cold 24 hours after the original act was commited and you would be unable to follow a trail against your own murderer if you had been killed. Again, this is NOT an anti-PKer skill, as it would even help them get revenge! It's to balance the zombie spy imbalance as survivors gain very little from playing both sides, unlike Zeds who can easily kill malls by using humans. Ex: LeetKiller murdered/assaulted/destroyed JohnSmith/The Generator/The Radio. You detect his trail leads North-West. It costs 2AP to follow this trail. UPDATE: Thanks for the edit Funt Solo, I'm new to the Wiki so it's appreciated. A change i'd suggest then is "Detect Trail" would cost 1AP to give the compass direction then obviously it'd cost another AP to move there (or 0AP to stay where you are) and you could do this square by square (thereby costing 2AP per square) to a 20 block radius of the crime scene. The trail would be every square the assailant visited BTW, not an "as the crow flies" guide to where they are currently. I think PKers tracking bounty hunters is only fair and not a failure of the idea and would allow targeted vendettas preventing innocents being killed in reprisals. I know people have various reasons for murder/GKing/PKing, but they can announce that as they do the act as people already do and let the witnesses make their minds. If the genny was set up just to attract ferals, let the GKer announce that. It'd only be witnesses who had a "Follow Trail" option anyway. User:Dan Fransisco 13:35, 8 April 2007 (BST) UPDATE AGAIN: Apologies for the vagueness and not going to discussion first, i'm new to the wiki and not too sure of procedures. I'll keep this in this page at the mo though because people have voted already. Anyway, details! I'd propose that the ability to track would only be able to characters present (but not necessarily logged in) in the room at the time of a murder/RK/GK and only until you leave that room (i.e you cannot come back and pick up a trail, you must do it from the location on the first opportunity available) The griefs commited would be displayed in the message window when logged in as usual inbetween dialogue (Pete killed John, Sam killed Jack, etc) and there would be a drop down list of names and a button to "Track" Pressing would cost 1AP and eliminate the track option for you (thereby stopping multiple tracks) and display a dialogue of "You detect Pete travelled North-West". If you then travelled to that square, the option of a "Continue Track" button would appear, again costing 1AP for the compass direction, until you found your quarry or travelled 20 squares when the "Continue Track" dialogue would then display "This trail has gone cold" still costing 1AP. If you leave any square before pressing the track button or going in another direction after recieving the trail direction, you get the message "You abandon the trail" and you have lost that trail forever and cannot pick it up again by going back. Following a trail does not eliminate it for others to follow who were in the room at the time of the crime either, but again you can only follow a trail if you were present when the act was commited, and it would only be for murders/GKs/RKs I do not think it's anti-PK as PKers can use the same abilities, it mainly stops people with free running (especially Zed spies as not living in human communities means they are not dependant on or at risk of being recognised and attacked by survivors) griefing without consequence or risk. I'll keep further comments by me in discussions. Sorry for being so long winded, I should have explained all this better first time, I'll know in future.User:Dan Fransisco 23:25, 8 April 2007 (BST) |
Keep Votes
- Keep Well thought out and useful for PKer's and Survivors alike. --Kamden 13:49, 8 April 2007 (BST)
- Keep This game has no defense against PKers. Probably a deliberate flaw. But now that survivors are outnumbered and zombies heavily buffed the living can't just absorb PKing like they used to. There needs to be something like this now. --Jon Pyre 17:15, 8 April 2007 (BST)
- keep If Funt Solo's brilliant ideas are added then theres a keep from me to save this suggestion from peer rejected!
- Keep - I see this going to discussion. Simplify the write up a bit for when it gets resubmitted, but I like the general idea and mechanics. --Uncle Bill 05:40, 9 April 2007 (BST)
- Keep - Not that it does much in the big scheme of things. 90% of the time it will still be more effective AP wise to just get revived and ignore the PK/GK. But, blood feuds have a good chance to keep PKers busy with other PKers and giving the rest of us a well-deserved break. Bluetigers 06:42, 9 April 2007 (BST)
Kill Votes
- Kill/Change - (I had to fix the template, because you didn't use it properly.) There are several problems with your suggestion. There's no option not to follow the trail - so, say you don't want to bother following the trail, but you do want to move in the direction indicated - it still costs 2AP. So, that's bad. There needs to be a range limit, as well - so that the trail goes cold after a certain distance. Generator killing is not always malicious - in fact, sometimes a griefer sets up a gennie specifically to attract ferals to a safehouse. There's also the issue of a bounty hunter assaulting but not killing a PKer - the PKer then gets to track them. Also, if a bounty hunter kills a PKer, all the other PKers in that locale could then track the bounty hunter. --Funt Solo 13:00, 8 April 2007 (BST)
- Kill/Change - If I read correctly, your suggestion goes along the lines of "Bob smashed the Genny/Killed Tim/Said "you all smell like wee!". You now have the option to "Track" bob, one square at a time. I like the concept (you can follow anyone, but it's pricey and you have no idea how long it will take), but it's very vague. Is track a new dropdown menu, or a clickable button beside events? Who is listed in it? (all contacts, recently active, etc). Is there a time/distance limit? Does it display which direction they are in, or does it literally tell you where they went next? A very good idea in concept, but needs to be fleshed out. I suggest removing it and putting it in Discussion for a day or two --Gene Splicer 14:32, 8 April 2007 (BST)
- Change - as above, who will be on list to trail? zombies have everybody who reacted with them (damage, DNA scan). if the same for humans? missing GKers then. eveybody who made any action? too much. this needs to be clear in suggestion (technical side). if this would be resolved - you'll easily get my keep as i like the idea overall --Duke Garland 17:14, 8 April 2007 (BST)
- Kill - Give me a way to force revives to cost an extra 5 AP, and a 100% accurate instant kill skill, and then we'll negotiate about you getting breather equivalents for more of mah zambah skills. Or how about we just skip the whole stupid thing? Even real dual-mode characters can only use some of their skills some of the time - I don't like this trend toward trying to give purist survivors all the zombies' abilities (admittedly, some of them watered-down) plus their own. --Mold 18:30, 8 April 2007 (BST)
- Kill How is this NOT an anti-PK suggestion? Throwing in GK/RK makes it that way? I have little problem with anti-PK ideas. I just think this one, as those above said, needs work.--Pesatyel 20:01, 8 April 2007 (BST)
- Kill - I think some details need to be worked out on the discussion page. --T 20:09, 8 April 2007 (BST)
- Kill - Illogical that you can follow a person who you see do something like smash a radio, but can not follow any person you just see in general. --S.WiersctdpNTmapx:oo 23:48, 8 April 2007 (BST)
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