|
|
Line 1: |
Line 1: |
| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
|
| |
|
| ==Suggestions==
| |
| <!--Put your new suggestion immediately under this line-->
| |
|
| |
|
| ===Zombie Class Change=== | | ===Ignore based on Radio Broadcast=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Axe Hack/Sig}} 19:35, 28 June 2010 (BST) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
| |- | | |- |
| |'''Type:''' Class Change | | |'''Type:''' UI enhancement |
| |- | | |- |
| |'''Scope:''' Zombies | | |'''Scope:''' Interface |
| |- | | |- |
| |'''Description:''' When you start as a zombie, and get revived, your character class is always going to be Civilian. I'd like to propose a change to this system. When a player starts as a Corpse, they are given the option to choose their survivor class (Civilian, Military, Science). I also propose that on the spawning screen, where they show the welcome message and the tips, that each one of that welcome messages is a little different depending on which Survivor class the player chooses. | | |'''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. |
| | |
| Choosing Civilian will retain the original welcome message.
| |
| | |
| Choosing Military will result in this message:
| |
| *''"As a soldier stationed at one of the two Forts when the quarantine laws came into effect, the army has decided to send your unit to <SUBURB>. However, the zombie threat overwhelmed your unit and you were killed in the process. Now, your eyes flick open, and you rise unsteadily to your feet.''"
| |
| | |
| Choosing Science will result in this message:
| |
| *''"You were a Forensic Scientist investigating the death of civilians in <SUBURB>. During one of your on scene investigation of a dead body, the dead body came to life and bit a chunk of your shoulder off. You didn't survive. Now, your eyes flick open, and you rise unsteadily to your feet."''
| |
| |} | | |} |
| ====Discussion (Zombie Class Change)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| It's a work in progress, but I believe that if you start as a Zombie, you should definitely be able to choose which Survivor class you go into. So any ideas? --{{User:Axe Hack/Sig}} 19:36, 28 June 2010 (BST)
| |
| | |
| I like it a lot. One thing I would say is that for the Military one, I'd prefer it to say either Fort Creedy or Fort Perryn, rather than leaving it seeming open and weird.--{{User:Yonnua Koponen/signature}} 19:37, 28 June 2010 (BST)
| |
| | |
| So you're saying you want [[Suggestion:20071001 Military, and Scientist Zombies?|Military, and Scientist Zombies?]] --{{User:Rosslessness/Sig}} 20:15, 28 June 2010 (BST)
| |
| :Considering Axe's is about flavour text, and that is about new skills, I don't consider them to be too similar.--{{User:Yonnua Koponen/signature}} 20:17, 28 June 2010 (BST)
| |
| | |
| How does this work with purchasing skills? {{User:Misanthropy/Sig}} 20:18, 28 June 2010 (BST)
| |
| | |
| ::Well its not just flavour. Its also about changing the cost of levelling substantially. A medical zombie would save 50xp getting the highly useful diagnosis and necrotech employment. A death cultist would save loads on his freerunning and close combat skills. --{{User:Rosslessness/Sig}} 20:20, 28 June 2010 (BST)
| |
| ::Your question's been answered by Ross, Mis. --{{User:Axe Hack/Sig}} 20:39, 28 June 2010 (BST)
| |
| :::And Ross, it's not quite a dupe. I have added flavour text, and every zombie still starts with Vigour Mortis. --{{User:Axe Hack/Sig}} 20:44, 28 June 2010 (BST)
| |
| ::::So they do fall into the pricing ranges for the classes they ape. That's all I wanted to know. I guess I'd be cool with this. {{User:Misanthropy/Sig}} 20:51, 28 June 2010 (BST)
| |
| ---- | | ---- |
| | | ===Shrink the map=== |
| ===Extra encumbrance=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:No-genius|No-genius]] 13:12, 26 June 2010 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
| |- | | |- |
| |'''Type:''' Skill, new | | |'''Type:''' Map change |
| |- | | |- |
| |'''Scope:''' Survivor | | |'''Scope:''' Everyone |
| |- | | |- |
| |'''Description:''' An extra 10% to the inventory capacity. Would require body building. Could possibly be a military skill, because of all the pack training they do. | | |'''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. |
| |} | | |} |
| ====Discussion (Extra encumbrance)==== | | ====Discussion (Shrink the map)==== |
| [[Suggestion:20080313 Bodybuilders are Stronger, Duh?]] --{{User:Rosslessness/Sig}} 13:44, 26 June 2010 (BST)
| |
| :Dupe as above. Unless you were to change it up so the 2 suggestions have significant differences. --{{User:Axe Hack/Sig}} 15:31, 26 June 2010 (BST)
| |
| ---- | | ---- |
|
| |
|
| ===Zombie Bone Armor=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' [[User:William Burns|William Burns]] 16:26, 24 June 2010 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| |- | | |- |
| |'''Type:''' Skill, new | | |'''Type:''' Action Points Increase Regeneration Rate |
| |- | | |- |
| |'''Scope:''' Zombie | | |'''Scope:''' Everyone |
| |- | | |- |
| |'''Description:''' A covering or armor of bone for high level zombie players. As a zombie rotted (i.e. leveled up) bones would begin to be exposed. These bones then could be sharpened if on the hands to add 1 (one) additional damage to successfull hand attacks while increasing by 1 (one) all damage received through firearms. The reasoning is that bone is brittle and bone not shielded by rotting flesh would be more likely to break than shielded bone. | | |'''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. |
| +1 Hand attack damage done/+1 firearm damage received
| |
| |} | | |} |
| ====Discussion (Zombie Bone Armor)==== | | ====Discussion (Action Points)==== |
| I fixed your code. As far as comments go, I don't have any right now. -[[User:Austin hunt|<span style="color:green">Austin</span>]] [[User Talk:Austin hunt|<span style="color:blue">Hunt</span>]] 17:26, 24 June 2010 (BST)
| |
| | |
| Hang about, my fully levelled zombie now takes more than 50 damage from a shotgun?--{{User:Yonnua Koponen/signature}} 21:11, 24 June 2010 (BST)
| |
| | |
| Yonnua Koponen, I am not sure what you mean with your comment, but I will try to clarify something at least. Say an attack from a shotgun hits your zombie character, and does 10 (ten) damage. With the Zombie Bone Armor skill the same successful shotgun attack would do 11 (eleven) damage to your zombie character. {{unsigned|William Burns}}
| |
| :Yeah, umm... how about no. --{{User:Maverick Farrant/sig}} 22:09, 24 June 2010 (BST)
| |
| | |
| Wait. So I get a fully-levelled brain-rotted death cultists to parachute an NT. Stand up, deal 3+43=46 damage per claw swipe, clear the NT in like five or six swipes, pinata, stand outside and get headshot in two hits, +5AP penalty far outweighed by the AP saved by having a x15 damage multiplier on my attacks. I VOTE KEEP. {{User:Misanthropy/Sig}} 22:11, 24 June 2010 (BST)
| |
| :I think you're misinterpreting the suggestion. You take this skill. Now your claw attack would do 4 damage each, but you would also take 5 damage from pistols and 9 damage from shotguns. --{{User:Maverick Farrant/sig}} 22:30, 24 June 2010 (BST)
| |
| ::Then why specify that you rot more when you level up? {{User:Misanthropy/Sig}} 22:38, 24 June 2010 (BST)
| |
| ::Eh? I assume you meant this with flesh rot in mind?--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 22:34, 24 June 2010 (BST)
| |
| | |
| Wait wait wait, lemme see if I know what you're saying. You're trying to tell us that flesh and skin will protect against bullets, but without that flesh and skin, they'll be easily damaged more by bullets? Whatever happened to the Flak Jacket covering those bones? =O --{{User:Axe Hack/Sig}} 01:17, 25 June 2010 (BST)
| |
| | |
| The Flak Jacket decays with the zombie. And if you are a high level zombie, that means you have spent more time dead, exposed to the elements, which would cause advanced states of decomposition not seen in "newer" zombies. So, overall, do you think I can take this to the real suggestions page? [[User:William Burns|William Burns]] 23:20, 25 June 2010 (BST)
| |
| :No. This idea sucks, and your reasoning sucks. Flack Jackets don't decay just because you're a certain level, and this idea is a massively unneeded zombie buff whose negative effects are completely negated by an existing skill.{{User:Lelouch/sig}} 23:46, 25 June 2010 (BST)
| |
| ::Also ceramics don't decompose. {{User:Misanthropy/Sig}} 23:48, 25 June 2010 (BST)
| |
| ::Also, some of us likes to think of Revive Syringes being able to somehow regenerate body parts. Somehow. --{{User:Axe Hack/Sig}} 01:19, 26 June 2010 (BST)
| |
| :::Magic, obviously. Probably a combination of both black and white. So gold, if my N.E.R.D. is configured properly. --{{User:Maverick Farrant/sig}} 02:45, 26 June 2010 (BST)
| |
| Okay, maybe the flak jackets don't rot completely, but the fibers do loosen with use. And high level zombies have probably died many times. A ceramic plate filled with bullet impact marks and cracks is not as effective as the ceramic plates in a flak jacket not covered with battle evidence. Also, so what if the Revivification Syringes magically heal missing or eaten flesh and blood? If you haven't been revived in a while you have less flesh, logically, than a zombie who was revived and died again recently. Furthermore, why is it "a massively unneeded zombie buff whose negative effects are negated by an existing skill"? Its one fuckin' more point of damage! Zombies can get right back up again after being killed! [[User:William Burns|William Burns]] 02:33, 27 June 2010 (BST)
| |
| :It's "one fuckin'" shitty idea that was obviously thrown out in a tantrum of stubborn idiocy and idea-regurgitation the likes of which this page hasn't seen for about a week. If you're really at the point where you're screaming swear words about how all right your idea's flaws are, you are '''far''' past being able to make a passable suggestion. Good ideas don't have flaws, or at least have flaws that are reduced to the point that they are outweighed by your benefits; your idea is just a pile of shit you're trying to polish into a slightly shinier pile of shit via a litany of bitching.{{User:Lelouch/sig}} 04:31, 27 June 2010 (BST)
| |
| ---- | | ---- |
|
| |
|
| ===Small Mine=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' 7:33, 24 June 2010 | | |'''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) |
| |- | | |- |
| |'''Type:''' New Weapon | | |'''Type:''' Survivor Item |
| |- | | |- |
| |'''Scope:''' Both | | |'''Scope:''' Survivors |
| |- | | |- |
| |'''Description:''' Okay, a survivor can find a small mine go somewhere drop it and if a zombie or survivor attacks you it puts a small amount of damage on the attacker, it will say up in the description that they have a mine. 5 or 10 damage would be dealt but the damage is only inflicted if the attacker landed the hit and even if they missed the mine would still blow up but not affect them. | | |'''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. |
| |} | | |} |
| ====Discussion (Small Mine)==== | | ====Discussion (Drone)==== |
| Personal opinion aside, this suggestion needs more detail. What are the odds of attaching a mine? Where can you find it? How much does it weigh? --{{User:Maverick Farrant/sig}} 08:41, 24 June 2010 (BST)
| | 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) |
| | |
| Auto-attacks = no-no. {{User:Aichon/Signature}} 12:25, 24 June 2010 (BST)
| |
| | |
| No. No land mines. I am not having Heather Mills invade Malton. {{User:Misanthropy/Sig}} 13:25, 24 June 2010 (BST)
| |
| | |
| So, you're suggesting a [[Suggestions/11th-Nov-2005#Booby Trap|Booby Trap]], right? --{{User:Axe Hack/Sig}} 01:19, 25 June 2010 (BST)
| |
| ---- | | ---- |
|
| |
|
| ===Diseased bite and Analyse Symptoms=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Shadok|Shadok]] 10:08, 22 June 2010 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |- | | |- |
| |'''Type:''' New skills | | |'''Type:''' New item |
| |- | | |- |
| |'''Scope:''' All players | | |'''Scope:''' Survivors |
| |- | | |- |
| |'''Description:''' Well, I've considered putting this up a few times, but never got the guts. So I'm giving it a try now ._. | | |'''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). |
| The idea of this suggestion is to increase the powers of both the survivor and zombie sides. Zombies gain the new skill (under infectious bite) of Diseased bite. This bite works the same as the normal bite, but cannot be cured by a simple FAK. (If a zombie chooses to stick with the normal infectious bite, it will remain a skill, unchanged).
| |
|
| |
|
| Instead, a new item "Antibiotic" would be added to the game for the purpose of curing it (Found: Hospitals (10%); Mall drug stores(?%) (I leave ?% because of the two skills. Most likely be similar to the FAK chances in drug stores) Encumbrance: (1%)(since they aren't as useful as FaKs, they take up less room). Edit: The Antibiotics CAN cure a normal infection as well, but it's a bit wasteful when a normal FaK can do as much and heal HP at the same time. Normal infection is not changed at all by the presence of Diseased bite, it still works as normal.
| |
|
| |
|
| To prevent this from being a total nerf to survivors, they gain a new skill: Analyse Symptoms. With this skill, survivors can now detect infections (the same way that zombies can with scent blood), with Diseased bites being coloured a darker colour than the normal infections. This would be a sub-skill of Diagnosis and, consequently, a science skill.
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
|
| |
|
| Edit: I've looked at those past cases, none of the others were both survivor/zombie balanced (instead they only helped the zombies) and didn't use item cures.
| | 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. |
| Also, this would be a part of the "you search and find nothing" bit of searching, rather than diluting the FaK chances.
| |
| Anyway, I've added the encumbrance to the description.
| |
| To clarify: This DOES NOT stack with Infectious bite. Here's a few examples:
| |
|
| |
|
| Survivor bitten by zombie with IB-Normal infection
| |
|
| |
|
| Survivor bitten by zombie with DB-Diseased infection
| | Q: If it wastes AP, what is the point? |
|
| |
|
| Survivor bitten by two zombies, one with IB and the other with DB-The Diseased bite overrides the Infection and replaces the infectious bite with a diseased bite, leaving only the diseased infection. From here, it's treated like a normal diseased bite.
| | 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. |
|
| |
|
| Hopefully these answer questions! (Hey, the point of putting it here is to iron out the bugs, right?^.^)
| |
| Also, I like the ideas of unusual locations, but I'd need to figure out how to best place them if I followed that. Any suggestions for search rates in schools, lockers, etc would be appreciated.
| |
|
| |
|
| This is my first suggestion, so please keep the flames down >.<
| | Please give your thoughts. |
|
| |
|
| Thanks to everyone who has offered positive feedback so far! ^.^
| |
| |} | | |} |
| ====Discussion (Diseased bite and Analyse Symptoms)==== | | ====Discussion (Backpack)==== |
| | |
| Fuck yeah permanent infection. As a death cultist, I like this. {{User:Misanthropy/Sig}} 14:30, 22 June 2010 (BST)
| |
| | |
| One of the major things you have to consider is that FAK search rates would be diluted by this.--{{User:Yonnua Koponen/signature}} 15:31, 22 June 2010 (BST)
| |
| :So make it an antigen specifically created by NecroTech during their experiments and have it found only in NecroTech buildings. Perhaps allow it to be manufactured similar to syringes.{{User:Zombie Lord/sig2}} <tt>15:41 22 June 2010(UTC)</tt>
| |
| ::Remove the option to manufacture it. That way you create a reduced search rate for needles, which is perfect. {{User:Misanthropy/Sig}} 16:04, 22 June 2010 (BST)
| |
| :::OTOH, this will just increase the importance of NTs at the cost of hospitals (as if they weren't already the most important building). I like the harmanz to have to juggle with several important buildings, rather than let them stockpile in their malls and NTs. --{{User:Spiderzed/Sandbox/Sig}} 17:49, 22 June 2010 (BST)
| |
| ::::I specifically chose the Hospitals to avoid this. NT's are already vitally important to survivors. No need to make it even MORE of a cripple if the zombies break into it. -[[User:Shadok|Shadok]] 05:02, 23 June 2010 (BST)
| |
| A number of questions. If I heal a player with a fak, will it cure the normal infection? Do these stack? Will antibiotics cure normal infections? How much does it weigh. --{{User:Rosslessness/Sig}} 16:40, 22 June 2010 (BST)
| |
| :Darn you and you edit conflicts! But yes, I have the same questions as Rosslessness. [[User:John Ibans|John Ibans]] 16:43, 22 June 2010 (BST)
| |
| Pretty sure it's a dupe or near-dupe, but aside from the diluted search rates, I see no immediate issue in the general concept. A small buff to zombies and a smaller but welcome buff to survivors. {{User:Aichon/Signature}} 22:27, 22 June 2010 (BST)
| |
| | |
| I don't consider "search rate dilution" an adequate counter to a suggestion. In some cases, perhaps, but more often then not, you can just put the new items in other places. Antibiotics could, theoretically, be found anywhere. So instead of putting them in the "usual places" (Hospital), why not in, say, schools (nurse's office) or stadiums (locker rooms, etc.) for example.--[[User:Pesatyel|Pesatyel]] 00:09, 23 June 2010 (BST)
| |
| | |
| There's a bunch of similar suggestions in Peer Reviewed, right [[PR_Skill_New:_Zombie:_Digestion_Tree#Infectious_Bite|here]], in the really old Peer Reviewed pages. --{{User:Axe Hack/Sig}} 02:59, 23 June 2010 (BST)
| |
| | |
| I just don't see the point of spending 100 XP to give a slightly-harder-to-get-rid-of infection. I think regular infection works well. This suggestion just doesn't add enough to the game, in my opinion. --{{User:Jordan Salafack/sig}} 12:18, 23 June 2010 (BST)
| |
| | |
| Have the antibiotics found in hospitals, drugstores and NT's but make Syringes automatically cure the disease if its present. --[[User:Honestmistake|Honestmistake]] 23:34, 23 June 2010 (BST)
| |
| :Sounds good. Although, it would revert it to a normal infection rather than "cure" it (I'm not nerfing Deathcultists here)[[User:Shadok|Shadok]] 02:36, 24 June 2010 (BST)
| |
| ::Well it doesn't cure infection now, so that would really be the only way it could work.--[[User:Pesatyel|Pesatyel]] 04:00, 24 June 2010 (BST)
| |
| ---- | | ---- |
|
| |
| ===The End of the Line===
| |
| {|
| |
| |'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>19:46 18 June 2010(UTC)</tt>
| |
| |-
| |
| |'''Type:''' Improvement
| |
| |-
| |
| |'''Scope:''' All players
| |
| |-
| |
| |'''Description:''' Now all players would have two new stats in their profile: HEADSHOTS & DEATHS. Neither of these will be viewable to anyone but the player themselves. A newly created player would have the following numbers next to the new stats:
| |
|
| |
| :DEATHS:100
| |
| :HEADSHOTS: 250
| |
|
| |
| Every time a Survivor is killed their DEATHS falls by 1.
| |
| Every time a Zombie takes a Headshot their HEADSHOTS falls by 1.
| |
|
| |
| Once a Survivor reaches DEATHS:0, they automatically gain the Brain Rot skill. A survivor who manages to get revived with Brain Rot and has a DEATHS:0 stat will have their HEADSHOTS fall by 1 if they are killed.
| |
| Once a Zombie reaches HEADSHOTS:0, they can no longer Stand Up and after 5 days their body will disappear forever from Malton.
| |
|
| |
| Players who reach HEADSHOTS:0 will be added to a Leader-board that tracks the best players in the land based on their Skills + XP. Upon perm death Skills grant an equal number of XP that it cost to buy them. So it would be based on your class. Only XP gained after this is implemented would count towards a players Leader-board score, thought their old XP would still be shown for e-peen purposes.
| |
|
| |
| Escape: Players on the edge of the map in an Empty Block (Carpark, Cemetery, Monument, Park, Street, or Wasteland) would have a new option: Attack Walls. Walls cannot be attacked when inside of a building or in any Block that contains a building. Attacking Walls is much like attacking barricades except you only get 25% of your full attack % to succeed. Walls have the same levels as Barricades (Loosely, LB, QSB, VSB, HB, VHB, EHB) Every half hour all the Walls automatically raise by one level (unless maxed at EHB+4) as the soldiers outside work to repair them. If a player breaks through the Walls or finds one open they will have a new button: Escape. Pressing this costs 1 AP and removes the player from the game just as if they had reached HEADSHOTS:0 and they are added to the Leader-board.
| |
|
| |
| Survivors that Escape will have this noted on the Leader-board and it will be worth 1000 XP to their total.
| |
| Zombies that Escape are killed or Revived by soldiers soon after they escape but their Escape will be noted on the Leader-board and they will be granted 500 XP for the Escape.
| |
| |}
| |
| ====Discussion (The End of the Line)====
| |
|
| |
|
| |
| Yeah, because when the game has dwindling players, what we really need to do is get rid of more of them.--{{User:Yonnua Koponen/signature}} 20:32, 18 June 2010 (BST)
| |
| :Why not. Yeah Kev would never give up his ad revenue though, as the ESCAPE movement showed there are plenty of people that want to quit but refuse to "admit defeat". Pathetic.{{User:Zombie Lord/sig2}} <tt>22:15 18 June 2010(UTC)</tt>
| |
| ::BOOM! headshot lol. --{{User:Jordan Salafack/sig}} 12:20, 23 June 2010 (BST)
| |
|
| |
| Just please : Shut the fuck up and stop making stupid fucking suggestions. This isn't XBox Live, no one here cares about leaderboards, and your ideas are retarded. --<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 22:02, 18 June 2010 (BST)
| |
| :Go fuck yourself, you Basement Dwelling fucktard. You want to see retarded? Look no further than your 5 fucking line sig.{{User:Zombie Lord/sig2}} <tt>22:15 18 June 2010(UTC)</tt>
| |
|
| |
| Fuck player retention, it's balls time. {{User:Misanthropy/Sig}} 22:11, 18 June 2010 (BST)
| |
| :Yeah. Better to go out in a blaze of glory trying to make a real game than let this thing live forever as a glorified sad little social outlet for aspergian basement dwelling fucktards.{{User:Zombie Lord/sig2}} <tt>22:18 18 June 2010(UTC)</tt>
| |
|
| |
| ::Waaah. I can't take criticism for my stupid suggestions. Waaaahhhh! --<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 22:17, 18 June 2010 (BST)
| |
| :::Jesus fucking Christ fix that moronic sig. You sign the page a couple times and double the fucking length of the editing page.{{User:Zombie Lord/sig2}} <tt>22:19 18 June 2010(UTC)</tt>
| |
| ::::motherfucker what do you have against long sigs --[[User:Drawde|<span style="border:solid #000000 1px; background-color: #FFFFFF; color: black"> '''Uncle Adward, The Artful Dodger''' </span>]] <sup>[[User talk:Drawde|<span style="color:#0000ff">Talk</span>]] [[Red Rum|<span style="color:#ff0000">Red Rum</span>]] [[The Ridleybank Resistance Front|<span style="color:#008000">The Ridleybank Resistance Front</span>]] [[Mayor of Malton/2010#KyleStyle|<span style="color:#0000ff">Vote for KyleStyle!</span>]] [[Big Bash 3|<span style="color:#ff0000">Big Bash III!</span>]] </sup> 22:24, 18 June 2010 (BST)
| |
| :::::Goddamn motherfucking sig-nazi. --<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 22:27, 18 June 2010 (BST)
| |
| ::::::You're both going to have to try harder. I've been trolled by the best around here. Grade:D- {{User:Zombie Lord/sig2}} <tt>22:31 18 June 2010(UTC)</tt>
| |
| :::::::Trolling? Perish the thought! We only troll retards.--{{User:Drawde/Sig}} 22:33, 18 June 2010 (BST)
| |
| ::::::::I actually miss Izzy. At least when he trolled he made it interesting.{{User:Zombie Lord/sig2}} <tt>22:34 18 June 2010(UTC)</tt>
| |
| :::::::::Yeah, we've had one high-brow troll replaced by idiots like you. 'tis a shame.--{{User:Drawde/Sig}} 22:36, 18 June 2010 (BST)
| |
| ::::::::::Not really a shame. He probably finally decided to eat a gun or grow the fuck up and stop wasting his life. Either way, the world is a better place. God, you're selfish.{{User:Zombie Lord/sig2}} <tt>22:42 18 June 2010(UTC)</tt>
| |
| :::::::::::Probably because you're a fucking moron. I'm not trying to troll you, I'm trying to tell you your suggestion sucks.--<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 22:35, 18 June 2010 (BST)
| |
| ::::::::::::I get the sense that "trying" is about as far as you ever get regarding everything.{{User:Zombie Lord/sig2}} <tt>22:42 18 June 2010(UTC)</tt>
| |
| :::::::::::::Well, when I got with your mom that one time we were TRYING to be safe and ended up with you, so I can see where you got that from.--<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 23:55, 18 June 2010 (BST)
| |
| ::::::::::::::Holy shit...I hope it really didn't take you over an hour to think ''that one'' up. Grade reassessment: F.{{User:Zombie Lord/sig2}} <tt>00:11 19 June 2010(UTC)</tt>
| |
| :::::::::::::::As much as I would like to devote all of my basement dwelling to making you realize that you're not much more than a half aborted fetus, I have others to troll. Sorry. --<font face="arial"><font size="2">[[User:Skoll | <span style="color: Maroon">Skoll</span>]]</font></font> <sup>[[User_talk:Skoll |<span style="color: black">Talk</span>]] | [[RRF | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:red">RRF</span>]]</sup><span style="color: black">[[Gore_Corps | <span style="background:black; padding-right:2px;padding-left:2px; font-family: impact; color:yellow">Gore Corps</span>]][[Big_Bash_3 | <span style="background:white; padding-right:2px;padding-left:2px; font-family: impact; color:red">BB3</span>]] 00:27, 19 June 2010 (BST)
| |
| ::::::::::::::::Please shut the hell up and stop feeding him. You aren't going to "win" this '''argument on the internet'''.{{User:Lelouch/sig}} 00:29, 19 June 2010 (BST)
| |
| :::::::::::::::::It really never even occurs to you what a simple-minded self-righteous hypocrite you are, does it Ledouche? All this time I thought you were just being a stubborn liar, but I'm beginning to believe that you do just wallow in blissful ignorance.{{User:Zombie Lord/sig2}} <tt>01:21 19 June 2010(UTC)</tt>
| |
| ::::::::::::::::::Fuck fuck fucking useless fuck. --{{User:Jordan Salafack/sig}} 12:21, 23 June 2010 (BST)
| |
| :I agree. It is Balls time. Ed Balls. Now, I hear you ask, "Why should Ed Balls be the next leader of the labour party?" The answer's really quite simple. He's a strong, positive leader, with the ability to actually make this in to a progressive party, rather than just the same old centre party. David Miliband and Andy Burnham supported the Iraq War. And Ed Miliband and Diane abbott may seem appealing now, but they've compromised their integrity as leaders. Balls has the, well, the balls to do the job well. He'll tackled the tories head on, and he easily knows more about education and the economy than most run of the mill MPs. In short, Ed Balls means strong, progressive leadership. He means cutting the conservative term short. We won't have another Thatcher-Major fest. In 20 years times, we won't still be crushed under a blue government, not if we elect balls. So sign up as a labour party member today, and help change the progressive future of Great Britain.--{{User:Yonnua Koponen/signature}} 00:04, 19 June 2010 (BST)
| |
| :It is ''all'' about the Ed Miller Band. Fly like an eagle. {{User:Misanthropy/Sig}} 01:16, 19 June 2010 (BST)
| |
| ::Nah, surely the Black Chick will win? --[[User:Honestmistake|Honestmistake]] 00:36, 20 June 2010 (BST)
| |
| :::Nah, she's a hypocritical cow, and no-one will vote for her other than harriet harman.--{{User:Yonnua Koponen/signature}} 01:08, 20 June 2010 (BST)
| |
| I actually kinda like parts of the suggestion and don't think they'd be too bad, so long as they're in a city other than Malton. <span style="text-shadow: 2px 2px 5px rgba(0, 0, 0, .25); -webkit-mask-image: -webkit-gradient(linear, 0 50%, left bottom, from(rgba(0,0,0,1)), to(rgba(0,0,0,.5))); font-family: cochin, times, serif; font-size: 14px;">—'''[[User:Aichon|<span style="color: rgb(72,72,80);">Aich</span>]][[User talk:Aichon|<span style="color: rgb(150,53,64);">on</span>]]'''[[Big Bash 3|<span style="color: rgb(72,72,80); vertical-align: super; font-size: .8em; font-weight: bold;">BB3</span>]]—</span> 22:56, 18 June 2010 (BST)
| |
| :Oh yeah, I could totally dig this for another city, but that seems unlikely at the mo.--{{User:Yonnua Koponen/signature}} 00:04, 19 June 2010 (BST)
| |
| ::Fair enough. As long as it was a real attempt to make another city and not just Malton mechanics with revives removed like the other perm death cities that failed for that reason.{{User:Zombie Lord/sig2}} <tt>00:11 19 June 2010(UTC)</tt>
| |
| :::Indeed. Malton would be changed too much by this, but with a new city specifically built for that purpose? I might give it a whirl, although I couldn't care less about leader boards and hi-score tables. --{{User:Spiderzed/Sandbox/Sig}} 12:02, 19 June 2010 (BST)
| |
|
| |
| So many [[Suggestion:20070724 Evacuation|d]]u[[Suggestion:20070822 Escape/deletion|p]]e[[Suggestion:20080226 Urban Dead Adventures + revision|s]], so little time. --{{User:Axe Hack/Sig}} ({{User:Axe Hack/Stat}}) 01:20, 19 June 2010 (BST)
| |
| :Also, here's your [[Malton XP Leaderboard|Leaderboard]]. --{{User:Axe Hack/Sig}} ({{User:Axe Hack/Stat}}) 01:22, 19 June 2010 (BST)
| |
| ::Those don't contain anything about the core suggestion. The Escape part is just an added tweak and the Leader-board was only added because the e-peen crew would want a way to have their character remembered after perm death.{{User:Zombie Lord/sig2}} <tt>01:27 19 June 2010(UTC)</tt>
| |
| :::For a dude so fixated with imaginery balls, you hate imaginary wabs quite a lot. {{User:Misanthropy/Sig}} 01:30, 19 June 2010 (BST)
| |
| ::::Speak english.{{User:Zombie Lord/sig2}} <tt>01:36 19 June 2010(UTC)</tt>
| |
| :::::lrn2trl. {{User:Misanthropy/Sig}} 01:38, 19 June 2010 (BST)
| |
| ::::::No, seriously, hiding behind witless net-slang just because 5 million tards did it before isn't really cool. Step into the world of non-conformity. You ''will'' have to leave behind the comfort of herd-think, but in the end it's worth it.{{User:Zombie Lord/sig2}} <tt>01:45 19 June 2010(UTC)</tt>
| |
|
| |
| A limit on the number of deaths before you become a zombie, coupled with the eventual removal of zombies once they suffered headshots? Ive found a massive [[Monroeville|Dupe]]. And we all know how ''fun'' that was. --{{User:Rosslessness/Sig}} 18:32, 20 June 2010 (BST)
| |
| :Like I indicated above, Kev would have to not be lazy by just removing revives while leaving Malton mechanics (totally designed around the revive cycle) intact if he wants to make new cities workable. Besides this is a lot different since you would never be shut out of the city. You could always have another go as a new player. There was a lot of shit wrong with the new slapdash "cash in" cities but not all of it was permadeath. That just made the huge flaws more unbearable.{{User:Zombie Lord/sig2}} <tt>19:52 20 June 2010(UTC)</tt>
| |
| ::I curiously agree with some of that. Thats weird. --{{User:Rosslessness/Sig}} 19:56, 20 June 2010 (BST)
| |
| ----
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
| ===Eating===
| |
| {|
| |
| |'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>15:36 12 June 2010(UTC)</tt>
| |
| |-
| |
| |'''Type:''' Improvement
| |
| |-
| |
| |'''Scope:''' Survivors
| |
| |-
| |
| |'''Description:''' Now Survivors have a new attribute called Hunger. This is tracked much like AP with a range of 0 to 50. For every action a Survivor takes (regardless of the AP cost, even if it is 0 AP for Dropping Items) they lose 1 Hunger point. Once a Survivor reaches 0 Hunger points they begin to lose 1 HP for each action they take.
| |
|
| |
| When a Survivor is inside an unruined Mall, Club, Arms, Warehouse, Hotel, Cinema, Cathedral, Church, Fort Storehouse or Mansion they will see a new button called Eat. Performing the Eat action costs 1 AP and fully restores Hunger to 50. The Eat button will also appear while in the presence of any non-reviving Dead Body...sometimes you gotta do what you gotta do...
| |
|
| |
| Zombies have no Hunger attribute to worry about. Standing up from a Revive will set a Survivors Hunger to 25.
| |
| |}
| |
| ====Discussion (Eating)====
| |
| No. We don't need a pointless AP-sink--for either side. If you want survivors to "eat", then maybe you should just spend time with some survivors who actually use that '''Speak''' button. You might be surprised how many of them "eat" (and spend the AP you don't want them to have) for the sake of roleplaying without a bogus mechanic. --{{User:Maverick Farrant/sig}} 17:19, 12 June 2010 (BST)
| |
|
| |
| Just doesn't seem like much fun really. - [[User:Whitehouse]] 18:40, 12 June 2010 (BST)
| |
|
| |
| I've seen this type of thing fail at voting over and over. Dupe--[[User:V darkstar|V darkstar]] 19:32, 12 June 2010 (BST)
| |
|
| |
| Why don't zombies get hungry? Isn't that, essentially, the "deal" with them in all zombie genre? Zombies EAT poeple.--[[User:Pesatyel|Pesatyel]] 06:01, 13 June 2010 (BST)
| |
| :Not in Kevan's world. Malton zombies are mainly into scratching.{{User:Zombie Lord/sig2}} <tt>00:57 17 June 2010(UTC)</tt>
| |
| ::It's not scratching. It's called massaging. --{{User:Axe Hack/Sig}} ({{User:Axe Hack/Stat}}) 01:50, 19 June 2010 (BST)
| |
|
| |
| Didn't you already suggest this stupid idea, or is that my imagination? - {{User:Goribus/Sig}} 14:49, 19 June 2010 (BST)
| |
|
| |
| Here's how survivors eat. When they die and become a zombie, they gorge themselves. Then, when they are revived, they are no longer hungry. This is how Malton's population has survived for so long despite the fact that all food would have spoiled or run out long ago.
| |
| Actually, when I put it that way, it sounds like Malton isn't effected by zombies at all. Just people who are really, really hungry and lose their sanity until they've had their fill. Although a single restaurant might have alleviated this. --{{User:Jordan Salafack/sig}} 12:39, 23 June 2010 (BST)
| |
|
| |
| ====Suggestions up for voting====
| |
| ''None''
| |