User talk:Xavier06

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23rd of May

Your vote is gonna be ignored if it ain't fixed. Very quickly. (Voting closes on the 6th.) –Xoid STFU! 18:17, 5 June 2006 (BST)

  • Can't find what you're talking about, unless I missed something--Xavier06 20:29, 5 June 2006 (BST)

Suggestions Workshop

(mind the dust)

  • This is just my place where I'll put any ideas, stray thoughts, and other ephemera up. Feel free to make comments, critiques, and the like. If you see an idea that you like, you may cut-and-paste and develop it into a working form, just as long as you credit me in every version, up to and including the final one.

Flash Horde

Type: idea for a group...sorta

NPOV flavor-text: "Necrotech's continuing research has not gone without some dissent in the scientific community. While most scientists are of the opinion that the zombies' migratory habits are accounted for by their highly-attuned sense of smell and the various levels of groans they are evidenced to emit, there is a growing segment of the scientific community that believe there might be another factor influencing zombie movement-patterns. The group (who have dubbed themselves the Necrotech Brain Trust) points to the high level of coordination and selection in several recent seiges (including the most recent one at Caigar Mall) and recent precision strikes against generators as a case for further examination of zombie horde-formation. So far the NBT have fielded several hypotheses, ranging from a higher instinctual functions to a hive-mind model, to attempt to explain this anomalous behavior, but the difficulty of gathering empirical data in an infrequently powered city with limited field agents has made it hard to prove/disprove them. Their concerns are best summed up in the words of a disgraced former employee (name withheld for privacy reasons):

'My fellow scientists would like to believe that, armed with the rudimentary knowledge of zombie physiology we have, Necrotech can control this zombie outbreak within a few months. This is scientific hubris, pure and simple. Any scientist paying attention will have noticed the difference between the chaotic patterns in the first hours of the outbreak and the mobs roaming the streets of Malton now. There is something else behind this...something we can't put our finger on yet. If we do not shift our research focus soon, we will find out too late our folly, as we are overwhelmed by more and more concentrated assaults that will tax our already thin survivor base. Follow us or else!' "

The basic idea behind this: This is actually less of a group than a zombie group franchise/meme. Let me explain further. Every day, an hour or so before a time specified by the group, all members would receive a email from the group's leader indicating a random place in Malton. If they are close enough to it, members are encouraged to travel to that square by the specified time. At the specified time, they start wreaking havoc in that square. If its a building square, they would start tearing down the barricades and attacking everyone and everything they can get their claws on. If its a non-building square, they can either stay there, groaning and waiting for hapless survivors to walk by or move to an adjacent building square. Thus, we get a spontaneous Zombie attack, a Zed "happening" or "demonstration", if you will. Its fun for the whole (Zombie) family! But, Wait! There's more!!! So what?!?, you say, So you've got this group that, if it happens to be convenient, meets up at a time of day, causes damage, and then disperses...Big freakin' deal! Well, that's just my group. You see, I might base my group around the time of 12:30 pm Central Time (not sure what that is in BST), calling it the "12:30PM Flash Horde" and I would email my members 2 hours beforehand to let them know the place for the zombie mayhem. But there is no good reason that other people cannot start their own chapters at whatever damn time they want. There really is no limit to this! There can even be several groups that use the same time to launch their attacks. Nor is there anything stopping zombies from joining more than one Flash Horde, to increase the possibility of being close to an attack-site. Think of it! Zombie seiges that come without warning, nearly every day!

Some details/concerns:
  • Initial recruitment: Obviously, this concept succeeds or fails on the number of chapters spawned and memebers per charter. An individual Horde probably won't be very successful/visible until it gets at least 50 members, 100-200 to really work well. This means it is vital to this idea's propogation, especially in its early stages, that it be promoted aggresively in-game (through tags) and meta-game to get the word out.
  • Starting your own Flash Horde: Anyone can do it, as long as they are willing to committ to this once-a-day job. All the chapters should probably be organized on the same page to keep the wiki from being overtaxed with individual pages. Chapters should keep information minimal, limiting it mostly to contact info and planned time.
  • Nomenclature: I would prefer that chapters simply named themselves "(Time) Flash Horde" to keep it simple, but as long as you run with the idea and name-check me, I could care less. Since a Flash Horde is a commitment-lite, "on call" group, its not really necessary for it to be listed in your character's group, especially for those already in a zombie group.
  • Variations on a theme: When I say "zombie mayhem", I mean a concentrated zombie assault, but that doesn't exclude you from doing other things with your Flash Horde. If you wanna have your Horde stand in silent protest over the countless zombies cut down in their prime, that's just fine. If you want to use your Horde to hold a spontaneous zombie fight-club, that's cool too. Makes no difference to me.
  • Wink, wink: Although the daily location is supposed to be random, it only really has to be suffiently random for this idea to work. If you want to be a little more choosy, excluding some choices or limited yourself to certain building-types or a group of suburbs (one suburb would probably become too easy to combat), that's ok. Though if it get too predictable or planned, you probably should just start a tour group instead, like Mall Tour '06.

Comments


Supply Chest

Timestamp: 11:02, 14 May 2006 (BST)
Type: New item
Scope: Survivors
Description: The idea: Searching is, as stands now, the only way to acquire items in the game in UD. This does fit the tone well, as it represents a desperate scrabble to survive. But it does seem also in tone that survivor-groups and the odd rare lone survivor might have a small stockpile which could be used to supply them (and their friends) in a pinch or for barter purposes. Some kind of limited-supply, limited-use supply chest would be one way to go.

How it works: When found, you would get the message: You search and find a supply chest. It would have no use until you enter a building and place it (like you would with a portable generator). When you place it, you would be asked to give a 4-digit lock-code (whether its strictly numerical or not is a coding preference). After being placed, it would appear to everyone in the room (something along the lines of There is a (open/closed) supply chest in the building.). Also, like a portable generator, it would be unmovable and destroyable (probably at the same rate). It would be able to hold 20 inventory slots, though there may be limits to what kind of items it might hold (I'm thinking two-slot items and port. generators are right out). In order to access it, a player would either have to input the code or it would have to have been previously opened in such a manner. It would stay open (and say as such in the building desciption) until closed (which anyone can do). Both the opening and closing action cost 1 AP a piece.

Where found, at what rate: All buildings except Malls (would mess with the stores too much) at 3% (tenative number). If rates of other items need to be adjusted, do so, but I doubt the necessity.

The clincher: To keep from completely devaluing searching, there is a limit of how many Supply Chests there can be in Malton at any one time, probably somewhere in the range of 15-20. If the number of Supply Chests hits the limit, it can no longer be found in buildings. If one (or more) is destoyed, then they can be found in buildings again until hitting the limit again. The limit should be big enough that every corner of Malton could lay claim to at least a couple of chests, but rare enough so that they have some value.

Votes
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Triage

[Ed. Note: I know there was a Peer-Reviewed Suggestion called "Innate Class Abilities" with a section called "Medic: Triage", which is nothing like this suggestion. If for some reason both suggestions get implemented (assuming this one makes it to peer-review), a suitable alternate name might be "Combat Medicine"]

Type: New skill

Description:

  • Triage
Your experience in many makeshift emergency-rooms has taught you how to more efficiently prioritize the wounded by need better.

Appears under Diagnosis at 100 XP. Reorders the stack by button and/or by entering a building by health, from worst off to best off. Survivors with lower hit points are higher on the stack than those with higher HP; Those with infection are higher on the list than those without. It would be considered in that order, as well, so someone with 20 HP would be higher on the stack than someone with 25 HP and an infection (but not higher than someone with 20 HP and an infection). In case of ties, it would stack by the normal method (activity). Obviously not a crossover skill, since this would make things too easy for zombies. Let me know if any of the above needs clarification.

  • Comments