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| {{Suggestion Navigation}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Developing Suggestions==
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| ''This page is for presenting and discussing suggestions which '''have not yet been submitted''' and are still being worked on.''
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| ===Further Discussion===
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| Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
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| Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
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| Nothing on this page will be archived.
| | ===Ignore based on Radio Broadcast=== |
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| == Please Read Before Posting ==
| | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| *''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | Suggestions Dos and Do Nots]] before you post your idea.'' There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a '''dupe''', or a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
| | |'''Type:''' UI enhancement |
| *Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
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| *It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
| | |'''Scope:''' Interface |
| *<font color="red">'''With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes ''before'' suggesting alterations.'''</font>
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| | | |'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked. |
| == How To Make a Suggestion ==
| | |} |
| | | ====Discussion (Ignore based on Radio Broadcast)==== |
| ====Format for Suggestions under development====
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| Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
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| "'''[[Developing Suggestions#Suggestions|Suggestions]]'''", paste the copied text '''above''' the other suggestions, and replace the text shown here in <span style="color: red">red</span> with the details of your suggestion.
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| <nowiki>
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| ===</nowiki><font color="red">Suggestion</font><nowiki>===
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| {{suggestionNew
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| |suggest_time=~~~~
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| |suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
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| |suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki> | |
| |suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
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| |discussion=|}}
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| ====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)==== | |
| ----</nowiki>
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| ====Cycling Suggestions====
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| Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
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| This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the [[Developing Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
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| If you are adding a comment to a suggestion that has the deletion warning template please remove the <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
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| __TOC__
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| <span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
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| ==Suggestions== | | ===Shrink the map=== |
| ===Paint can===
| | {| |
| {{suggestionNew | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
| |suggest_time={{User:Blake Firedancer/sig}} 09:47, 11 November 2008 (UTC) | | |- |
| |suggest_type=Weapon | | |'''Type:''' Map change |
| |suggest_scope=All | | |- |
| |suggest_description=Found in hardware stores at a rate of 8% for unlit, +4/-4 for powered/ruined respectively. Melee weapon, counts as a scavenged weapon and as such civilians can be found with one. | | |'''Scope:''' Everyone |
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| 25% accuracy, 1 damage.
| | |'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase. |
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| Special functions are that you can use a paint can to cover graffiti in rooms. Using it uses up the paint can. Plus, when you swing it, there is a 25% chance the target will be covered in paint. Getting covered in paint has no effects, other than listing them differently, e.g. "There are 15 zombies here. 4 of them are covered in flourescent paint"
| | ====Discussion (Shrink the map)==== |
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| No, the paint does not glow in the dark.
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| |discussion=|}}
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| ====Discussion (Paint can)==== | |
| I can't see any blaring issue with it, except you might want to change the flavor text. Florescent generally means "glowing in dark" [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] [[Malton College of Medicine|<span style="color: Blue">MCM</span>]] </sup> 10:07, 11 November 2008 (UTC)
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| A useless melee weapon which has one (possibly) redeeming feature, the ability to cover zombies in paint. Somehow I doubt this would pass. It just doesn't really add that much, not that it wouldn't be funny to run across some zombies drenched in paint. :P - [[User:Whitehouse]] 10:49, 11 November 2008 (UTC)
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| ===Hobo Stick!=== | | ===Action Points=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:Nequa|Nequa]] 12:32, 10 November 2008 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| |suggest_type=Borehamwood flavor. | | |- |
| |suggest_scope=Humans, zombies. | | |'''Type:''' Action Points Increase Regeneration Rate |
| |suggest_description=If you have played Borehamwood, you know about the rail road tracks there. I sugest we add hobo sticks so you can go and find them. You would find them with a 13% chance at railroad tracks and they would pretty much do the dame thing as a regulare blunt weapons. This only adds flavor to the game, and serve as RP tool for some people. | | |- |
| | | |'''Scope:''' Everyone |
| If you dont know what a Hobo stick is, type it in on google.
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| |discussion=|}} | | |'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this. |
| ====Discussion (Hobo Stick)==== | | |} |
| You want Kevan to code for a new weapon on a ''temporary'' map just so you can role play? -- {{User:Iscariot/Signature}} 16:44, 10 November 2008 (UTC)
| | ====Discussion (Action Points)==== |
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| As Iscarot. Borehamwood will be dead pretty soon. At least make this a typical Malton blunt-weapon, or don't suggest it. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] [[Malton College of Medicine|<span style="color: Blue">MCM</span>]] </sup> 20:42, 10 November 2008 (UTC)
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| Just put it in the description and RP it there. - [[User:Tylerisfat|tylerisfat]] 23:17, 10 November 2008 (UTC)
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| ===Shotgun Speedloaders=== | | ===Drone=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:JX|JX]] 18:47, 9 November 2008 (UTC)[[User:JX|JX]] | | |'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC) |
| |suggest_type=Skill. | | |- |
| |suggest_scope=Zombie Hunters. | | |'''Type:''' Survivor Item |
| |suggest_description=This Skill would allow to reload shotguns quickly during combat, but require them to spend more AP prior. When a survivor with this skill enters a Police station or armory, there would appear a button labeled "make Speedloads." The survivor would turn two shells into a clip that reloads a shotgun instantly. But in order to make a speedload, you'd have to spend an AP a shell. The reason for the locations is that Police Stns. and armories could reasonably contain the sort of equipment required to make this sort of thing.|discussion=|}} | | |- |
| ====Discussion (Shotgun Speedloaders)==== | | |'''Scope:''' Survivors |
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| Dupe. Look here. [[Suggestion:20070710 Shotgun Speedload]] --{{User:Rosslessness/Sig}} 18:50, 9 November 2008 (UTC)
| | |'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use. |
| :The Peer Reviewed suggestion is vastly superior to this one. This suggestion doesn't save AP; although it arguably lets you store it up at a 1:1 ratio, that just means you spend even longer stocking – rather counter-productive for a "speed" suggestion, don't you think? – and as there is no mention of encumbrance, I presume it doesn't save any inventory space, either. It's a decent idea, but it's been theoretically done better, and firearms haven't been changed in practice for a long time now. {{User:Revenant/Sig}} 05:26, 10 November 2008 (UTC)
| | |} |
| | | ====Discussion (Drone)==== |
| Definitely dupe. And would be voted down anyway. Firearms don't need a boost right now. Remember that last update? That would kinda indicate that Kevan thought survivors and their pesky firearms were too good already. Thus: leave it. - [[User:Tylerisfat|tylerisfat]] 22:37, 9 November 2008 (UTC)
| | Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
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| ===Night vision goggles=== | | ===Backpack=== |
| {{suggestionNew | | {| |
| |suggest_time= 16:32, 8 November 2008 (UTC) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |suggest_type=Item. | | |- |
| |suggest_scope=Survivors. | | |'''Type:''' New item |
| |suggest_description=This item would help survivors look for items in the dark and help them with fighting in dark buildings. You would find them in mall tech stores, and forts. The goggles would increase your success rate in finding items in the dark, '''but they will not replace generators''', one reason being that it would be unfair to zombies and for realism sake since night vision goggles are not as good as a well lit room. | | |- |
| | |'''Scope:''' Survivors |
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| | |'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP). |
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| '''Things I need help on:'''
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| What should the likely hood of finding night vision goggles in tech stores and forts be?
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| What should the increase in finding items be?
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
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| What should the increase in hiting a target be?
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| Should they have a battery life?
| | Q: If it wastes AP, what is the point? |
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| Others questions that need to be answered?
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
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| |discussion=|}}
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| ====Discussion (Night vision goggles)====
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| Sounds okay... The increase should not be too high though so it doesn't replace generators. Would this also increase the chance for a successful attack in a dark room? That's kind of the implied use. --{{User:Pestolence/Sig}} 19:12, 8 November 2008 (UTC)
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| Been suggested before. Been spectacularly killed before. -- {{User:Iscariot/Signature}} 20:14, 8 November 2008 (UTC)
| | Please give your thoughts. |
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| To Pestolence, yes it would. Also, Iscariot could you give me the link to the dupe? [[User:Nequa|Nequa]] 22:50, 8 November 2008 (UTC)
| | |} |
| | | ====Discussion (Backpack)==== |
| Sounds pretty dupey, but meh. Shouldn't be too big an increase though, so it doesn't take over generators. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] [[Malton College of Medicine|<span style="color: Blue">MCM</span>]] </sup> 22:45, 8 November 2008 (UTC)
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| :There is a [[Clothes/Implemented#Nightvision_Googles_and_Saftey_Googles|nightvision]] clothing item already in-game, but it doesn't do anything, so it's not a dupe of this. Other then that, I (surprisingly) can't find a dupe of it. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] [[Malton College of Medicine|<span style="color: Blue">MCM</span>]] </sup> 23:47, 8 November 2008 (UTC)
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| Really? That is surprising, do you think it could work? I still need to work out some details but I think it sounds like a good idea. [[User:Nequa|Nequa]] 00:02, 9 November 2008 (UTC)
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| :The night vision goggles you can put on in forts are broken to prevent any perception of potential usefulness. There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight." Your suggestion will fail because it would turn dark dark buildings from zombie nerf to unbelievably overpowered zombie nerf. It would take away almost all of the drawbacks and totally skews the balance of the game. There is also not a single PKer or (reasonably intelligent) PKer target who would vote for this, as it takes away from the safety that dark buildings offer.--[[User:William Told|William Told]] 00:56, 9 November 2008 (UTC)
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| Your acting like I want to have the night vision goggles replace generators completely. They would only give a small boosts to fighting and finding things, generators would still be extremely important and since you can only find night vision goggles in two places, and the likely hood of finding night vision goggles would be small. But if this is a dupe I cant do much can I?
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| [[User:Nequa|Nequa]] 01:15, 9 November 2008 (UTC)
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| I'm ok with a ''small'' boost for survivors (maybe a zombie skill to balance,) but night vision goggles '''should never''' replace generators. Perhaps make them breakable (say, a 25% chance on breakage with a successful strike?) [[Suggestion:20080702_Flashlights_and_Batteries|Here]] [[Suggestion:20071008_Flashlights_(revised)|are]] [[Suggestions/25th-Aug-2006#Flashlight_Version_2.0|some]] [[Suggestion:20080607_Flashlights|flashlight]] suggestions. Although your suggestion is similar, there is enough chance for modification to make it not dupey. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] [[Malton College of Medicine|<span style="color: Blue">MCM</span>]] </sup> 01:23, 9 November 2008 (UTC)
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| :I'd suggest losing your goggles if you die. But yeah, William Told brings up a good point with this: '' There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight."'' [[User:Pestolence]]
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| I still need to work some stuff out, If I don't give a clear idea of what this does, there going to tear me a new A hole. If anybody has ideas on developing this further, it would be appreciated.
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| [[User:Nequa|Nequa]] 01:55, 9 November 2008 (UTC)
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| :Please put your timestamp on the same line as the rest of your post. --[[User:William Told|William Told]] 02:05, 9 November 2008 (UTC)
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| K [[User:Nequa|Nequa]] 02:42, 9 November 2008 (UTC)
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| It never got off of the talk page. It died. {{User:Dr Cory Bjornson/Sig}} 16:47, 9 November 2008 (UTC)
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| ===Sewers, Tunnels, or Underground===
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| {{suggestionNew
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| |suggest_time=[[User:Squideshi|Squideshi]] 23:50, 7 November 2008 (UTC)
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| |suggest_type=New Set of Locations
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| |suggest_scope=Survivors and Zombies
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| |suggest_description=The addition of sewers, tunnels, or an "underground" in general, would add interest to the game--effectively creating a two-level map--allowing surviors and zombies to move not only throughout surface locations but also underneath them. Manhole covers could be closed in order to serve as a simple type of barricade. In addition to outdoor manholes on streets, certain building types (like factories and junkyards) could have manholes inside, allowing not only alternate entry/exit points to/from EHB locations for survirors without free running skills but also allowing alternate entry points for attacking zombies. Buildings with a manhole could both become harder to defend, requiring the maintenance of two barricades--one on the door and one on the manhole--but also easier to escape when surrounded. Survivors and zombies on the surface could hear others passing underneath their locations, adding flavor and additional interest. GPS devices and mobile phones could be disabled when underground.
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| |discussion=|}}
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| ====Discussion (Sewers, Tunnels, or Underground)==== | |
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| {{SNRV|5}}
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| --{{User:Rosslessness/Sig}} 20:48, 10 November 2008 (UTC)
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| This has been suggested and shot down just like attempts to make the railways accessible. I am still in favor but most folks are really against it. [[User:DrakonMacar|Chaplain Drakon Macar]] 01:36, 8 November 2008 (UTC)
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| Dupe of [[Suggestion:20070826 Subways/Sewers|Subways/Sewers]] and maybe [[PR Malton#The Underworld|Underworld]]. {{User:Revenant/Sig}} 02:37, 8 November 2008 (UTC)
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| Shot down? When? I'd still like to see this ingame.. {{User:Dr Cory Bjornson/Sig}} 20:45, 8 November 2008 (UTC)
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| ===Archery Weapons and Skills===
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| {{suggestionNew
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| |suggest_time=[[User:Yungblood|Yungblood]] 16:51, November 7, 2008 (EST)
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| |suggest_type=New Skill and Weapon
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| |suggest_scope=Survivors
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| |suggest_description= This suggestions revolves around a new "firearm": The bow and arrow.
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| '''Bow and Arrow'''
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| base damage-4
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| encumberance-(bow)6%, (arrow)4%
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| base accuracy-5%
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| Bows and arrows can be found in gun stores(15-30%), because I think at least some gun stores would be hunting stores, and hunting stores usually have a heavy supply, and in schools(5-10%), because schools sometimes have archery clubs. You must use 3 AP to fire the bow: 1. find an arrow.2. load the arrow.3.fire the arrow. The bow can only hold 1 arrow at a time, but there is no limit to how many arrows you can have. I don't want to make this weapon a firearm, because basically, it isn't. Yet, I still think the bow and arrow should still be affected by a flak jacket. and I don't think that the regular military would train their soldiers in use of the bow and arrow. that is why I am suggesting a few new zombie hunter skills, all being under an archery skill tree, mainly because I'd think survivors of an outbreak would use any weaponry possible in a desperate situation.
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| '''Skills'''
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| (available level 15)''Archery''- the chance to hit with a bow and arrow increases by 25%.
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| (skill tree under Archery)''Stronger Pull''- increases bow and arrow damage by 3.
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| (skill tree under Archery)''Fluid Motion''- no longer requires AP to load a bow with an arrow.
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| (skill tree under Archery)''Extensive Bow Training''- increases accuracy by 30%.
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| (skill tree under Extensive Bow Training)''Target Practice''- Increases accuracy by 10%
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| (final skill under Archery)''Dead Aim''-2-3% chance of landing a hit dealing double the damage(i.e. normal hit-7, Dead Aim- 14)
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| I know that last skill may sound unfair, but I didn't crunch any numbers there. If anyone would like to crunch numbers for this suggestion to make the gameplay more fair, be my guest. Plus take in the encumberance for 1 arrow. thats alot comparing to a shotgun shell....I think. This brings me to my next point: a quiver. A quiver takes 10% encumberance, and holds 10 arrows. having an arrow in a quiver makes it drop to 2% encumberance, which in total makes 30% encumbered if you have a fully loaded quiver. Again, you must load the quiver with the arrows, because they don't fall into the quiver themselves. And you can only hold one quiver.
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| And finally, to my last point. Arrows aren't like many long distance weapons. If you get hit with an arrow, it sticks into you. therefore my last suggestion is a type of "reverse infection." When a survivor or zombie gets hit with an arrow, an option will allow you to pull out an arrow. any action you make without pulling out the arrow, you lose 1 HP. A person can be stuck with 3 arrows maximum. removing an arrow still inflicts damage on you. so if you had 1 arrow stuck in you, when you take it out, ou lose 1 HP. if you have 3 arrows stuck in you, and you pull out 1, you lose 3 HP.
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| As posting a suggestion here, I am happy to consider any revision of this suggestion of mine. Now, berate away and tell me the flaws in my design. Let the onslaught begin.
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| |discussion=|}}
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| ====Discussion (Archery and Skills)====
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| {{SNRV|5}}
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| --{{User:Rosslessness/Sig}} 20:48, 10 November 2008 (UTC)
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| Interesting touch...but out of genre. [[User:DrakonMacar|Chaplain Drakon Macar]] 01:20, 8 November 2008 (UTC)
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| I don't mind new weapons if done properly. This one isn't. Requiring 3 AP to use means it should be a powerful weapon in some way to require that many points. And, yes it IS a firearm because a fiream (basically speaking) is a projectile launcher. in the context of UD, its moot though because the factor that defines a "gun" compared to melee is range. A quiver won't work the same way shotgun shell bandoleers won't work. Why would a person pull out an arrow if its going to do damage? I'd just leave it in.--[[User:Pesatyel|Pesatyel]] 05:39, 8 November 2008 (UTC)
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| Technically, NO, it is not a firearm, because firearms use a sort of an explosive charge to fire. But when i meant that it wasn't a firearm, but that it wasn't similar to most firearms. In guns, you pull a trigger. In a bow, you pull back a string and it requires strength and percision. Also, I am a person of compromise, after all, this is only my second suggestion. I really hope to bring this to voting, and i'll change dozens of points brought forth that make sense to me, so i could take out the fluid motion skill and just have an arrow in your inventory and be able to fire, or increase the damage a bow and arrow makes(but to me that seems improbable that a person with no bow training could make a strong and accurate shot so easily.)-- [[User:Yungblood|Yungblood]] 08:23 November 8, 2008 (EST)
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| Duped in many forms. sorry. Here's one example. [[Suggestion:20080603 Bows & Arrows]] --{{User:Rosslessness/Sig}} 18:42, 8 November 2008 (UTC)
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| Bows and arrows again? -- {{User:Iscariot/Signature}} 20:15, 8 November 2008 (UTC)
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| ----
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|
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| ===Projectiles===
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| {{suggestionNew
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| |suggest_time=[[User:Blanemcc|Blanemcc]] 21:08, 6 November 2008 (UTC)
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| |suggest_type=New Skill & Item
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| |suggest_scope=Survivors
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| |suggest_description=This suggestion covers a new Military skill based around thrown projectiles to be used as weapons.
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|
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| Most objects in the game will be able to be thrown, except those objects deemed to be too heavy to be thrown, such as generators or trees.
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|
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| Every object will have a base of 5% to hit. This base rate will be upgraded with the new survivor skill tree '''"Thrown Projectile Training"''' , or a skill of similar name.This will be the first level of this tree, and will give +25% accuracy with thrown projectiles.
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| :Second Level of this tree will give a further +25% to all basic thrown weapons.
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| :: The Third level will allow for the manufacture of "Molotov Cocktails" which will give this thrown object only a further 10% accuracy.
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|
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| '''Molotov Cocktail'''
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| This weapon will be created from items which up to this point have had limited use, or have been used for other purposes.
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| The components needed to create this new item would be:
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|
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| * 1 x Wine or Beer Bottle
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| * Fuel Can (some fuel is taken out of the can each time a molotov is created)
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| * A rag (selected automatically when inside a building where a character can change their clothes. Survivors creating a molotov will get the message "You tear a section from the garment" or some such.)
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| * Lighter/ Matches ( Now searchable in auto-repairs, Mall stores, Police Departments, Hospitals and many other buildings)
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|
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| The Molotov would deal 15 damage on hitting the target, and has a small chance (10%, let's say) of igniting the target's clothing, causing them to lose 1 HP for every move they make up to 5 moves, at which point the flames will go out as it is assumed the target will frantically try to beat out the flames.
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|
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| '''Regular Projectiles'''
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| Regular thrown items will do damage relative to the amount they would do regularly, minus one. Therefore, a fireaxe would do 2 damage, a knife 1, etc etc.
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|
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| Any object may be thrown, within reason, so you may throw empty guns at a target at a last ditch attempt to kill them.
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|
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| '''Thrown Ammo'''
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| Ammo is assumed to be light and small, and will therefore do minimal damage (ie 0). This is the only case where a thrown object does not do its regular damage minus one.
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| |discussion=|}}
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| ====Discussion (Projectiles)====
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| {{SNRV|5}}
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|
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| --{{User:Rosslessness/Sig}} 10:15, 9 November 2008 (UTC)
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| I am almost certain the molotov cocktail and this entire suggestion is a dupe. if it is, im sure iscariot or some other will supply the page. and if its not, which i doubt, i am sorry [[User:Yungblood|Yungblood]] 17:52 November 5, 2008 (EST)
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| This may be possible, but have you ever realistically seen someone throw an axe (particularly with any accuracy) up to the length of a city block? To do any real damage to a zombie (or person) you'd have to be within a few feet.. I'll post any improvements I think up.. Sort of a combination of dupes.. If not a dupe in itself. {{User:Dr Cory Bjornson/Sig}} 00:39, 7 November 2008 (UTC)
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| :That argument is irrelevant within the context of Urban Dead. "City block" has no unit of measurement here. Two characters within the same square are considered "in range" regardless of the weapon used. You don't think a gun could fire into another square?--[[User:Pesatyel|Pesatyel]] 05:15, 7 November 2008 (UTC)
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| ::In other words.. THIS.. IS.. MALTON. But really, you try to throw an axe. It seem stupid, yet needed. {{User:Dr Cory Bjornson/Sig}} 13:24, 9 November 2008 (UTC)
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| Du-du-du-du-du-du-dupe. *Continues until he finishes the entire super mario bros theme using only the word dupe.* [[User:DrakonMacar|Chaplain Drakon Macar]] 00:54, 7 November 2008 (UTC)
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| Its been suggested/discussed before. I suggested it myself. The problem people had is that its "useless" since you can drop items for "free". The point is to allow players to have a new way to do it, something that could be fun.--[[User:Pesatyel|Pesatyel]] 05:24, 7 November 2008 (UTC)
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| C'mon, you all like the idea of throwing bottles around for bar fights and what not. Throwing an empty pistol for finishing blows. No? --[[User:Blanemcc|Blanemcc]] 18:57, 9 November 2008 (UTC)
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| ----
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|
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| ===Zombies can tear off clothes===
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| {{suggestionNew
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| |suggest_time=[[User:Kolechovski|Kolechovski]] 20:51, 6 November 2008 (UTC)
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| |suggest_type=Flavor
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| |suggest_scope=Zombies
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| |suggest_description=If you try to change clothes while a zombie, you get the message that you can't change in or out of your clothes. Well, why can't you "change" out? It'd be by ripping off the clothes. So, I think zombies should be able to remove whatever they want, though they still can't change into anything new.
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| |discussion=|}}
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| ====Discussion (Zombies can tear off clothes)====
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|
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| {{SNRV|5}}
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|
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| --{{User:Rosslessness/Sig}} 10:14, 9 November 2008 (UTC)
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| I'd vote for it. Kinda like a Hulk shirt-ripping. {{User:Revenant/Sig}} 01:43, 7 November 2008 (UTC)
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| Sure, why not?--[[User:JaredV|JaredV]] 03:42, 7 November 2008 (UTC)
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| This has at least been discussed before, pretty sure it was also suggested but I'm too lazy to check out myself <tt>:P</tt>. --[[User:Midianian|Midianian]] <small><sup><span style="background-color:black;color:yellow">'''Big Brother Diary Room: [508,07]'''</span></sup></small> 08:38, 7 November 2008 (UTC)
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| :You are correct, sir. This is a '''[[Suggestion:20070705 Zombie's Removal of Clothing|Dupe]]''', and of a Peer Reviewed suggestion. {{User:Revenant/Sig}} 09:05, 7 November 2008 (UTC)
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| ----
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|
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| ===Depants===
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| {{suggestionNew
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| |suggest_time=--{{User:Gus_Thomas/Sig}} 20:01, 6 November 2008 (UTC)
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| |suggest_type=Skill
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| |suggest_scope=Zombies
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| |suggest_description=Upon purchasing this skill, zombies will have a 4th "attack" option to interact with humans. Just as with the three attack options currently used, the attack dropdown menu will allow the zombie to "attack with depants". However, rather then doing damage to the human (as do bite and claw options), the zombie will simply drag the target humans pants/skirt/kilt down.Additionally, a zombie is able to use this skill against zombies wearing pants as well. Zombie will not gain some cyrptic method of identifying targets wearing pants, and the player will have to rely on a targets profile to tell if they have pants on or not. Similar to the human ability to attack with a 100% chance to hit with a newspaper, zombies with the depants skill have a 100% success rate (as with Feeding Drag). Finally, once a zombie successfully depants a target, the target is thus in a state of pantslessness until they go through their settings and put a new pair on. Zombies, of course, would have to be revived before they are able to do that. As the zombie brain is limited in its state of undeath, the zombie is unable to distinguish between pants, skirts, kilts or shorts, and all its flavor text will refer to these items of clothing as merely "pants".
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| * '''Prerequisities''': Player must be zombie at time of skill purchase, just like every other zombie skill.
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| * '''Location in Skill tree''':Found within the Vigour Mortis skill set, this skill is only available after Feeding Drag is purchased. While technically this would make the skill a 3rd tier (it has two prerequisities), humans already have three such skills (Advanced Pistol Training, Advanced Shotgun Training and NecroNet Access).
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| * '''Crossover skill''': Humans already have a similar attack when they attack a zombie or a human with a newspaper (see [[Assorted/Misc_Items#Newspaper|here]]). Therefore depantsing will be limited to just zombies.
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| * '''Cost in XP''': 100exp, just like every other zombie skill.
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| * '''How it's activated''': As explained in description (above), this skill is used same as Feeding Drag. When attacking a human, it will be a 4th "attack" option available to the zombie that has it. Unlike Feeding Drag, there will be no change to the human location.
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| * '''Cost in AP''': One AP, same as the other zombie attacks.
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| *'''Flavor text''':
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| **''When attacking a human with pants or skirt'' : Zombie will get the message "You drag {target}'s pants down". Humans will get the message "A zombie dragged your pants down" (unless targeted human has attacking zombie in their contacts).
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| **''When attacking a human with no pants or skirt'' :Zombie will get the message "{Target} is already pantsless". Zombie will not lose a AP.
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| **''Third partys'' : Regardless of being a zombie or a human, anyone in the same immediate area will get the text "A zombie pulled down {Target}'s pants. (time ago)". As with the targets perspective, players would not see the zombies name unless they have them in contacts. In order to witness a depantsing, a player needs to be inside if it occurs inside, or in the same section of the large building (for example, same block of a mall). Finally, regardless of how many players are in the building, everyone there will witness the depantsing. Precedent of this is when a player kills another player, regardless of how many people are in the building, everyone sees it.
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| |discussion=|}}
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| ====Discussion (Depants)====
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| Sorry. Trousers. --{{User:Rosslessness/Sig}} 20:06, 6 November 2008 (UTC)
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|
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| Win, win, win, win, and more win.--{{User:WOOT/sig}} 01:05, 7 November 2008 (UTC)
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|
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| '''WTF CENTAUR''' - Epic win. --{{User:Haliman111/sig}} 01:29, 7 November 2008 (UTC)
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|
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| Attacking a human with no pants shouldn't cost AP. Drag doesn't have a penalty for trying to drag harmanz over 12 HP, neither does a normal attack on an invalid target, using an item on a dead body, etc. {{User:Revenant/Sig}} 01:47, 7 November 2008 (UTC)
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| :Changed, thanks for pointing that out Rev. --{{User:Gus_Thomas/Sig}} 02:05, 9 November 2008 (UTC)
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|
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| No because I want my zombies to be brain craving fiends not pants snatching perverts--[[User:Honestmistake|Honestmistake]] 09:37, 7 November 2008 (UTC)
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|
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| I'd vote keep, just because it's funny.--[[User:Studoku|Studoku]] <sup>[[Project Welcome|W!]]</sup> 17:23, 7 November 2008 (UTC)
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| While this will never get implemented, I will gladly vote keep if you put it up for voting.--[[User:JaredV|JaredV]] 20:13, 7 November 2008 (UTC)
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| Unless Wedgie is introduced I won't vote Keep on this.--{{User:Nubis/sig}} 23:22, 8 November 2008 (UTC)
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| I'm voteing keep to this, this stuff is good and could add a comdic moment in battle. --[[User:Ltpotter|Ltpotter]] 15:36, 10 November 2008 (UTC)
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|
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| This is hilarious, I'd vote yes. --[[User:Fifth Element|Fiffy]] 21:09, 10 November 2008 (UTC)
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| ----
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|
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| ===Zombie Hunter Skill: Removeing Head===
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| {{suggestionNew
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| |suggest_time=[[User:Ltpotter|Ltpotter]] 23:05, 4 November 2008 (UTC)
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| |suggest_type=Skill
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| |suggest_scope= Human Characters
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| |suggest_description= If you kill a zombie with a melee weapon, it now takes 5 more AP for it to stand up. This idea would also mean changing the head shot skill so that it's effect only works with guns. The whole idea of this skill is to add more in depth to the game, plse that fact that for a while now we have had only 1 zombie Hunter skill and I personally know that we can do better then that. I also suggest making this skill cost more then the Normal Head Shot skill.
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| |discussion=|}}
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| ====Discussion for Zombie Hunter Skill: Removeing Head====
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|
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| {{SNRV|5}}
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|
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| --{{User:Rosslessness/Sig}} 10:14, 9 November 2008 (UTC)
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|
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| Moved from voting section because I don't think he meant for it to go straight to voting. If I am wrong and you meant it to be voted on please remake the page correctly. It is "removing" by the way.--{{User:Nubis/sig}} 00:07, 5 November 2008 (UTC)
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|
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| Read this carefully: '''Zombies are players too. Do not fuck with people's AP'''. Enough said.--[[User:The Hierophant|Papa Moloch]] 00:32, 5 November 2008 (UTC)
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| :I don't think he's not actually proposing anything different to the current situation. In fact this benefits zombies by forcing harmanz to buy 2 zombie hunter skills to perform the same job.--{{User:J3D/ciggy}} 00:44, 5 November 2008 (UTC)
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| ::He's referring to decapitation, which is a degree beyond a headshot, so I consider it a perfectly legitimate reading to see this as stacking AP penalties. --[[User:The Hierophant|Papa Moloch]] 00:54, 5 November 2008 (UTC)
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| :::Also, ''5 more AP for it to stand up''. Yeah, that doesn't sound too good.--{{User:Suicidalangel/Sig}} 00:56, 5 November 2008 (UTC)
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| ::::Hmm...he says headshot will only work when guns are used and that decapitation will work without. But i think you're right in that by 5 ''more'' ap he means on top of headshot rather than on top of standup costs. Defence of suggestion cheerfully withdrawn.--{{User:J3D/ciggy}} 01:03, 5 November 2008 (UTC)
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|
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| I THINK he is proposing that the Headshot skill be split into two different skills, both with the same function. One for guns, one for melee. I'm not real sure why becuase if you hit someone on the head with a bat its still a "headshot". And the fact there is only one weapon that can really be considered able to decapitate seems to have been ingored too.--[[User:Pesatyel|Pesatyel]] 02:56, 5 November 2008 (UTC)
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| :Hey, he fucked up in his wording. Let us have our ego-damaging fun! :) --{{User:Suicidalangel/Sig}} 02:59, 5 November 2008 (UTC)
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| :It could be either. But it's gonna be either overpowered or pointless...--{{User:J3D/ciggy}} 06:42, 5 November 2008 (UTC)
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|
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| If it is stackable, it's really nasty since it would usually leave zomblets (my new word for new zombies) with 30AP/day.-[[User:Studoku|Studoku]] <sup>[[Project Welcome|W!]]</sup> 17:25, 7 November 2008 (UTC)
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|
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| Hell no. Leave my AP alone! --{{User:JaredV/Sig}}
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| <hr>
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|
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| ===Save Spot With GPS===
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| {{suggestionNew
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| |suggest_time=[[User:A Big F'ing Dog|A Big F'ing Dog]] 04:18, 2 November 2008 (UTC)
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| |suggest_type= Improvement
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| |suggest_scope= GPS unit item
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| |suggest_description= Here's an idea to make the GPS unit better. What if clicking it could save a location. From then on instead of it giving you a set of coordinates it would give you directions to place you set it for. So if you click a GPS and move 5s3e the GPS unit would no longer say [45,81], it'd say [5n3w]. Moving, of course, would alter it so it keeps giving you accurate directions.
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|
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| The GPS unit would keep being set to that location even after logging out and logging back in again. It would cost 1AP to set a GPS unit to a location, and another 1AP to switch it back to giving coordinates (after which it can be set for somewhere else).
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|
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| It'd be best if each GPS unit in your inventory could be set to a different place but if that would take up to much memory it can make it so that clicking one GPS sets them all to that location, or you could only allow one GPS to be set at a time.
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|
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| It would be a useful reminder. You could set it for the nearest mall and always know how to get there as you wander around the neighborhood, or a hospital, or a necrotech, etc. Yeah, a map could also tell you that but this is just faster.
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| |discussion=|}}
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| ====Discussion (Save Spot With GPS)====
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|
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| {{SNRV|5}}
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|
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| --{{User:Rosslessness/Sig}} 20:48, 10 November 2008 (UTC)
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|
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| LOL. i only read the first 2 paragraphs, but there is a handy greasemonkey script that does this for you. It be very useful. Lemme find the link for you.--{{User:J3D/ciggy}} 05:48, 2 November 2008 (UTC)
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| :[http://pete.nu/software/udhoming/ bingo].--{{User:J3D/ciggy}} 05:55, 2 November 2008 (UTC)
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| ::Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)[[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 06:09, 2 November 2008 (UTC)
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| :::But they don't ''have'' to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--{{User:J3D/ciggy}} 08:39, 2 November 2008 (UTC)
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| ::::I actually think this is a needed enhancement for the GPS although I would prefer if clicking it set it to display a second set off co-ordinates along the lines of "[xx,yy] - (aa,bb)" with x/y being current and a/b being the location/direction (and possibly in a different colour) where you clicked the GPS, only having one displayed would result in people carrying two GPS units instead.
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| ::::Scripts and ad-ons should not add extra things to the game, organising your inventory/changing graphics/making it easier to access available information is fine. Out of curiosity I actually took a look at the page and was unsuprised to see this ''"Additional Features: You can also view the co-ordinates of your current location and home base. This effectively makes the GPS Unit item redundant."'' If I understand it correctly what this also does is eliminate the need for a GPS, effectively cheating and giving you an unfair advantage over regular players who prefer to play the game as intended because you no longer need to carry one. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 14:27, 2 November 2008 (UTC)
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| :::::That's true. However the nice skins that make the map look pretty effectively tell you where NT buildings are. Information about this (and GPS info) are also available on the wiki. So people will more spare time can effectively make the GPS unit redundant and are cheating. Or are you saying we should exclude GPS data from the wiki? If the information is available from the game it's not really cheating is it? It's just using a tool to access a database of free information. Anyway that's my two cents, i can see that you could disagree, but the script i linked to does do ''exactly'' what you're both looking for. Just use it, you know you want to ;) --{{User:J3D/ciggy}} 22:00, 2 November 2008 (UTC)
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| As Linkthewindow said, players should not HAVE to use outside scripts to get something that can be done in game. I see nothing wrong with this suggestion.--[[User:Pesatyel|Pesatyel]] 07:55, 2 November 2008 (UTC)
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|
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| I think it would be best to have the same kind of screen as radios when you click them, where you could either set it to current location, set it to some arbitrary location, or disable the "homing" feature completely. In my opinion different GPSs should be able to have different locations. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 11:17, 3 November 2008 (UTC)
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| :I've thought of this for quite some time.I wondered why such a feature was never used. I thought it would have already been in PR and just been sitting around like many other suggestions. Right now, it's a gay device. It needs something to beef it up.--[[User:Kolechovski|Kolechovski]] 21:04, 3 November 2008 (UTC)
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|
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| ::Thats primarily because all of Malton has been mapped and on that map are all the co-ordinates. Realistically, I'd rather see it cut from the game entirely, but i wouldn't mind this alteration so much. - [[User:Tylerisfat|tylerisfat]] 21:18, 4 November 2008 (UTC)
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|
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| :::Coordinates are in the page source as well, so GPS was pretty much always useless. {{User:Revenant/Sig}} 10:59, 11 November 2008 (UTC)
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|
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| [[PR_Equipment_Change#GPS_Ball_Of_String_Function|Dupe]]. -- {{User:Iscariot/Signature}} 21:32, 8 November 2008 (UTC)
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| ----
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|
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| ==Suggestions up for voting==
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|
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| ===Watch===
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|
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| [[Suggestion:20081110_Watch]] is up for voting. Discussion moved to [[Suggestion_talk:20081110_Watch|here.]] --{{User:Blake Firedancer/sig}} 10:17, 10 November 2008 (UTC)
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|
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| ===Flak Jacket===
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|
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| [[Suggestion:20081105_Flak_Jacket_Update]] is up for voting. Discussion moved to [[Suggestion_talk:20081105_Flak_Jacket_Update|here.]]
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|
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|
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|
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| ===Zombies stuck in lights===
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| [[Suggestion:20081030 Zombies Stuck in Lights]] is up for voting. Discussion moved to [[Suggestion talk:20081030 Zombies Stuck in Lights|here]]. --{{User:J3D/ciggy}} 05:46, 30 October 2008 (UTC)
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|
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| ===Football===
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| [[Suggestion:20081029 Football]] is up for voting. Discussion moved to [[Suggestion Talk:20081029 Football|here.]] [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 20:50, 30 October 2008 (UTC) ''Note: This was [[User:A Big F'ing Dog|A Big F'ing Dog's]] suggestion. He forgot to move it, so I did it for him.''
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