Suggestions
This page contains every suggestion I've ever made. Anything I've missed will be gladly received.
Implemented
Kilts
These would be found in Malls and can come in any colour but the colours would be described as tartans, for example instead of a red kilt, it would appear in your profile as a red tartan kilt. They would cover the trousers part of the body and as a result would displace anything in this slot. -- Cheeseman W!ASBTalk 23:11, 4 June 2007 (BST)
Clothes: Version 3
Timestamp: |
Cheeseman W!ASBTalk 22:20, 13 April 2007 (BST)
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Type: |
Items
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Scope: |
Everyone
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Description: |
This will allow survivors and zombies to don attire they find when in buildings or on the streets. Survivors will find clothes in almost any building by simply clicking the Search Button. Zombies will find them when ransacking buildings unless they find them as a survivor. The type of clothing you find depends on the building you are in. A complete list is shown below. Searching for clothes uses a different search button labeled "Search for clothing".
- If you dont find anything you get a message similar to "You rummage through a box/cupboard/drawer/etc but you find no clothing"
- If you do find something you get a message similar to "Rummaging in a box/cupboard/drawer/etc you find <insert clothing name here>"
The base rate of finding clothes is 30% however when in the new Mall Clothes store it jumps to 50% (60% with shopping). The crucifix will be changed so it acts as a piece of clothing. Clothing will have no encumberence
Every new character will spawn with clothing related to their character class:
- Military
- Private: Military Combat Shirt(Woodland), Military Combat Trousers(Woodland), Military Boots
- Medic: Military Combat Shirt(Desert), Military Combat Trousers(Desert), Military Boots, Medic Armband
- Scout: Military Combat Shirt(Urban), Military Combat Trousers(Urban), Military Boots
- Scientist
- Lab Tech: Lab coat, glasses, button up shirt(white), trousers(black)
- Doctor: Doctors Coat, trousers(black), shoes(black), Stethoscope
- Civilian
- Police Officer: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
- Fireman: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
- Consumer: T-shirt(random), Trousers(random), trainers(random), Hat(random)
You can put on a piece of clothing for 1AP by clicking on it in your inventory. They can then be removed for a further 1AP. Only one of each type of clothing can be worn: one hat/accessory, one on chest, one on legs, one on feet. If you try to wear another item of a type you are already wearing, the old one will be removed. Clothes you put on appear in your profile just below your description.
- Example: Cheeseman Muncher is wearing: A Pair of Military Urban Combat Trousers, A Bomber Jacket, A Pair of White Trainers and A Purple Pimp Hat
- Police Station: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
- Hospital: Doctors Coat, Surgical Scrub Top, Surgical Scrub Bottoms, Scrub Shoes, Nurses Outfit, Nurses hat, Stethoscope
- Fire Station: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
- Auto Repair Shop: Racing overalls, Racing Helmet
- NT Buildings: Lab coat, glasses, button up shirt(various colours), skirt(various colours), trousers(black)
- Office Buildings: suit jacket(various colours), button up shirt(various colours), suit trousers(various colours), skirt(various colours)
- Forts: Military Combat Shirt(desert, urban or woodland), Military Combat Trousers(desert, urban or woodland), Military Boots, Medic Armband
- Mall: T-shirt(various colours), Trousers(various colours), Skirts(various colours),button up shirt(various colours), summer dress(various colours), sandals(various colours), trainers(various colours), shoes(black), bomber jacket(black or brown), combat trousers(desert, urban or woodland), jeans(various colours), Trenchcoat, hat(various colours)
- Bars: Pimp hat(various colours), Jeans(various colours), Leather Jackets, Leather Trousers, Cocktail dresses(various colours)
- Church: Nuns Habit, Ministers Shirt, trousers(black), crucifix
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Notes: |
1/14 Keep/Total. 9 Spams. However, the spin-off of this idea was implemented on 31st May 2007
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Left Queue: |
22:31, 31 May 2007 (BST)
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As it says on the tin.
Peer Reviewed
Zombie Contact Tweak
Timestamp: |
17:03, 18 April 2006 (BST)
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Type: |
Improvement
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Scope: |
Humans with friends who have died in game
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Description: |
When someone has a person in their contacts who is a zombie and they recognise them, it should put them separate from the other zombies in the area.
Before you cry, "That already happens!!" and vote kill, read this. I run a small group in Urban Dead and my second in command was killed a little while ago. He informed me of a zombie that had broken into one of our safehouses and he'd already brought it down a few HP, I went to help and recognised my zombie friend. I selected to attack the other zombie but it kept reseting to attack my friend. Eventually not realising that I was attacking my friend, I killed him.
This should be sorted out i.e when you have a contact who is a zombie, they should be separate from other zombies. It would stop people killing contacts who are dead and in the same room when they dont mean to.
- Note (for clarity) What I'm saying is that zombies in your contacts are just part of the zombie stack, they should be separate from the others.17:17, 18 April 2006 (BST)
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Notes: |
18/24 Keep/Total There were worries about voiding zombie anonimity.
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Left Queue: |
13:04, 2 June 2006 (BST)
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Disorientating Venom: Version 3
Timestamp: |
21:22, 14 July 2006 (BST)
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Type: |
Skill
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Scope: |
Zombies
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Description: |
This skill is in the digestion tree with Infectious Bite as a pre-requesite. When obtained it adds a second effect to bite, Disorientation. This is because the new venom secreted by the zombie makes the survivor feel ill and confused.
Disorientation causes the survivor to take 2AP to move. If the survivor dies and is revived they will lose their disorientation and become well again. Disorientation can be cured with a first aid kit.
The zombie can choose which bite they wish to use from the attack menu. They can choose either Infectious Bite or Disorientating Venom. Each one has a 100% chance of causing the desired effect if the bite hits the target.
If the survivor gets infected and disorientated, it will take only 1 first aid kit to cure both effects, ie. it will only take 1 first aid kit to remove both ailments. (was one first aid kit per effect)
Note for clarity- If a survivor moves with both effects, they will lose 1HP and take 2AP to move.
Note for even more clarity- Only one first aid kit is needed to cure both effects. Not one for each effect as I previously wrote.
Note for a bit more clarity- Actions other than moving will cost 1AP as usual.
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Notes: |
21/28 Keep/Total. Well accepted as is. Some people disliked that both effects would affect surviors at the same time.
- Was "Disorientating Venom: Version 3".
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Left Queue: |
10:31, 29 July 2006 (BST)
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Call after
Timestamp: |
22:09, 2 August 2006 (BST)
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Type: |
Talking improvement
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Scope: |
Survivors
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Description: |
Whenever you try and speak to someone who is online in game, there is a chance that they will move before you can speak. When they have moved you just talk to yourself. eg: You say to Bob: "Hi Bob, if you move again, you will die", however Bob is online and decides to move one block west from you, so your message is "you say 'Hi Bob....etc' to yourself.
I propose that if you are outside with a single survivor and that survivor moves as you speak to them, you shout to them.
The receiver will receive a message saying "As you move Jim calls after you and says '<insert text here>'.
The sender will receive a message saying "As Bob walks away you shout '<insert text here>' after him"
Note: This only works if you are outside and there is only one other survivor on the same block as you.
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Notes: |
21/24 Keep/Total. Well accepted as is.
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Left Queue: |
07:49, 24 August 2006 (BST)
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The second version of my itemless buildings suggestion.
Deals with beginning to fix the balance issue in favour of survivors by allowing zombies a better chance at barricade destruction.
Stage 2 of the balance fix. This time, it allows new zombies to attack doors to attempt to gain entry.
Undecided
The Third Version of my Multiple Floors suggestion.
This would give baby zombies without death rattle an option in their drop down menu to say brainz, in one form or another.
Rejected
Other religions
Timestamp: |
Cheeseman W!ASBTalk 23:15, 16 December 2006 (UTC)
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Type: |
Flavour Change
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Scope: |
Everyone
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Description: |
Christianity is not the only religion in the world. There is Islam, Buddhism, Sikhism, Hinduism and Judaism as well as countless other smaller religions and cults. I propose that some of the streets in game are changed to Mosques, Temples and Synagogues. Also, religious items for that religion could be found at these places.
- Mosques:
- Items to be found-
- Koran-- read like a book, has a small passage from the Koran in it. Find rate = 7.5% (equal to wine in Church)
- Kufi-- short rounded cap worn during prayer, can be worn by clicking on it. Find rate = 3.75% (equal to crucifix)
- First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)
- Buddist Temples
- Items to be found-
- Statue of the Buddha-- acts similar to the crucifix and has the same find rate (3.75%)
- Buddhist Text-- acts like a book and has a small piece of Buddhist wisdom in it. Find rate equal to wine in church.
- First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)
- Synagogues
- Items to be found-
- Torah-- acts similar to book. Contains small passage from Torah. Find rate equal to wine in church.
- Kippah-- skull cap worn during prayer. Can be worn by clicking on it. Find rate equal to crucifix.
- First Aid Kit-- Standard First Aid Kit. Find rate= 5.63% (equal to church FAK rate)
All the items that can be worn appear in your profile. Eg. Player is wearing kufi/kippah etc. This would add a bit more diversity to Malton and would allow people to RP a completely new set of characters. I've put a lot of thought into this and used the main Wikipedia to get some of my information for the religious symbols.
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Left Queue: |
10:41, 31 December 2006 (UTC)
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The original choice skills.
The second version of my foray into Choice Skills.
An attempt to stick some sort of torch signalling thingy into the game.
Adds flak jackets to the clothing system.
Humourous
Spaminated
The revision of rucksacks.
The revision of my encumbrance increasing skill. Also formed the basis for my attempts at Choice Skills.
Duped
What it says on the tin.
Withdrawn
Pretty much what it says in the name.
A skill adding an encumbrance increasing effect.
Deals with adding items to seemingly itemless buildings.
My original Multiple Floors Suggestion.
The Second Version of my Multiple Floors suggestion.
A skill that would have allowed zombies to attack barricades at full accuracy. Revised.
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