Suggestions/28th-Feb-2007: Difference between revisions
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Removed, dupe of ingame. --''<font face="Papyrus"> [[Image:Dance Emot.gif]][[User:TheDavibob|TheDavibob]] <sup>[[User:TheDavibob/The_Lock_and_Load_Loners|{{c|black|LLL}}]]</sup></font>[[Image:Dance Emot.gif]]'' 07:09, 28 February 2007 (UTC) | Removed, dupe of ingame. --''<font face="Papyrus"> [[Image:Dance Emot.gif]][[User:TheDavibob|TheDavibob]] <sup>[[User:TheDavibob/The_Lock_and_Load_Loners|{{c|black|LLL}}]]</sup></font>[[Image:Dance Emot.gif]]'' 07:09, 28 February 2007 (UTC) | ||
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Latest revision as of 20:14, 4 May 2011
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Brain Fever
Timestamp: | S.Wiers X:00 00:26, 28 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies with Brain Rot |
Description: | Zombie skill. A Sub-Skill to Brain Rot. Costs 100 ExP's to purchase.
Zombies with this skill are host to a variety of cerebral infections that, in the living, cause a high fever accompanied by weakness, hallucinations, and amnesia. Characters infected (via "Infectious Bite") by zombies who have the "Brain Fever" skill are infected and lose HP as normal, but are also flagged as being affected by "Brain Fever". This flag for "Brain Fever" lasts until the infection is cured. Brain Fever is easier to detect than a normal infection, and can be detected using the "Diagnoses" skill, or with "Scent Fear". If a survivor or zombie contact has the Brain Fever flag, a red * would appear next to their name when viewed by a character who has either of those skills. For every HP a survivor looses while affected by "Brain Fever", there is a chance they will also drop a single item of equipment from their inventory, due to infection induced exhaustion, confusion, or (in the case of a flak jacket) need to to cool down. This happens after all other effects of the HP loss and the action that caused it are applied. The chance of this happening is equal in percent to the number of items the survivor is carrying, with each item having an equal chance to be lost. The technical details for how this is determined are as follows:
Note that since the list string can have at most 50 items in it, there is at most a 50% chance an item would be dropped. I most cases, the chance would be somewhat lower.
Note also that there are two fairly simple ways to minimize or even completely avoid the effects of "Brain Fever". The first is to have a FAK on hand at all times, and apply it as your first action when you are infected. This looses you 1 HP but cures the infection, so you will perhaps loose a single item- but never the FAK, as you use it and THEN the effect of Brain Fever is applied. The other is to simply let yourself be killed, and then get somebody to apply a FAK to you before you get revived, curing the infection while you are still a zombie. That way you would never loose any HP to infection, so the Brain Fever would have no chance to effect your inventory. |
Keep Votes
- Keep duh. --S.Wiers X:00 00:59, 28 February 2007 (UTC)
- Keep. The idea makes sense. I really like how you gave me specific instructions to code something so that I won't have to think. I really hate people abusing the spam vote, why everyone would vote Spam on this pretty good suggestion? This is a very awesome Peer-Rejected idea that I will implement post-haste! Thanks Swiers!---Kevan.....Ending the Joke, yes, this is an somewhat good idea, yes, I understand why people vote Spam, and yes, I can see Kevan signing this post. EDIT: Forgot to sign. Also, I hope this is not making fun of Kevan, just having some good clean fun.--ShadowScope 01:52, 28 February 2007 (UTC)
Kill Votes
- Kill I don't think causing survivors to infrequently lose items would improve the game. --Jon Pyre 04:19, 28 February 2007 (UTC)
- kill - Read the spam-votes. - BzAli 05:49, 28 February 2007 (UTC)
- I don't have a problem with messing with people's inventory since everything is so incredibly easy to find (I found 3 generators in 1 search). I just don't think this makes a lot of sense.--Pesatyel 09:13, 28 February 2007 (UTC)
- As everyone who spammed...yet...less spammy. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:33, 28 February 2007 (UTC)
- Kill - Bites may need a boost of some sort (since infectious bite is useless after 1 hit and digestion doesn't help much), but this is way, way too much. You bite someone once and they can lose an item they spent 5+ AP searching for? I don't think so. --Reaper with no name TJ! 20:32, 28 February 2007 (UTC)
- Kill - Infectious bite needs a boost, but in my opinion not through losing items. -- 23:13, 28 February 2007 (UTC)
Spam/Dupe Votes
- Spam - Don't mess with other people's inventories. --Matthew Fahrenheit YRC☺T☺+1 00:32, 28 February 2007 (UTC)
- Spam - Don't mess with other people's inventories. This would completely punish somebody who died without a FAK, wasn't FAK'ed at revival, and has to trek to a safehouse. --Sgt. Expendable JG 00:44, 28 February 2007 (UTC)
- You'd have to be intentionally negligent to put somebody in that situation. Don't random revive without FAKing, and look to see if your contacts have Brain Fever before reviving them, and this will not be an issue. --S.Wiers X:00 01:02, 28 February 2007 (UTC)
- Re: Not true. I had a reviver running around servicing queues for a long time before I found out that FAK'ing a zed cures infection. It was only by complete chance that I found out too. I always figured if you were a non-rotter zed in a marked RP, you wanted a revive. Not everybody metagames, I didn't for a long while. So my vote stands. --Sgt. Expendable JG 02:40, 28 February 2007 (UTC)
- Spammy Spam Spammity SpamSpamSpam - Do not mess with inventories. Period. Tryce of Thunder 00:54, 28 February 2007 (UTC)
- Spam, that tastes, like ass. Listen carefully, I don't vote spam very often. The idea, of an enhanced infection.. that causes delusions and neurological problems, good, and accurate. Survivors dropping things their gear, until they're naked... broken. This would make survivors, feel like zombies did, when headshot made them lose XP. Seriously, survivors would go on strike. Howsabout: this enhanced infection makes you unable to hit the broad side of a barn with any firearm (-15% to hit!) That would be bad, but fair, cuz they'd waste a lot of ammo. MrAushvitz 02:04, 28 February 2007 (UTC)
- I think that implementation may be a dupe. This was on the talk page and nobody suggested such an alteration, or even that the inventory loss was unworkable, but when it gets spaminated I'll try a different aproach, after checking for dupes. I understand the emoptional objection (and hey, that's what democratic voting is about) but I think you overstate the impact- unlike the old headshot, only really idiotic behavior would result in nasty penalties here. I really hope nobody would be dumb enough to a) not have a FAK and then b) run around like a chicken with their head cut off, loosing all their gear, when they could just stay put (until either FAKed or killed) and thus avoid any serious gear loss. But given that panic often over-rides strategic thinking, an advisory along with the notice of infection along the lines of "If you don't have a FAK, it's likely to be smartest just to wait for somebody to come and get you, even if that means a high risk of being attacked" would be in order. --S.Wiers X:00 02:18, 28 February 2007 (UTC)
- RE I concur, and agree. Take it from me, voters, and gamers are so damned picky. However, new players who don't have much for starting equipment, will be screwed by this (current version) very quickly (how long does it take a new survivor to get their hands on one FAK.) Powerful is good, but if it kills noobs (and even stupid people) it won't be fun. Actually if it was along the same lines, but didn't cost equipment you'd get a keep from me. I like the idea of a nastier infection.. if they buy a skill to do so. I love the idea of a stage II infection that causes a fever.. ya give me fever! MrAushvitz 05:30, 28 February 2007 (UTC)
- spam as i said on the talk page i have no problem messing with inventories but not like this... i have never used a FAK on a zombie b4 revive, i think it is out of genre to do so... its a frakkin zombie. mind you i almost never revive people at revive points either! --Honestmistake 09:09, 28 February 2007 (UTC)
- spam - flawed. Tremendously. --Ducis DuxSlothTalk 12:40, 28 February 2007 (UTC)
- Spam - Leave my kit alone. --Grace RR - PKer 20:00, 28 February 2007 (UTC)
- Spam You touch my stuuf, and you're dead. Vancouver Smith 19:55, 1 March 2007 (UTC)
- Spam - I would hate to lose my shotgun. Or pistol. Or medkit. Or pistol clips. Or shotgun shells. Or beer. Or Wine. Or radio transmitters. In fact, I would hate to lose anything. And if I hate losing stuff, and I lose it all the time, that'll make UD unfun. --Cap'n Silly T/W/P/C 20:00, 1 March 2007 (UTC)
- Spam -How about we implement this but make a firearm that is weird and makes a zombie take 10 times as much AP? Check the dos and don'ts, and brain rot sub-skills must DIE! --AlexanderRM 3:51 PM, 4 March 2007 (EST)
- Spam - No, as per everyone.--Priz 06:38, 8 March 2007 (UTC)
Who dragged me out?
Removed, dupe of ingame. -- TheDavibob LLL 07:09, 28 February 2007 (UTC)