User:Jedaz/Sandbox/Peer Reviewed

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Last Day Added: Dec-09-05

This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

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.

DO NOT PUT NEW SUGGESTIONS HERE

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_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
suggest_moved=~~~~~
}}
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.
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Class Addition: Survivor

Additional Advanced Classes

Timestamp: 23:53, 12 Nov 2005 (GMT)
Type: skills modification
Scope: Survivors over level 10
Description: Right, well this is only a concept of how skills can be handled in the future; I'm not going to reel off a large list of shiny new skills as they'd most likely be shot down. Currently, we only have one "advanced" class available for survivors over level 10. Also, one of the common complaints I see is that survivors will eventually and inevitably collect all available skills, becoming homogeneous in skill regardless of initial class.

A way of solving this would be to introduce new advanced classes, each with their own skills and subsets. The catch would be that only ONE advanced class can be chosen. This variety in skills would give players plenty of choice to accommodate their play style. A few examples include:

For any humans over level 10

  • Zombie Hunter: Speaks for itself really, the classic "all-round" class containing a general set of aggressive skills ("Headshot")
  • Group Leader: A charismatic survivor who has lived through it all and has amassed a following due to the recognition of their heroic deeds. Skill set is similar to that of the Zombie Hunter but leans towards concerning itself with group welfare and morale.
  • Scavenger: For paranoid survivors who puts their needs over that of others, constantly worrying about never having enough of everything. Skill set caters soley to the individual, in particular their search ability.

For military classes over level 10

  • Tactitian: For those who have seen enough zombie attacks to recognise certain patterns, being able to introduce tactical knowledge into their actions. Skills are mainly defensive, including those which are area-related.
  • Combat Veteran: Complementing the tactician would be the gung-ho glory hogs who prefer to simply kick zombie ass. The skills available would be purely aggressive, brutal but lacking the subtlety of the zombie hunters.

For science classes over level 10

  • Zombologist: For those who have studied undead matter and the Malton phenomenon so extensively as to consider themselves experts on the subject. Skills lean toward the research side of things as they strive to understand all they can about the undead, including alternative means of dispatching them..
  • NecroTech Inner Circle: Your assistance over this trifling incident has pleased your superiors, therefore you have been given the privilege of accessing the inner, shadowy workings of NecroTech. Survivors in this class can look forward to climbing up the Necrotech ladder, accessing prototype equipmemt and bypassing security measures to access new data, including the Necronet.


Well there you go; no specific skills, but you can see how any future skills can be sorted into these categories. Of course, this should be pretty low in the list as there are more urgent features to add before something like this. For the long term though, what do you think? It's not perfect (one problem would be the number of people already with headshot..) but can this model be improved at all? Oh, and PLEASE don't kill this suggestion purely for the fact that zombies have no classes and this would unbalance the game. I'm well aware of that but seeing as better people have come up with like a bajillion different zombie classes, plus the fact that this won't be happening anytime in the near future it'd be a safe bet to say that there would be zombie classes to counter-balance these. Thanks for reading!

Notes: 100% Keeps. Gives more individuality. Meta classes will provide sustainable endgame fun and encourage teamwork without complicating the game. Two things. Votes contain discussion of rationale behind lack of Civilian Class.
Left Queue: 21:56, 27 Nov 2005 (GMT)

Convict

Timestamp: 06:23, 10 Nov 2005 (GMT)
Type: Player Class
Scope: Survivors
Description: This is basically a new Class of player. I'm not sure how well accepted a class suggestion will be.. but here goes. As a convict, you would start out with Body Building skill and a Length of Pipe. Your startup message could be something like: "After countless time behind bars, the prison you inhabited became infested with undead prisoners, which in turn begat undead guards. You barely managed to escape amid the chaos, keeping your head low as you made your way out into the streets of Malton. Little did you know that your trouble was just beginning." I think this would be a useful class because some folks would like to start with the Body Building HP edge, but would not be getting the weapon training to start off. Plus it gives those who want to play a non-ethical survivor something else to choose. (Except for Consumer and Corpse, all classes are pretty much public servants at this point.. and Scientists save lives all the time.) This would of course be a Civilian class. If necissary, user could also start with additional Hand-to-Hand Combat skill if that's not enough.
Notes: Alterations include Body Building OR Hand to Hand, lead pipes, brass knuckles. Dissenter mentioned that this is all zombies would start as if it had Body Building to start.
Left Queue: 19:05, 25 Nov 2005 (GMT)


Engineer

Timestamp: 03:18, 13 Nov 2005 (GMT)
Type: Char Class
Scope: Science
Description: Guy who starts with Construction, crowbar, and a GPS Unit.
Notes: 21/22 Keep/Total.
Left Queue: 14:49, 28 Nov 2005 (GMT)

Punk

Timestamp: 03:15, 14 Nov 2005 (GMT)
Type: Additional Class
Scope: Survivors
Description: The disaffected youth of urban dead make their premiere with the punk class. Punks start in the civilian class with a baseball bat, spray can, and tagging. Tagging provides early game XP while the bat adds some flavorful emergency defense (nothing that could unbalance it of course). Provides a good RP class for all the people who just want to raise a little hell in Malton without being completely worthless.
Notes: 25/27 Keep/Total.
Left Queue: 04:10, 29 Nov 2005 (GMT)

Black Ops

Timestamp: 01:26, 19 Dec 2005 (GMT)
Type: New Class
Scope: Survivors
Description: Black Ops is a branch of the military with heavy ties to the Necro Tech organization.

Was this branch specifically created to aid the Necro Tech organization with its research capabilities? Was this branch created to cull the weak from Malton as part of an evil plot in a diabolical experiment conducted by the Necro Tech organization, as some hold the organization responsible for creating the zombie outbreak? Are they a branch created to kill survivors as part of a government cover up? Are they simply a specialized branch of the military out to defend Malton? Is it all of these things, or none? I would tell you, but then I'd have to kill you - as it is top secret. Black Ops would be a separate class from the others. Their box/name tag representation color on screen would be black. Black Ops would have access to Military Skills for 75 XP (because they are combat trained after all); Science Skills for 100 XP (which differs from the standard Military's 150 XP for science skills - because Black Ops have ties to the Necro Tech organization and they would have a tendency to specialize in certain science skills); and civilian skills for 150 XP (as they are far removed from civilian life).

Black Ops - Riot. This character class represents Black Ops heavy weapons unit.

Starting Skill =

  • Basic Firearms Training.

Starting Items =

1 fully loaded shotgun (to represent their heavy weapons capabilities)
4 shotgun shells
1 GPS unit (because their intel always tells them where they are in the city)

Black Ops - Reconnaissance. This character class represents Black Ops stealth unit (that and I wanted to give people a reason to use a Kitchen Knife).

Starting Skill =

  • Hand to Hand Combat (to represent their stealth kill training)

Starting Items =

1 Kitchen Knife (an army knife would be more appropriate for this class, but since no such item exists - kitchen knife is to represent it)
1 Mobile Phone (because they are always in close communication with each other, and relaying information to base).

Black Ops - Tech. This character class represents Black Ops ties to the Necro Tech organization, with knowledge of their inner workings.

Starting Skill =

  • Necro Tech Employment (as the group has ties to the Necro Tech company - they know all the locations of the company in the city)

Starting Items =

1 loaded Pistol
1 DNA Extractor.
Notes: 20/26 Keep/Total.
Left Queue: 21:18, 6 March 2006 (GMT)

Class Addition: Zombie

Aberration/Monstrous Form

Timestamp: 10:44, 28 Nov 2005 (EST)
Type: Class w/ Skill
Scope: Zombies
Description: This is a heavily retooled resubmit of something I submitted a few days ago. To avoid making Aberration a chained suggestion, the new skill and new class comprise a single suggestion. The Monstrous Form skill could be made a stand-alone suggestion, without the new class; however, the new class would actually be harder to play than the current zombie class, as it can never get a Flak Jacket or Bodybuilding, and primarily serves to add some variety to the basic zombie class. To moderators, as he helped so much with the rewrite, I'm sharing RE: privileges with Dickie Fux. Without further ado, the suggestion.
  • New Zombie Skill: Monstrous Form
Concept:The experiments performed on this zombie have left it with body parts grafted on at bizarre angles; whatever it once was, it now bears only a rough similarity to human.
Effects: Whenever a zombie with Monstrous Form makes a successful attack, there is a 5% chance to trigger a second attack of the same kind, either claw or bite. This second attack has the same chance to hit and damage values as the first attack. If it is a bite attack, it does not activate Digestion or Infectious Bite. When a character takes damage from a second attack, the text displayed has more detail than a regular attack, along the lines of "You stagger momentarily as a misshapen aberration rakes you with his third claw. You take 3 damage." This chart shows the gain to Damage/AP in the column labeled "Second Attack;" in all cases, this is a small amount.
Requirements: Monstrous Form requires Brainrot as a prerequisite, to represent that the zombie's form is now so different from that of a human that it can never be revived. Also, a zombie cannot purchase this skill while wearing a Flak Jacket; because of its misshapen form, a Flak Jacket no longer fits, and must be discarded. A zombie that already has Bodybuilding can purchase it without losing the benefits of Bodybuilding.
  • New Zombie Class: Aberration
Starting Skills: Brain Rot, Monstrous Form
Flavor: Many have accused Necrotech of causing the zombie outbreak. Little does the public know what atrocities truly occurred in the Necrotech labs. Among these were experiments to cultivate a race of supersoldiers from the undead. As the quarantine continues, the security measures which held you and the others like you in captivity have finally failed, unleashing a new zombie menace upon the survivors of Malton.
You are the result of one of those experiments. Odd body parts protrude from your body at bizarre angles, the results of grafting and genetically modified hormones. These experiments have left your corpse a patchwork mess reminiscent of Frankenstein's monster, an utter abomination to behold. Worse, the patchwork nature of your kind makes you utterly impossible to revive and confusing to the DNA extractors.
Starting Attributes: Starts with Brainrot and Monstrous Form. Realizing that classes don't usually start with two skills, it seems fair in this case, as starting with Brainrot will permanently prevent access to both Bodybuilding and Flak Jacket.
Optionally, these creatures may show up in room descriptions; the main drawback to that would be the increased server load of checking for an additional class. Another option would be to have them show up as a different color on the map, the way Civilians, Scientists, and Military do. In either case, it's more a programming issue than anything, and should not be considered part of the suggestion.
Notes: 15/21 Keep/Total.
  • XP given for DNAa scanning this creature should be slightly higher, given that 1) Necrotech would be more interested than in normal zeds. 2) Brain rot means it's harder and 3) the added risk of taking damage. 5% chance of doing another attack seems a bit low for a super-zombie, though. Perhaps a bonus to barricade assaults as well?
  • Dissent: Want more to play as zombies? Make more zombie classes that have different benefits and abilities, don't suggest a class or skill that overpowers them!
Left Queue: 04:14, 13 Dec 2005 (GMT)


Zombie Classes

Timestamp: 11:47, 11 Nov 2005 (GMT)
Type: New Classes
Scope: New Zombies
Description: Instead of only having "Zombie" as a choice, I think it would be better to give a choice as to what type of player you are. Perhaps current zombie could be renamed "Combat Zombie", due to Vigor Mortis adding to its attack. Other types could be "Fast Zombie", which gives the zombie Lurching Gait as a starting skill, or possibly "Tough Zombie", which would start with the Human skill Bodybuilding, or some new zombie equivelent skill allowing more than the base hitpoints. There are more possibilities, I am just throwing some out there. If you have any, put them in your vote!
Notes: Alternatives:
  1. Zombies start with 100xp so they can buy any skill rather than have a "class".
  2. Each class needs at least 'Vigor Mortis' or another attack-based skill or there will be a hard time leveling up.
  3. Potential zombie classes:
    1. Combat Zombie - Starts with Vigour Mortis.
    2. Hastened Zombie - Starts with Lurching Gait.
    3. Hunting Zombie - Starts with Scent Fear.
    4. Devouring Zombie - Starts with Digestion.
    5. Rotting Zombie - Starts with Brain Rot.
    6. Sentient Zombie - Starts with Memories of Life.
    7. Burly Zombie - Starts with Body Building.
Left Queue: 03:27, 26 Nov 2005 (GMT)


Horror (Undead Colossus)

Timestamp: 08:36, 20 Dec 2005 (GMT)
Type: Classe
Scope: Zombies, Game
Description: I was very pleased to see that many people supported my Necrotherium suggestion. With their comments in mind, here is a revision of that idea?hopefully it is complete and balanced (and fun!) enough to warrant acceptance. You can find the original suggestion here.

The Horror, the Horror

The zombie germ has mutated.

During the several months of the Malton Quarantine, the virus has run virtually unchecked through thousands of subjects. As many of the NecroTech scientists expected (and as a certain few hoped), the repeated cycle of infection and revivification has reshaped the genetic profile the disease. Reports have come in about zombies reacting violently to syringes, and several dedicated scientists have vanished without a trace. Buildings have begun to exhibit weird markings, as if rent by monstrous claws. The streets are strangely empty of corpse and man.

In the wasteland that is Malton, a thunderous bellow echoes through the fog. Something terrible this way comes.

Transformation

Any Brain Rot zombie stuck with a revivification syringe has a 1 in 200 chance of transforming into a Horror. The change is instantaneous, though the zombie loses all its HP and must Stand Up to play as a Horror. There will be a cap on the number of Horrors that may exist at one time; I say 20 is a fair cap. A transformed zombie waiting to Stand Up as a Horror still counts as one. If the zombie goes inactive before it can Stand Up, it loses the Horror "tag" and becomes a regular corpse (though still a zombie).

General Mechanics & Combat

The Horror has lost much of its sensory capability during the transformation, and as such cannot distinguish between survivor and zombie??all players are described as "Meatsack" or some such thing. For example, the area description would read "There is a Meatsack here" or "There are many Meatsacks here" with no HP counts or anything else. It's important that numbers have no definition to the Horror player. When attacking, there will be no dropdown list, just an ATTACK option. All Meatsacks net the same amount of XP, regardless of whether they are Survivor or Zombie. Other players will only see it as "Horror", since it has mutated beyond recognition. Also, the Horror would have little perception of its environment??all locations would be seen as "A building" or "An open space". These rules prevent the Horror player from coordinating with other players, such as a zombie horde. The Horror must be on its own.

Because of its increased mass, the Horror a maximum of 250 HP. It is immune to infection, and revivification, and cannot be healed by FAKs, or use Digestion or items (including any flak jacket defense). When attacking, the Horror attempts to hit three different targets (one for each claw and one for jaws), meaning that each time a Horror attacks, three different players may be injured. If the Horror attacks just one player, it can only do one limb's worth of damage (randomly chosen, though only a Bite or a Claw attack).

For example, a lvl 1 Horror enters a street containing six Meatsacks A-F. It attacks. This is what happens in one turn (assuming the Horror connects each time). Phrases in italics will not show up in-game.

  • You attack a Meatsack (A) for 2 damage (A Horror attacked you for 2 damage)
  • You attack a Meatsack (B) for 2 damage (A Horror attacked you for 2 damage)
  • You attack a Meatsack (C) for 4 damage (A Horror attacked you for 4 damage)

If the Horror attacks again, it will target these same three Meatsacks over and over until they die or leave the block. Then it will go for Meatsack D, E, and so on. The order of the Meatsacks is randomly determined when the Horror enters the block (or is determined the same way zombies are stacked).

The hit percentages and damage caused by these attacks are carried over from the skills of the original zombie. If a Horror is killed, it loses all its XP and degenerates back into a corpse, becoming a regular zombie again. The zombie retains the skills it gained as a Horror but is unable to use them until it is transformed again (unlikely). A non-Horror player that kills one receives 3x the XP it would have gained from a regular enemy kill. OR, if everyone feels it is more fair (and it isn't hell to program), possibly the player might retain (or receive, after losing all XP) a certain amount of XP for every Horror skill it gained. That would reward the player for being a good Horror but not turn the whole thing into an XP farm.

A Horror will also have the option to roar, which would be treated in the same way as a flare ("You hear a terrible bellow x blocks north y blocks west"). Possibly it might roar during its "birth" and "death" for effect.

Buildings

The Horror cannot enter most buildings, as its bulk keeps it from using all but the largest of entrances. It is unable to attack the barricades of any building it cannot enter. A random sample of 1/5 to 1/6 of all the buildings in Malton will receive an extra programming tag designating that a Horror may enter that building. Quadrants of Malls and Mansions will be consider separate buildings in this instance??as such it may be the case that a Horror can enter the North-Eastern block of a Mall but not the North-Western one. Once a Horror comes across such a building, the flavor text lets it know this is so. Doors have absolutely no effect of the Horror, and the building is designated "wide-open" after it enters. If the building it wants to enter is barricaded, it attacks the barricades with the same success rate as a survivor with a crowbar (or in any case, better than a fully leveled zombie) and causes them to collapse by 2 units instead of 1.

Clash of the Titans

The sole exception to these rules is the presence of another Horror. Since the Horror is essentially a beast, it is extremely territorial and will defend its turf against others of its kind. As such, it is able to distinguish other Horrors from Meatsacks, and is given a dropdown list when encountering one (or more). When a Horror attacks another, all of its attacks are employed (meaning it attacks the single enemy Horror with all of its Claw, Bite, and Tentacle attacks). It may attack only one Horror at a time. If Horror A kills Horror B, and the B has 2 or more skills that the A does not have, the A gains 2 of these skills in lieu of the XP kill bonus. If B has no skills A doesn't have, A receives 3x the normal XP kill bonus.

Skills

The zombie skills that carry over into Horror play are:

  • Vigour Mortis Tree
  • Lurching Gait Tree

All other skills have no effect until the Horror becomes a zombie again.

Once a zombie becomes a Horror, it loses access to the old Zombie skill set (like when being revivified into a survivor) but gains the new Horror skill set (all skills in italics are just ideas and not essential). Each of the following skills costs 175 XP (or whatever Kevan thinks is fair):


PREDATION TREE

  • Sprout Tentacle: Gains a fourth simultaneous attack, treated as "Tentacle", dealing 2 DMG with 30% to hit.
    • Extra Mouth: Gains a second Bite attack.
      • Ravening Maw: Bite attacks deal an extra 2 damage.
    • Extra Tentacle: Gains a second Tentacle attack.
      • Deformed Appendages: Claw and Tentacle attacks deal an extra 1 damage.


METASTASIS TREE

  • Reconstitution: Player regains 3 Hit Points every half hour.
    • Terrible Growth: Player has a maximum of 275 Hit points instead of 250.
      • Abominable Growth: Player has a maximum of 300 Hit Points instead of 275.


INSTINCT TREE

  • Lair Sense: Player can identify buildings capable of Horror-entry on the mini-map.
    • Destructive Purpose: Successful attacks on barricades cause them to collapse by 3 units instead of 2.
Notes: 20/28 Keep/Total.
  • Concerns:
    • Pro: It is so awesome ? It encourages Brain Rot
    • Con: It's a zombie-killer ? It needs some way to heal (possibly retain Digestion) ? It should be able to enter all big buildings and those with large doorways (game logic) ? Hard to reprogram 1/5 of the buildings ? Map should remain colored ? Player might retain a fraction of XP when killed
Left Queue: 03:00, 22 Jan 2006 (GMT)

Rotter

Timestamp: 04:15, 22 March 2006 (GMT)
Type: New Zombie Class
Scope: New players
Description: For too long, there has been only one type of starting class for zombies, while there are three main types and eight sub-types of survivor. While this will not rectify that situation, it goes as far towards providing some diversity among the ranks of the horde as a single suggestion should.

I propose a new class of starting zombie called Rotter. This class, only for the hard-core zombie player, is made up of corpses who have been dead quite some time and have rotted beyond repair. The Rotter starts off with the Brain Rot skill, so that it can only get a flak jacket or survivor crossover skills with great difficulty. In return for this sacrifice and the lack of a useful starting combat skill, the Rotter will be able to level in the zombie skills faster than its fellows, at the rate of 85 XP per skill. If revived in a powered NecroTec Building, it will have to spend 150 XP for its survivor skills. Although survivors get a better deal in skills of their own class, there is less need for a zombie to get out-of-class skills, hence the cost of 85 XP and not 75 for each zombie skill.

Although this starting class is not for everybody, and should be labeled as such, I believe that many would appreciate having the option of this starting class.

Notes: 16/19 Keep/total
Left Queue: 03:32, 21 April 2006

Class Alteration: Survivor

Innate Class Abilities

Timestamp: 12:21, 2 Dec 2005 (GMT)
Type: Improvement
Scope: All Players
Description: In the current game, as characters grow in level they tend to become more and more similar as they snap up all the available skills. The goal of this suggestion is to differentiate the classes by providing some relatively small bonuses that would nonetheless leave them more well suited for the particular tasks that their class is focused on. This would make class selection a weightier task, as your class ability will have some impact in the late game as well as early on.

I specifically do NOT want to start giving damage bonuses or, even worse, bonus XP. This would almost certainly lead to serious unbalance in the game's structure. Instead, I have elected to give each class a very small chance of getting "bonus" AP for performing tasks that are suited to their class role.

I have tried to balance these abilities with each other, rather than attempt to correct imbalances in the game's current class system. This would allow the abilities to be stuck in as-is, with the assumption that rebalancing will take place within the already-existing game structure. I believe that all of these abilities would be exceedingly easy to implement, probably no more than a line of code or two per class (just a quick random number check when certain tasks are performed).

Military

Private: Valor. A trained soldier knows how to press the advantage when he has it, and make use of every opportunity. Years of combat experience impart a fierceness that awes enemies. Privates have an 8% chance to keep their AP each time they hit an enemy with a ranged weapon. (With maxed-out weapon skills, this would average to 2.6 extra AP per day if all fifty AP were spent firing a weapon. This would be very difficult to do. Realistically, if you spent 34 AP in combat, firing five pistol clips and reloading between each one, this would amount to 1.56 extra AP.)

Scout: Speed. Reconnaissance is one of the most dangerous, and most important, wartime activities. The ability to move quickly, quietly, and efficiently is essential. Scouts have an 8% chance to avoid spending an AP each time they move to another location. (If you spend all fifty AP running, this gets you an average of 4 extra AP per day.)

Medic: Triage. A combat medic must quickly learn how to prioritize patients. The realities of the battlefield require a focus on healing as many soldiers as possible, sometimes at the expense of the seriously wounded. Medics have a 5% chance of not losing an AP each time they heal an ally who has 35 or more HP.

Scientist

Lab Assistant: Methodology. Science is a difficult process, requiring tremendous focus and the ability to meet exacting standards. A true scientist views unexpected results not as failures, but as opportunities for learning. Lab Assistants have an 8% chance to avoid losing an AP when they fail to revive or extract DNA from a zombie.

Doctor: Dedication. Becoming a physician is no easy task - it requires nearly a decade of schooling, and only those with the most profound focus reach their goal. A deep sense of compassion is present in virtually all of those who have made healing their life's work. Doctors have an 8% chance of not losing an AP when they heal an ally with 35 or fewer HP.

Civilian

Cop: Discipline. Life on the beat is one long string of deadly situations. Officers can live or die based on their ability to keep a cool head when the odds are stacked against them. Cops have an 8% chance to avoid spending an AP each time they miss an enemy with a ranged weapon. (Similar to the Private's ability, this would result in an average 0.96 extra AP for a 34-round combat with maxed skills. Compared to Valor, this ability is somewhat stronger in the early game, and somewhat weaker in the late game.)

Firefighter: Heroism. Firefighters gain a 5% chance to keep their AP when performing a melee attack when 20 or more zombies are present. (This would come out to 2 extra AP for 40 turns of combat. I'm not terribly confident in this skill, as the firefighter's role is very ill-defined. This is the best I could come up with. Feel free to suggest something else.)

Consumer: Keen Eye. In modern western civilization, there is no ideal more deeply ingrained than capitalism. The consumer is a true believer, who has spent his life keeping a watchful eye out for exciting bargains. Consumers recieve a 2% chance to not lose an AP when searching. (1 extra AP for a full day of searching.)

Zombie

Corpse: Instinct. The lurching hordes of Malton act not on intellect, or even emotion, but pure impulse. This mindlessness can occasionally be an advantage - the undead attack fiercely, with neither thought nor hesitation. Corpses gain a 2% chance to keep their AP when attacking. (1 extra AP for a full day of combat.)

Please do note that the numbers I have suggested are not set in stone. They can of course be tweaked to improve balance. Suggestions are quite welcome all around.

Notes: 35/36 Keep/Total.
  • Removes the homogenity characters get later on.
  • Scout should be changed to 2% like the Consumer and Zombie classes; walking around isn't a skill that needs extra searching times like the rest of the 8% ones.
    • The scout's ability is more likely to trigger because his is the only one that covers an activity which cannot get you either XP or items.
  • Definite number tweaking required.
  • Could these percentages possibly improve as a character leveled up?
  • Give starting zombies a slightly better advantage than the others - make more people want to start as zombies and CONTINUE PLAYING as zombies.
  • Raise the Zombie one to 3% or 4% since they can only attack to gain XP and nothing else. However, they're all good but the Firefighter one. Firefighters should get that same bonus, only with the axe with any number of zombies. Might seem unbalencing, but remember that fire axes only have a max of 40% accuracy and only do 3 damage, which allows for one kill a day at best. However, whatever you do with it, making each one different like this is something the game begs for! However, before finishing my comment, one thing.. How about adding a little more flavor to the zombie class innate skill? I know only one zombie class exists, but they need something to give them something to make them more unique. So perhaps two or three innate skills and they can only choose one?
  • Keep Private regains AP on hit, Cop regains on miss. Well when the ranged ability goes over 50%, which it eventually will, then the cop is by its very nature underpowered compared to private. Sure it's not a big deal, which is why I'm not voting Kill, but it's still worth noting. It's almost a bad thing to raise your accuracy in that case. (of course it's so small it's barely noticeable either way) Oh, and failing to scan and revive... well, revive, happens so rarely. Usually a scientist can keep track of who has brain rot and who doesn't. ** Note the early- and late-game disparity between the Cop and Private skills in the text of the submission. The two classes are almost identical already, making them a bit different in this way could only be a good thing. The gameplay differences are fairly interesting as well - for example, a Cop who pumps his pistol skill but neglects his shotgun might still find it worthwhile to fire off all those shells he collects while searching PDs.
  • The only problem with this suggestion is that the numbers low to avoid being chewed out for unbalancing - these added bonuses matter pretty much not at all.
    • Did not want to have a huge impact on the gameplay - my goal was to gently encourage players to act as someone of their class likely would, while still ultimately allowing them to viably pursue whatever path they like.
  • Problem 1 - it breaks the retroactive penalty rule. Even though its a bonus, its a bonus that varies by which choice you made at the beginning of the game when there was no hint these bonuses would ever even exist and thus they weren't a factor in your choice. Players are guaranteed to complain that they were forced to get one they didn't want instead of the one they did, and I don't blame them.
  • Problem 2 - It is unbalanced. Some of those skills are much, much, much more useful than others. For instance, a maxed gun user will hit more often than he misses, so private is objectively better than cop in addition to still leveling faster, and guns always beat axes for high levels so even if the gun bonuses required a horde and the fire axe didn't the firemen would still be screwed. Then you've got the scout's bonus, which is only going to make a difference in a few rare instances, and the necrotech one, which only kicks in when they're screwing up and makes even less difference than the scout one, and the consumer one which is the only one that is useful for every role available. These are terribly unbalanced, and even if they weren't they are also going to turn decisions made months ago into new benefits or lack there of that didn't even exist when the decision was made.
  • Firefighter: Heroism.--How about every time there are 20 or more non-military players present. The heroism when there are 20 or more zombies is worthless because even with a slight AP boost, a firefighter can only take out one zombie, leaving the other 19 to kill or infect him as soon as he is done. He will have to run away, which is cowardice. If the bonus is given when there are non-military players present then the extra AP will not only be helpful, but encourage the player to stay in character and assist the people being attacked. If not non-military types, it is possible to make the AP bonus for when there are survivors below a certain level, say 5. This has the same implications and makes up for the skills higher players get allowing them to ward off an attack themselves. A fireman is a servant of the public and I believe that this will encourage more firemen to help those trapped by an incoming zombie attack.
Left Queue: 20:14, 17 Dec 2005 (GMT)

Doctor change

Timestamp: 11:28, 5 Jan 2006 (GMT)
Type: Starting Skill change
Scope: Doctors
Description: Doctors start with the Diagnose skill instead of the first aid skill. This would make it alot easier for them gain the first couple of levels: I think only the first 1-2 levels because any doctor in his right mind will get that skill as soon as he possibly can, and it's one of the first ones he has access to in anycase, for only 75 EXP. This would also differentiate him from the Medic a little more, and imho in makes sense too: first aid is more of a paramedic sort of skill, whereas a doctor, who usually has time to look things over etc. will be able to diagnose the ailment. Perhaps in this case his starting items should be reduce to just 1 first aid kit, although this remains to be seen.
Notes: 36/38 keep/total
Left Queue: 10:06, 19 April 2006 (BST)

Class Alteration: Zombie

Advanced Zombie Skill Trees - Mutations

Timestamp: 06:13, 4 Dec 2005 (GMT)
Type: Advanced Zombie Skill Trees
Scope: Zombies
Description: This is my piece de resistance you might say. And by that I don't mean it's perfect, it's just extremely ambitious. This is one sweeping attempt to fix the boring zombie problem. I won't feel bad if you kill this. I did take time on it so try not to be too cruel. -Zaruthustra

Attacks in these zombies are unbalanced to each other. Some might have better bite, and some might have better claw. This is specialization. Not everybody will take the same job. In the end I do think the bonuses are generally balanced by the penalties.

The names are a bit silly in parts, I know, but we'll leave that up to Kevan.

Numbers are recrunchable, and I'm no math major. Don’t vote kill if you think a 5 should be in one spot instead of a 10. Talk with me.

Lots of these have trouble getting XP, but this is endgame right? Who cares when you have all the skills. Also doing the final tree is meant to be a difficult challenge decision.

General mechanics

Once zombies hit all their skills, they have nowhere to go and quickly get bored. I propose a new system where they can choose an ultimate evolution. To reach this you must complete the basic zombie skill tree. This means you can never be human again(not anymore). You can then choose to enter an evolution tree. Each evolution immediately gives you a whole bunch of penalties, with the ability to buy skills to balance them out. This ramps up the difficulty for high level zombies and gives them a new goal. Once they finish their trees they will have specific abilities other players can't have (you can only choose one evolution). The desired end result is that zombies specialize and form into teams, each benefiting from the others unique talents.

Carrion Feeder

Description: Feeder zombies have evolved to fill new niches in Malton. While they lack the stature or strength of their standard counterpart, the feeder strains are adept and agile, preying on the weakened and dying with frightening efficiency.

Mechanics Description: Feeder's fill the role of zombie shock troops. They move in very quickly, clean up weakened enemies with deadly precision, and leave before anybody can get a shot off. They do not have much HP, but they can evade attacks and heal very easily. They absolutely cannot stand up in single combat with a healthy survivor. Even fully evolved they aren't very strong, but the loner ferals who want to avoid conflict will enjoy being able to sweep weak humans without any trouble. I had trouble with these little devils since I didn't want to give bite the same bonus as claws, which would make their infection ability far too good (also it encroaches on another class farther down). In the end I just made bite weaker but gave more healing.

Starting Stats:

Loses bodybuilding, cannot be taken (if taken)

Flak jackets cannot be worn (do not negate damage)

Loses 10 HP

All attack lose one damage

Reflexes Tree

Lightning Strikes: Claws gain +20% to hit. (Claws are still weaker, but they attack with precision)

Agility: Gains a 20% chance to dodge an attack (This skill will act like a flak jacket, with the added bonus that it will make feeders undesirable targets. Who wants to shoot at a zombie they'll miss all the time? Easy to code I presume, would check like a flak jacket.)

Feeding Tree

Gorge: The feeder receives an additional two healing from bite. Any killing blow (hand or bite) gives them five health instead. (Since they don't have much HP, this keeps them healthy so they can actually complete their trees without getting constantly headshot)

Blood Frenzy: All attacks do an additional one damage against wounded survivors. (Fits the feeder's flavor, and gives his woefully bad damage some relief. Ironically I got this idea from the humor sections aristocracy tree)

Virulent Zombie

Description: These zombies have evolved as carriers for the plague in Malton. Their evolution has allowed them to produce ever more virulent strains of the strange infection that is changing humans.

Mechanics Description: As you may have guessed, this zombie lives to infect. It is a safe house buster, designed only to get inside and infect as many people as possible. This type will be harder to play due to pitiful damage, but they will be in high demand in sieges due to their large scale infection ability.

Starting Stats:

-10% to hit for all attacks

All attacks have a two damage penalty

Infection Tree

Wasting Plague: The effects of infection compound, every 5 AP the infection deals one more damage per action.

Disorienting Bite: Infected human gets a -20% to hit penalty until cured.

Biology Tree

Sharpened Teeth: +20% chance to hit with bite.

Bile Splash: When killed, the zombie has a 50% chance to infect the attacker.

Monstrous Zombie

Description: Hulking monstrosities, these zombies have grown into a nearly inhuman form. While their twisted frame makes them further lose the dexterity and intelligence of humanity, they grow increasingly strong. Better to run than try to face on of these giants.

Mechanics Description: For every player who wanted to be the zombie who blocks out the sun. Dumb as mules and kick twice as hard, these ham fisted hulks are the zombie siege engine. They lumber into buildings and start pounding survivors, shielding weaker zombies by being targeted. They can effectively waste massive amounts of survivor AP by absorbing all the attacks and level barricades easily. While you probably can't stand up to one in real time combat, they are extremely easy to evade. Monstrous zeds are slow and clumsy, making them frustrating when there are no safe houses around. I have trouble with these, even with penalties to AP they are quite strong. Their big penalty is that they are social creatures. Too slow and dumb to act alone, they need others to open doors for them and back them up for damage.

Starting Stats:

Takes 2 AP to move again

Loses Memories of Life, cannot take

Takes 10 AP to stand up

Loses -10% to hit

Strength Tree

Demolish: +10% to hit on barricades. (Focuses the character around safe houses.)

Strength of Undeath: Claw attack get a one damage bonus, bite gets a three damage bonus. (I know bite for a whopping 7 damage sounds high, but when you work it the end average damage isn't that high, and they lose the ability to infect and heal well)

Defense Tree

Impervious Form: +10 HP. (I know 70 potential HP with flak sounds high, but really their only job is to get beaten on.)

Stumbling Grab: Takes 5 AP to stand up.

Unknowns

Will humans be able to tell which zombie is which? If so, it would certainly hurt the shield ability of monstrous zeds, but not knowing would make the poor humans guess whether they can take a zombie.

If there are subskills, it would make choosing a final class tricky. Nobody would know if they like the skills that balance the penalties since they can't see them.

Scrapped Section

For all those ideas that sounded cool, but I knew would have gotten this idea killified instantly.

Wracking Pains: Virulent Zombie infection targets the muscles, causing the survivor to have a small chance to seize up when performing any action.

Lucid Zombie Type: Zombie gains further memories of life. More human skills become available, can use melee weapons for bonus, and can speak more clearly. Loses damage and ankle grab.

Horde bonus: Just a big old horde bonus for working together.

Notes: 30/39 Keep/Total.
  • Flavour name changes: Ghoul, Plague Bearer and Lurcher.
  • Give each branch at least one novel skill.
    • Intentionally made all skills work off existing mechanics to help this idea through.
  • Some of the numbers may need tweaking.
  • All of the skills suggestted work out to be zombie equiv. of the Human Carbine rifle; it unbalances the game.
    • These guys aren't that strong. Average damage using his most powerful attack (claws) is 1.6 damage. Multiply by 50 and that is 80 damage. A normal zed with 50 AP averages 75 damage. 5 damage difference, with AP penalties to walking, and standing up.
  • Make the skills include the disadvantages associated to them but do not limit them to 'character class' selection... instead simply have each skill have it's own consequence and if players want, they can choose to stack them or not. (EG: Demolish: +10% on barricades, -10% on bleeders).
  • It would be perfect to launch with survivor specialization classes if they're getting implemented.
Left Queue: 13:58, 19 Dec 2005 (GMT)

Innate Class Abilities

See above under Class Alteration: Survivor.

Zombie Hording

Timestamp: 06:27, 15 Dec 2005 (GMT)
Type: Innate Skill & balance change
Scope: Zombies & Survivors
Description: From reading the previous suggestions it's painfully apparent that the zombies need some more help; however, help that isn’t just a stopgap measure and help that actually does something. I was thinking along the lines of "Death Grip", "Lone Predator", and "surround prey". This is a simple zombie horde attribute that will hopefully cause many smaller hordes to form rather then a few insanely huge ones.

I suggest that if the number of zombies in an area (inside a building, on the same block but outside the building, etc) outnumber the number of survivors (in the same area) by (5), then the zombies would get a (5)% attack bonus on all attacks.

5% is not completely overbearing, but it is a reasonable amount to make this useful. This idea stems from survivors situational awareness, if you are being attacked by more zombies then you can count on one hand you will leave yourself vulnerable when you attack, as you cant possibly attack and defend with the same result all the time, especially if outnumbered. This will help out low-level zombies, as they will form smaller groups, 10-20, to take out building easier and to avoid being headshot as often. Larger hordes would also benefit because they can now splinter off into 2 sub-hordes to move throughout the city faster, giving people in "quiet" suburbs something to beatdown.

However, Survivors would NOT get this bonus because the whole premise is that they are too busy kicking brain-munching ass/extracting DNA/reviving/etc to notice everything going around them, therefore leaving them vulnerable. Zombies on the other hand, already don't know WTF is going on around them and as such are simple to dispatch when outnumbered. Also the server wont have to do anything extra, it already keeps track of the number of live zombies in an area and I’m guessing it has some sort of counter for the survivors, therefore very little code would be needed since from my understanding by previous posts it reloads all the dropdown info every time the page refreshes.

This is not a skill, but an innate ability that zombies have. It would make them more powerful but more importantly it encourages them to work together as a group with a direct bonus. Zombies by themselves are stupid, slow, and easily dispatched by even an inbred survivor, but "in-groups" is where they flourish/decay and this suggestion reflects that.

Note - numbers in parenthesis are approximations only and can be tweaked, but I think that they are a good benchmark.

Notes: 30 Keeps / 4 Kills
Left Queue: 10:33, 2 Jan 2006 (GMT)



Zombie Skill Cost Change

Timestamp: 02:10, 23 Dec 2005 (GMT)
Type: Game Change
Scope: Zombies
Description: Players who choose "Corpse" as their starting class are able to get Zombie skills for 75 XP and non-civilian human skills at 125 XP.

I picked 125 because usually a penalty in the game now is 150 for ONE skill set. (like 150 for scientific) - 150 for two sets would be a bit much (Imagine being a corpse player, and having to spend 150 XP on two sets of skills instead of one set as it is now for military or scientists)

That said, this could easily be changed to 150. Doesn't matter to me, just seemed more fair.

Notes: 23/29 Keep/Total.
  • Zombie skill cost change would ONLY affect those who start playing as a corpse by reducing the XP cost to them for Zombie skills.
  • Voters expressed concern about "125" XP for certain survivor skills, some preferred the standard 150 for both Military and Scientific.
Left Queue: 03:44, 18 Jan 2006 (GMT)



Game Events

Fire!

Timestamp: 22:42, 8 Nov 2005 (GMT)
Type: Event
Scope: All
Description: Firemen. Fire Axes. Fire Stations. Apocalypse. Where is the fire?

This concept can be molded by voting suggestions. This event establishes fire as an in-game event. Fires can "start" at the unused power transformers or can be created by individuals. Each building has a damage percentage (0-100) noting how much it is currently damaged by fire. Every time interval (half hour), each flaming building increases in % damage based on the percentage of damage it currently has sustained. In addition, buildings (not cemetaries, streets, etc.) in squares adjacent to a flaming building can catch on fire each time interval based on the percentage of fire in adjacent buildings. Buildings two squares away are affected at a 1/2 percentage chance (so a flame can jump a street, just like in real life).

Certain squares have a higher chance to be set on fire (parks, warehouses), while others have less chance (fire/police stations). Other locations have a natural resistance to having fires being fought (a junkyard fire may take less damage).

Fire can be fought with a fire axe or with different means by adding new equipment that can be found at the fire stations. Firefighters can start with a Firefighting skill to aid them, while others may acquire the skill. Zombies can be set on fire. Those INSIDE a location with fire have their % chance of searching reduced by the % of fire, and also have a % chance per AP of taking 5 HP damage (Firefighting skill or subskills may reduce this to 1 HP).

Like the great Tire Fires that continually burn, fires will not permanently harm buildings, but they render them uninhabitable as long as the % of fire in the building is greater than 0%. Meaning, if there's a fire in the building, put it out before you perform any other action there.

Notes: Generally Accepted. Possible server load issues, and rampant fire might become problem like World of Warcraft plague. Additional weapons to fight fires (fire extinguisher) would be needed.

Fires could be reported on startup screen like flares are (e.g. 'You see smoke rising 2 blocks to the east and 5 blocks to the north').

Left Queue: 18:07, 25 Nov 2005 (GMT)


Day Cycle

Timestamp: 22:35, 19 Nov 2005 (GMT)
Type: Game event
Scope: All
Description: This had been suggested before this page was revamped. The game should have a day/night cycle. The day favours humans, and night favours zombies. My idea involves only visibility, but more ideas welcome: when in your favoured part of the cycle, you see people around you in adjacent blocks, as you do now; however, when not (ie. human at night), you walk the streets and see only what's on your block, as if you were inside.

Since people play this game around the world, some timezones would prevent you from playing on your favourite part of the day. So, I suggest the game day actually takes two real-life days. It's even simplier to code that way: when the IP server reloads, it toggles day/night game status.

I can even see skills to bypass this visibility issue, but that's discussion for after this has been voted.

Update Many people are having trouble with my idea for the cycle length: ideally, I think the day should last 24 real life hours, and the night another 24 real life hours, for a total 48 real-life hour cycle. That way, if you can only play at one time of the day, you will still get both "times of the day" gamewise. And since the week is 7 days long, even if you can play only weekends, it will still be a weekend of day and one weekend of night.

Notes: 19/21 Keep/Total. Wow. 90% favorable.
  • One negative was due to time cycle misinterpretation, I don't want same cycle every time I log in!.
  • Change cycle to 5hrs night (favor: zombies), 5hrs dawn (equal), 5hrs day (favor: survivors), 5 hrs dusk (equal).
  • Add variations in: Visibility, Hit rates for ranged weapons, perhaps Search rates.
  • Add items to counter night: flashlights and nightvision goggles.
  • 20 day cycle total, so the day rotates for all players at same time each day.
  • Full day being 48 hours long is a damn fine idea.
  • If characters are active only during their favored time periods, players will be able to play roughly twice as many characters (zombies one night, survivors the next).
Left Queue: 19:44, 4 Dec 2005 (GMT)

Winter season

Timestamp: 13:42, 30 Nov 2005 (GMT)
Type: Flavour
Scope: Outside descriptions of blocks
Description: As the winter season begins, add flavour to the outside block descriptions. FoEx, instead of "You are standing outside the Laimbeer Building, a tall white-stone building." have it say "You are standing outside the Laimbeer Building, a tall white-stone building covered in snow." and similar addendums. "Caution: Slippery surface!" sign could also be added to the inside descriptions of public buildings like malls etc.
Notes: 18/23 Keep/Total.
Left Queue: 16:40, 15 Dec 2005 (GMT)

Crate Drops

Timestamp: 05:18, 4 Jan 2006 (GMT)
Type: Event
Scope: Supply Crates
Description: There have been too many bad supply crate suggestions. Here's (hopefully) a good one.

Overview: There are three variables considered in selecting supply drop locations: The number of zombies outside, the number of flares fired into the sky, and the number of lit houses. Edit for clarity: There is one crate dropped in one suburb, no way to know where in the suburb. The in-suburb-to-total ratios of flares fired, buildings with lights on, and zombies outside are summed up. The bigger that number, the more likely it is that a crate will be dopped in that suburb.

I am suggesting the following: ONE supply crate is to be dropped every X hours at a random lot/street in a suburb (suburb selection mechanism below). The frequency of supply crate drops (that is, the number X) is left up to Kevan. You're welcome to write down numbers in your votes, but none of them will make it into the suggestion body.

Suburb selection mechanism:

  • The following numbers are calculated:
    • ZT - Total number of zombies outside.
    • ZS - Total number of zombies outside in current suburb.
    • FT - Total number of flares fired since last drop.
    • FS - Total number of flares fired since last drop in current suburb.
    • LT - Total number of lit houses.
    • LS - Total number of lit houses in current suburb.
  • For each suburb, PS = FS/FT + LS/LT + ZS/ZT is calculated.
  • The sum of all PS is 3 (number of categories).
  • The probability for the crate to be dropped in a suburb is (PS/3)*100%
Notes: 17/24 Keep/Total.
Left Queue: 11:39, 19 Jan 2006 (GMT)

Game Mechanics

The Horror

Timestamp: 15:14, 5 Jan 2006 (GMT)
Type: Search Odds modification
Scope: Survivors
Description: You're ransacking through an old office; running a fine toothed comb over the place, looking for that all-important first-aid kit. Suddenly a zombie breaks into the room. You're panicking. You don't have time to search, because of the shambling monstrosity lurching towards you.

Search odds are halved when there is a zombie in the same building as you (or in the same block outside, if you're outside).

Simply that. I don't believe many people will search whilst zombies are in a building (except for freerunning into a resource building to quickly search and then duck back out again), but it adds a more urgent touch of "Kill the zombie!" whenever a zed breaks into your safehouse.

Notes: 43 Keeps, 20 Kills, 63 Total.
  • Some concerns that it would make taking suburbs easier if there were zombies in every TRP
Left Queue: 13:44, 5 Feb 2006 (GMT)

Barricade Queue

Timestamp: 18:00 30 Nov 2005 GMT
Type: improvement
Scope: barricades
Description: Barricading moves you to the top of the room list. Why? So zombies can eat you first when attacking. Think about it you?re the closest. Could work with dismantling them too. As a further indication of a saboteur; but really Im just pandering to the survivor vote with that bit. REQUEST CLARIFICATION on room listing system (author assumes entering is the only placement method) Please visit Talk:Suggestions/30th-Nov-2005
Notes: 21/24 Keep/Total.
  • Taking any action moves you to the bottom of the list. Just reverse that, and this suggestion has been implemented.
Left Queue: 16:40, 15 Dec 2005 (GMT)

Extra XP for Extra Healing

Timestamp: 04:15, 8 Nov 2005 (GMT)
Type: Mechanics Change
Scope: Survivors
Description: (First Rewrite for clarity) If Survivors heal more than 5HP with a single First Aid Kit, the XP gained from healing should be higher than 5XP. My suggestion is that there be two possible XP rewards - 1-5HP healed gives 5XP, 6-10HP healed gives 10XP. This requires that the server keep track of the HP healed, but this can be reduced to only four additional instructions per heal. with this system (2 assignments, 1 operation, 1 comparison). This would allow Doctors and Medics to gain some benefit from their starting skills, and continues the tradition of "opportunistic" healing of giving First Aid Kit users more XP on average than the HP they heal.
Notes: Received exactly 15/22.5 votes - this is precisely 2/3 majority Keeps. General agreement that First Aid Skilled Users should get more XP for healing more HP. Dissenters felt 5XP was enough all around or that 10 XP considered a lot for healing 6 HP. Multiple suggested alternative to give XP per HP healed.
Left Queue: 17:54, 25 Nov 2005 (GMT)


First-aid kits don't work on zombies

Timestamp: 10:23PM Nov 16 GMT-8
Type: change balance
Scope: Survivors using first aid kits
Description: The proposal is that first aid kits have no effect on zombies, no healing, no xp gain. I found that a decent way for me to get xp was to use first aid-kits on zombies I hacked with an axe (everybody in the hospital was full on hp) - it wasn't very fun and didn't make much sense (band-aids and neosporin for the living dead?) Zombies should heal by consuming flesh and rising again when down
Notes: 19/22 Keep/Total. Would prevent "zombie farming". Either this or this. Zombies should have a percentage chance of healing mechanic by feeding on dead bodies.
Left Queue: 14:30, 2 Dec 2005 (GMT)


Increased XP cost for Advanced Skills

Timestamp: 16:55, 5 Dec 2005 (GMT)
Type: Improvement
Scope: All characters
Description: I suppose this is as much a suggestion for those making suggestions as for how Kevan might implement them. Characters who have been around long enough tend to start to amass large banks of unspent XP. Instead of placing certain new skills inside existing trees, create a new section similar to the Zombie Hunter skills. Besides a minimum level requirement they could have vastly increased XP costs, say 400XP perhaps. These cost would not need to be commensurate with the amount of benefit granted by the skill. Any advantage, however small, is worth spending XP on as an advanced character. And it should take time and exceptional effort to earn these advantages. 5% better chance to hit with an Axe, Heal 2xdamage on bites, whatever.
Notes: 8/9 Keep/Total
  • I'm about to max out a character, something to do other than search for a near infinite amount of syringes would be fun.
  • Could always make hierarchal skills cost more within the tree as well, restricting both access by having prerequisite skills AND spending a certain amount of XP.
Left Queue: 17:16, 20 Dec 2005 (GMT)


Limited Free Speech

Timestamp: 04:19, 29 Nov 2005 (GMT)
Type: improvement
Scope: All players
Description: Everybody gets to make 2 free speeches a day. If they want to speak more than two times in a 24-hour period, it will start costing them 1 AP for each extra speech.

Currently, well-established veteran players (who are already leveled up to the max) can easily spare the 1 AP for each speech, but the newbie players are the ones who need to make use of speech the most to communicate with others and learn about the game, yet they need to scrounge up every AP they have to gain experience which puts them at a speech disadvantage. This will also encourage communication between all players while forcing any chance of spamming to be extremely negligible.

Notes: 14/18 Keep/Total
  • 5 would be a better number - to encourage people and zombies to communicate.
  • DISSENT: Taking away the AP requirement would provide a boon to survivors who will then be able to organize and coordinate their movements far more easily, without any cost to themselves. Zombies on the other hand are already hampered by the inability to speak and coordinate, and will now face the potential of better coordinated survivors who have more APs freed up to search for weapons to kill them with and to use said weapons.
    • COUNTERPOINT: Those legions of zombies around Caiger Mall were all drawn there by accident or player instinct, then. We're playing zombies, the inability to speak should come with the territory. However, human beings talk and communicate, that's what people do. Allowing players to speak briefly without cost is more than fair. No unlimited diatribes, simply the fact that now a survivor can stumble into a building and give a warning without worrying about reserving an AP for it. For lower level players, the silence in most survivor buildings is deafening.
  • ALTERNATIVE: The idea of limited free speech acts per day is unquestionably good. However, perhaps there should be a sliding scale, new players can speak more freely to find out what is going on and how to play, while veterans will need to keep thier speech more conscise and to the point. Free speech also adds alot of flavour to the game, survivors most certainly would be talking to each other.
  • This suggestion is mainly for public communication between players who don't know each other. Two sets of speeches per day is not much, and it is mainly to encourage interaction between players in the game.
  • Since players really get 48 AP's a day and not 50 (there are 24 hours in a day) the extra two should be for free speech to make it 50.
Left Queue: 16:55, 14 Dec 2005 (GMT)

Identifying zombies allows you to select them individually

Timestamp: 00:22, 24 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: Two changes:
  • 1. When you extract DNA from a zombie you always get information about it even if it was recently scanned. If it was recently scanned you still do not get xp.
  • 2. After scanning a zombie it is listed by name, separate from unscanned zombies. It is listed seperate from suvivors as to not confuse the living and the dead. You can selectively attack/revive/heal/etc. these zombies. The zombie names are clickable links that lead to their profile. The zombie name no longer appears to you once its status returns to unscanned.

Reasons Why This Should Be:

  • 1. Would give a purpose to scanning zombies. I don't particularly care the zombie I'm about to fight is called BananaBoy13. This would give DNA Extractors a purpose besides "inefficient xp farm".
  • 2. Currently I'm trying to help run a revive clinic. One brain rotted zombie moved in and now it's impossible to bring anyone back. I'm wasting several syringes daily on the same zombies all because I can't identify it, say "Ok, that one is beyond my power", and move on to the next one.
  • 3.Logic. If one zombie turns out to be immune to something a suvivor wouldn't keep going back after the same zombie over and over. Take ten steps to the right and try with a new subject!
  • 4. See #1.
Notes: 18/24 Keep/Total.
  • Implement as a Skill.
  • Brain Rot should not exist to confound revives, but to prevent committed zombies from themselves being turned. The way to stop revivals is to kill the people doing it.
  • Agree to being able to revive zombies personally scanned, but opening up options to selectively attack is a bit much.
  • This mainly helps with things that need to be specific, like revives.
  • Link to the profile in the original scan information, instead of a second list.
  • The only defense against a 100% effective syringe is the uncertainty of the zombie being revived having brainrot. Take that away and the syringe becomes overpowered.
  • The only thing zombies have is anonymity - this will only lead to directed headshot griefing.
  • Will make little difference besides the fact that you can select a zombie who hasn't made contact with you before. --ALIENwolve 06:20, 30 Dec 2005 (GMT)
Left Queue: 15:45, 9 Dec 2005 (GMT)

Use emptiest firearm first

Timestamp: 02:09, 2 Dec 2005 (GMT)
Type: Improvement
Scope: Pistols and shotguns
Description: When a character with multiple firearms of the same type makes an attack, ammo should be deducted from the one with the least shots remaining (other than none). This is always the tactically preferable choice under current rules: it doesn't affect the total number of shots you can take before being forced to reload, but it improves your reload options (for pistols) and discard options (for both pistols and shotguns).

For instance, a character with Pistol (6) and Pistol (1) who makes a pistol attack can currently end up firing from the full pistol. (I'm not sure how common the stack ordering makes this, but it has certainly happened to me.) 6 & 0 is strictly better than 5 & 1, since it leaves the option of reloading without wastage and means that if I have to discard a weapon for some reason, I can minimise my ammo losses.

IRL, the solution is 'tactical reloading' - you top up a half-full gun without throwing away the rest of the clip, leaving you with a full gun and a half-full clip. That might be possible to implement but would add complexity; this is a simpler way that achieves much the same effect.

Notes: 12/12 Keep/Total = 100%
Left Queue: 15:20, 16 Dec 2005 (GMT)

XP Reduced for Healing Zombies

Timestamp: 21:52, 8 Nov 2005 (GMT)
Type: Mechanics Change
Scope: Survivors
Description: Other than having Survivor/Zombie teams, I know of no other benefit to healing zombies than to use them as XP farms. XP from healing zombies could be altered to provide 0.5 XP per HP healed in the same manner that a Survivor harming a Survivor (or Zombie harming a Zombie) gains less XP.
Notes: Adding HP healed = XP gained would enhance this. Single dissenter suggested XP gained is due to learning experience.
Left Queue: 18:04, 25 Nov 2005 (GMT)


Separate Zombie/Survivor Levels

Timestamp: 18:33, 15 Nov 2005 (GMT)
Type: Balance Change
Scope: Zombies and Survivors
Description: Survivor Level does not add to Zombie Level and vice-versa for determining the level number used for XP damage from Headshots and qualifying for Zombie Hunter Skills. Survivors who have no Zombie Skills and are killed will be treated as a Level 1 Zombie, and Zombies who are revived and have no Survivor Skills will be treated as a Level 1 Survivor. This will (1) Help Zombies by allowing high level Survivors who become Zombies to level easier as Zombies, and will (2) Hinder Zombies by keeping Zombies who become Survivors from easily getting Headshot and other future Zombie Hunter skills.

Note - I am not sure how certain cross-race skills that still work, such as Survivor Skills Diagnosis and Body Building, should be treated. I would say for the sake of argument that certain skills do count towards Zombie level (though Diagnosis really shouldn't work when I'm a Zombie), but until my Zombie Character can use First Aid, axes, and guns, those skills should not count towards determining his level.

Background - this stems from a recent experience; my level 8 and level 13 Survivors were both killed. I really wanted to play as a zombie, so I had no problem with this, but they were rendered completely useless as they could not gain levels due to the Headshots. This would have been a minor drawback if they were treated as the true level 1 Zombies that they were, but Headshot qualified them as Levels 8 and 13. I guess that the overall character level is supposed to reflect my experience with the game (as a player), but honestly, I'm discouraged from ever letting my guys (who are now revived) become zombies again. Could have been fun, but I could not accumulate enough XP to get even one level. Cue violins.

Notes: 16/16 Keep/Total : 100%. Recommend hiding unused skills in a profile -- check a survivor's profile, you can't see what zombie skills he has, and vice versa. Note' that levels are already separate for the purpose of buying Headshot. Headshot should only count human skills.

I should, perhaps, point out that this change was recommended back when Headshot removed XP, and that was the entire purpose of this suggestion--allowing freshly survivors-turned-zombies to have a chance to level up. Bentley Foss 17:19, 22 Dec 2005 (GMT)

Left Queue: 16:05, 30 Nov 2005 (GMT)

Zombies get Bonus XP for killing a Zombie Hunter

Timestamp: 05:40, 1 Dec 2005 (GMT)
Type: Balance Change
Scope: Zombies
Description: I think it makes sense. They're harder to kill. Defeating a more challenging enemy should teach you a bit more than killing a level 1 suvivor. Maybe 2x the normal bonus for killing a suvivor? Maybe a little more? Nothing game-breaking.
Notes: 41/45 Keep/Total. Highest # of votes to date.
  • 2x seems high.
  • Clarification: Bonus XP is only given for the killing blow on a zombie hunter.
  • Instead just define XP for killing blow based on Survivor/Zombie level, just like DnD.
Left Queue: 15:20, 16 Dec 2005 (GMT)


Last Seen Before Lights Out

Timestamp: 04:07, 3 Dec 2005 (GMT)
Type: Game mechanic change
Scope: Anything that runs out of AP
Description: Instead of having it so when you run out of AP you just get that blank "Exhausted, you can go no further." how about changing it so that you see the contents of the room as though you had >0 AP, but at the very end it says "Exhausted, you can go no further." And then, from then until you regain at least 1AP, it shows that same description, with a little notice showing when it was the last time that room was in that status. Or, just the part about showing you the room before you run out of AP, if the latter is too hard to implement. Nobody likes walking blindly into a building that could have other players (friend or foe) in it already.
Notes: 19/26 Keep/Total.
  • Main issue people had was with server load and that the player should budget AP better.
  • No suggested improvements
Left Queue: 09:14, 19 Dec 2005 (GMT)


Small XP Compensation for Barricade Attacks

Timestamp: 06:06, 9 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: It has been argued many times before that attacking barricades should provide some sort of XP gain for zombies - these suggestions have always been shouted down for two reasons. a) "The humans inside are incentive enough" and b) "This allows XP farming".

After discussion on the UD forums, consensus has been reached as to a system that would benefit zombie players without allowing exploits. There are two main problems with zombies to address here: Firstly, the AP cost to enter a building at the moment is very restrictive. A VS building will take between 30 to 40 AP to break into (if we assume a 20% hit chance and 8 hits on a VS barricade). When travelling in hordes, this does not present a significant problem. As a new zombie however, this is a major setback. Entering a building with only 10-15 AP and a 20%, 2 damage hit percentage allows for almost zero XP gain before the inevitable headshot. The first few levels are so hard to gain as a zombie that over ONE THIRD of active zombies are level 1 or 2. This is not balance.

Secondly, there is no greater dissapointment than breaking into a building with all your AP to find it empty (or just as bad - to find that you are unable to open the locked door behind it). Survivors have many alternate sources of XP when zombies numbers are low - healing, tagging, reading. Zombies rely on human presence, and spending 40 AP to break into a building and discover that there is no human presence is very disheartening. "The humans inside are incentive enough," eh? Not when spending your entire day's AP is a lucky-dip.

Therefore, XP for breaking barricades should be instituted. It provides a small reward to beginner zombies, allowing them to gain those first few levels slightly quicker and get the skills necessary to actually be a threat (Memories of Life especially). A 1 XP reward for causing damage to a barricade is negligable - the XP gain rate is only 0.2, whereas higher level zombie vs zombie farming provides 0.4 at the least to 0.6 at most. Total XP gained from an entire day of bashing barricades would be, on average, 10XP. This is not conducive to XP farming, rather a total waste of time to players who have a drive to XP farm (more reliable XP would be had from attacking fellow zombies, even on lvl 1). It would, however, take the edge off the sting that newer zombie players so keenly feel. Perhaps so many beginner zombies wouldn't be so quickly abandoned, and so many players scared off the experience of playing for the "bad side."

The suggestion was put forward on the forums to possibly limit the XP bonus to zombies under level 4 - thos would also ensure that only new players take the slight advantage from this change.

In summary, a 1 XP bonus per barricade level destroyed would:

  • advantage newer zombies
  • help reduce the exodus of zombie players to the human side
  • not reduce the strength or usefulness of barricades
  • not be a source for XP farming.

Forum topic: http://zombies.desensitised.net/board/index.php?topic=4102.0

Notes: 43/44 Keep/Total. Posibilitys suggest XP gain to be 2XP instead of 1XP.
Left Queue: 09:37, 25 Dec 2005 (GMT)

Shadows

Timestamp: 19:35, 12 Dec 2005 (GMT)
Type: Balancing the Barricades
Scope: Zombies
Description: Now that we have powered buildings with lights inside, perhaps a good way to balance this is to let zombies see the shadows of people? If there is an abandoned hospital, it should appear very different from a hospital with a working generator, lights on inside, and thirty people. This would also allow some strategizing on whether or not to set up your generator.

Server load shouldn't be too much of an issue, would just change the "lights" message to something like "lights on inside, you see XXX" where XXX="a few shadows", "many shadows", or "a lot of moving shadows". I assume this would most accurately be a skill that costs 100XP, and have a pre-requisite of Memories of Life.

This stems from zombie movies where it is always very important to cut the lights, hide, stop moving, etc. The idea of mini forts full of humans and lights and noise seems a little Mad Max to me.

-bloarg

Notes: 16/22 Keep/Total. Other ideas include being able to turn off the generator/light switches so the lights go out and Zombies are not able to see the shadows.
Left Queue: 05:53, 30 Dec 2005 (GMT)

Break it down!

Timestamp: 16:40, 14 Dec 2005 (GMT)
Type: Altered Mechanic
Scope: Low level zombies
Description: Allows any zombie to smash open any door at cost of a pre-defined amount of ap (5?). It is listed as "wide open" as though it had been left that way by a zombie with Memories Of Life, and can be closed by any survivor in the exact same way.


As it is, getting xp as a low level zombie is a major pain in the ass. Your best chance currently is to find your self some other, higher level zombies to hang out with, preferably a nice big hoard. They can draw fire, and more importantly, open your doors for you.

But what if you happen to spawn in an area with few other zombies? Then you have to wander the streets at a cost of two ap per move, hoping to come across some poor newb who doesn?t get how the game work yet. Or you can resort to zk?ing whatever other poor roters you may come across, which ends up making you vary unpopular among your fellow stinking corpses. Either way, whatever little xp you gain during the day could easily be lost by getting headshot while you sleep (or whatever zombies do).

My solution to this is quite simply that zombies should be able to spend some ap "smashing open" doors. In this way, low level zombies would have at least some degree of independence, in that they would be able to access buildings on their own to get at the tasty human filling inside, or even hide in vacant ones while they sleep. This would have the secondary effect of reducing the indispensability of Memories Of Life, but it would still be useful in that it would save a good amount of valuable ap.

Options:

  • Variable AP Cost: Doors of different buildings could require different amounts of ap to break. down (ex: Banks: 6, Pubs: 4, PDs: 5)
Notes: 17/19 Keeps
Left Queue: 00:46, 8 Jan 2006 (GMT)

Screams of the Dying

Timestamp: 01:00, 1 Jan 2006 (EST)
Type: flavor, notification,
Scope: Survivors, Zombies, flavor
Description: Proposal: Screams of the Dying would notify humans and Zombies of recent slaughters nearby.

Alot of the recent changes, have involved sounds (Feeding Groan, Supply Crates:Helicopters) and I like the added elements of sound to the RPG. Well, in all dead movies, other than the groans of the dead, you will hear screams of the humans who are being eaten.

What "Screams of the Dying" would do, is anytime 5 humans are killed in a 1 hour period in the same block (inside or out) the adjacent squares would see something like: "From 1 block North, the Screams of the Dying can be heard over the groans of the undead".

This will notify humans that things are geting pretty dangerous around them, or to try and help their fellow survivors. This will also notify Zombies of a nearby buffet. It is similar to feeding groan, but a very narrow notification (only 8 blocks immediatly surrounding affected block would hear the screams). I believe it would help feral Zombies as well as newbie Zeds, If they are at the right place at the right time.

I think the biggest addition it would bring, would be to the overall flavor of the game. Imagine that you are in your hideout, safe and sound. Then suddenly the screams of other humans break the silence and let you know you are not as safe as you thought!

Sidenote: The # of deaths per # of hours is open to negotians. My first thought was 8 deaths in a 12 hours, but I did not want to overload the servers (I figured 8 deaths in 12 hours was fairley common!) But it dont write code or deal w/ servers, so that is open for discussion.

---DarthMortis 01:00, 1 Jan 2006 (EST)

Notes: 30/36 Keep/Total
Left Queue: 21:47, 17 Jan 2006 (GMT)

Barricade Watch

Timestamp: 20:27, 10 Jan 2006 (GMT)
Type: Innate survivor ability
Scope: Survivors inside barricaded buildings
Description: As an innate ability, survivors are able to see other survivors inside their safehouses attacking the barricades. This would be displayed on screen as "_____ tears the barricade down to _____". This would not show each successful attack on the barricades from the insides, only when the barricade is brought down a full level (i.e. from VSB to QSB, etc.), and by whom. This would not show attacks on the barricade from outside of the safehouse, only those made from inside.

Does not show for attacks made to barricades at levels EH or higher. Only dropping from VSB to QSB, QSB to Lightly, Lightly to Loosely, Loosely to Open - so as not to make targets of players adjusting barricade levels on entry points.

Notes: 25/30 Keep/Total
  • Voters indicated that notification of dropping of levels only, plus only showing VSB or lower attacks to prevent retaliation of adjusting entry points was what distinguished this from other barricade notification suggestions that had failed in the past. Some voters pointed out players intent on doing this would simply move out of the building and attack it from the outside, perhaps requiring notification from human attacks on barricades from the outside as well.
Left Queue: 22:02, 6 March 2006 (GMT)

Factions

Timestamp: 04:02, 4 April 2006 (BST)
Type: Improvement
Scope: Social Dynamics
Description: Groups allow anyone to join without being confirmed, serving as an indicating of a basic goal or philosophy. Want to occupy Caiger, join the Caiger Mall Survivors. Want to occupy Ridleybank, join the RFF. Anyone who believes in those goals can join. However they don't allow people to set up groups with private membership. I suggest while keeping the current group system as is to allow this confirm-less membership and group-type be added: Factions. A faction would be the same as a group except the original founder of the faction would have to invite people to join, could kick people out, could set up officers also able to invite and expel people, and could pass the mantle of leadership to another. The faction leader would be able to name their faction, though any name currently being used by a group or another faction would be invalid. The invitation system I imagine would simply put an additional drop down menu on the main screen for the leader and executives listing people in the room, "Invite [Player Name]". This would not violate zombie anonymity as they would only appear in the drop down menu if they were already on your contact list. The player would receive a message "Playername has invited you to join The Chudleyton Fighters (Accept)." To reject the invitation just refresh or perform any action and the message goes away. Players would be able to belong to both a group and a faction. A person's faction would be listed in their profile beneath their group. The purpose of a faction would be to have an alliance between members that belong to different groups, or to have a specialized elite unite within a group. For instance the Ridleybank Resistance Front might have 15 zombies that specialize in performing raids on resource buildings. They know each other by name and don't want just anyone entering their elite organization. They choose the faction name RRF Raiders. This would allow special allies that actually perform heavily planned strategic operations to belong to a faction, while groups would be a more general come one come all type of association.
  • Notes: How would a leader's control over faction membership work? I imagine that a group member would have their own faction appear as a clickable link in their profile just to them. Clicking on this link would bring up a list of the names of all the players of the faction. Next to each name a group leader would see three buttons: [Expel], [Make Executive] (or if they were already an executive [Revoke Excutive Status], and [Make Leader]. All three buttons would prompt a confirmation.
  • Notes: In case of a leader idling out/qutting one solution is that factions could be automatically designed to either randomly upgrade a current executive to the leader, and/or an additional button next to current executive names could exist for leaders [Make Replacement] which would allow a leader to select which person/people would be selected randomly first before falling back to ordinary executives/faction members.
Notes: 12/17 keep
  • Concern over people stealling the role of group leader for existing groups.
  • A few people think that you should be in 1 group OR 1 faction
  • People tend to think it will prevent Spies and PKers joinging a faction
Left Queue: 15:24, 18 April 2006 (BST)

Change of "Fifty People Nearest to You" Speech Idea

Timestamp: 23:30, 5 Jan 2006 (GMT)
Type: Improvement
Scope: All
Description: Instead of having the speech affect only the fifty most recently active members, I suggest that showing all of the speech is an option. People can select to turn it on or off by going to their "edit profile" page. If it was "off", then the speech would be shown as it is now. If it was "on", then it would go back to showing all speech, no matter the level of activity of a person. Some members aren't very active, so they might miss an important message. Some people might want to message a person, but will be unable to. This would solve that problem. I rather liked having many people talking-- gave the game more life.

DEFAULT SETTING WOULD BE "OFF"!!!

Notes: 14/19
  • Concern over server load
  • support conditional on default setting being off
Left Queue: 10:18, 19 April 2006 (BST)

Location Alteration

Alarm Systems

Timestamp: 06:22, 23 Nov 2005 (GMT)
Type: New feature?
Scope: Survivors and zombies indirectly.
Description: In the real world, almost any given building in a city would have an alarm system already installed. When a generator is running in a building and the doors are wide open, the alarm would go off. A short edit would be made to the room description reading: "The doors are wide open, and the alarm is blaring." If the doors are suddenly PULLED OPENED while the alarm is on, it will also put a 'since your last turn' message in ONCE stating: "The alarm system begins blaring." in bold text. - The purpose of this addition would be to alert Survivors to a breach in security in a more noticable way.

For the player, this requires nothing but a running generator.

Notes: 17/22 Keep/Total.
  • Alert nearby police stations (provided they have power).
  • Hear the alarm for any door in a large building (malls) from other parts of the building.
  • Limit to banks, museums, malls, forts, and mansions. Possibly additional random buildings (Necrotech?).
  • Add an on/off switch.
  • Add an e-mail notification when alarm goes off.
  • Create an installable alarm system item.
  • Allow people in nearby blocks to hear the alarm.
Left Queue: 15:46, 8 Dec 2005 (GMT)

Armory - Access only from Fort

Timestamp: 04:47, 15 Nov 2005 (GMT)
Type: Improved Fort Dynamics
Scope: Forts
Description: To make the forts more realistic and more defensible, it should not be possible to travel to the armoury block without first entering the fort. This would require anyone wishing to attack the armoury to first break through the fort's defenses. This is more realistic, since it is not possible for someone on foot to attack a building inside a fort without first passing through the fort. This would require making the entire fort barricadable.
Notes: 11/13 Keep/Total.
  • was Improved Fort Barricade
  • Not sure how this would be implemented - currently no limitations on where (outside) anyone can move, so adding some kind of barrier would take a lot of work. There would need to be some way (visual or textual) to tell that the area's been barricaded. *EVIL THOUGHT* Cordons, which could be set up anywhere, could be used to barricade off whole groups of buildings.
  • Hard to implement, but a shining idea.
  • Author intent: Armouries, and only armouries, be enterable only from inside the surrounding fort squares. Would not require visual indication - just make armory link non-clickable unless inside (and not outside) one of the fort squares.
Left Queue: 16:05, 30 Nov 2005 (GMT)


Armoury - Search Alteration

Timestamp: 00:43, 14 Nov 2005 (GMT)
Type: Building Change
Scope: Survivors
Description: Bring Armoury search odds up to at least Gun Store w/ Bargain Hunting. Armoury search odds are underpowered, both realistically (you're more likely to find guns and ammo in an armoury than a police department) and practically (there should be a reward for defending such hard to defend buildings). Because huge battles at forts make the game more fun for both human and zombie players, and because this would give humans more of an incentive to defend a fort than just for the challenge of it, I think this would be a good idea, as it would help create more situations like the battles at Forts Creedy and Perryn/Paradox, which, as I see it, are what this game should be about.EDIT: I have thought of a good way to prevent exploitation and encourage long-term stays; I'll re-suggest the new version after the two weeks.
Notes: 11/13 Keep/Total.
  • was Make Armories Worthwhile
  • Concerns about hit-n-run looting
  • no incentive to defend fort.
Left Queue: 04:10, 29 Nov 2005 (GMT)


Building Radio Communication

Timestamp: 22:47, 20 Nov 2005 (GMT)
Type: Game mechanic
Scope: PDs and other buildings
Description: This has been suggested before by someone, but before the suggestion page changed. And now there's already electricity involved in the game, so it's really more suggesteable.

"Public" buildings, such as Malls, Museums, Libraries, Schools, Hospitals, Fire Departments and such should have a "Report Authority" button, similar to speak. When you use it, your message is displayed in all the PDs in the same block. It comes out as "A voice from the radio said:", instead of the player name.

To avoid spamming, it might use 2AP, but that's not nocessary. Also, the reporting building needs to have a generator running, and the PDs need a generator to get the message, too.

Or maybe all the buildings can report, but there must be a generator running in the building for the "Report" button to appear.

Notes: 12/14 Keep/Total.
  • was Report to Authority
  • It should be more than just 2AP, if you want to avoid spamming. * Limit it to Buildings that would realisticaly have emergency radios in them: Military Buildings, Hospitals, PDs, Firestations, and Malls (Electronic stores).
  • Contact List could come into play with the message stating, "You recognize Soandso's voice on the radio. It says __________." It should not be anonymous, to discourage spies using it to set up an ambush.
Left Queue: 15:01, 6 Dec 2005 (GMT)


Electric Company

Timestamp: 16:21, 15 Nov 2005 (GMT)
Type: improvement
Scope: Power Stations
Description: Once the power goes on in Malton It would be interesting if it were only a temporary condition dependent on the Power Stations being under survivor control. This could be determined by considering if a station were barricaded or not, or occupied by humans. (open to suggestions on this). Being that there are only 2, it should take both stations being shut down at any given time to have an effect on city power. It would give us metagamers something to fight over. If both Stations fall to zombies mobile phones could read "service temporarily unavailable". Hopefully other benefits of power will be implemented as well..
Notes: 11/14 Keep/Total. Each station powers 33% of the city, and if both are on, 100% of the city has power. Change the map to 4 power stations, one on each quarter of the city. Maybe the power plant displays a button to survivors which read "Enable Power", in the case it's off, and a button to zombies which reads "Trash Equipment" if it's on. This was suggested during pre-generator times. All its saying is lets have power stations power things, and have an on/off status we can fight over... thats it. I didn't see portable generators coming, but as they are here and can be shut down, I'm betting the stations will have a similar vulnerability. Needing fuel or being protected from attack = survivor control in my view.
Left Queue: 16:05, 30 Nov 2005 (GMT)


Fort Fortifications

Timestamp: 08:44, 14 Nov 2005 (GMT)
Type: improvement
Scope: The two military forts in Malton.
Description: I have heard a lot of complaints about how hard it is for a group of survivors to keep hold of one of the Forts. It seems unrealistic to me that a Fort Perryn or Fort Creedy could fall to a group of zombies on foot; you can't just stroll onto a modern Army base under lockdown. I think the simplest way to solve the problem is to make every square of a Fort capable of being barricaded, much like a Mall or a set of Buildings can be. It seems realistic that an Army base might be easily fortified against attack. I think my suggestion has merit, since it takes advantage of existing game mechanics, and, while making the Forts more difficult to take, does not completely eliminate a zombie horde's chances of doing so (the battles would be more in line with what we've seen over the malls). Thoughts and opinions?
Notes: 11/15 Keeps/Total.
Left Queue: 04:10, 29 Nov 2005 (GMT)


Fort Building Additions

Timestamp: 04:41, 28 Nov 2005 (GMT)
Type: Building modification
Scope: Forts (Perryn and Creedy)
Description: First, all 9 squares in the fort will be fenced. Clip with wirecutters to enter.

Second, it doesn't make sense to have a military base with only one building (an Armory) in it. What happened to all the other facilities? There should be three additional buildings surrounding the armory:

  • Infirmary - Equivalent of a hospital, but without the newspapers.
  • Barracks - Empty sturcture, unless someone has ideas for items in it.
  • Storage Building - (might need name change) Contains fuel cans, generators and flares.

The other five squares will remain empty.

Last, the search odds of the Armory should be increased by 25% (like a Gun Store with Bargain Hunting, except it's cluttered by flares and flak jackets).

Notes: 18/23 Keep/Total.
  • was Fort Overhaul
Left Queue: 04:14, 13 Dec 2005 (GMT)


Graveyard Feeding

Timestamp: 06:55, 7 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: While in a graveyard a zombie can choose to dig up and feed on the corpses buried there. They have a 10% chance of gaining 1XP for this, equivalent to the chance of gaining an XP for reading a book. This will give zombies that wish to hold suvivor-less suburbs something to do to slowly accumulate XP and it isn't unbalancing in the same way that books aren't. What's that, 1 skill every twenty days assuming no headshots? It will also result in masses of zombies in graveyards which is a nice touch flavour wise.
Notes: 27/27 Keep/Total. Kill with non-Kill text read as Keep.
  • I think we can all agree that zombies need a way to gain XP without fighting. This is a good way to do that, and allows them to heal without the risks digestion has.
  • Dissent: With all the bodies lying around why bother to dig?
  • Perhaps a new scent skill could be created along with this to improve the chances of Z's smelling a body in the cemetary and digging it up.
Left Queue: 19:35, 22 Dec 2005 (GMT)

Graveyard Spawning

Timestamp: 22:39, 7 Dec 2005 (GMT)
Type: Spawning
Scope: New players who choose zombie as their class
Description: Any new player that picks zombie (Corpse) as their class would spawn in a random graveyard in Malton. It wouldn't have much of a practical use, but it would be a nice theatrical touch to it. Here's an edited spawning message:

"Your eyes flick open, first one and then the other, staring blankly into the darkness in front of you. In seconds, you notice you are not standing, but laying down. As if by instinct, you begin to claw your way through the wood and dirt above you. Finally breaching the ground, you lift yourself upwards and stare at the deserted streets, a strange hunger for flesh in the back of you head.

Unsteadily, you begin to lurch forward."

Why do I suggest this change? I assume that, by this point in the game, that all of the casualities caused by the process of the quarantine would have either been consumed or turned undead themselves. The message would be debatable.

AUTHOR'S EDIT: In response to the arguments on hospitals and morgues--> No, I don't think that would work. You see, by this point in the outbreak, those that were in the afformentioned locations would have already been reviven . . . as zombies.

AUTHOR'S EDIT 2: As to the griefing issues, I really don't think that would be a problem. A zombie who has just been created would not likely be staying in one spot. They would move once they spawned. Besides, would a player really want to stick to a graveyard? Think about this: refreshing causes AP to be used again. Once the AP was used, the player would be stuck. They would die. Would they want that? No. Furthermore, if once player would be staying in a graveyard, others would too. They would kill each other. This means that it would be seen as a forbidden place, as players would be attacking each other since the zombies weren't there when they tried to attack them (the zombies would have moved since they selected the action). Therefore, griefing would not be a problem.

AUTHOR'S EDIT 3: I took the liberty of grouping all of the keep votes and all of the kill votes for simplicity.

Notes: 18/25 Keep/Total.
  • Was Risen from the Grave
  • Let us not forget the corpse possibilities streaming out of the hospitals, or the morgues. All those people trapped would eventually die/break their way out of the morgue and want brains!
  • Dissent: graveyards would just end up as XP farms for survivors to camp out and take out confused n00b zombies.
Left Queue: 19:35, 22 Dec 2005 (GMT)



Lit Buildings Visible From Distance

Timestamp: 05:45, 2 Dec 2005 (GMT)
Type: Graphical change
Scope: Map
Description: I propose that powered buildings (those with a running generator inside) should be indicated as such on the 3x3 grid, perhaps by displaying their names in bold. Currently the game will tell you "The lights are on inside" if you are standing outside the building, but it would make sense that lit buildings in a dark city would be visible from farther away. This would make major human safehouses more visible to both humans and zombies, but that's the risk you run when you want the benefits of electricity.
Notes: 14/16 Keep/Total.
  • Who said it has to be night? If most of the city is without power, you'd probably notice the one building on the block with lights on even if it were daytime. Makes sense for hospitals, though right now the other buildings don't get a benefit from power so people would probably just not run gens in those buildings.
  • Good for both sides. Survivors can check on nearby a generator's status without having to physically enter the building, and the zombies can know which buildings have active generators when they're choosing targets.
Left Queue: 20:14, 17 Dec 2005 (GMT)

Billboards, Redux

Timestamp: 16:55, 15 Dec 2005 (GMT)
Type: Tagging Addition
Scope: Survivors
Description: Currently tagging has a problem with providing a clear message. Anybody who has tried knows that the life span of your tag is probably about twenty hour hours at best before it gets covered up by some semi-literate survivor with references to your mother. If you're in Caiger Mall its closer to 24 seconds. To aid groups in marking their territory I have unceremoniously lifted and repurposed the billboards suggestion which is currently dying. The difference here is that spraying billboards would be hard. Billboards will only appear on street areas. To spray them you must have the tagging skill and expend 10(5?) AP (see optional section for a revised system). For this you will be able to climb up and spray your tag on the board for all the see. It would look something like this.

Before There is a billboard here depicting a (thing, be it dancing robots, dogs, whatever).

After There is a billboard here depicting a beach scene. Somebody has spraypainted "This area is controlled by the fancy lads, anybody found in the area without a monocle and top hat will be shot on sight."

With this groups will be able to mark clear territory bounds that won't get sprayed over every ten seconds. People will not want to sacrifice such a large chunk of AP unless they have a vested interest in the area.

Optional Ideas

  • Being able to suicide off them.
  • Being able to climb on them or use them as cover. I don't know how this could be balanced to work. What would be interesting is letting people hide on them, but zombies could try to knock them down. But how would they come back up? Mysteries like this course through the universe in magic rivers.
  • Longer messages?
  • As an alternative to spending AP it could be balanced by taking multiple cans of paint. This would cost more AP as well, except you could budget it and it isn't as heavy handedly arbitrary.
Notes: 100% Keeps Multiple cans of spraypaint alternative very well received
Left Queue: 10:49, 2 Jan 2006 (GMT)

Mall Loudspeakers

Timestamp: 21:24, 18 Nov 2005 (GMT)
Type: Game mechanic Change
Scope: Mainly survivors, I guess
Description: Since generators have become available, and the hospitals getting power helps with doctors, why not have generators in malls power loudspeakers? It would only work if there was a generator in that quad and it was fueled. The loudspeakers would be able to be heard throughout the mall.

Edit: It's a button much like graffiti. They can be used in any powered quad of a mall. Only survivors or zombies with memories of life should be able to use them. They require one AP per use, like speaking. Specific enough? Jonesy 20:45, 23 Nov 2005 (GMT)

Notes: 19/20 Keep/Total.
  • was Loudspeakers in Malls
  • Better than the seven AP it takes (if you have freerunning) to tell everyone on a mall something.
  • Absolute necessity to implement before the large building code is put in.
Left Queue: 06:31, 3 Dec 2005 (GMT)


Multiple Tower Floors

Timestamp: 06:17, 20 Nov 2005 (GMT)
Type: Improvement
Scope: Towers
Description: This is a suggestion to give towers multiple floors. The first floor would exist exactly as they do now, but the "jump from window" button would be removed (ON FIRST FLOOR ONLY! Don't worry, I'm not trying to take that away.. heh) Players inside a tower would see a 'Climb' button upon entering a Tower. Upon pressing this button, they would see the same map view, but would be on the second floor of the tower which would act like a seperate room from the first. This would go on for however many floors deemed appropriate for towers. Perhaps different towers could have a different number of floors to add 'flavor' to the game and give survivors buildings to plan around. When you are any floor but the first, you will see a 'Descend' button next to the 'Climb' one. (you will not be able to climb, however, when you are on the top floor of course!) Each floor has its own door to the staircase, so these could be barricaded as well. This would give survivors a good reason to barricade themselves into the top floor -- but survivors can only free run into the first floor of a tower, no matter where they come from. (in other words, no free running into the top floor!!)

This would give Humans a better 'fort' against invasions, without giving them too much else (Not able to search for ammo or anything good there, so it's basically, as I say, a fort.) Of course the undead can break down barricades to any floor as they would break any other given barricade anywhere else. Zombies can aslo travel the stairs unaffected by barricades on the floors. (The doors TO each floor are blocked, not the stairs themselves.) Changing floors would have the normal 1AP action cost, unless you are a zombie without the lurching gait skill, of course.

If you are on any other floor than the first, you would have the option of throwing any corpse that may be in the room out the window instead of the front door. (Again, flavor!) All of this would apply ONLY to towers, so don't worry about this being abused in areas where you can search for weapons and all that. Zombie seiges would not be Nerfed here. Just think of it as a few blocks stacked ontop of eachother. Zeds could climb the stairs to any level and attack the barricades.

Free running would be relatively unaffected. You'd free run into the building next door, (via fire escapes) and if you came back, you'd free run into the first floor of the tower by default. I think this would be a great way to impliment a new style of 'fort' for survivors under attack.

Alternatves: Not being able to barricade seperate floors, so zombies coming up the stairs are automatically in the room with you.

Notes: 20/24 Keep/Total.
  • What happens when a floor below the zombie is barricaded? Zombies can always jump down windows if the staircase down is barricaded.
  • Other buildings, like Necrotechs and hospitals, could have a few additional levels too. Give Mansions an attic and basement.
  • If there are the fire escapes on the side, why can't a person free run to the top? If you free run INTO a multiple floor building you enter the bottom floor of it.
  • There some very minor glitches in this, e.g. when have free running you can get from the top to ground floor with 2 AP, but without it it takes 3 or 4.
  • How about if you could also get onto the roof - see whatever is going on in a one block radius on the ground - show a message like 'You are at *something* towers, *human* is on the roof'.
Left Queue: 15:01, 6 Dec 2005 (GMT)


Museum - Today's Exhibit

Timestamp: 18:35, 4 Dec 2005 (GMT)
Type: items
Scope: Museums
Description: Alright, this is my second revision and this suggestion involves making museums a more interesting place to go, yes museums are naturally boring places to go but at least with this you can get a decent souvenir. And please forgive me on how long it is, I wanted to put lots of detail to make it understandable and clear for each item.

Now, I understand most of these items have no real purpose, that is very true... but there are several reasons I give them: 1: Even in a survivalist game people naturally horde wealth 2: gathering wealth means hope for the future, making your place nicer makes it more worth defending.

Obviously, there is no way the could have completely stripped every museum of all there items, they could have overlooked stuff, they did not have much time? and I believe what they were referring to when it says it?s been looted is the exhibit items. Now, as it says there is nothing usefully lootable in the museum, and following my list of stuff that is mostly true.

Artwork: Once a priceless picture of some artist and now a recent addition to your personal collection. It stated that there was some European and African art. It is true that it would be hard for a person to walk around Malton with a few paintings, but if you pointed that out then you would also have to concede to the fact that people normally cant walk around with 10 shotguns on there back either... But artwork would in fact have a use, like a generator, paintings can be added to a building and give the area a nicer look to state that somebody cares for this building, also it might give a description to how many paintings are here like ornate or if none exist then nothing would change from normal? some flavor text would be all that was added? In addition it might take two of your inventory to carry a painting.

Statue: Like the artwork I talked about above it would create a nicer look to a building. This I can see being more likely used in malls as they have more room for statues and less room for paintings. This too would have show increases in the number of statues in the building, yes this has no have no real use but some people really care for there homes and I?m sure a few would like their place to look very wealthy.

(I looked through everything involving suggestions... I still couldnt see anything involving a way to link to your previous suggestion)

Notes: 13/17 Keep/Total
  • was Today's Exhibit
  • The adds flavor, like newspapers, crucifixes, poetry books, etc.
  • Would like the option for zombies to destroy them.
  • Much like the tagging competition that was held in the past, a running track of who had the most swag in their "home" would (I think) be fitting with the lawless apocalyptic view of the game. In Dawn of the Dead they looted "consumer" crap from the mall stores, anyways, which would have no use for their survival. Why can't survivors here do that as well?
Left Queue: 13:58, 19 Dec 2005 (GMT)

Propaganda v2

Timestamp: 03:51, 29 March 2006 (BST)
Type: Building use
Scope: Survivors in powered libraries
Description: When inside a library with a running generator, the survivor player has the option to "Print Paper." (My university library was actually one of the primary places on-campus for printing essays and assignments.) What gets printed? Whatever the player wants -- a large text field next to the Print Paper button will permit any ASCII input up to 1000 characters (about two paragraphs).

After printing, you'll now have a new item in your inventory -- "First few words" (10), which takes up one block of space. "First few words" means that the first 15 characters or so of what you printed will appear in the item button. If you ever need to check the full contents, you can click on the item to read the entire printout. You get 10 copies.

What do you do with these? Post them on and inside buildings, on trees and so on. A pulldown will show up to allow this action: Post [this printout]. Once a printout is posted, it will show up underneath the block's description and underneath any graffiti as:

"A sheet of paper reading 'First few words...' has been nailed to the wall." [Collect paper]

"First few words..." is a link, which when clicked on causes the entire message to display in the message area, as if you were reading a newspaper. [Collect paper] is an action button which when clicked will cause the printout to be copied to the player's inventory as an item. It can then be read from inventory like any newspaper or book.

A printout can be collected repeatedly once it has been posted, but as soon as someone else posts a printout the first one disappears. There can only be one printout on a surface at any time.

I see a number of possible purposes for this feature:

  • Spreading the word about your group
  • Spreading the word about the suburb's barricade plan
  • Distributing concise game tips to new players
  • Creating fake newspapers for fun ("CAIGER SURVIVORS PREFER CREW SWEATERS TO TRENCHCOATS, SURVEY SAYS")

and probably many uses that others will come up with which I can't foresee.

Notes: 20/21 Keep/Total.
  • Suggested that AP cost should be higher, or copies should be limited to 5 per printing
  • Suggested that zombies could tear down postings with their claws
Left Queue: 16:51, 18 April 2006 (BST)

Subway Tunnels

Timestamp: 16:51, 14 Dec 2005 (GMT)
Type: Improvement
Scope: Everyone
Description: Original idea:

Train station tunnels would have underground passages leading to one another. There would be set directions to get from one station to the next (perhaps the large map of the city could be updated to show these paths). On the in-game map you would see just the buildings you can pass under. All other buildings would be shaded out.

Generators could be set up in a station that would power the lights within the tunnel. Each generator would power the neighborhood subway lighting system (or certain number of surrounding blocks). There would be some kind of indicator when you go into the tunnel to show how much energy is left for the lights (“The lights are at 100%”, “The lights are at 50%.”, etc.). When the lights go out, the in-game map goes black, except for N, S, E, and W indicators. You wouldn’t even be able to see if there were other players around you except, perhaps, by sound. The player could still move but this would force both zombie and survivor classes to diligently take note of where they are and be able to get themselves out using the city map or guessing (“You move further into the tunnel.”, “You’ve bumped against a wall.”). Since there would be, essentially, only two directions you could end up, through trial and error or map reading ability, a player could eventually find their way out.

Zombies with Scent Trail would be able to traverse the tunnels in complete darkness, as their maps would not go black. I would suggest that an equal survivor skill or a flashlight be created so survivors wouldn’t get totally stuck in the dark.

The Tweak:

?Recent files found in various NecroTech buildings have alluded to a partnership between the Military and NecroTech. According to these papers, both organizations knew that an outbreak was inevitable and a series of contingency plans were established. One such plan was the construction of underground NecroTech/Military safe houses accessible only through various subway tunnels.?

Although there may be multiple subways tunnels in each neighborhood, only one subway tunnel (per neighborhood) would contain a safe house. These safe houses would allow players to find any of the following: weapons, ammo, flak jackets, flare guns, GPS units, first aid kits, syringes and DNA Extractors. Also housed there would be a NecroNet computer, the only place in Malton to find such a device.

The door to the safe house may be barricaded but the actual tunnel could not. If the door were heavily barricaded, there would be no possible way to get in without breaking it down (even if you have Free Running).

(NOTE: Search percentage removed due to peer suggestion.)

Notes: 14/16 Keep
Left Queue: 16:47, 22 Jan 2006 (GMT) (A bit late...)

Cinema Management

Timestamp: 10:30, 9 Dec 2005
Type: Fluff
Scope: Survivors in a cinema
Description: This is just fluff, but it would be great fun for survivors to be able choose and describe the movie playing in a cinema once you have a fueled generator set up. Cinema's without power should have blank screens with nothing playing. It would be an easy feature to implement and done right it gives a tiny but entertaining incentive for groups of film buff survivors to hole up outside malls and forage for generators and fuel cans (not to mention popcorn kernels and canisters of nacho cheese sauce).
Notes: 19/20 Keep/Total. People liked the idea of having Zombie horror movies showing. If movies are randomly chosen, zombie movies could give XP to the player from learning new information from the on-topic film.
Left Queue: 10:01, 25 Dec 2005 (GMT)

Zombies hidden in cemetery

Timestamp: 5:43, 29 Dec 2005 (EST)
Type: Improvement
Scope: Zombies
Description: A simple change to increase the flavor of the game as well as give a little advantage to the undead of Malton. A Cemetery would hide a Zombie player from the view of survivors "outside" of the block (assume they crawl into a grave or into a crypt). When I first started, I would always go around the Cemetery becuase I assumed there was a danger there. That fear is a good addition to the game.

Any Zombie who entered the block of a Cemetery would only be visable to other Zeds (In or outside the block) and any Survivors in the Cemetery. From out side the block it would appear empty. I do not think this would help the Zombies too much (everyone would know to look there) but it would give some more drama to the game, plus give a purpose to the Cemetery. Also it would help to hide Zombie numbers from the Humans, to help in their mass attacks against human strongholds.

Notes: 26/31 Keep/Total.
Left Queue: 21:26, 17 Jan 2006 (GMT)

Lookout Posts

Timestamp: 19:59, 17 Jan 2006 (GMT)
Type: Fort improvement
Scope: Armouries
Description: As only one square in the fort complex is actually a building, the large building upgrade does not apply to it. What if, however, it did apply? Anybody, whether a survivor or a zombie will be able to view the rest of the fort whilst inside the armoury. This means that, as the entire fort takes up the screen, human defenders or zombie occupiers can get a heads up. So, basically, anyone inside the armoury can see anyone in the surrounding blank fort spaces.
Notes: 15/15 Keep/Total.
Left Queue: 15:43, 5 Feb 2006 (GMT)

How Powers Plants Could Work

Timestamp: 07:27, 3 Jan 2006 (GMT)
Type: Improvement
Scope: Electricity
Description: I think it'd be fun from a gaming perspective and interesting from a simulation perspective to allow the power plants to be operated to restore limited power to the city. I say limited because if plants restored power to every building they would simply make generators less important, just a less preferable option to power your building. Instead I suggest that the power restored only affects certain utilities that operate on a different grid than the electrical power that's sent to your home, such as street lights. This makes sense as it would be hard to run a plant at full efficiency during a disaster, there might be breaks in the general grid that would render it dangerous to turn on, and this would keep generators an important part of the game.
   * Restoring Power 

Turning a plant back on would require a new science skill, Engineering. Reactivating a plant would be difficult and would operate on a percentage system with a good chance of failure. Failing to turn on the system would result in a message like "You tap at the controls" or "You flip a few switches." Zombies would be able to attack the control panel (no doubt bothered by the lights and noise) and have a chance of randomly striking a button that would trigger a shutdown. Each power plant square would be activated and deactivated seperately and each would correspond to power in a seperate sixth of the city.

   * What Power Plants Would Do When Activated 

There are six power plant squares in game. Each would power approximately a sixth of the city with each square powering specific suburbs. To indicate to the residents of a suburb that power has been restored the description of every outdoor space (excepting things like parks and cemetaries) would change to say that the streetlights were turned on. At this point there is nothing for this power to affect (I have a few ideas in the idea selection below here) but this would be a good system to implement along with other power-dependant suggestions that generators simply aren't powerful enough to be used for.

There are clearly a lot of things that can be done with the Power Plants. I think this is a balanced and simple way of implementing them.

Notes: 9/11 Keep/Total.
Left Queue: 09:43, 19 April 2006 (BST)

Skill Addition: Survivor

Advanced Knife Training

Timestamp: 08:06, 1 Dec 2005 (GMT)
Type: Skill
Scope: Survivers
Description: I suggest that there be another knife training skill. It could raise knife accuracy to 50%, that would be enough to bring down a 50 hp target in 50 ap. 2 times.5 = 1 Which would equal 1 ap per hp.

It is completely negotiable as to what the percentage is. But it would make the kitchen knife useful.

Notes: 7/10 Keep/Total.
  • This does not make survivors more powerful, since even with this skill a fire axe is still a better choice.
    • At the moment a fully upgrade zombie has a claw DPA of 1.5 and a bite DPA of 1.2.
    • A survivor with a Fire Axe and full training has a DPA of 1.2 and a knife has a DPA of 0.8; with this skill implemented it has a DPA of 1.0, hardly overpowered at all.
Left Queue: 15:20, 16 Dec 2005 (GMT)


Advanced Blunt Weapon Training

Timestamp: 01:11, 18 Nov 2005 (GMT)
Type: Skill
Scope: All
Description: Advanced Blunt Weapon Training increases the chance to hit with blunt weapons (baseball bat, Crowbar, piece of pipe) by 10%. It requires hand to hand combat training to learn
Notes: 11/15 Keep/Total. Raise the percentage - or keep if this has subskills to suppliment specialization. Would this transfer to zombies or is only usable by survivors?
Left Queue: 06:31, 3 Dec 2005 (GMT)

Combat Report

Timestamp: 22:35, 16 Nov 2005 (GMT)
Type: Skill
Scope: Suvivors, Military
Description: Summarizes numbers of people/zombies killed where you are since your last turn. Messages would follow this template and only appear if the appropriate death occured: "Zombies killed X Survivors", "Suvivors killed X Zombies", "Suvivors killed X Survivors", "Zombies killed X Zombies". This will allow players to see how hot the area is. There's no reason not to let this skill cross over to be used by zombies.
Notes: 10/12 Keep/Total. Would like to see it change as a mechanic for everyone, not just a skill.
  • Implemented, but not as a skill.
Left Queue: 16:13, 1 Dec 2005 (GMT)

Dissection

Timestamp: 12:21, 18 Nov 2005 (GMT)
Type: Skill/Item
Scope: Scientists
Description: A subset of Lab Experience, the dissection skill would be similar to NecroTech Employment in that it allows use of scientific equipment similar to the DNA extractor. The difference is that the dissection tools are intended for use on dead bodies in the preformance of an autopsy. While it's mainly there as a new way to get xp for non-coms and to add flavor, usefull information could be obtained from examination of a body, such as: how the body died & whether it was human or zombie when it was last killed (giving you an idea of what's going on in the area; lots of humans killed by bulletwounds suggests potential PKer activity, while lots of humans killed by bite wounds suggests a potentially large hord near by), how much ap the body has accumulated since it fell (giving you an idea of how long it may be untill it rises again) and what skills the body will have when it rises (allowing you to assess how dangerous the newly risen zombie will be).

The necissary item would be a dissection kit, found in labs and hospitals. It would be a single use item, as the contaminated instruments would need to be destroyed immediately, lest they contaminate future procedures or even spread the disease to whoever is caying them around, naimly YOU (as well as to prevent people from dissecting every single body they come across for easy xp). Though I suppose potentially there could be a skill/item for sterilizing your instruments between uses (possibly through the use of a depletable steralizing agent), though I personally don't recommend it.

  • edit: Rather than integrate new ideas and good suggestions, I will simply ammend. I may integrate when this nears the end of it's voting period.
    • There could be a %chance of screwing up the procedure, gaining no xp, and possibly learning nothing.
    • As an alternative to putting it under Lab Experience, dissection could be placed under NecroTech Employment. In this case, Lab Experience would lower the %chance of screwing up the procedure (provided that idea is implemented)
    • There could potentially be a negative effect on the zombie who gets dissected; such as having to spend an extra ap putting his guts back in or something similar. DISCLAIMER: I do not endorse this idea, it is simply one that occoured to me which I found interesting.
    • It should be that once a body has been dissected, it cannot be autopsied again untill it rises and falls again. It could be hard to tell, after all, which cuts killed it, and which ones were done after the fact. Rather than a "corpse" it would appear as "the dissected remains of a corpse"
    • A dissection kit could potentially contain enough supplies for several prociedures (maby five?), so that people dont have to fill up their entire invintory with the things if they want to do it alot. In this case, the "Dissection Kit" should be called a "Field Dissection Kit". *Note the "steralize" item/skill would render this suggestion obsolete.
    • Alternative skill title:
      • Autopsy
    • Possibilities as to how the command may appear in the menue:
      • "Preform Autopsy"
      • "Dissect Specimen"
      • "Examine Corpse"
    • Current list of things you may learn from an autopsy:
      • How the body died (Shotgun blast, claw marks, bite wounds, stab wounds, blunt force trauma, disease, ect)
      • Whether it was human or zombie when it was last killed
      • How much ap the body has accumulated since it fell
      • Aproximately how long ago the body was killed
      • What skills the body will have when it rises
      • Whether it was killed at it's present location or has been moved (dumped outside)
      • Character class (When alive)

Anyone who has anything else to suggest can feel free to do so, either in votecomments or on the talk page.

Notes: 17/21 Keep/Total.

Add some potential risks like cutting yourself and getting infected, causing damage to internal organs and thus botching the dissection, etc. Don't put it as a third skill in a tree. Put it under Diagnosis if anything. Rename to Autopsy. Does not seem useful for anything but an XP boost.

Left Queue: 06:31, 3 Dec 2005 (GMT)


Dual Wield

Timestamp: 20 November 2005, 05:59:14 (a.m.)
Type: Skill
Scope: Survivor
Description: Rather than another "Advanced" skill that just gives better % to hit, Dual Wield allows a character to attack twice with a knife, at 30% per attack. At 2 damage a hit, 30% chance to hit x2, the damage calculation comes out thus: 30% * 2 + 30% * 2 = 1.2 damage / AP, which is equivalent to the axe. However, there's a 9% chance of a 4 hit, and a 42% chance of a 2 hit, meaning that a knife wielder hits about 51% of the time. It's subtly different from the Axe, in that the Axe wielder has both less variance in damage (always 3) and lower chance to hit (40%). It would be up to Kevan to decide whether to make this skill require the user to have two knives in his inventory, or make it simply a result of the speed with which a competent knife-fighter can wield one.
Notes: 19/21 Keep/Total. Decide: Is it 2 knives or 2 attacks? Little details (like requiring two knives for the skill) are left to the coders, minimize db hits for a double attack, that sort of thing. Note that once you have this skill, it'd be pointless to attack with knife combat, since the chance of hitting for 2-4 damage is higher than the chance of hitting with 2 (40% with adv.). Therefore, replace the dropdown item for a single attack with this.
Left Queue: 15:01, 6 Dec 2005 (GMT)


Expert Training

Timestamp: 12:48, 19 Nov 2005 (GMT)
Type: Skill, improvement, ways to spend all that XP and personalize your character
Scope: Survivors
Description: This is a suggestion that never made it back from the old version of the Suggestions page. It is not originally mine, but I am presenting it again with a reasonable amount of modification and clarification.

This suggestion introduces three mutually exclusive skill subsets:

  • Expert Pistol Training
  • Expert Shotgun Training
  • Expert Hand to Hand Combat

For each 100 XP spent in a particular skill, the player receives a 1% increase in base accuracy, up to a maximum of 10%. However, as mentioned above, these skills are mutually exclusive. For example, once a player has put a point into Expert Hand to Hand Combat, they can never purchase Expert Pistol Training or Expert Shotgun Training. The reasoning behind this is twofold: first, to lessen the cries of "zombies get nerfed by this! OMG we r so week alredy, u suck!", and second, to start interrupting all that homogeneity at higher levels.

All classes pay 100 XP per percent for these skills. (Yes, that will need to be hard-coded, but eh, it happens.)

The new skill tree would therefore look as follows:

  • Basic Firearm Training
    • Pistol Training
      • Advanced Pistol Training
        • Expert Pistol Training
    • Shotgun Training
      • Advanced Shotgun Training
        • Expert Shotgun Training
  • Hand To Hand Combat
    • Knife Combat
    • Axe Proficiency
      • Expert Hand To Hand Combat


Examples:

- Cobra Commander has purchased only Basic Firearm Training. He cannot purchase Expert Pistol Training or Expert Shotgun Training, because he needs to have purchased either Pistol Training and Advanced Pistol Training or Shotgun Training and Advanced Shotgun Training for these skill to unlock.

- Destro has purchased Basic Firearm Training, Pistol Training, Advanced Pistol Training, and all ten levels of Expert Pistol Training. He now has a 75% chance to hit when firing pistols.

- Zartan feels a spiritual connection to his shotgun. As such, he has purchased Basic Firearm Training, Shotgun Training, Advanced Shotgun Training, and all ten levels of Expert Shotgun Training. He now has a 75% chance to hit when firing his shotgun.

- Stormshadow loves melee weapons and rarely uses guns. He has purchased Hand To Hand Combat and both Knife Combat and Axe Proficiency. He may now purchase Expert Hand to Hand Combat for his first 1% increase in accuracy with melee weapons. He now has a base 26% melee to-hit ratio. He may purchase this skill up to nine more times, for a total base 35% to-hit ratio with melee weapons. Stormshadow now has a 50% chance to hit when using a fire axe or a knife or 30% to-hit when punching.

- Major Bludd has purchased all of the existing weapon skills and wants to specialize in either Expert Pistol Training, Expert Shotgun Training, or Expert Hand to Hand Combat. Wanting to be like his friend Stormshadow, he chooses Expert Hand to Hand Combat and spends 100 XP to buy his first 1% accuracy bonus. Later he decides that he really favors gun combat and wants to switch. Tough. He should have read that bit about "mutually exclusive." He just needs to make the best of it and learn to love his melee weapons.

Notes: 15/22 Keep/Total. All dissenting debates were properly and intelligently countered in the voting section.
Left Queue: 19:44, 4 Dec 2005 (GMT)


Geratology Expert

Timestamp: 00:56, 12 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: You can identify and target zombies (even in a crowd) with severe Brain Rot and the Infectious Bite skill due to visual clues you've learned from your zombie hunting (Geratology is the study of decadence and decay; And no, I don't expect this to be the game implimented skill title if it's ever used. :p ).

You CANNOT select individual brain-rotted/infectious zombies...unless only a single brain-rotted/infectious zombie is present in the current area or if they're in your contact list, but that goes without saying. The skill does NOT distinguish if the zombie has one or both of these skills. If there are multiple brain-rotted/infectious zombies in the mob, you will specifically attack/commit an action against the group of brain-rotted/infectious zombies in the fashion similar to regular mob combat selection.

The skill functions thusly: When the screen reads "There are # zombies here", a sentence follows stating that "You identify the tell-tale signs of decadence and decay" if any such zombies are present. Under the 'Attack'/'DNA Extraction'/ect selection menu, you will then be able to select 'a corrupted zombie' to do said action. This skill would be a big help to those trying to cure/protect others from the zombie menace. It could possibly cross over to zombies as well, but I don't see how they would benifit from this and as such do not suggest it as a feature of this skill.

Note: With this skill there isn't a distinction between Infectious Bite and Brain Rot in a zombie, you've got a 1 to 3 chance that they either just have Brain Rot, just have Infectious Bite (which doesn't effect DNA/Rez), or they have both. The fact that the skill doesn't QUITE make you sure is what I think balances it. - MorthBabid 19:55, 12 Nov 2005 (GMT)

Notes: 100% Keep. The reverse ability to id those without Brain Rot/Infectuous Bite could be considered. Instead of color, set distinction by altering name displayed in dropdown: "Zombie" and "Zombie (Diseased)", or even distinguish between the Brain Rotted and Infectious as this skill isn't giving us enough of a benefit.
Left Queue: 21:56, 27 Nov 2005 (GMT)

Hospital Residency

Timestamp: 02:08, 20 Jan 2006 (GMT)
Type: Skill/Improvement
Scope: Survivors, Medical
Description: The new skill NecroNet access allows you to create syringes with the same amount of AP as it would take on average to find one. This saves the time of the player and vastly reduces server load. Why not do something similar for hospitals? I suggest adding a skill "Hospital Residency" (referring to the time doctors must spend as hospital residents, this skill indicates the player has completed this training). When in a powered hospital players with Hospital Residency would be able to heal themselves or others without using a First-Aid Kit for the average amount of AP it takes to find a First-Aid Kit (by using the hospital's equipment). Players in hospitals would gain a "Heal" button with a drop down menu. This skill should be a prerequisite of First-Aid so by itself it would only heal 10hp and players with Surgery would be able to heal 15hp. First-Aid kits would still be important to heal out in the field and in case power is lost. Now a skill that costs 100xp and only saves you a bit of time and helps the server probably won't be a high priority for most people so I suggest incorporating Peer Reviewed Suggestion Prognosis into this skill, allowing people that also have Diagnosis the ability when in a hospital to tell which players are infected when the power is on by displaying their health in red text (in game reason being that they can use the hospital's diagnostic equipment). I think that makes good sense flavor wise, it'd make waiting in a hospital to be healed a better choice than waiting in a populated police department because the doctors could tell you're infected and prioritize healing you. I'm following NecroNet's lead here: It eliminated the need to search and gives information when inside a Necrotech Building. This would eliminate the need to search and give information when inside a hospital. Good for players, good flavour for would be doctors, and good for the server.
Notes: 27/32 Keep/Total.
Left Queue: 22:41, 20 February 2006 (GMT)

NecroTech Veteran

Timestamp: 00:08, 13 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, Scientific
Description: Requires Lab Experience. Allows a Survivor to search specifically for any type of NecroTech item instead of just a blind search, much like the Shopping skill allows one to search a specific type of store in the mall. While you are searching for a particular item, the chance you will actually find something is lowered by 10%.
Notes: 11/14 Keeps/Total. Complaints about too low a search rate. Math as follows: Currently you have 20% to find something, and then a 1 in 3 chance for the different types of items (syringe, GPS, scanner). So basically the chance increases from 6.66% to 10% (the average AP needed to find a something particular (e.g. a syringe) drops from 15 AP to 10 AP). One might lower the percentage chance to 8.33% (i.e. average 12 AP per item) if the impact to the AP balance shouldn't be too high. I might buy with 6.66% as it still would stop me having to drop numerous GPS units and scanners (although my character claims he discards the old scanners due to their contamination). Will reduce server hits. Multiple preferred find percentage staying the same.
Left Queue: 14:49, 28 Nov 2005 (GMT)


Prognosis

Timestamp: 03:16, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: Subskill of Diagnosis. Represents the exposure of the player to the urban dead environment, hence their ability to recognize when another player has an infected bite wound by displaying the hp next to names in red. This places more priority on healing them over other players and helps those who want to play IC. The maximum HP level of the survivor is also displayed next to their name.
Notes: Overwhelmingly Accepted. Implementation suggestion: use an appended character/symbol instead of a color to aid inept browsers.
Left Queue: 17:31, 20 Nov 2005 (GMT)


Rooftop Access

Timestamp: 07:47, 8 Nov 2005 (GMT)
Type: Military Skill, Subskill of Free Runing.
Scope: Surviors
Description: This skill will allow players in a building to see the outside of the building. It will also allow them to see the outside of the buildings surrounding their own. The price for this skill is that you will be unable to see inside of the building you are currently in. You will still be considered "in" the building and have all the benefits of being in the building. You can toggle this on and off. While on the roof, you cannot be seen by people outside the building. You are considered to be still in the building, meaning people inside can still see you and zombies inside can still attack you. I figured this is pretty fair because it offers a nice ability, but doesn't really unbalance the current game like most of these AP modification skills do. I figure it also makes sense in terms of the roleplay because you obviously want to be on the roof to survey the surroundings.

EDIT: I do not advocate the whole shooting outside the building with this, this a basic intel skill, not a combat trick.

Notes: Widely Accepted. Most wanted to restrict shooting at outside building targets. Make buildings climbable and provide a climbing skill to access roof entry. Some buildings could have outside roof access only. Rooftop-to-rooftop travel. Good alternative to getting stuck at a barricade.
Left Queue: 18:00, 25 Nov 2005 (GMT)


Signature Weapon

Timestamp: 23:19, 25 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters, level 12 and up
Description: After the original proposition was shot down, I revised it and gave examples of how this skill would function.

"Signature Weapon" is a form of weapon specilization, designed to reflect a zombie hunter's preference for (and skill with) a chosen weapon. The effects of Signature Weapons are as follows:

1) +1 damage to melee weapons/+5% Accuracy for firearms. This reflects the skill a Zombie Hunter has gained with his chosen weapon.

  • Example 1 - Snake-Eyes, a Level 15 Civilian Zombie Hunter, decides that Signature Weapon: Knife would fit best with the concept of his character: a martial arts trainee who was attending tae kwan do and ju-jitsu classes in Malton when the plague broke out, and who relies on stealth and quick movement to achieve his desired goals: killing zombies and finding safehouses. With Signature Weapon: Knife, any further attacks made with Knives deal one extra point of damage when they hit.
  • Example 2 - Breaker, a Level 17 Military Zombie Hunter, decides that Signature Weapon: Shotgun would be a good choice. As he's already maxed out his Firearms tree, selecting Signature Weapon: Shotgun raises his chance to hit with a shotgun goes from 65% to 70%, while his Pistol accuracy stays at 65%.

2) Flavor text: If a zombie is killed with a player's signature Weapon, he sees flavor text describing how the attack killed the zombie instead of "You hit a zombie for X damage, killing it." However, if the kill is not made with the signature weapon, the flavor text does not show up.

  • Example 1 - Professor Plum, having chosen Signature Weapon: Pipe, manages to kill a zombie with a lead pipe.
Professor Plum sees this flavor text: "You swing your length of pipe and crush the zombie's skull, dealing 3 damage and killing it."
The zombie's player would see this upon logging in: "Professor Plum crushed your skull with a lead pipe, doing 3 damage. You are dead."
  • Example 2 - Mr. Green, who has Signature Weapon: Pistol, kills a zombie with a crowbar. Instead of seeing "You fire your pistol, dealing 5 damage as the zombie's head disintegrates in a bloody red spray", he sees, "You hit the zombie, doing 2 damage. It dies."

3) Mutually exclusive Signature Weapons: This reflects the Zombie Hunter's strong preference for his Signature Weapon above all others - given the choice between his Signature Weapon and any other available, he'll take his Signature Weapon every time. (OOC reason: As the Prime Directive of the Suggestions Page states: Uber Ninja Pirate Zombie Killers Stay Out!, so Signature Weapons are one to a customer.)

  • Example - Flynn Taggart took Signature Weapon: Shotgun two weeks ago, and recently decided he doesn't like his shotgun that much after all. He's scraped up enough XP and wants to get Signature Weapon: Pistol instead - but since he already has Signature Weapon: Shotgun, he can't take Signature Weapon: Pistol. He's just going to have to learn to love his shotgun.
Notes: 13/18 Keep/Total.
  • Axes overpowered - 40% for 4 damage compared to 70% for 5 - too much for no ammo.
  • +1 XP for kills made with a Signature Melee Weapon (Knives, Crowbars, etc.)
Left Queue: 05:20, 10 Dec 2005 (GMT)


Specific Search

Timestamp: 22:35, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: When searching a building, a survivor can specify (by selecting the item from a drop-down list of items that can be found in the area) a certain item to search for. When using a Specific Search, the item that the survivor is searching for gains a 1.5x chance of being found over other items. This DOES NOT add to the overall chance to find an item. Example: let's say searching a building has a 10% chance of finding a first-aid kit, 10% to find a newspaper, and 10% to find a spray can (70% of finding nothing). A Specific Search for a first-aid kit would result in a 15% chance of finding a first-aid kit, 7.5% to find a newspaper, and 7.5% to find a spray can (still with a 70% chance of finding nothing).
Notes: Generally accepted. Complaints regarding potential complexity of implementation.
Left Queue: 17:36, 20 Nov 2005 (GMT)


NecroTech Access Key Cards

Timestamp: 00:21, 31 Dec 2005 (GMT)
Type: New Item and Skill
Scope: NecroTech Buildings, Scientists
Description: When you enter a NecroTech Building you get this description if it is powered and you have NecroTech “You are inside a NecroTech Building. The NecroTech logo glows gently above the front desk, but all monitors, equipment and laboratory access remain locked out during the quarantine.” With the right access key there is no reason why you wouldn't be able to theoretically use that stuff. What this would do is grant access to a list of all the zombie profiles that have been successful scanned and are in the same suburb as the NecroTech Building if it has power.

For the following two Peer Reviewed Suggestions, Extractor Knowledge and DNA extraction gives information on previously scanned zombies, to equal the same utility they would have to BOTH be implemented and are essentially a “free lunch”. This suggestion requires effort on the part of the character to access useful information. Since zombies characters are tagged by the server for extraction purposes and cross referencing them by suburb wouldn't be difficult this wouldn't adversely affect the server, especially if NecroTech Access Keys Cards were one-use items only located at NecroTech Buildings.

Using this item would require familiarity with NecroTech Security protocol, and thus require an addition level on the NecroTech Skill Tree, “Field Promotion”, where due to work “in the field” (ie Malton)you are given management security clearance. This basically just lets you use the NecroTech Access Key Cards.

Notes: 26/26 Keep/Total. some people felt that the Access Card one time use was to limiting and suggested it dropped or as a re-useable item.
Left Queue: 21:26, 17 Jan 2006 (GMT)

Please note that this has been implemented.

Lock and Load

Timestamp: 12:37 2nd April 2006
Type: Skill
Scope: Zombie Hunters(Players above Level 15)
Description: I've read all the other suggestions and the critisistion that they got, I hope this suggestion is ok. The zombie hunter skill tree is a bit dull at the moment, and only focus's on damaging zombies(which I'm not complaining about) but I think there should be a skill to enhance the Zombie hunter as well. The Gun loading skill could only be purchased by a player who has headshot and is over level 15. This would make sense, as they would be used to preserving his bullets. Anyways, the actual skill would allow all bullets in all guns to be relocated to the guns at the top of the list, costing 10Ap. The Ap cost is justified, as the player would have to take each bullet out and relocate it, taking time. Sorry if anythings wrong with the set out of this suggestion, its my 1st one.
Notes: 17 Keep, 4 Kill, 21 Total.
  • Kills were mainly due to high AP cost
  • Many Keeps think it wont be used.
Left Queue: 15:05, 18 April 2006 (BST)

Corpse Discernment

Timestamp: 23:58, 5 Jan 2006 (GMT)
Type: Skill
Scope: Survivor
Description: This is a Scientist skill, not under anything else in the skill tree. Players who have it will no longer see the generic message "dead bodies"; instead, they will see:
   * Fresh Kills: Dead bodies who were survivors before they were slain.
   * Rotting Corpses: Dead bodies who were zombies before they were put down.
   * Reviving Bodies: Zombies who were stuck with a Mark 2 Revivification Syringe.
Notes: 24/25 keep/total
  • 1 vote suggested it be placed under diagnose
  • Original version had option to remove only "not revived" bodies due to popular demand
Left Queue: 10:35, 19 April 2006 (BST)

Skill Addition: Zombie

Bloodlust

Timestamp: 17:03, 21 March 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: Summary: Successful barricade collapses net temporary combat boosts, making barricade smashing more fun and rewarding the most tenacious zeds.

Mechanics: Zombies who purchase Bloodlust will see a simple, ASCII "frenzy meter" appear underneath the status display on the left side of the interface. When empty, the meter looks like this:

--------

There are 8 increments. Each time the zombie achieves a single collapse on a barricade, while outside the building, the meter is filled up by one increment:

*-------

This represents the zombie becoming increasingly frenzied as it senses the nearness of its next meal. With every collapse, it grows more and more excited:

***-----

Finally, it breaks in. It spots a human morsel and goes crazy. For every notch filled up on the frenzy meter, the zombie will be able to perform one boosted attack. The first four notches provide for a damage bonus of 1+; the latter four provide 2+. Once combat begins, each successful attack drains the meter by one notch.

As barricades are often brought down by zombies working in teams, the most likely result will be a handful of zombies getting inside with 2 or 3 bonus "frenzied" hits each. However, a lone zombie cracking open a stubborn safehouse, may find himself rewarded with the max frenzy:

********

A lone zombie can thus conceivably work up as much as 12 bonus damage (1,1,1,1,2,2,2,2). A significant boost, but it represents a suitable reward for such a tenacious zed. And again, note that in most cases you will see teams of zombies working together and acquiring less of a total bonus. Assuming a team of zombies have this skill and get between one and four collapses each on a VSB safehouse, you're looking at about 8 bonus damage. Throw in a few younger zeds who lack the skill and you're looking at even less.

Net result: Suddenly, zombies look forward to smashing barricades because they know it'll boost them later on. Getting collapses is actually fun! At the same time, survivors may have to consider how much more frenzied they're making those zombies outside by building the barricades so strongly. Do you take it to XHB in order to lock them out, or keep it at VSB in order to prevent a few of those critical hits?

Note: Attacking barricades from the inside would not boost the frenzy meter.

Notes: 22/25 Keep/Total.
Left Queue: 15:27, 5 April 2006 (BST)

Splatterfest

Timestamp: 05:18, 1 March 2006 (GMT)
Type: Harmless zombie fun
Scope: Zombies
Description: Malton desperately needs more zombies. While the game mechanics have now been well balanced, the natural attraction to "heroes" ensures that players continue to favor humans over zombies at a ratio of almost 2 to 1. Something needs to happen to make zombies a more attractive package.

Rather than boost zombies' powers or try to make them more like humans, I submit that we need to make them more like zombies. Give them gorier, nastier, funnier things to do in the tradition of the best splatterfest zombie films.

The "Splatter" skill tree would be a new skill tree independent of any other zombie skill chains. Each skill would cost 100xp.

  • Splatter Entrails -- Upon delivering the killing blow to a human via claws, you see the message

You eviscerate SurvivorName for x damage. They die.

Now your victim's entrails are all over your hands! The next time you land a successful blow with your claws, you will see the following:

You attack SurvivorName for x damage, and splatter them with entrails.

The victim sees this message:

A zombie attacked you for x damage. The zombie splattered you with entrails!

  • Splatter Brains - Upon delivering the killing blow to a human with a bite attack, you see the message

You crack open SurvivorName's skull for x damage. You feast on their brains.

(However, HP is only gained as per normal, assuming Digestion is in effect.)

The victim sees this:

A zombie cracked open your skull for x damage, and devoured your brains.

That's really it. Just two gory new flavor additions to make zombie kills that much more satisfying. Survivors probably won't like seeing any of these messages, but it's all part of the zombie apocalypse experience, and no one is actually hurt in the process.

Would zombies spend 100xp on a skill that amounts to little more than a taunt? Well, yeah. I'm pretty sure many would.

Notes: 21/30 Keep/Total.
  • Suggested that some minor combat effect accompany the flavor text.
Left Queue: 15:00, 22 March 2006 (GMT)

Hold the Door

Timestamp: 21:37, 9 Feb 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: Note: this is not a suggestion to nerf barricades. I'm not suggesting any changes to the way survivors provide safehouses for themselves, or the way zombies break into them. I'm concerned about one thing only here:

What happens in a zombie raid once the zombies are inside.

The current strategy for humans is to re-barricade the building first, and then attack the zombies. To me, this seems out-of-step with the game's influences, and is frankly a bit cheesy. If your fortress is invaded, shouldn't you have to kill the invaders first, and then rebuild the fortress? Makes sense to me, anyway.

I think some change needs to be made that would make it more profitable for humans to go after the zombies before rebuilding the barricades.

In that vein, I am suggesting a new zombie skill: "Hold the Door." Hold the Door would be a subset of Memories of Life and could only be acquired after that skill is purchased. Here's how it works:

  1. Survivors build up a barricaded safehouse, as usual
  2. Zombies come and tear down the barricades, as usual
  3. Zombies enter, opening the door
  4. One zombie with the Hold the Door skill clicks "Hold the Door" at the cost of 1AP. The zombie is now, well, holding the door and can do nothing else until he/she clicks "Release the door" (no AP cost on that).
  5. Humans cannot shut the door, or build barricades, until the door-holding zombie releases the door or is killed. However, the door-holding zombie is now explicitly listed in the Attack pull-down menu as "zombie holding the door." So humans should lay into the guy! Bring that zombie down!

There are a couple nifty things about this:

  • New way for zombies to help each other out
  • Humans go after zombies first, instead of doing other things

Multiply it by a Billion: There's no problem with every zombie having this skill, because only one zed can ever be door-holding at any given time. Kill that zed, and it's a race between the humans and the zombies to get to the door to either shut it or hold it again. I think this would make for a lot of heart-pounding action and would be Just Plain Fun.

Notes: 33/47 Keep/Total.
  • Concern that metaphor is inappropriate for the genre. Mechanic is solid but the in-game description would need work if implemented.
  • Possible simplification: instead of making Hold the Door a skill to be purchased, prevent survivors from baracading a building from within if the number of zombies in the building is greater than or equal the number of survivors in the building. That is, you need a enough survivors to "keep the zombies busy" so the other survivors can baracade the building from within.
Left Queue: 02:49, 24 February 2006 (GMT)

Beckon

Timestamp: 20:18, 29 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Prerequisite: Memories of Life

Having this skill gives the player a new action, "Beckon", that is available whenever there are other players in the location. When used, those players see something like the following:

Graaaaaaagh flails his arms wildly, indicating that you should follow him. (1 block north, 2 blocks east.)

The location given is your location as of the time that the other player(s) receive the message, similar to Scent Trail. The idea is to give feral zombies an in-game way to share "intel" with each other - for example, if I'd just broken down some barricades by myself and I know there are 20 zombies a block away just milling around, I could go over to the 20 zombies, gesture at them frantically, go back to my buffet, and they'd be able to follow me there if they wanted to.

Notes: 24/25 Keep/Total.
  • Exactly the kind of stuff zombies need, not mindless and overpowered combat buffs.
Left Queue: 16:55, 14 Dec 2005 (GMT)

Dead Flesh

Timestamp: 08:39, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Has the same exact effect as a flak jacket. Does not stack with a flak jacket. This is just so people don't need to be revived just to search for a jacket and then leap out a window. It doesn't make sense flavor wise. Also good for zombies with brain rot.
Notes: 13/19 Keep/Total.
  • It should require Brain Rot to purchase.
  • Encourages zombies to purchase brain rot, and encourages a more in-theme style of play.
  • Or add a skill under Memories of Life that allows the Zombie to (1) Search, (2) put a Flak Jacket on and (3) wield firearms at -40% accuracy.
Left Queue: 04:14, 13 Dec 2005 (GMT)


Defile

Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: So survivors get to spray paint messages, right? What if zombies could defile buildings and places with their blood, bile, and general gore? Zombies with this skill would see a button similar to the spray painting message, but instead of spraying a message, there would be a drop-down box with Blood, Bile, Spit, and whatever else in it. When a zombie defiles an area, the area description will change akin to when a survivor spray-paints. "There is a massive amount of black, rotted blood smeared against the wall." is an example of how messages could read. Defiling would take away fluids and such from the zombie, so PERHAPS a HP cost would be in order. Something like 1 AP and 1 HP to defile any given block. This part is highly open to suggestion, though and shouldn't be considered a solid part of the concept. There could also be bonuses for defiling certain areas (like churches, maybe monuments -- and graveyards, as per voter suggestion) and there could also be a life-span for the marking. IE: The effect wouldn't be perminent, which would open a building up to being defiled again by a different zombie. Buildings already currently defiled could be immune until this time limit is up. Edits: This idea has some support behind it. I want to respect those voting in the affirmitive and make the concept better through voter suggestions. Options: For a higher AP cost there could be EXP for defiling churches and graveyards. Alternately, for a lower AP cost (of 1) there could be no EXP bonuses at all. Perhaps you could only defile areas with a CORPSE in the block, using the corpse's blood, innards, etc. - This makes sense because you cannot talk in an empty block, so not being able to defile in a block without corpses shouldn't be too far off.

Author's note: I should have said this in the first place, but I kind of picture it like this: "Someone has spraypainted Don't wear shoes today! on the wall, which is covered in putrid chunks of congealed bile." Of course replacing the message with whatever is tagged there, and the type of grossness with whatever a zombie has used to defile the area. I don't see why tagging and defiling can't live together. -- That said, ignore this note if you think they shouldn't. It's not a revision of the idea, just an add-on thought late in the game.

Notes: 17/23 Keep/Total. Suggest to place in memories of life skill tree. Comments about zombie tags being more powerful than regular tags therefore bigger HP cost or less XP bonus. Maybe require 5 HP or a corpse in the block.
Left Queue: 18:32, 25 Nov 2005 (GMT)


Enhanced Scent

Timestamp: 11:30 AM 30 Nov 2005 EST
Type: Skill Prereq:Scent Blood
Scope: Zombies
Description: Allow zombies with Scent Fear and Scent Blood to 'smell' injured humans inside buildings from the outside. Not necessarily the number of humans, or the individual player, just that a building is occupied by one or more injured (and thus tasty targets) humans. Aids zombies ability to pick inhabited buildings over random smashing of barricades to see what's inside. Humans getting to building will leave a blood trail zombies can then follow.
Notes: 19/27 Keep/Total.
  • DISSENT: Ankle Grab working the way it does, zombies are unstoppable, and the only real way for humans to fight back is to waste a zombie's AP by barricading up uninhabited buildings. Maybe if the skill's strength diminished as the barricade's strength goes up (with heavy and stronger barricades allowing no scent), I'd reconsider this vote.
  • Split it into two skills where the first allows you to scent survivors with under 25HP and the next skill allows you to smell any wounded survivor.
Left Queue: 16:40, 15 Dec 2005 (GMT)


Mutation - Ghouls

Timestamp: 07:10, 1 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This is inspired a bit by the Necrotherium suggestion. Here's my idea how to have big tough mutant zombies. Introduce a zombie skill: Mutation. After being headshot a zombie would (during the process of recovering from having its head blasted open) have a chance of transforming into a Ghoul. Ghouls have their base max hp raised by 15 and the accuracy of all their attacks raised by 10%. Both those numbers aren't set in stone so don't vote this down based on numerical values. This state lasts until the zombie is killed or revived upon which they turn back into a normal zombie or human. Now here's how the chance of becoming a Ghoul would work: the chance of becoming a ghoul is greater the more XP you lose due to being headshot. Maybe something like a 1% chance for every 10xp lost (note: also not set in stone). This would be a nice way of giving zombies that lose a lot of xp from headshot a temporary advantage just to help them out a bit. True it'd help maxed out zombies too, but to have a serious chance of turning into a ghoul they'd need to keep getting plenty of xp AND keep getting headshot. It would also probably be a good idea to max out the chance of becoming one at 10%. I don't think this is overpowered since it relies on large amounts xp being destroyed, which could permanently make them more powerful, in exchange for a small advantage that may not even help them while it lasts.
  • Optional: Making Ghouls immune to the effects of headshot. When a ghoul dies they just come back as a zombie without losing xp. Makes sense since this skill as presented is a way of helping balance headshot without nerfing it. Or allowing headshot to work but give Ghouls the same chance of coming back as Ghouls that zombies have.
  • Optional: Seperating Ghouls from zombies and allowing them to be targeted seperately, as a group. They'd still be on the same side though. This'd make ghouls a lot rarer since suvivors would likely attack them first.
Notes: 16/18 Keep/Total.
  • Note* This suggestion is useless now that the headshot revision has been placed in effect.
Left Queue: 15:20, 16 Dec 2005 (GMT)

Preserved Ligaments

Timestamp: 08:46, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Increases max hp by 10. Crosses over if the player is revived. Does not stack with bodybuilding. This is just so zombie players don't need to be alive just to get the +10hp bodybuilding provides and then commit suicide. Good for brain rotted zombies too.
Notes: 10/15 Keep/Total.
  • Make it require Brain Rot.
Left Queue: 04:14, 13 Dec 2005 (GMT)


Ransack

Timestamp: 22:35, 6 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombies are quite adept at smashing things up. The Ransack skill allows zombies to tear up the inside of a building so badly that, in order to find anything useful, a survivor must clean the place up before searching. The more AP spent ransacking a building, the more that must be cleaned up before successful searches can be made. After 4 AP have been spent to Ransack a building, additional AP spent has a decreasing chance of worsening the conditions. (Use the same failure rate as Barricades.) Each AP spent in cleaning up has a 20% chance of reducing the Ransack value by 1.

Barely ransacked. (Ransack Value =1)

Somewhat ransacked (Ransack Value 2)

Ransacked (Ransack Value 3-4)

Well Ransacked (Ransack Value 5-6)

Very Well Ransacked (Rasack Value 7-8)

Extremely Well Ransacked (Ransack Value 9-10)

This skill would be nested beneath ‘Memories of Life’, as they remember what might be useful and go out of their way to destroy these items.

(Final notation: This skill is, basically, Barricades for Zombies, allowing them to make a building useless for searching until cleaned up, in a manner akin to humans making a building unenterable for zombies. This allows Zombies to ‘Guard’ a valuable building, preventing humans from taking advantage of ‘sleeping’ zombies to run in, quickly search, then run away.

Notes: 34/40 keep/total
  • Some question about the adverb "Well" as awkward; "Thoroughly" was a suggested substitute.
Left Queue: 21:59, 22 Dec 2005 (GMT)
    • Note: Some of this has been implemented.

Scent Life

Timestamp: 08:19, 15 Dec 2005 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: The idea behind this skill for zombies is that it allows the zombies to detect survivors inside a building. The problems with previous similar suggestions are:
  • If there were N survivors inside, success was automatic, and impossible below that threshold, which would encourage PKing if a new person inside went over the limit.
  • Versions based on a random chance of success rapidly become near-certain chances if a group of zombies are present. 50% success for one check would become over 90% if 4 checks are made (1 zombie making 4 checks, or 4 zombies sweeping as a team).
  • Flavour levels of success ignore the point that the practical difference between no survivors detected and one is far greater than the difference between 1 detected and 100 detected. This system's random component also ensures that beyond 'none' and 'one or more', the zombies don't have any certain idea of how many survivors are inside.

This proposed system is a passive skill for zombies, under the scenting skill tree. It can only be used once per half-hour in any given block. This time limit is based on the block, not the zombie. To facilitate this, each block will have a two new, hidden, attributes. The first is a timestamp to indicate when the scent life skill was last used. The second is a record of what the last result returned for a sniff action was, a value from 0 (fail) to 6. The pseudo-code is as follows:

When a zombie with this skill performs any action:

  • if zombie is inside building (end) Zombie can see them, so no need to use scent.
  • if survivors are outdoors with zombie (end) The scent of the closer survivors overpowers any possible scent of anyone indoors.
  • if (block's scented timestamp) is < 30 minutes ago (return last sniff result) This prevents a single zombie doing repeated searches on one block by refreshing, and prevents near-auto succcess for groups. By returning the last result if a recent sniff was made, it prevents false negatives from being reported.
  • set (block's scented timestamp) to (now)
  • check for level 1 success (3 x survivors) % present
  • if level 1 passed, check for level 2 success (3 x survivors) - 15 %
  • if level 2 passed, check for level 3 success (3 x survivors) - 30 %
  • if level 3 passed, check for level 4 success (3 x survivors) - 45 %
  • if level 4 passed, check for level 5 success (3 x survivors) - 60 %
  • Set (last sniff result) data field to the success level returned.

Exact numbers can be manipulated for balance. The important point is that even a decent sized group of humans should be able to hide. Note that although these numbers may seem high, the 30 minute cooldown between repeated searches on the same block ensures that this does not become an X-ray vision skill for hordes - this skill is just as effective whether the zombie is a feral or in a group.

Note that the above calculations are invisible to the player. Depending on the level of success achieved, various bits of flavour text will be seen:

 No success: No special text.
 Level 1: You detect a faint smell of life inside.
 Level 2: You detect the smell of life inside.
 Level 3: You detect a strong smell of life inside.
 Level 4: You detect a very strong smell of life inside.
 Level 5: You detect an overpowering stench of life inside.

Counterpoint to dummy barricading counter: Using the numbers above (which can be changed for balance) it would take 17 survivors inside a building to allow the zombies a 50% chance to detect survivors inside, and that check could only be made once per half hour, no matter how many zombies pass by. Since survivors generally don't hide in such large numbers in building types that would be dummy barricaded, the odds of detection are even lower. Although it is no longer a sure way to hide, dummy barricading is not nerfed by this skill.

Nb: Both the exact % chances of success and the time delay between repeat checks on a block could be changed for balance.

Notes: 32 Keeps / 5 Kills
Left Queue: 10:39, 2 Jan 2006 (GMT)

Sense Prey

Timestamp: 08:07, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: I took the votes I got on my earlier suggestion of Sense Prey into consideration and changed the percentages. For those of you just tuning in here's how it would work: Zombies that take the skill have the ability to "listen" when outside a building for 1 AP. For every person inside the building they have a 1% chance of receiving this message: "You hear something inside." This would make it easier for zombies to find large safehouses (which with their large crowds should be making plenty of noise) while not seriously imperiling small groups or individual suvivors. Remember, not everyone takes shelter in a police station or hospital and there are suburbs full of empty barricaded buildings. Since the skill requires AP to use zombies would need to conserve its use only for buildings they already suspect are heavily occupied, and then they'd want to spend a few turns listening to make sure they aren't missing it. It's only fair: if you have a mob of people in a building they're going to make a racket. It makes a logical tradeoff. More people means more barricading, healing and defense, but less stealth.
Notes: 16/21 Keep/Total.
  • The chance seems kinda low though. Maybe 2% per person.
  • Add flavour: depending on size you could have the zombie hear: "You hear a little shuffling inside" to with more people "You hear some noise inside and with alot of people inside "You hear a lot of Shufflinf inside and some noises" It shuold also account for zombies in the building too.
  • This is a ROLE-PLAYING ability - *I* as a player may know survivors hide in malls, etc. but a zombie would be attracted to the sounds of a lot of people in a building.
Left Queue: 04:14, 13 Dec 2005 (GMT)


Slam Barricades

Timestamp: 17:27, 2 Dec 2005 (GMT), Kulatu
Type: Skill
Scope: Zombies vs. Barricades
Description: Requires the Vigour Mortis skill. When attacking barricades, the zombie is given two options. First it may use a regular attack at the standard % chance of knocking off an item, second it may use a new attack called 'Slam' or something similar as it throws itself into the barricades full-force. This attack uses 2 AP instead of 1 AP, but the chance of knocking off a piece is increased to 50% (.25 DPA as opposed to the standard .20 DPA assuming a 20% chance of success when attacking barricades.) If you don't like it, that's fine. I'm desperate to think of something to help turn around the fact that zombies are outnumbered 2.7 to 1.
Notes: 14/14 Keep/Total = 100%
  • Does not affect the average AP/objects-removed ratio greatly; helps make the variance more reliable.
  • Have it cost the zombie 1 HP per use.
Left Queue: 20:14, 17 Dec 2005 (GMT)


Wound

Timestamp: 00:36, 9 Dec 2005 (GMT)
Type: Zombie Skill
Scope: Zombies/Survivors
Description: This has been up on the Talk page for a while, and so far I've gotten nothing but good feedback(though relatively few in comparison; I take the lack of responses to be at the very least non-negative feedback). If you don't like this idea, please go to the Discussion page and add your comments there, I'd much appreciate it.

Anyways, the idea is this: Zombies can gain a new skill which when activated (I haven't been able to decide if it's a random chance on attack, or a separate attack - as nobody seems to be replying to my post on the talk page) reduces the target's maximum health by 5-10%. Just once. (though someone mentioned multiple times might not be so bad; I personally think it could get crazy if it's allowed more than once) This "Wound" can only be removed by a player with the surgery skill, healing the player in a powered hospital. Or death.

Notes: 27/30 Keep/Total.
  • renamed from Wound Skill
  • This gives surgery a purpose, other than a just being a way to heal more with fewer items.
  • It would get the survivors out of malls and into hospitals.
  • Gives zombies another skill.
  • Gives a better use for generators and surgery.
Left Queue: 15:43, 23 Dec 2005 (GMT)


Well-Preserved

Timestamp: 17:25, 8 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Due to a combination of modern-day preservatives, baggy clothing, and poor lighting, the zombie does not obviously appear to be a zombie at first glance, and passerbys will simply mistake it for a somewhat worse-for-wear fellow survivor. Instead of showing up as "1 zombie is here", the zombie will be displayed as a survivor (either under it's own Player name, or a randomly generated name). Only upon closer inspection (i.e. examining the Player's profile page and seeing that it's a level 15 zombie) will it's true nature be revealed.
  • Skill-wise, this means the zombie has learned to huddle in a dark corner and not look suspicious, instead of shambling around with arms straight forward mumbling "brains, brains" to himself. I see it as an extension of Memories of Life.
  • I've seen this scenario countless times in many different zombie movies, where the protagonists approach a seemingly stoned/drunk fellow, often getting close enough to tap them on the shoulder, without realizing it's actually a zombie (until it lunges at them, of course). I also think this lacks the problems of the reverse situation ("Impersonate Zombie"); i.e., it's more common to the genre than "oH, I saw it once on Shaun of the Dead!", plus survivor profiles can be checked (unlike zombie profiles) to search for fakers.
  • It also make sense gameplay-wise. If you're alone in a building with just one other person, you'd be able to go over to them and check them out to see if they're really alive. But when you're stuck in a crowded mall with 100+ people, many of them doubtlessly filthy and huddled on the floor, it seems a few discrete zombies could manage to blend in amongst them without being immedietely detected, especially if the lights are off.
  • This seems a way to balance out Caiger Mall type scenarios without giving the zombies Uber Barricade Destroying skills.
  • "But won't people in the crowd notice if one of them is running around eating people?", you ask? Yeah, well, you'd think people in a crowd would notice if one of them were running around shooting folks in the head with a shotgun, but (so far) they don't. Plus, the people being eaten would notice, which would give them a chance to warn others before they die.
Notes: 32/44 Keep/Total.
  • Spread out the survivor population, give the zombies something to do that isn't standing in the streets looking brain-dead, and you've got flavor? Holy moly, it's a perfect suggestion!
  • It should require an AP to activate - a zed shambling around the streets would look more obvious than one that appears to be sleeping in a corner...and would solve the neck-biting issue - if a zombie attacks, it goes back to looking like a zombie until it spends another AP 'hiding'.
  • This would also give zombies a way to spy without alts.
  • DISSENT: This skill basically forces the other side to do tedious boring mouse clicking. Rhialto 23:33, 8 Dec 2005 (GMT)
  • DISSENT: It's a good idea in theory, but what does it do to the server - It means that every time a player goes into a safehouse, he or she will be clicking on every one of those profiles.
  • Make this was a seperate zombie class.
  • This skill should not work inside of buildings with lights on, to make portable generators more useful.
  • How do other zombies will see the inconspicious zombie>? Will they be able to tell that the person is a zombie? If not, wouldn't it cause accidental ZKing (especially for newbies)?
  • DISSENT: Doesn't dead stuff smells? Wouldn't you smell the gore?
  • Survivors w/Diagnosis skill should be able to distinguish between badly wounded survivors and zeds and act accordingly.
  • For people who are concerned about having to check everybody in the room all the time, that won't be necessary. The hidden Zs could still only enter with the barricades down, so the room would only need to be scanned after someone announced that the barricades were down. Then (after hordes of people run away!...run away!) the person who scans the room could announce "Cleared of Zs" or "(name) is a hidden Z!". Besides, checking all survivors in the room all the time is boring, so it won't happen. But that's the point anyway; you never know if you're safe!
  • Rename to "Eau de human", which would explain why the Zs don't smell, and why they need to use 1AP every time they activate the skill (that is to say they need to apply the lotion to themselves). That's not something that requires any dexterity either, so it's consistent with Zombieness.--Al'Zataomm 05:33, 9 Dec 2005 (GMT)
  • One of the best parts of the early UD game, before all the organization of squads and teams and PK lists, was the innate paranoid fear that one of the people in your building was going to try and kill you.
Left Queue: 15:43, 23 Dec 2005 (GMT)


Persistent Infection

Timestamp: 16:43, 9 Dec 2005 (GMT)
Type: Skill
Scope: High level zombies
Description: When a zombie with this skill successfully attacks a survivor EDIT: with a bite attack, the harman gets a Persistent Infection. This type of infection will always cause 1 damage, like regular infection, and has a 50% chance to cause 2 damage. It also requires two FAKs to heal, or can be healed with one FAK if surgery is used.

This skill can be purchased only after Infectious Bite and Brain Rot, since it signals a zombie who has been infected for a long time. This skill will NOT significantly grief noobs, since if they had been attacked by a high level zombie, they would be screwed anyway. It also adds some drama to sieges since survivors have to strike a more careful balance between FAKs and ammo.

Notes: 24/26 Keep/Total. Comments included that when a FAK is used on a Persistent Infection then it should become a standard infection.
Left Queue: 10:09, 25 Dec 2005 (GMT)

Devour Brain

Timestamp: 18:47, 9 Dec 2005 (GMT)
Type: Skill
Scope: High level zombies
Description: Before you delete this YES I have read the other "Harman Hunter" suggestions and even though the name is the same I believe this one is new. When a zombie with this skill kills a human, they get a message along the lines of 'You crack open the human's skull and devour the juicy brains inside.' The resulting corpse is flagged as being temporarily unrevivable (Brain-devoured?) Edit: for a 1.5 day (36 hour) period. The functionality of this skill is similar to Head Shot in that it slows down the target, but there is no XP loss involved. The victim is free to wander around, gaining XP as a zombie, but they cannot be revived for 1.5 days. Trying to extract or revive a brain-devoured target would return the same message as a brain-rotted target. I think this would also help reduce Head Shot griefing (e.g. are you *sure* you want to headshot that zombie you tried to needle? Maybe they're just brain-eaten and waiting until they can be revived again). Only zeds of level 10 or higher would be able to learn this skill.
Notes: 21/31 Keep/Total. Posiable changes are to make the user spend 75AP until they can be revived instead of waiting 1.5 Days.
Left Queue: 10:21, 25 Dec 2005 (GMT)

No- Puddy

Ankle Bite

Timestamp: 01:22, 10 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This skill will reside as a subskill of Ankle Grab, costing a total of 300XP to learn. While the Zombie is dead they can choose to Ankle Bite any other player who is in the same block. There would be a button next to 'Stand Up' called 'Ankle Bite' with a drop down menu just like any other attack with a list of players. Ankle Bite would cost 1AP and have a 50% chance of success. If successful, Ankle Bite would do 2 damage, and would cause the victim to use 2AP instead of 1AP when moving (Zombies with 'Lurching Gait' are unaffected). Ankle Bite can be cured with a First Aid Kit just like 'Infectious Bite'. If the Victim also has an Infection the effects will stack, however one FAK will cure both ailments. The attempting Zombie would now be standing with full health as if they stood up. This skill is only available while the Zombie is dead and there are available targets.
  • Edit - This does NOT cost 300 to buy, it is merely a sub-skill of Ankle Grab, or an improvement as such. It costs 100XP to buy but you have to get Lurching Gait, and Ankle Grab first, thus making it cost a 'total' of 300XP. Sorry for the lack of clarity. It only costs 1AP to stand up, this skill adds an attack into the mix. Also, why is it so bad that humans would have to spend 2AP to walk? Ferals have to do so until they get 100XP or more depending on when they purchase Lurching Gait. At least you'd be able to cure it! You would limp too if a zombie just tore out your ankle with it's teeth! Boy, you survivors love to keep us zeds underpowered.
    • Would you like some cheese to go with that whine?
Notes: 29/36 Keep/Total. Was well accepted. For clarification the skill only costs 100XP to buy.
Left Queue: 04:40, 30 Dec 2005 (GMT)

Zomdar

Timestamp: 19:01, 10 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: The idea is to give zombies a unique skill and help them horde better. It would allow me to peer into buildings in squares adjacent to them as well as a buildings they are outside and sense how many of my zombie friends are there. It would not enhance my ability to view humans, just my zombie bretheren. If you see 10 zombies in a building, you could assume that they're feasting on some brains and join them.
Notes: 15/16 Keep/Total. Accepted as is.
Left Queue: 05:05, 30 Dec 2005 (GMT)

Ravenous Disembowelment

Timestamp: 10:11, 11 Dec 2005 (GMT)
Type: Additional Skill
Scope: Zombies
Description: My main thinking behind this proposal is that, as playing as both a survivor and a zombie, I've found the zombie skillset lacking any bite (if you pardon the pun!). My suggestion is fuelled by my belief that the zombie populace need to be more intimidating and something to be feared. With this in mind, and my love of the Romero quadoligy, I came up with this concept...

As the zombies adapt to their new found un-life, they become better killing/feeding machines. In the films, if one of these got in close, they had the potential to do some real damage. How many times have you seen someone ripped apart in the films? That was what made the zombies so terrifying! These lumbering corpses couldn't smash glass in malls, but they could make short work of rending muscle!

So, as a skill progression to the REND FLESH skill, for another 100XP, the player could purchase the RAVENOUS DISEMBOWELMENT skill. The skill is nothing that can be player activated. Instead, the zombie enters into combat with an enemy, and once the enemy is down to 10HP, each subsequent claw attack triggers a 15-25% chance of disembowling the opponent, causing instant death for the opponent, the XP kill bonus for the zombie (with the expenditure of fewer AP), and a HP gain equal to the previous remaining HP of the opponent as the zombie feasts on his meat.

Of course, the percentiles could be open to debate, and the skill could also be locked to a certain level and above, as with HEADSHOT. The result of this would be a faster XP accumulation of the zombies, especially if the skill were available to the lower level zombies from the start, hopefully balancing out the headshot issue in terms of gross XP gain, making the idea of the zombie character more appealing, and injecting a bit more balance into the character distribution. There would be no persistant changes to the victim ccharater, as far as they would be concerned it would be treated as a normal kill, and they would still be able to stand after their alloted AP expenditure (1AP for ANKLE GRAB, 10AP otherwise). I open the idea to the floor...

Notes: 42/48 Keep/Total. Some people wanted a higher percentage, others lower, otherwise well accepted
Left Queue: 05:17, 30 Dec 2005 (GMT)


Scalable Diseases

Timestamp: 00:59, 12 Dec 2005 (GMT)
Type: Skill tree off of Infectious Bite
Scope: Zombies
Description: Two added skills under Infectious Bite. They do not modify the current effectiveness of being Infected, but rather requires higher levels of medical training to remove after being bitten.
  • Festering Wound To remove this higher form of Infection, a survivor must have a First aid kit and First Aid
  • Mutated Infection Requires Festering Wound. To remove the highest form of Infection, a survivor must have a First aid kit, the medical knowledge of a Surgeon

Points to ponder: Surgeons would now be in high demand, as survivors would now actualy be at risk of becoming undead, rather then the current "unlucky" state of most eaten survivors. FAKs are found in hospitals and malls, the two places most likely to find someone with Medical Skills. New players would have to rely on someone else, and not be utterly self sufficent, encouraging cooperation.

Notes: 28/38 Keep/Total. Concerns are that newbies could be hurt by this set of skills. Some people commented that this should be implemented with Prognosis.
Left Queue: 05:35, 30 Dec 2005 (GMT)


Ravenous Hands

Timestamp: 03:19, 16 Dec 2005 (GMT)
Type: Skill
Scope: Zombie
Description: This is inspired by the earlier suggestions Wound and Scalable Diseases. Wound lowered max health by a small percentage until healed with surgery while Scalable Diseases suggested infections that could only be cured by surgery. I wasn't too keen on changing maximum health and I thought that Scalable Diseases would lead to groups of suvivors stranded in hospitals, forced to wait for days until whatever high leveled surgeons were in the area could find enough first-aid kits to heal them. But I liked their basic goal of making surgery more important. Here's my idea. Ravenous Hands would emulate that ability movie zombies have to tear chunks of flesh out of their prey, and rend gaping wounds. Here's how the mechanics of it would work: If a zombie with Ravenous Hands uses a hand attack on a suvivor that damages them to any point 25hp or lower the suvivor becomes Wounded. A wounded suvivor loses 1 health per AP spent from blood loss when they are at 25hp or lower. A suvivor could heal themselves over 25hp and no longer lose health though they would still be Wounded. If they are ever lowered to 25 or less again (by anything) the wounds are reopened and they start bleeding again. The only way of curing the wounded condition is surgery in a powered hospital. I feel this accomplishes several things. First it gives zombies a skill to make hand attacks more interesting. It allows infectious bite to be more severe rather than just an excuse to use a health kit because at low health an infected and wounded suvivor would lose 2 health per turn instead of 1. That could make something like 15hp too few to reach a hospital and find a health kit. It would make surgery have a more important function than restoring 5 extra health. And it would allow low level players that don't have surgery the ability to heal themselves over 25hp and play normally until they can find a surgeon to operate on their Wound rather than being entirely dependant on another player who may or not be nearby to help.
Notes: 11/14 Keep/Total. Concern on revived infected wounded survivors.
Left Queue: 17:03, 3 Jan 2006 (GMT)

Bile attack

Timestamp: 20:12, 28 Dec 2005 (GMT)
Type: Attack
Scope: Zombies
Description: Description:


With his permission; I've based this on steveha's inspired Rot Mold, placing it under Bite and a bit later in the zombie development and hopefully also solving the problems some had with the search flavor.

A new form of a bite attack which is fueled by Bile acquired in cemeteries.


Flavour


Wandering round the cemeteries of Malton a zombie finds in one of the mausolea, that what he believes is a cadre of perfectly succulent sleeping survivors. When feasting upon the embalmed bodies he soon discovers that not only are they not delicious warm fresh Harmanz, but that the embalming fluids, that kept the cadavers looking fresh, reacts strangely within his stomach. And form a deadly corrosive Bile...

Moaning from discomfort he wanders for days. Until he finds a lone Harman. Biting and clawing the struggling survivor to a halt, he coughs up some of the bile during a bite attack. The zombie doesn't really register that the Harman dies far quicker then usual... All that the zombie knows is that he feels better and before him is a meal of warm flesh...


Game mechanics


the Item Bile


Ransacking graves would have a 18.5% chance of finding a suitable embalmed cadaver to fool the zombie into thinking it is a survivor to acquire Bile. 3 Bile 'items' would be placed in the inventory in order to keep track how many attacks you can make for gaming purposes. this would also limit the times you can stockpile this attack. when a Bile bite attack is made, one bile 'item' is consumed.

In the cemetery a button would appear 'hunt Humans' if unsuccessful, 'you found no humans'
if successful you'd read something along the line of 'you found a cadaver, it tasted sickening... you gain some bile'

Bile disappears with a revive. (gets vomited up for flavor)


the bile bite skill


The bile attack is usable after you take the skill located directly under Digestion. You then can select the attack in the dropdown menu.

It would do 7 damage (6 with flack jacket) at the same percentage to hit as a normal bite attack.. all other bite effects would not stack. for game purposes it is another sort of attack. for flavor it is because the corrosive Bile would counteract them.

Locating it under digestion would give it a total of 4 skill needed to reach it full potential. Most of them are of dual nature. It would keep the skill tree relatively flat keeping it in style with the versatility that offers zombies in leveling up without placing this out of bounds for mid level zombies. (It would be out of reach for low level zombies for the same reason that humans don't start maxed out in shotgun or pistol skills)


Relative Damage


With an occurrence rate of 18.5% of acquiring 3 Bile at cemeteries, the relative damage compared with the other forms of attacks is:

1.5HP/AP Claws
1.2HP/AP Bite
1.0HP/AP Bile Bite
0.85HP/AP Bile Bite (combined with flak jacket)

The fact that although Bile bite is the biggest attack purely on damage is countered by the relative ineffective HP/AP . A zombie would be better of using Bite and Claws standard and the Bile bite when in need of a bigger punch when low on AP, as a finishing attack, or in a first shock attack. In prolonged conflict such as sieges the relatively wasteful HP/AP proportion comes into play and the zombies are better of with claws and normal bite as in those conflict you need to use your AP as effective as possible.


Personal thoughts.


I've tried to take great care in making this skill and attack a viable strategic alternative that adds the dept of AP conservation that survivors have but zombies still lack, adding what I hope is a fun addition to the zombie arsenal. Without making it overpowered threat to survivors. AP conservation was purely a survivor talent, and to show that zombies just aren't as good in it (because it is based on instinct and luck, role playing wise) it lowers their HP/AP damage, unlike with survivors were it raises that statistic. It does add a whole new area to them, balancing AP's for use now or for uses later in the game. Adding dept I hope, without losing distinction between the survivors and the zombies.

Being a dyslectic dutch person my talent for describing the flavor and the text of this suggestion may not be up to scratch, please look trough all that, or in true wiki sense try to help me with it.

Notes: 18/23 Keep/Total
Left Queue: 17:05, 17 Jan 2006 (GMT)

Skill Alteration: Survivor

Construction Levels

Timestamp: 20:08, 8 Dec 2005 (GMT)
Type: Balance Change
Scope: Survivors
Description: Right now Construction gives the ability to create a baricade up to Extremely Heavy.

I suggest for the sake or realism and game balance that Construction be broken into several different techs.

  1. Laymens Barricading Construction. Ability to lightly barricade. (basically just a pile of chairs and whatnot)
  2. Strong Barricading Construction. Ability to barricade to Very Strong. (the ability to use hammers and nails)
  3. Heavy Barricading Ability. Ability to barricade to heavy levels. (The survivor is using real carpentry and masonry skills to create a real fortress)

The balance here is that it will take more skill to create barricades.

Notes: 15/21 Keep/Total
  • renamed from More Levels to Construction
  • Doesn't alter the current barricade mechanics and makes it more interesting for survivors.
  • Maybe #2 and #3 could be skills, and #1 works for everyone, without buying a skill.
  • Would help cut down on the overbarricading problem. Noobs to construction won't just naively max out a barricade, thus reducing grief.
  • This is actually taking a skill away from humans and breaking it into 3 levels.
  • Perhaps up to VS is a civilian skill, (furniture, etc) maybe an intermediary, and the highest level skill could be a military skill. More overall xp expenditure, and it would make sense that military would be trained in the most effective barricading.
  • Perhaps the ability to deconstruct barricades (rather than just attacking) for the higher levels?
Left Queue: 15:43, 23 Dec 2005 (GMT)

Extractor Knowledge

Timestamp: 06:11, 10 Nov 2005 (GMT)
Type: Skill modification
Scope: DNA Extraction skill
Description: Makes names clickable to view profile when you extract the zombie DNA. Not an extra skill, just an upgrade to the existing Extraction.
Notes: Highly Accepted. Helps stop reviving newer zombies who dont want to be revived. Concerns from Zombie players that this would lead to targetted headshot griefing, as it would allow humans to easily harvest exp totals and levels of the zombies, and exploit the contacts list targetting ability to dish out headshots to those who are either close to levelling or would be hurt most by it.
Left Queue: 19:05, 25 Nov 2005 (GMT)


Knife Combat upgrade

Timestamp: 22:23, 10 Nov 2005 (GMT)
Type: Modification to existing skill
Scope: Knife Combat skill
Description: Make Knife Combat +30% instead of +15%. At 55% chance of dealing 2 damage, it will be slightly worse than axes, but better for situations in which zombies have 1, 2, or 4 HP remaining, making the skill actually have some use.
Notes: Overwhelmingly accepted.

The knife should have a better hit chance but less damage. Alternative Implementation: do not add this skill but instead dual wield 2 knives at standard % for more damage. Approved alternative to Machete Suggestion.

Left Queue: 19:05, 25 Nov 2005 (GMT)


Revamped Headshot XP Calculation

Timestamp: 06:11, 9 Dec 2005 (GMT)
Type: Balance tweak
Scope: Headshot
Description: Make Headshot deduct 7XP, plus 3XP for every zombie skill. A level 2 zombie would lose 13XP (relatively minor, despite their horrible XP gain) while a level 11 would lose 40 (significant, but not crippling). EDIT: Level 1 zombies should be ignored, like they are now.
Notes: 23/28 Keep/Total - This suggestion is now consided to be redundant due to the recent change of headshot. The suggestion was well accepted. Arguments against included
  • Head shot is equlivent of ankle grab.
  • Higher level zombies need to loose more XP where lower levels shouldn't loose as much.
  • Survivor and zombie levels should be split up for calculation.
Left Queue: 00:17, 27 Dec 2005 (GMT)

Toggle Headshot

Timestamp: 11:38, 10 Dec 2005 (GMT)
Type: Skill change
Scope: People with headshot
Description: As commented in the suggestion Unbuy Headshot, Headshot should be able to be toggled on and off. This would allow players to get to their maxium level without causing griefing. The toggle would be a checkbox (or whatever Kevan decides is best) in the edit profile page. If the player does not have headshot then the checkbox would be grayed out. This would not dramaticaly add to server load or database size. This would only add 306109 bytes (Aprox 0.3 MB) or so to the database. As the program already has a check on headshot it would check if this is active (if not then either the player has chosen to not use headshot or doesn't have headshot) and then respond appropriately. This also makes sense gameplay wise as the character would be able to choose whether or not they destroy the zombie's brain/skull.
Notes: 20/21 Keep/Kill. Accepted as is.
Left Queue: 04:51, 30 Dec 2005 (GMT)

Headshot not automatic

Timestamp: 23:20, 12 Dec 2005 (GMT)
Type: Skill adjustment (Headshot)
Scope: Zombie Hunters
Description: Rather than have headshot permanently active after it's purchased, make it a seperate type of attack. If you want to administer a headshot, you use the "headshot" action button rather than the "attack" action button, with the same damage and hit rates as you have with a standard attack (for any given weapon). The headshot only does anything different to a standard attack if it reduces the victims HP to zero, at which point they receive a headshot with exactly the same results as they do currently. this headshot action should also take 2AP, as performing a headshot should be more difficult than knocking someone down with less finesse. This means that those with headshot don't have to use it if they don't want to, and also that they'll have to really want to pay that extra AP to knock a zombie down hard (as the survivor reaps no XP benefit from the headshot). It should provide a way of producing fewer headshots as the number of zombie hunters continues to climb relative to the number of zombies without making the skill powerless.
Notes: 21/25 Keep/Total. Some people objected to the 2AP cost.
Left Queue: 06:30, 30 Dec 2005 (GMT)

Axe Headshot

Timestamp: 0100, 19DEC05 (GMT)
Type: game balance
Scope: Survivors
Description: When the # of zombies is surpassed by the # of zombie hunters, the skill headshot will be permenantly removed from the game. All characters who previously had the skill will be refunded 100XP.

Third party note: To those of you who are voting Kill on the basis that Headshot is the only thing zombies fear, I have news for you: Zombies aren't supposed to fear anything, period. When was the last time you saw a zombie movie or played a zombie game where the zombie sees a guy with a shotgun and goes "Oh noes, that guy could blow my brains out with his boomstick! I think I'll go find someone less well armed." Zombies don't feel fear - they probably don't feel anything except hunger. - KingRaptor 04:03, 19 Dec 2005 (GMT)

Third party note: This suggestion is probably no longer valid as Headshot appears to have been changed to an Ankle Grab counter --Kryten 10:55, 19 Dec 2005 (GMT)

    • RE - It's even more valid now, as the most of the major zombie hordes are now on strike. Headshot needs axed. --phungus420 1847, 19DEC05
    • RE Kryten - Ankle Grab is not a counter for headshot. Ankle Grab is there to mitigate the 5:1 AP ratio of barricades. --Siddhant 16:19, 22 Dec 2005 (GMT)
Notes: 74/96 Keep/Total
Left Queue: 20:09, 3 Jan 2006 (GMT)

Skill Alteration: Zombie

Open from Within Mk. 2

Timestamp: 19:07, 9 March 2006 (GMT)
Type: Skill change
Scope: Zombies with Memories of Life
Description: The point of this skill change would be to allow zombies who are already inside the building, to open closed doors when the barricades are down. As it stands zombies can only open the door when they enter an unbarricaded building and it stays open until someone closes it. The problem is that to get the doors open again, a zombie has to leave and then reenter the building. A small change to the Memories of Life skill would give the open to Open the Doors, in place of Close the Doors when the doors have been shut and the barricades have been removed. Opening the doors from the inside of the building would cost 1 AP.

Short Version: Zombies inside a building can open the doors after the barricades are down without having to leave/reenter. Costs 1 AP.

Notes: Passed unanimously with 17 Keeps.
Left Queue: 21:21, 23 March 2006 (GMT)

Remove vigour mortis

Timestamp: 02:04, 4 Jan 2006 (GMT)
Type: Stat/skill alteration
Scope: Zombies
Description: It is my opinion that vigour mortis should not be in this game, and that all zombies should have the vigour mortis attack rates as a default. A full explanation of my reasons, as well as a discussion, can be found in this topic: http://zombies.desensitised.net/board/index.php?topic=4710.0, but basically the game was not made to be played without the skill. VM is the only skill zombies are allowed to start with, and zombies without vigour mortis are so pathetic that they'd be better off trying to get XP as a human exclusively by dumping bodies (and would accomplish more there too). Even a level 0 human can effectively heal people and gain XP at a reasonable rate, yet a level zero zombie, which is any survivor who is killed, can do nothing BUT go to a revive point. Thus, since all real zombies have the VM attack rate anyways, the only purpose it serves is to make it impossible for slain survivors to play dead unless they happened to be holding onto 100 XP they didn't want to save. This is part of why there's so few zombies and the main reason for revive points. Additionally, it forces Kevan to not let zombies start with another skill when making a character, since all classes only start with one skill, which makes zombies weaker and harder to level. New players should have a rough time getting powerful at first, but this makes it way rougher than it needs to be for one side and discourages people, especially dead survivors, from playing zombies.

I propose that Kevan remove the Vigour Mortis skill and give all zombies the attack rates of a zombie with VM as their base attack rate. He should instead either make some zombie classes in earnest or start zombies off with 100 XP to spend however they want (note--that choice wouldn't be unfair since at best it would balance out the advantage of humans starting out with a useful item or two that they would have spent part of their first day searching for). Any player who possesses Vigour Mortis at the time of the update will be refunded 100 XP, whether they're currently breathing or lurching, since that is what they had to have either spent it on or what they have to pay to get the skill they should have started with instead. Notice that the range of zombie attacks would be exactly the same as now, with the same rate for starters and the same rate for maxed as right now, but there would just be nobody stuck below the threshold of a decent attack in a class that has attacking as its only action. Edit: Seeing those votes, I feel compelled to point out that this does NOT punish anyone. At all. Anyone who bought the skill is getting a full refund of 100 XP, even if they're now a human, because that's exactly what they paid for it. You could say its helping them slightly since that refund is the equivalent of gaining another level overnight, although I suddenly fear stating it that way will make someone misread it and think this is a huge buff when its actually a recompense. I also must point out that the main effect of vigour mortis is that you CANNOT play a zombie unless you buy it. Even if you had every noncombat zombie skill in the game you'd still be almost worthless. And a revived zombie can in fact play as a human quite easily, he can probably level through healing faster than a doctor. Plus, the mere fact that they can jump out a window says Kevan didn't intend for them to feel obliged to play humans, while the fact that you can't revive yourself says the opposite of dead survivors.

ReEdit: I don't like having to make two edits, but READ THE SUGGESTION BEFORE YOU VOTE. At least half those kill votes are based off an assumption that I said in both the origional and the edit wasn't true, such as that this will hurt people who already have it, hurt newbie zombies or leave them without a starting skill. I don't want to do through and post ten RE comments, so just think of this as the universal RE: reread the suggestion, specifically the second paragraph and first edit.

Notes: 37/52 Keep/Total, almost all agreed that the starting to hit percentage of zombies needs a boost, but a substancial amount of the voters gave preference to the Zombie Hand Attack Accuracy Revision above because that doesn't remove a skill.
Left Queue: 11:28, 19 Jan 2006 (GMT)

User Interaction | Contacts

Affiliation in Contacts

Timestamp: 21:44, 17 Nov 2005 (GMT)
Type: Interface
Scope: Contact list
Description: Your contact list should display the contacts' affiliation just beside class. Makes it a lot easier knowing if you added that guy because he healed you, is in your horde or headshot you.
Notes: 16/16 Keep/Total. Adding your own notes might be nice. A small reason thing would be enough if notes are too much. Like, dislike, ally. The extension UDTool currently does this too.
Left Queue: 14:30, 2 Dec 2005 (GMT)

Contact Categories

Timestamp: 14:27, 22 Nov 2005 (GMT)
Type: Interface
Scope: Contact List
Description: Inspired by comments made regarding the Carry Comrade suggestion brought up yesterday, this is basically a minor tweak that allows you to sort your contacts into two (possibly three) categories:
  • Allies - For members of your player group and other players that you're working with.
  • Enemies - For people with whom you just don't get along, or people who've done you a dirty deed and you want to keep your eyes open for them so you can dish out a little payback.
  • Neutral - Someone did you a good turn once, but you don't consider him an Ally yet? Put him here.



N.B.: Carry Comrade is not integral to this suggestion. However, if Carry Comrade is passed/implemented, people in your Allies list would be able to haul ass (both yours and theirs) to safety.

Notes: 17/17 Keep/Total; Spam vote rejected as was disproved attempt at duplication claim.
  • I like the idea of being able to sort my contacts list.
  • Enhancement: add a little (A), (N), or (E) next to their names when viewed onscreen.
Left Queue: 17:41, 7 Dec 2005 (GMT)

Flavor Text

Timestamp: 02:32, 9 Nov 2005 (GMT)
Type: Interface
Scope: Players
Description: Changes attack and damage messages players see. Replaces the current text of "X attacks you for Y damage" or "You attack X for Y damage" with a bit more descriptive text, such as "X blasts you with a shotgun for Y damage" or "You club X with a baseball bat for Y damage". If possible, several different descriptive lines could be used in random fashion. So, if you hit a zombie two times with an axe, you might see "You chop a zombie in the chest with your axe. They take 3 damage" and then "You hack at a zombie's face with your axe, they take 3 damage". Kills could also get flavor, ie.: "Your axe cleaves through a zombie's head, they take 3 damage and die". Of course, victims of attacks will see similar messages. "X bludgeons you with a crowbar, you take 2 damage" or "A zombie bites down on your arm, you take 4 damage". Hopefully this wouldn't take too much work to implement and I don't see it bogging down the server a whole lot.
Notes: 15/15 Keep/Total. Alternatives include display text in less detailed way: "You hack at a zombie's face with your axe, they take 3 damage" "zombie-3"; solves problem where if survivor attacker dies it does not say a zombie attacked you; request made for descriptive shot misses;
Left Queue: 18:32, 25 Nov 2005 (GMT)

Gossip

Timestamp: 22:45, 16 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: This is my first suggestion, so please just edit if I get some formalities wrong. The skill of Gossip would apply to survivors, and would give a character the ability (using the power of gossip) to hear the last 5 or 10 things that had been said within a building (assuming that there is already at least on person in that building with whom to gossip with). This skill isn't much of an advantage, but more of a social thing. You walk into a building and want to know what has been going on recently, so you hit gossip... it could be related (twinned with) to some of the zombie communication skills (death rattle). Finally, I like the idea of using a skill to find out what has been going on in a building. Like learning how to elbow your buddy and whisper 'dude! wsup?'.
Notes: 7/9 Keep/Total.

This also makes it impossible to have private conversations between 2 individuals at the location. Possibly add a checkbox to "not gossip" a message.

Left Queue: 16:13, 1 Dec 2005 (GMT)

More Events

Timestamp: 22:41, 11 Nov 2005 (GMT)
Type: Gameplay Enhancement
Scope: Universal Gameplay
Description: Increase the events listed under "Since your last turn." For instance, include entrances and exits: "A zombie walks in the door," or "Larry climbs in over the barricade," or for those using Free Running, "Curly climbs out a second story window." Then there's things like "The door rattles for a moment," if a zombie unsuccessfully tries to enter a closed building, and "You hear crashing noises outside," if someone is attacking your barricade.

Another way to increase the tension is if there are say 6 or more characters (zombies or survivors) outside the building you're in, the location description could include something like "you hear movement outside." Likewise, if there are lots of people in the building you're standing outside of, you might be told "You hear movement in the building." They could be friends or foes, you won't know till you step inside, but it helps set the scene. After all, no group of people can be that quiet.

There are other events that are deserving of description, but this is a good start. More suggestions are welcome. I know this will require more server resources, but it greatly enhances the feel of the game and improves RP.

Notes: Supported, but concerns about server load abound. Suggests include saving for only exceptionally important events and summarize/condense multiple similar events: "Blank, blank, and blank entered since your last turn", "Blank and blank were killed", "Barricades were successfully attacked x times", etc.
Left Queue: 03:27, 26 Nov 2005 (GMT)

Profile Link to Affiliated Group

Timestamp: 0408 GMT, December 2, 2005
Type: Profile Mechanics
Scope: All Players
Description: Profile Link to Affiliated Group
  • Functionality: Where a player lists a group in his/her profile, create an automatic hyperlink to that group's Urban Dead Wiki page if (1) the group has 10 or more members and (2) such Wiki page exists.
  • Reasons for Implementation:
    • Expands Information Sharing: Would allow players to more conveniently learn about other groups by clicking through from the profile rather than having to manually search the Wiki themselves.
    • Expands Role Play: Relatedly, group identities will become more solidified with greater proliferation of group ID information, allowing for more intricate role play.
  • Method of Implementation:
    • Parallels Statistics Page: In the same way that the stats page automatically and automatedly tracks groups of 10 or more and automatically links to those groups' Wiki, this proposal contemplates use of the same internal mechanic.
Notes: 100% Keep
Left Queue: {{{suggest_moved}}}

Show Destroy Barricades/ Generator

Timestamp: 05:07, 27 Nov 2005 (GMT)
Type: User interaction
Scope: Survivors
Description: Message would appear when a barricade or generator is destroyed (not simply weakened), indicating the survivor who committed the final act. If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building. if voters think this is a legitimate PKer action, perhaps a roll could be included for steath (the generator is destroyed / no one sees you destroy the generator).

Author Note: Some consider PKers / Greifers a legitimate part of the gameplay. Doesn't bother me -- but perhaps this could be implemented as a skill to be earned, instead of some zerging action. See (rejected) suggestion called "Lost Soul" - useful for anonymous sabatoge.

Notes: 19/20 Keep/Total.
  • I don't think someone could not notice you beating on a generator with a crowbar or an axe in a crowded building, though you just show everyone's actions/attacks/etc. if we're going this route.
  • If a zombie destroys the barricade/generator, link to the profile.
  • Make the message bold.
  • Sole Dissenter: "I like the paranoia induced by ignorance of who's attacking the barricades."

* Note: While the generator part has been implemented, the barricade part hasn't.

Left Queue: 03:27, 12 Dec 2005 (GMT)
  • I think if I was standing next to a barricade I just made with a fridge, I might just notice when some clown comes and takes it away. This is probably my number one issue with the game.

Mark zombies/bodies with same group affiliation

Timestamp: 13:52, 18 Jan 2006 (GMT)
Type: General/Interface
Scope: Groups
Description: Basically allows players to identify zombies and dead bodies on their own group. Would otherwise work the same way as having them on your contact list. This would help characters with their contact list full of groups members.

To prevent people switching their group temporarily to grief on opposing groups, there should be an option to switch the feature off. This would make your character unrecognisable by group affiliation. Also useful for Feral, Independent, On Strike and similar groups.

The suggestion obviously wouldn't affect mechanics of current contact list.

Notes: 19/19 Keeps
Left Queue: 13:41, 10 Feb 2006 (GMT)


Yell

Timestamp: 03:54, 1 Dec 2005 (GMT)
Type: Game Mechanics / User Interface
Scope: Universal Gameplay
Description: Next to the Speak button, include a Yell button.

If you are inside a building and you yell, then anyone outside the building, on the same block, can hear you. They won't know who's yelling, but they'll understand what you're saying. (i.e. - Someone inside the factory yells "Who's out there?")

If you are outside and you yell, then anyone inside a building on the same block as you, or outside within one block of you, can hear you clearly. People outside within two blocks, or inside a building one block away, would hear someone yelling, but would not understand what you're saying. (i.e. - There is screaming to the south-west.)

This allows limited communication at a short distance, but it also tips off every zombie within two blocks to your presence. You can yell for help, but that might not be what arrives. Likewise, zombies can yell, or at least grunt loudly, to scare people in a barricaded building (i.e. - You hear loud grunting outside.), or to call their friends over for a feeding frenzy.

Notes: 21/24 Keep/Total.
  • Similar to bullhorn but does not require an item and does not have as much range.
  • In a war torn ravaged city, you'd expect to hear yelling all over the place, not everyone speaking in hushed tones. Combined with the Bullhorn and Flare, you'd use Speaking for communication with your immidiate surroundings, Yelling for slightly futher a field (be very useful for yelling into buildings survivors can't enter), the Bullhorn item for wider announcements and the Flare for the most widespread, but least descriptive communication.
Left Queue: 15:20, 16 Dec 2005 (GMT)

User Interface

Access Items as Zombie

Timestamp: 18:00 AM 30 Nov 2005 GMT
Type: Inventory improvement
Scope: Zombies
Description: When playing a zombie I noticed that although you can use metal pipes, crowbars and flak jackets it still says 'As a zombie, you are unable to use the objects you are carrying. Drop metal pipe, crowbar, flak jacket'. I propose to have it so that these three items appear in an inventory.
Notes: 14/16 Keep/Total.
  • Originally submitted as Multi-side Items
  • Designed to stop newer zombie players from dropping useful items, especially flak jacket.
Left Queue: 16:40, 15 Dec 2005 (GMT)


Clock

Timestamp: 19:39, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Include a time stamp at the top of the page whenever it loads. This will allow for easy comparison with the time stamps on the list of events that happened since your last turn. Most people don't have their computer clock set to GMT, and it's nice to know how long ago that guy came running through your hideout shouting "run for your lives!"
Notes: 100% Keeps. Possibly keep track of user profile-specific time differential.
Left Queue: 03:27, 26 Nov 2005 (GMT)


Contacts in the same square as you are highlighted

Timestamp: 18:27, 24 Nov 2005 (GMT)
Type: Improvement
Scope: All users, but mainly survivors
Description: If a survivor who is in the same square as you (ie, you are both standing inside the same building or are both outside the same building) is in your Contacts list, his or her name will appear in a different color than that of other survivors. The purpose of this is so that it is easier to tell whether a friend is in the same area as you are without having to search through the names of all the people in that area, if there are dozens of people in that area.

EDIT: So that it doesn't conflict with UDTool, I further propose that the names be bolded instead of colored. The general idea remains the same, however.

Notes: 12/12 Keep/Total = 100%
  • UDTool already does this as well (and adds colors according to different groups ;) I think this is worthly since something I play on browsers not under my control and thus without UDTool.
  • bold instead of colour.
Left Queue: 15:45, 9 Dec 2005 (GMT)


Edit Profile

Timestamp: 01:50, 11 Nov 2005 (GMT)
Type: Profile
Scope: All
Description: Allow user to

(1) Edit/Change web-site registered for profile
(2) Edit/Change Real Name registered for profile
(3) Edit/Change E-Mail registered with profile (possibly requiring check with own e-mail).
These are server-side issues that are not gameplay-related.

Notes: 100% Support.
Left Queue: 03:27, 26 Nov 2005 (GMT)


Hide Unused Skills

Timestamp: 05:33, 16 Nov 2005 (GMT)
Type: Interface
Scope: User profiles
Description: This would change how user profiles appear to other users. The user has the option to hide skills used by the opposite "species." When this option is active, a survivor's profile would show the user's survivor skills, but zombie skills would be hidden. Likewise, a zombie's profile would show the user's zombie skills, but their survivor skills would be hidden. This includes cross-skills such as bodybuilding and ankle grab, but this point is negotiable. When the option is disabled, other users could see all skills the user has. This modification would mesh nicely with the above suggestion "Separate Zombie/Survivor Levels."
Notes: 14/16 Keep/Total. Useful with Separate Zombie/Survivor Levels; keep and add a button to view the opposing profile.
Left Queue: 16:13, 1 Dec 2005 (GMT)


IP Limit Tracker

Timestamp: 1715 GMT, November 21, 2005
Type: Clientside User Information
Scope: All Players
Description: IP Limit Tracker
  • Function:
    • Omnipresent Tracker: Presently the IP Limit tracker already activates when you have 10 moves or less remaining. This proposal would have the IP Limit tracker always be present and inform you how many moves you had left that day even if you had more than 10 left.
    • Hideable Tracker: This proposal also contemplates a "Hide" function that the player could toggle so that the IP Tracker would only appear at 10 or less as it presently does.
    • No increase in IP Limit: Please note that I am not in any way proposing an increase in the IP Limit cap or any alteration of any game mechanic. I merely suggest that, while we keep the IP Limit exactly as it is now, we provide information to players as to their status vis-a-vis the limit.
  • Reasons for Implementation:
    • Better planning, avoids causing strandedness: For players with several characters, or those that incessantly check their status throughout the day without taking their AP's, the IP Limit is a very real limit. As a result, sometimes when you do decide to move your character a distance greater than 10APs away, you find that in the middle of your journey that while you have more than enough APs to get to your destination, you will not be able to get there because of the IP Limit. Consequently, the player is inadvertently stranded not because of poor planning (they had ample APs) but because of an IP Limit whose scope was made to them altogether too late.
      • Example: If a player has 20AP and wants to run 15AP away, he should know that he only has 11 IP hits left.
    • People do not track their IP Logins: Unlike your AP amount, which is displayed to you at all times, no one tracks how many times they've logged into the page per day (except perhaps the most neurotic of us), nor should they be expected to. It is sometimes confusing for players to understand that it's not just taking an AP that counts against your total, but simple logging in to check in on your character or other such actions as well. I don't believe anything constructive is accomplished by encouraging players to have a pad of paper and pencil by their computer to tally off manually how many times that day they loaded map.cgi.
    • Does not encourage excessive buildup of multiple characters: This proposal will not encourage "spamming characters" as it does not actually lift or increase the IP cap, and can also apply with equal force to players who may only have 1 or 2 characters, but like me, check on them throughout--Carfan7 03:20, 22 Nov 2005 (GMT) the day with almost obsessive frequency to see if they're safe (hey it's a good game, I like logging on). As the IP cap will stand at 160 even after this proposal, there is no danger of increased bandwith or server flooding.
    • Does nothing to adversely affect flavor or realism of the game: The IP Limit is an entirely artificial construct that is dictated purely by the practical need to limit site access and has no bearing upon or grounding in the theme, flavor or storyline of the game--a point driven home by the fact that for those generous players that have donated their $5 to Kevan (a very worthy cause mind you), this IP limit simply does not exist for them. Accordingly, while having the cap at 160 (as it is now) is very important and should be kept as is, there is no RP/realism reason that a player should only know that he's running out of turns 10 turns prior.
Notes: 14/14 Keep/Total = 100%. I'm behind a corp proxy where other people play. Damn if I know how many IP some stranger used today, or which proxy IP will get sent to urbandead. I NEED THIS.
Left Queue: 15:17, 6 Dec 2005 (GMT)


Multiple Item Drop

Timestamp: 21:28, 20 Nov 2005 (GMT)
Type: improvement
Scope: all
Description: Change CGI scripting to allow multiple items to be highlighted in drop menu. This would reduce server load and the annoying process of dropping the 10 GPS units acquired in a day of searching the Necrotech office. It would not affect balance, because dropping doesn't take AP anyway.
Notes: 15/15 Keep/Total = 100%.
  • Make a checkbox beside every item and a button on the bottom called "Drop selected items."
  • Drop SPECIFIC items, not the "first item of that type in the list". Dropping items should give that item's unique id, not a generalized name for that item.
  • "Drop Duplicates" button that would drop only the items that aren't useful when you have more than one (fire axes, flak jackets, GPS units, etc); this would NOT affect pistols/FAKs/generators/ammo/etc.
Left Queue: 15:01, 6 Dec 2005 (GMT)


How many Corpses are Brainrotted

Timestamp: 05:00, 24 Nov 2005 (GMT)
Type: Interface
Scope: General
Description: In the Urban Dead Stats Page, we should be able to see how many zombies have got Brain Rot (Similar to the Number of Zombie Hunters). That way, we'll come to know how many dedicated zombies are out there!
Notes: 20/20 Keep/Total = 100%
  • Don't allow this to become a tool for people to find out who has brainrot.
Left Queue: 15:45, 9 Dec 2005 (GMT)


Inventory Stacking

Timestamp: 17:17, 10 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Display
Description:

Show multiple copies of items in inventory once, with a number to indicate quantity. (Weapons with varying amounts of ammo count as different items.) Always fire guns with the lowest amount of loaded ammo first.

For example, rather than seeing this:
First Aid Kit [self], First Aid Kit [self], Pistol(6), Pistol(0), Pistol(2), Pistol(0), Shotgun(2), Shotgun(2)
you would instead see this:
2x First Aid Kit [self], Pistol(2), Pistol(6), 2x Pistol(0), 2x Shotgun(2)

The drop box for dropping items would show items only once.

Notes: Firefox plugin:[1] . Alternative implementation: First Aid Kit [self] x2, Pistol(2), Pistol(6), Pistol(0) x2, Shotgun(2). Should not force players to use Firefox.
Left Queue: 19:05, 25 Nov 2005 (GMT)


Prefixes

Timestamp: 17:24, 24 Nov 2005 (GMT)
Type: Game feature
Scope: all classes
Description: Remember this from the "Create a Character" screen?

(eg. "Bub", "John Smith" - this may get a "Doctor" or "Sergeant" prefix later in game, depending on your class, so don't add one here)
Whatever happened to it? Not a very big issue I know, but it would be fun a little bonus for people playing if this was implemented in the future. Even though I get the feeling that this suggestion is moot as it could be already in the pipeline, there's no harm in it serving as a reminder for people. The prefix for your charcter's name could be earned with the relevant class either by hitting level 10 or possibly by acquiring all survior skills; a small memento that the game recognises your achievements and "promotes" you.

We have a "Sergeant"/"Sgt." prefix for military types and a "Doctor"/"Dr." prefix for science classes already established, another one could be "Officer" for cops and possibly firefighters. Any discussion or further takes on this idea ie, other prefixes/classes etc can be held on the Discussion page. Thanks for reading!

Edit: This entire idea could be summed up with an option under your profile with a checkbox, allowing the player the choice of displaying their prefix or not. This would be for the people who have alreday given themselves a title/prefix (even though we were advised not to, lol :P).

Notes: 21/21 Keep/Total = 100%
  • Unlock larger ranks as you progress in level.
  • Ranks next to your name should be bold so you can tell a real Sgt. from a corpse class player who put Sgt. in their name and turned prefixes off.
  • A checkbox will turn the prefix on or off.
  • There could be a whole line of prefixes, for each class. An idea for establishing your rank could be specific to what you actually do. (i.e. Healing gets you "Nurse", "Scrub", "Doctor"; Taking samples and reviving gets you "technician", "scientist", "Zombologist"; Killing zombies with firearms gets you "private", "sargeant", "major".)
Left Queue: 15:45, 9 Dec 2005 (GMT)


Redistribute Ammunition

Timestamp: 11:49, 22 Nov 2005 (GMT)
Type: User interface
Scope: additional function to redistribute ammunition in firearms
Description: Gun clips are made so that you can add or remove bullets from them. Add a new button to the user interface labeled 'Redistribute ammunition' which would take all the bullets in your firearms and redistribute them in your firearms so that the first firearms in your inventory are filled up to their maximum capacity.

For example, an inventory with 10 pistols (4)(1)(3)(5)(5)(4)(6)(4)(6)(5) would be redistributed to 10 pistols (6)(6)(6)(6)(6)(6)(6)(1)(0)(0). Cost for this action would be 1 AP, and shotguns would also be affected by it (although the gain would be almost nill).

Notes: 13/19 Keep/Total.

Crossloading ammunition takes time between clips/guns; therfore AP cost should be higher; 1 or 2 AP. This can stop the loss of bullets by reloading that currently happens.

Left Queue: 17:41, 7 Dec 2005 (GMT)


Refresh Button

Timestamp: Jstoller 19:44, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Add a button to refresh the display. This would eliminate the problem of reposting form data when you hit the browser's refresh button. It adds a great deal of convenience with negligible effort.
Notes: Very accepted. Implement as a do-nothing form post, maybe. High-level Firefox-based alternative exists.
Left Queue: 03:27, 26 Nov 2005 (GMT)


Reload all Weapons

Timestamp: 00:50, 9 Nov 2005 (GMT)
Type: Optimization
Scope: Survivors, Server Load
Description: Creates a button in the interaction menu that automatically reloads all empty guns with any ammo in your inventory. Reloading still takes the same amount of AP. Will reload according to inventory order. This was inspired by the Search X times idea, as I feel we need to automate certain tasks like this so we don't have so many stupid page refreshes. I would also suggest at the same time kevan add a stop command to the code to end the statement if none of the guns in your inventory were empty.
Notes: 12/14 Keep/Total. Accepted to aid server load. Suggest to fix the problem where all guns are loaded and when click ammo it reloads a loaded gun and lose all ammo already in gun.
Left Queue: 18:32, 25 Nov 2005 (GMT)


Remaining Inventory Display

Timestamp: 21:51, 12 Nov 2005 (GMT)
Type: Display change
Scope: Survivors, item screen
Description: This would display the amount of "free" space you have left in your inventory, letting you know how many more items you can pick up before you won't be able to carry anymore.
Notes: 100% Keeps. Helps newbies realize there is a limit to their inventory space. Add a note about encumbrance and how much each item weighs. There is a Firefox extension for this.
Left Queue: 21:56, 27 Nov 2005 (GMT)


Search X Times

Timestamp: 23:37, 7 Nov 2005 (GMT)
Type: Optimization
Scope: Survivors, Server Load
Description: Adds a search times box to searchable areas and malls. The default value in the box is 1. When a player clicks a search button or a search store button the player will search that many times. The character is charged an action point for each search, and the ip address is charged a hit for each search (to not encourage the making of more characters). Actual number of times searched is minimum(times entered, remaining AP, remaining hits, empty inventory spaces). Displayed action text could be the regular result action texts from all searches (easier coding) or a compact form stating how many times searched and how many of each found item were found.
Notes: Page should offer # of searches <= remaining AP; possibly a dropdown from 1-X where X <= remaining AP
Left Queue: 16:09, 22 Nov 2005 (GMT)


Show Current/Max HP

Timestamp: 00:05, 7 Dec 2005 (GMT)
Type: Interface
Scope: Everyone
Description: Very simple: with Diagnosis or the zombie equivalent, you can see a character's current and maximum HP. I figure this would be pretty simple development, wouldn't tax the server, and would make it easier for healers to find patients (in other words, one wouldn't need to click on every 50 HP character to find out which has Bodybuilding)
Notes: 13/16 Keep/Total.
  • show health as a % rather than current/max. Cuts down on clutter and makes it easier to scan for healing targets.
  • A way to keep from wasting FAKs/IP hits on a hospital full of 50hpers in the hopes someone has Bodybuilding?
  • Ways to address clutter: (1) Health as a percent, (2) color-coding (red = not at max, green = at max) (3) an asterisk next to the HP indicating that the person needs a FAK.
  • Alternate implementation - show this in the use first aid/attack drop down menus only.
Left Queue: 19:35, 22 Dec 2005 (GMT)


Store Dropdown in Mall

Timestamp: 13:38, 22 Nov 2005 (GMT)
Type: Interface
Scope: Survivor Shoppers
Description: In malls, instead of 7 buttons representing the different shops available to a discriminating consumer, show a drop down with all the stores selectable, much like the Attack sections. Submit and reload comes back with prior-searched store pre-selected, also like Attack section.
Notes: 17/19 Keep/Total - Spellbinder Kill-vote counted as Keep (Spellbinder can fix this if he disagrees).
  • CON: I like the buttons on this one.
  • PRO: Streamlined interfaces are good. Also less clutter.
Left Queue: 17:41, 7 Dec 2005 (GMT)

Ultimate Emote Deluxe

Timestamp: 01:51, 18 February 2006 (GMT)
Type: Feature
Scope: Survivors and zombies (in different ways)
Description: Ah, the emote. It keeps getting suggested; it keeps getting shot down. Here is my suggestion for an emote feature that addresses the most common problems.

For those who don't know, an "emote" is typing "/me does something" in the Speak field and having "/me" translated into your character name. Hence "/me waves" typed by "John" would become "John waves" when seen by others.

One of the major problems is that emotes make it easy to fake game messages. John could type "/me attacks you for 3 damage" and suddenly everyone in the room thinks they just lost 3hp to John. Hilarious! Or not so much.

Another problem is how to apply the feature to zeds. Since an emote is not technically speech, but a narrative description, it doesn't make a lot of sense to run zombie emotes through Death Rattle. However, giving zeds a plain text emote feature would provide an easy loophole for using human speech all the time.

So, I suggest a two-pronged approach. For survivors, we change the tense. For zombies, we provide a few standard emotes.

A survivor emote should work a bit differently from the traditional emotes seen in internet chats. Instead of typing "/me waves" to get "John waves," I suggest typing

/me wave

to emote

You see John wave

to other players. (Your own message would be, simply, "You wave.")

This makes it impossible to mimic real game messages. Under this system, if you type "/me attack you for 3 damage," the game will output "You see John attack you for 3 damage." As this is quite different from a real attack message, and just sounds odd, it should be pretty immediately obvious that no real attack occurred.

However, it does make all the genuine emote uses possible:

You see Sgt Boots toast you with a glass of wine.

You see JaneGirl shake her head vigorously.

Players will mostly just need to remember to leave the "s" off their verbs when they type emotes. While this is different from IRC emotes, IRC emotes are not exactly the paragon of grammatical virtue either.

Now, for zombies.

Zombies should simply be afforded a pull-down of four or five standard emotes, much as zeds without Death Rattle must choose from common zed phrases. When any of these are selected and emoted, other players will see things like

You see a zombie take a step toward you.

Here are my suggestions for zombie emotes:

  • glare menacingly in your direction
  • take a step toward you
  • back away cautiously
  • gesture angrily, while uttering strange sounds
  • attempt to breakdance
Notes: 34/35 Keep/Total.
Left Queue: 18:08, 5 March 2006 (GMT)

Warning when purchasing Brain Rot

Timestamp: 16:38, 4 Dec 2005 (GMT)
Type: Interface
Scope: people purchasing Brain Rot skill (or any other skill that blocks off part of the skill tree)
Description: I just accidentially purchased Brain Rot on my human character while picking up a few zombie skills with my 700 saved up XP. Whoops! Would be nice if there was a confirmation step for such irreversible skills. A simple JavaScript confirm() box, for example.
Notes: 25/28 Keep/Total.
  • This would remove all the whiners that bitch about their lost flak jackets.
  • Just like the warning about jumping from a building. That actually saved me once from an accidental click.
Left Queue: 13:58, 19 Dec 2005 (GMT)


Windows

Timestamp: 16:38, 26 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Humans
Description: There's always a HUGE controversy over whether to barricade heavily or past that. This balances it. When a building is less than heavily barricaded, you will be able to "see outside" and you would be able to see if anyone is outside your specific building. The names would be grayed out or transparent or something to differentiate from the people inside. Maybe it could be text in the building's description (i.e. a person, two people, a zombie, two zombies are outside). if it is barricaded too heavily to get into, then this ability would not happen. so if you want to see enemies outside, then you barricade lighter and vice versa.
Notes: 21/22 Keep/Total
  • Change it to basic info in the building description, i.e. there is a {single/few/horde of} zombie(s) outside a {single
Left Queue: 23:47, 11 Dec 2005 (GMT)


You have killed X people

Timestamp: 18:13, 18 Nov 2005 (GMT)
Type: Counter
Scope: Everyone
Description: Just a simple counter; you have killed X peoples; adds one everytime you finish off anyone else. Since it is People; you can't use it to get OOC information to find PKers; but it would be something fun and simple to apply. So next time you want to have a good ol' fashioned shooting contest with a pal... feel free
Notes: 18/18 Keep/Total. Votes debated on flat # of Kills total, or distinguishing between Survivors, Zombies, and Revives. Making it "Kills: (number)" would be best, without human/zombie distinction. Add a kill/died percentage too. Might there also be a "revive counter?" X People, Z Zombies, Y Revives.
Left Queue: 06:31, 3 Dec 2005 (GMT)

Weapons/Equipment - Alterations

Crucifix Use #4021

Timestamp: 06:23, 14 Dec 2005 (GMT)
Type: Item Usage
Scope: Survivors
Description: Players with the Crucifix item would have the ability to hang it on a wall inside any given building. This particular suggestion doesn't have an actual benefit, but think of it as a flavorful item version of graffiti. Zombies (and survivors if they want) have the option of attacking a hung crucifix at which point they would tear it off the wall and effectively destroy the item as one would destroy a barricade. (but with one blow)

If anyone can think of a (realistic, useful, balanced) benefit to hanging the crucifix, please feel free to place it in your vote text and this may be amended. As of right now this is a flavor change in the vein of newspapers and other such items that do not give or take anything from your character.

Notes: 23/25 Keep/Total. Should be symbols of other faiths. Players should be able to hang a crucifix upsidedown.
Left Queue: 18:14, 5 Jan 2006 (GMT)


Mobile Phone Status

Timestamp: 05:43, 4 Dec 2005 (GMT)
Type: Display change
Scope: Survivors with mobile phones
Description: An in-game event would be reported when a cell tower in your suburb goes online or offline. I.E. -- "Your mobile phone beeps and loses service" or "Your mobile phone beeps and connects with a tower." If service status changes more than once since you last logged in, only one message would be displayed: "Your mobile phone beeps several times. You currently have [no] service."

It's realistic in-game (since you could glance at your phone at any time to see if it's working) and lets you keep track of the tower status in your suburb. Perhaps it could even be integrated with a display in the item menu telling you if service is available (this could be eliminated if it's a server issue).

Notes: 17/18 Keep/Total.
  • Could also be implemented as mobile phone 'bars' shown next to the item, like coords are shown for GPS.
  • Dissent: IT SHOULD COST at least 1 AP - Being in city wiht unchargable cell phone for 6+ weeks; realistically, the phone would be in standby mode and not using battery to check signal strength.
    • 1. Going into a building with power and recharging it periodicly in order to receive the free message when a tower becomes active.(tracking battery level may add extra server load)
    • 2. Having to search malls and stores for cellphone batteries, to be used similar to pistol clips, in order to receive this free message (adding server load again tracking battery level).
    • 3. Leaving it off all the time turning it on long enough to check for signal and pick up voicemail if there is signal. (this requires minimal server load but uses 1 AP each time you check the phone but bypasses the battery limitation)
Left Queue: 13:58, 19 Dec 2005 (GMT)


Mobile Phone Text Messaging

Timestamp: 16:04, 21 Nov 2005 (GMT)
Type: Item Utilization
Scope: Mobile Phones
Description: Ability to 'send a text' to someone in your contact list, they must have a mobile phone to be able to do this. If the intended recipient has no phone then an error could be returned such as 'Unknown number'. Or to save that hassle the contact list could have a small icon next to their names that depicts a mobile phone.

The text could be limited to 255 characters, or less.

Notes: 7/9 Keep/Total. 2 reflexive-reaction Spam not counted in Total. 90% of this Suggestion is already implemented. The Contact List portion of this Suggestion is NOT implemented and therefore that is what this Suggestion is currently regarding.
Left Queue: 15:17, 6 Dec 2005 (GMT)


Newsletters

Timestamp: 19:23, 19 Nov 2005 (GMT)
Type: Item (newspaper) Improvement
Scope: Survivors
Description: This is just a change to the infamous newspapers strewn all over Malton. Can we have more variety in newspaper titles? Here are some examples:

"Zombies Take Over [suburb name]", "Electricity Returns to Malton", "Survivors Reclaim [suburb name]", "Hundreds of Zombies Lurking in [suburb name]"

And if the Item Combination idea goes through: "GPS Phones: A How-To - Combine a cell phone and a GPS module for the GPS Phone.", "Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."

I suggest this because I don't like the lack of flavor found in newspapers at the moment. They're old, bland, and don't give much of a benefit than taking space in your inventory. Of course, some work is required in this, as there should be some people around to make new titles for the papers. Still...it gives a reason for survivors to read them.

If you want some plot for this, you can say that some survivor groups began to type up papers and gave them to other groups to distribute all over the city, or something like that.

NOTE: This is NOT a new item. I'm merely suggesting ideas for improving the newspaper so they can have a little more value.

Notes: 9/10 Keep/Total. I'd love to see a few odd newspapers from outside the city start to filter in.
Left Queue: 19:44, 4 Dec 2005 (GMT)


Spray Can - Amount of Paint Left

Timestamp: 19:40, 26 Nov 2005 (GMT)
Type: Interface/Item change.
Scope: Spray Cans
Description: The approximate number of sprays/charges is displayed next to each spray can in the inventory, in the same way that pistols and shotguns show how many times those items can be used.
Notes: 7/9 Keep/Total
  • Even if it's not specific (2 sprays left, 3 sprays left, etc. - instead "The can feels heavy."
  • Make it only available if you have tagging.
Left Queue: 03:05, 12 Dec 2005 (GMT)

Fun Facts for Reading

Timestamp: 05:53, 12 Dec 2005 (GMT)
Type: Improvement
Scope: Literate Suvivors
Description: What exactly are suvivors learning when they get xp from books? I suggest that whenever you gain experience by reading you also get a small piece of true information to hint at what you learned. It can be a fact about things like shotgun mechanics, disease transmission, cellular decomposition, surgical procedures, battle tactics, etc.
Notes: 19/20 Keep/Total. Well accepted, the information would presumably come from a database, posiablility for the UD community to provide information to show up in books. Each class could have specific information related to them, eg Consumers read fasion magazines, Military reads about guns ect.
Left Queue: 05:45, 30 Dec 2005 (GMT)

Wiki-Based Newspapers

Timestamp: 16:30, 15 Dec 2005 (GMT)
Type: Alteration:Item
Scope: Newspapers and the Wiki
Description: Since this is the "Official" Urban Dead wiki, there should be some connection between the wiki and the game. I propose a new page Newspaper Headlines that the game pulls from, at random, to choose newspaper headlines. Contributions will be voluntary and anonymous, and the game already has a profanity filter that can be used to avoid offending the youngin's. If the pull from the list fails for any reason (profanity, bad formatting, etc), the game reverts to the old subroutine for boring newspaper headlines. In this way, Kevan gets a source for more variety, Player and Zombie groups can add advertisements / tips / warnings / threats, and wikigoers get an entertaining way to contribute to the game. This idea has been idly mentioned previously, but I don't believe it has come up as a formal suggestion.
Notes: 17 Keeps / 5 Kills
Left Queue: 10:44, 2 Jan 2006 (GMT)

Scanner Fix

Timestamp: 09:32, 5 Jan 2006 (GMT)
Type: Fix
Scope: Survivors
Description: I'm not sure if it's just affecting me, but I'd like to suggest a fix to the DNA Scanner item. I'd prefer it if "Self" wasn't the primary/First target option of the DNA Scanner. I've wasted AP accidentally scanning myself. As an alternative make scanning yourself cost 0 AP and grant 0 XP, possibly with the Message "Meditation is better at granting knowledge of oneself.".
Notes: 23/25 Keep/Total. kills because people shouldnt be smarter
Left Queue: 09:59, 19 April 2006 (BST)

Make DNA Extraction Give The Player's Description

Timestamp: 03:08, 30 March 2006 (BST)
Type: Improvement
Scope: Survivors, Science
Description: DNA extraction doesn't really give any useful information. It gives name and class and feeds data to the seldom used NecroNet, but that isn't of much use to a scientist in the field. I suggest that upon a successful DNA scan in addition to the current information you receive that character's self-made zombie description if they entered one. This would not link you to their profile, it'd just include the description written there with the other information you receive. Right now profile descriptions mean nothing except for RP purposes, this would actually make them have an in-game purpose as you could use the description to determine whether to attack or revive. And there is no way this could hurt the scanned players as they get to write the description themselves! It makes DNA scanning a bit more useful, provides information about the zombie the scientist can choose to trust or distrust, and would allow zombie players to actually have their profiles read once in a while. Good for the game, good for scientists, and good for zombie roleplayers.
Notes: 17/22 keep/total
  • A couple kills due to the description moving your buttons around the page
  • A couple of kills because players could link to profiles/ beg for revives
  • Generally liked by both humans and zombies
Left Queue: 15:46, 18 April 2006 (BST)

Weapons/Equipment - New

Binoculars (from TALL buildings.)

Timestamp: 02:11, 15 Jan 2006 (GMT)
Type: Item
Scope: Survivors
Description: Found in Mall Sporting Goods stores and possibly Forts. (Thanks, FireballX301!)

When you use Binoculars, you will see a set of 9 blocks in any direction. This view will replace your Map View until you do any other action.

USABLE ONLY FROM TALL BUILDINGS, AKA BUILDINGS WITH A WINDOW TO JUMP FROM.

You can only see the outsides of buildings, and binoculars cannot be used indoors UNLESS IT IS A BUILDING WITH A WINDOW TO JUMP FROM. Using Binoculars costs 1 AP.

You will be able to see surrounding blocks as you would if you were standing there, which means you can see how many Zombies are standing there, and which humans, as you would normally with your map view.

You can still be attacked if looking at a different block. It's not a Teleporter, so you are still at your current location, looking at a different area.

Confusing Example:

NW
N
NE
W
X
E
SW
S
SE
  • Your PRESENT LOCATION is marked X in the RED CENTER SQUARE.
  • Looking NORTH WEST will show you the 9 blocks containing NW.
  • Looking NORTH will show you the 9 blocks containing N.
  • Looking NORTH EAST will show you the 9 blocks containing NE.
  • Looking EAST will show you the 9 blocks containing E.
  • Looking SOUTH EAST will show you the 9 blocks containing SE.
  • Looking SOUTH will show you the 9 blocks containing S.
  • Looking SOUTH WEST will show you the 9 blocks containing SW.
  • Looking WEST will show you the 9 blocks containing W.


EACH SQUARE IS ONLY ONE CITY BLOCK, EVEN THE RED ONE. ONE BLOCK.


These locations "North West, West, etc." will be located in a selectable drop-down next to the "Binoculars" button in your inventory.


As you can see from this example, you are NOT being allowed to view some crazily far-off area. It's a relatively close proximity. The value of this item above "Just walk there! LOL!" is that you can actively SCOUT locations in 8 directions, then walk a bit, then SCOUT AGAIN. Repeat as necissary. It is also helpful for those keeping a safe house. I think this has the right mix of Technical and Flavorful elements.



Here is an example of what you would see if you looked NORTH WEST:

NW
N
NE
W
X
E
SW
S
SE

You would see the blocks in PURPLE, which represent ONE BUILDING/STREET each.


Notes:

  • You go back to your normal map view when you do ANY action, or click a block on the Binocular view. You will not move if you click a Binocular View block, however.
  • In Urban Dead one block is only one builing or street, etc. These blocks are NOT groupings of buildings that totally obscure your view. If you can see all zombies surrounding a building in your current map view, you can see all zombies surrouding buildings in a Binocular view. This is a game and as such stretches have already been made in the current running version of the project.
  • This does not let you see a whole Suburb for 1 AP. You can only look in ONE direction per AP, and you will only see ONE block of 3x3 "City Blocks", which means a 3x3 block of buildings.
  • This suggestion is no more of a stretch than the fact that you can see all zombies to the side and behind of a building you are on the same block as -- as well as all the zombies behind and on the sides of the 8 buildings that currently surround you in the actual game as it works now.
  • This item reducs a 2 AP (or 4 AP if you count a walk back) series of actions to a 1 AP action. It is in no way overpowered in the least.
  • Even less over-powered with the "From Tall Buildings Only" addition. (Thanks to Firemanstan and anyone I might've missed who said it.)
  • The FIRST choice in the Binocular drop-down could be either blank or contain the word "No Direction" so that you can, at any time, select and look in "No Direction" for 0 AP as a fail-safe to stop using the Binoculars. (Thanks to Jack-Swithun.)

Further thoughts which are NOT part of this suggestion:

  • This would be an excellent additional item to give Scouts when they start off.
  • If there IS ever any addition to the game that lets you look out of windows or climb onto the roof of a building, this item could become much more useful.
  • I agree that there could be a skill involved in seeing more space with Binoculars. (Reducing normal use to 2x2 and having a skill for 3x3) Very good concept! The only problem is the fact that directions no longer break down into easy squares of block.
Notes: 19/23 Keep/Total
  • Voters mentioned the possibility of having a skill to augment distance or lessening "normal" distance until you get a skill.
  • Voters expressed dissent about removing any of the 'fear of the unknown.'
Left Queue: 02:16, 6 Feb 2006 (GMT)

Brass Knuckles

Timestamp: 19:25, 9 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Basically, this is an item to add 1 damage to punches. Worn akin to the flak jacket so you can't put on more than one pair at a time. Punching is pretty weak and useless at this point, but you can get a pretty good percentage for hitting with it - so this could come in handy in certain situations. Could be found in police buildings (confiscated from criminals) OR "tougher" areas like Junkyards or Clubs.
Notes: 7/10 Keep/Total. Makes punches more powerful and useful and could add to a potential future Martial Arts Skill Tree. One suggestion that zombies should not be able to use it.
Left Queue: 18:32, 25 Nov 2005 (GMT)


Bullhorn

Timestamp: 23:18, 13 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Characters with a Bullhorn would be able to amplify their voice and will be heard by anyone, human or zombie, on the map view. In other words, they will be heard on the current block as well as the surrounding square of blocks. Users inside a building will be able to hear only bullhorn users on their same block outside or inside. By the same token, if you use a bullhorn inside a building, only people in the building and outside on the same block will hear. Found in Police Stations and Fire departments. This is useful for announcing trouble, calling aid, and directing organized attacks or defence. 1AP to use. User with a bullhorn will have an additional "Bullhorn" button next to the "Speak" button. fill in the box as you would to simply talk, but click "Bullhorn" and it's broadcasted as previously stated. It has a shorter range than a flare, but is multi-use and lets you explain the specific warning.
Notes: 6/6.5 Keep/Total. Add item earplugs to block messages. Unsure of server impact. Limit uses to 10 (at most) until re-charged with electricity. Allow players 1 block away (inside OR outside) to hear You hear someone speaking on a bullhorn to the southwest.
Left Queue: 14:49, 28 Nov 2005 (GMT)


Chainsaws

Timestamp: 01:58, 10 Nov 2005 (GMT)
Type: Weapon and Skill Tree
Scope: Surviors
Description: The chainsaw is a weapon that would bridge the gap between hand to hand and guns. It is used like a hand to hand weapon, but requires ammo, namely fuel cells. I propose fuel cells provide 5-6 hits per cell. The weapon itself should do 6-8 damage, and should have a base accuracy of 15%. The skills that upgrade the weapon accuracy should be reserved for Zombie Hunters, so there is an actual new weapon you can use with accuracy in later levels. Possible skills would be Chainsaw Experience, which would add 25% to base accuracy, and a followup skill called Chainsaw Adept, which would add an additional 10%. This places the chainsaw firmly between the handgun and fire axe, hit ratio wise.

RE-I recently noticed that i put down fuel cells, when i meant to say gas cans, which are already available in the game. Forgive this mixup.-Vladmyre 12:49, 14 Nov 2005 (GMT)

Notes: Quite well accepted, with some issues about base accuracy being too high, and a few cases of too little/too much ammo.
Left Queue: 13:05, 25 Nov 2005 (GMT)


Combat Shotgun

Timestamp: 22:59, 10 Nov 2005 (GMT)
Type: Item
Scope: Survivors, (indirect) inventory management
Description: Adds a new item to the game, the Combat Shotgun. The shotgun holds 8 shots and can be found in an Armory.

The Combat Shotgun has the same stats as a regular shotgun, with the only difference being the number of shots the gun can hold. Survivors still have to spend the same amount of AP to load shells, and the hit rate remains the same. Survivors would exchange four shotguns in their inventory for one Combat Shotgun. Individual playing sessions really wouldn't be affected in any substantial way, except a survivor could spend weeks searching/loading a few of these and blow through a huge amount of ammo in one glorious zombie-slaughtering spree. If the "Speed Loading" suggestion is implemented along with this, I would suggest Speed Loading load 2 shells per 1 AP.

Notes: Not 100% accepted. Suggestions in votes included: Rename to Assault Shotgun or Pump Shotgun; can only carry one Combat Shotgun at any given time; can't be found with more than 4 ammo. Many comments about balancing in the votes; read original votes carefully.
Left Queue: 19:05, 25 Nov 2005 (GMT)


GPS Phone

Timestamp: 03:05, 13 Nov 2005
Type: Item
Scope: Survivor Item
Description: As per my Item Combination idea, a GPS Phone is a combination of a mobile phone and a GPS module. When using this phone, your exact location in coordinates is included with your message to the receiver.
Notes: ?
Left Queue: 14:49, 28 Nov 2005 (GMT)


Machete

Timestamp: 21:17, 7 Nov 2005 (GMT)
Type: Item
Scope: Incentive to learn Knife Combat before or instead of Axe Proficiency
Description: Add a machete item to the game using the same combat stats as the fire axe (damage & base accuracy), affected by the Knife Combat skill instead of the Axe Proficiency skill, and only to be found in the Sporting Goods department of a Mall
Notes: Accepted with questions about a name change. See Knife Combat Upgrade Suggestion.
Left Queue: 05:38, 22 Nov 2005 (GMT)


Molotov Cocktails / Practical Chemistry

Timestamp: 16:53, 11 Nov 2005 (GMT)
Type: Weapon/Skill
Scope: Survivor (Scientist)
Description:

A survivor with this skill can use 1 AP to combine a fuel can, a wine or beer bottle, and a newspaper into a molotov cocktail. When the firebomb is used on a zombie mob, it damages multiple targets. Starting from the top of the stack, each zombie has a 50% chance of taking 4 damage, until 5 zombies have been hit, or there aren't any more zombies in the mob. The accuracy is not improved by any existing combat skills.

It would take a lot of AP to make even one firebomb. Assuming 20% search success, that's 5 AP for the bottle, 5 AP for the fuel, and we'll assume 0 AP for newspapers, since support types get them while searching for FAKs at hospitals. Then there's 1 to assemble it, and 1 to throw it. Against huge mobs, that's up to 1.67 damage per AP. Against lone zombies, a measly 0.17 damage per AP. For comparison purposes, a shotgun hit requires 5 AP for 1 shell, 1 AP to load, and 1 AP to fire, 65% chance to hit, for 0.93 damage/AP (0.74 vs flak); a pistol hit requires 0.83 AP for 1 round, 0.17 AP to load, and 1 AP to fire, 65% chance to hit, for 1.63 damage/AP (1.30 vs flak). The major advantage of the shotgun is that most of the AP are used and recovered before firing the weapon, and the firebomb shares this advantage.

Considering that it is only worth the AP spent against mobs 6 or larger, it is a purely defensive weapon. There is currently no effective defense against a coordinated horde of attacking zombies beyond running away and just waiting for the zeds to get bored and move on. Also, there is no use for some of the objects that turn up in a search.

Notes: Overwhelming support.
Left Queue: 03:27, 26 Nov 2005 (GMT)


Money

Timestamp: 07:57, 29 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: I think it'd be a fun flavor item to allow people to find money in banks. Bank searches could randomly turn up bills of different denominations. Like newspapers and poetry books, money would have no actual purpose. Clicking on it in your inventory would give you the following message: "That no longer has a use."
Notes: 13/16 Keep/Total.
  • Expand the scope of fun useless stuff found: "You find a Best of ABBA CD", "You find a signed Antonio Banderas poster", "You find a comb" etc.
  • "Best of ABBA" CD and "Antonio Banderas" would be neat ways to hide ads in the game.
Left Queue: 16:55, 14 Dec 2005 (GMT)

NecroTech Access Key Cards

Timestamp: 00:21, 31 Dec 2005 (GMT)
Type: New Item and Skill
Scope: NecroTech Buildings, Scientists
Description: When you enter a NecroTech Building you get this description if it is powered and you have NecroTech "You are inside a NecroTech Building. The NecroTech logo glows gently above the front desk, but all monitors, equipment and laboratory access remain locked out during the quarantine." With the right access key there is no reason why you wouldn't be able to theoretically use that stuff. What this would do is grant access to a list of all the zombie profiles that have been successful scanned and are in the same suburb as the NecroTech Building if it has power.

For the following two Peer Reviewed Suggestions, Extractor Knowledge and DNA extraction gives information on previously scanned zombies, to equal the same utility they would have to BOTH be implemented and are essentially a "free lunch". This suggestion requires effort on the part of the character to access useful information. Since zombies characters are tagged by the server for extraction purposes and cross referencing them by suburb wouldn't be difficult this wouldn't adversely affect the server, especially if NecroTech Access Keys Cards were one-use items only located at NecroTech Buildings.

Using this item would require familiarity with NecroTech Security protocol, and thus require an addition level on the NecroTech Skill Tree, "Field Promotion", where due to work "in the field" (ie Malton)you are given management security clearance. This basically just lets you use the NecroTech Access Key Cards.

Notes: 28 Keeps No Kills, overwhelming support.
  • Author Clarification: As written it doesn't call for historical data at all just cross referencing current suburb and extraction tag, and it would only be as accurate as DNA extraction was effective in that Suburb, which relies on In Character actions just like metagaming Scouting does. --Matthew-Stewart 00:50, 31 Dec 2005 (GMT)
  • Other possible names for Skill: NecroTech Security Protocol, Network access, Equipment Expertise
  • A voter suggested implentation of this could be used to justify the sudden emergence of Monstrous Zombies or other such things storyline-wise.
Left Queue: 00:31, 16 Jan 2006 (GMT)

Revival Syringe, Mark 3.0

Timestamp: 21:38, 16 Dec 2005 (GMT)
Type: Item
Scope: Replaces Revival Syringe Mark 2.0
Description: Current revival syringes (both the rare remaining 1.0 and more common 2.0 versions) are very effective as weapons, and seem a bit lacking in flavor. The Mark 3.0 Revival syringe would work thus: you inject a zombie, and they are flagged as "de-necrotizing" (this would be the same flag that marks a corpse as ?revived? currently) and they would get a message to the effect of ?you feel the undead vigor leaching from your animated corpse?. De-necrotizing zombies loose one HP per AP they spend- similar to infected survivors, except there?s no need to exempt speech from this case. When they finally drop dead (from this damage, or other causes), THEN they will be able to stand up again as human.

Because a "revived" zombie can still be walking around, "De-necrotizing" zombies would be ignored for purposes of syringe injection, and not held in the datbase as part of the "revive que"; a tech who had the ability to use a syringe would never foolishly waste one on a de-necrotizing zombie! In fact, to further simulate the "recongnizable" symptoms of de-necrotization, survivors with lab expereince should automatically see de-necrotizing zombies as such; they would see "x zombies, y bodies, and z de-necrotizing zombies" in a given location. Among other things, this would aid them in recognizing revive points vs battle zones. They would also be given the option of attacking either sort ("attack zombie" and "attack de-nectotizing zombie"), in case they wanted to aid thier "patients" in loosing HPs. Maybe everybody should see de-necrotizing zombies this way; this would help people with "Headshot" if they decide be nice and not blast the brains out of soon-to-be survivors.

This makes the Mark 3.0 fairly useless as a weapon, at least in real-time combats, but it actually would make them BETTER (and more flavorful) as revival tools. For example, a soon-to-be-revived survivor would have some time to look for a good place to "crash", which is handy if they have an infection and are going to be standing up with half HPs. --Swiers 21:38, 16 Dec 2005 (GMT)

Notes: 37 Keeps - 1 Kill, overwhelming support,
  • Some voters suggested that with the decline in potency that a higher frequency would not be unbalancing.
Left Queue: 09:29, 2 Jan 2006 (GMT)


Watches

Timestamp: 06:48, 23 Dec 2005 (GMT)
Type: Item
Scope: Everybody with a wrist
Description: Watches! We could certainly use them in Malton. Watches would tell the time the same way GPS units tell your location. These would be useful for synchronizing strategies. Sure you can tell your allies to attack at midnight but what if in real life they're in different time zones? This way people could coordinate using Malton time, which would progress normally 1 second in game to 1 second real world. These could be found in mall tech stores and perhaps elsewhere as well. Easy to implement, simple, and useful. I'd like a watch.
Notes: 15/16 Keep/Total. Nearly Unanimous.
Left Queue: 02:27, 16 Jan 2006 (GMT)

Yet Another SMG

Timestamp: 06:53, 22 Nov 2005 (GMT)
Type: Weapon
Scope: Survivors
Description: Location found: Armories, exclusively.

Base accuracy: 5%. Scales with parallel skills to the other firearms, except that SMG Training only provides a 10% boost. Thus, max accuracy is 50%.

Damage: 5. Of course, reduced by 1 by a flak jacket.

Ammunition: Comes in SMG clips. One clip holds enough ammo for 3 bursts. (Note: number subject to change for balance purposes, but 3-ish sounds reasonable and realistic to me.)

What makes it different: For simplicity's sake, the SMG can only be fired in bursts; no single shots. When fired, the SMG makes one attack each against the top three zombies on the stack, each rolled separately. If there are fewer than 3 zombies, each is still only attacked once per burst, so the weapon is only efficient when fired on gropus of 3 or more zombies. When fired at survivors, it attacks the targeted survivor and, if applicable, the two adjacent characters in the room-entry-order queue. Zombies killed by an SMG are never headshot, as precision is impossible with automatic weapons.

Rationale: Under this implementation, the SMG would serve as an anti-crowd weapon. Its armory-only status would serve both to make armories more desirable for survivors to defend and would help them beat back the inevitable hordes of zombies who would be attracted to those survivors. Incompatibility with Headshot also makes the weapon potentially advantagous to medium-level zombies, as they would be less likely to suffer heavy XP loss when levelling in territory near the armories.

Max-skill damage averages to 7.5 divided among three zombies, a little higher than a shotgun's 6.5 to one. However, because it cannot perform headshots, the SMG would actually be less threatening to most zombies, particularly those who have Ankle Grab.

Note: Please don't reflexively spam-vote this. Automatic weapons are among the most common bad suggestions, but that's because most are horribly written and/or thoroughly broken in design - that does not make it impossible for balanced versions to be created.

Notes: 29/33 Keep/Total; one Spam attempt at a duplicate claim not counted in Total.
  • Improves gameplay, maintains atmosphere, improves balance, reduces griefer tactics, and doesn't destroy the server. Also well-written.
  • Gives an incentive to go to armouries as well as an extra means of defending them.
  • Eliminating headshot from this is a masterstroke.
  • Malton is theoretically in England, but automatic weapons are banned there.
  • Ammo should read "Magazine", not "Clip".
  • Should be added later on in the game when the zombies get some updates.
  • Fear - PKer potental: Cleaning out survivors three at a time sounds bad.
Left Queue: 17:41, 7 Dec 2005 (GMT)

Implemented Suggestions

The following Suggestions, or iterations of them, have been implemented in the system.

Howl

Timestamp: 03:56, 2 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: There have been a lot of suggestions along the lines of letting zombies make a noise with an equivalent result as flares. The problem with those is that zombies don't use items so the suggestion has basically been "zombie makes a lot of noise whenever they want, maybe costs tons of AP". Not so good. Here's my idea how to do it: A zombie with Howl can, at a cost of 1 AP, make an unearthly loud howl that is similar in effect to a flare. Here's the limitation though: they can only make this noise when properly motivated by the sight of a living human in the same square as them. This is a good way of letting nearby zombies know that you've entered a tasty juicy safehouse or found an unconcious suvivor on the street, but it won't result in spam because every Howl you make is an attack you won't be making yourself. To further ensure that this won't result in spam multiple howls from the same location could overwrite each other so you'd only get a message once for each place rather than 40 times. Messages could be: "You hear horrifying moans from 2w, 4n" or "You hear compelling screams beckon from 2w, 4n" (depending what side you were on). This gives zombies a way of sharing simple tactical information while remaining in character and only calling attention to actual targets in a way far more productive and less spammy than flare guns.
  • Optional: Let people tell whether the sounds were from inside or outside. It's the difference between "You hear compelling screams beckon from 2w, 4n" and "You hear compelling screams beckon from a building 2w, 4n". I think this should be in effect since it'll be useful and not overpowering for other zombies to know whether you've discovered a safehouse or someone stranded.
Notes: 18 Keep/3 Kill
  • Implemented as Feeding Groan. Had been toying with a zombie flare-a-like for a long time, but couldn't settle on a satisfactory mechanism to prevent abuse and spam - tying it to the presence of survivors was a nice idea, whoever proposed this one. --Kevan 10:40, 22 Dec 2005 (GMT)
  • Proposer - Jon Pyre
Left Queue: 18:55, 22 Dec 2005 (GMT)

Add Note to Barricade Weight

Timestamp: 21:41, 17 Nov 2005 (GMT)
Type: Minor Interface Upgrade
Scope: Survivor View of Barricade Descriptions
Description: Heavily Barricaded, Very Heavily Barricaded, Somewhat Extremely Barricaded, Very Somewhat Heavily Semi-Barricaded. The descriptions, though "flavorful," are not gameplay conducive. It's not easy to keep track of which levels of "barricaded-ness" allow Survivor entry and which levels block Survivors from entering a building.

I recommend that a very minor text snippet be added to the end of each "This building is very foo barricaded." to read as-is for passable barricades and to read "This building is very foo barricaded. You cannot enter." for those that are impassable. From the inside, it should read "This building is very foo barricaded. You cannot exit.".

Note to the Kill-ers: You want flavor? Fine. Instead of appending "You cannot enter." append something like "You cannot see a way [in/out]." That's not unbalancing at all. Not everyone's a brain surgeon (just Biscuit, check his profile. :-) ).

Only Survivors will see the additional text, as zombies cannot pass any barricades (not that they can't just click an adjacent square to leave...).
Adding this will potentially reduce server hits.

Notes: 16/20 Keep/Total.
  • My original instinct was to vote "kill." If you see the word "heavily," you're not getting in. Pretty simple. But a lot of beginning players might not figure that out immediately, and this change certainly doesn't hurt anyone.
  • Proposer - Squashua
Left Queue: 14:30, 2 Dec 2005 (GMT)


Show Only Number of Survivors upon Entering

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NecroNet

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Zombie Hand Attack Accuracy Revision

Timestamp: 09:46, 27 Nov 2005 (GMT)
Type: Balance tweaks
Scope: Zombies
Description: To make things easier for lower level zombies (especially just-dead survivors), the base accuracy of zombie hand attacks should be increased by 5%, while Death Grip's accuracy bonus would be reduced from 20% to 15%.
Notes: 25/25 Keep/Total = 100%
  • Easy to implement, without ruining existing characters.
Left Queue: 03:27, 12 Dec 2005 (GMT)

Awareness

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Syringe Notifications

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DNA extraction gives information on previously scanned zombies

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Increase Search % in Powered Buildings

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