User:Konuso/Suggestions
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{{Suggestion Navigation}} {{TOCright}} ==={{PAGENAME}}=== ~~~~
'''Suggestion type'''<br />
Skill, balance change, improvement, etc. <br />
'''Suggestion scope'''<br />
Who or what it applies to. <br />
'''Suggestion description'''<br />
Full description. Check spelling and be descriptive.
{{Subst:SuggestionVoting}} |
Suggestion type
New choices + added types of game play.
Suggestion scope
New surivor classes.
Suggestion description
Ok.. there are a few things that I've seen that seem to be left out of the game. Certain key roles that could be implimented. Im going to list the roles here and go through them one by one. Armory specialist, Herbist (for lack of a better word. One who makes potions/medpacks and healing things.), Physician (just wait), Black smith (maybe), Civilan classifications (Many diffrent kind of civians so should have many diffrent starting choices). Ok, These dont all have to be implimented. Can pick and choose which you want which is the most popular and which is most deserving. Starting with the beginning,
Armory specialist. I've been thinking over this one for awhile. Where does all the random ammo you get come from..? Just pick it up off the ground after you know the entire areas already been picked clean. Should we make the random ammo become null.. I've waisted alot of time just searching for one entire day looking for ammo all over. I propose a class for making the magazines/shotgun shells and even maybe a few key specific things only they could make. For the cost of maybe five flak vests make a full swat team like body armor or shield for someone heading out that protects for -2? (adjustable based on quality?) As for the ammo maybe make him find a bucket to place the ammo in that if there is a clip in it and the one searching for it has a 100 percent chance of finding it. Could possably make it able to place in a new item pistol ammo and empty magazines or flare rounds etc. in gun shops that are easy to find then bring them back to the specialist so they can do the restocking and have people leave their guns by the specialist so they could reload them giving the others more ap then doing it themselves, maybe it would be 1 or 2 ap saved nothing major and would cost more for someone to run and grab the supplys. Give the specialist 1 xp for each magazine restocked. This would make for a great key person. Protect him and he gives you ammo. For the zombies kill him and there goes their supply.
Herbist Someone to actually makes medkits and healing salves burn creams with the right tools (mortar and pestle, amemble etc.) and right herbs that could maybe find on the streets or somewhere. Rather then needing to always run back and forth from the hospitals to those in need would be great to be able to do somthing right there. Maybe 3 xp for each potion or salve?
Physican Someone who can do small ammounts of healing first aid with every day supplys gaus wraps wire or string to stitch. (maybe should make this as a skill for starting meds?) Being able to do maybe 2 or 3 points of healing to keep someone stable till more advanced and needed healing supplys could reach. Maybe give 5 xp for each life saved?
Black smith An iron worker. Maybe make them require needed items such as, spare metal a furnace, iron block, hammer, etc. Numerous possabilitys. With time, make chains and bars to barracade the door and windows, Make cleavers, swords, metal gauntlets, body armor (chain mail, full plait etc, each giving certain ammounts of protecton and weight on the person.) Maybe make it possable to reforge axes and guns all things made out of metal that couldnt be used any more for lack of ammo or what ever into what was needed. Make it slow beginning and speed up as they get better and better at their job. Maybe 3 xp for each item?
Civilian classes For many diffrent kind of people there are many diffrent kind of jobs. construction, electrican, mall worker, and so on. I'll do the first three and let you think of the rest. I was thinking construction should be able to choose if they want to start off at the police department or at their home which would be just a regular random empty building. If they are smart they'll use their beginning AP for fortifying their house and beginning weapon maybe a nail gun or hammer or a regular pistol with some ammo. Have as a skill for them advanced baracading for being a construction worker, being able to make how much they needed easier and faster then when they die if they have memories of life being able to take down the baracades more affectivly? Hm. Next Electrician. Supplys maybe telepone cords and basic wiring. Make him able to work on and repair the generator and radio. Possably make him work outside between buildings connecting their power sources to eachother so that if one looses its generator becuse of lack of gas or w/e the other could power them as well for awhile but at maybe 1.5 the times of normal since it would be doing the extra work. The mall worker. I can think of a few things. When searching the mall have a much higher chance of finding somthing. Being able to choose to start at the mall and barracade or at the police stations.
Ok Im done. Again this is how I see it. They can choose what they like and nit pick through the classes see what they would like to add. Im sure some of these have already been placed but I didnt see so cant blame me.