User:Winton/Work in Progress

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Work in Progress

Research on "Blood Scrawl" dupes:

Blood Marks

Blood Smearing

Defile

Research on Generator dupe:

Rename Generator

Signature Test

I hope this works.--Winton 04:47, 24 April 2009 (BST)

Hmmmm.--Winton 04:50, 24 April 2009 (BST)

Signature Link:Signature Creation



Dang, This Generator Is Heavy!

Timestamp: Winton 06:01, 25 April 2009 (BST)
Type: Improvement
Scope: Survivors/Generators
Description: This proposal is to make generator possession and transportation more realistic and consistent with actual human capabilities.

A portable generator as depicted in the items page, Portable Generator, would be the approximately correct size and wattage capacity to accomplish what generators do in UD. A generator that size will typically weigh about 91 kg (200 lbs). They are very heavy and unwieldy, and a single man has difficulty maneuvering and transporting one. It is simply not possible for one person to have more than one of these under his control. A man cannot transport more than one of these, and certainly cannot run with one, let alone climb stairs or navigate wooden bridges constructed between buildings.

I propose the following:

  • Generator Encumbrance: 51% (renders possession of multiple generators nearly impossible, more closely approximates actual encumbrance of a generator)
  • Movement cost with a generator in inventory: 2AP
  • Free Running not allowed with a generator in inventory

These proposed changes will make the time and effort required to repair and power buildings more realistic. The anticipated argument is that UD need not be 100% consistent with reality, which is true. However, one of the touchstones of suggestion evaluation is that a suggestion not grant players any superhuman capacities in the post-apocalyptic world that they would not have had in a pre-apocalyptic world. As the encumbrance and movement currently stand, that is exactly what we have. Survivors are being ascribed a strength and capability which simply does not exist in "the real world".

A previous suggester has already acknowledged the currently unrealistic situation (he described it as an "absurdity") and suggested a fix: Rename Generator. His suggested fix is to change the name "Generator" to "Generator Parts." This would remove the problem of generator transport, as he is suggesting that survivors are simply finding and transporting parts which are then used to repair broken generators that remain in place. This suggestion just sidesteps the issue. If you are carrying enough parts to be able to repair any damage done to any generator, you are then essentially carrying a generator. In addition, current scripting describes the generator as broken "beyond repair."

Discussion (Dang, This Generator Is Heavy!)


THUD

Timestamp: Winton 06:14, 8 May 2009 (BST)
Type: Flavor
Scope: All players
Description: This is a pure flavor suggestion. I propose a script addition to accompany the suicidal leap of a player returning to the exalted state of BARHAH.
  • Script: You hear a looooong scream cut short by a dull "THUD."
  • Range: Audible within a one block radius of the event. No direction given.

Discussion (THUD)


Batshit Insane

Lunatics

The Lunatics comprise the main body of the group. Lunatics coordinate with respect to target, not time. They are usually piling into buildings already opened by a strike team, or leapfrogging the strike teams to a new target. The Lunatics have their own Lunatic Target Thread on the Batshit Insane private forum. Gleefully homicidal tendencies are encouraged, if not actually required.


Strike Teams

BI currently has two strike teams: Midnight Snack Attack! (MSA), and Zombie Escort Service (ZES). Strikes are coordinated through Batshit Insane's IRC channel (see below for more information).


Ferals / Open Targets thread

Ahhh, ferals! The homeless street people of Malton who spend their days wandering the streets out in the weather, scratching at doors, hoping to wander across some hapless pinkie who has AP'ed out at an overcaded entry point! Even unaffiliated harmanz get to stay in a warm barn with company, even if they have to listen to the endless prattle of their barnmates going on and on about: a. Who is/isn't a PK'er, b. Whose turn is it to fuel the gennie?, c. Who the heck keeps overcading the entry point (see above)? To show our solidarity with our feral brethren, we'd like to invite you to spend an evening in a dry (if blood-splattered) barn with us and enjoy a tasty hamburger with barbagah sauce. To that end, we maintain a regularly updated Open Targets thread on our public forum. Ulterior motives? You betcha! We'd love to have you anti-social feral types join us in our quest for world domination! In the meantime, check the Open Targets thread and join us for a nice rack of ribs!