Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Suggestions==
<!--Put your new suggestion directly under this line-->
===Spreading Infection===
{|
|'''Timestamp:''' --{{User:Vapor/sig}} 21:14, 3 October 2010 (BST)
|-
|'''Type:''' Skill buff
|-
|'''Scope:''' Zombies
|-
|'''Description:''' Ever notice that in zombie flicks survivors who are bitten slowly start to lose their health? But towards the end, their decline is much more rapid. I think this is due to the infection spreading much more rapidly when the survivor is close to death. In-game, Spreading Infection would cause infected survivors to lose health more rapidly when they are close to death. Once an infected survivor reaches 6HP (possibly 8HP), it cause them to lose 2HP rather than the normal 1HP per 1AP spent.
 
{{udspan|Your infection spreads. You'll now take 2 HP damage for every action you take, except speaking.}}
|}
====Discussion (Spreading Infection)====
Make it the magic 13 - ties in with 'dying' notices and drag eligibility. But I do like it. {{User:Misanthropy/Sig}} 21:16, 3 October 2010 (BST)
:I really don't like the way he worded those. Both of them actually start at 12, not 13, but Kevan phrased Scent Blood as "less than 13HP" and Feeding Drag as "12HP or less". Anyway, I agree. Start it at 12, not 6 or 8. {{User:Aichon/Signature}} 22:55, 3 October 2010 (BST)
 
Nope. Completely unnecessary and unneeded.--{{User:Yonnua Koponen/signature‎}} 21:17, 3 October 2010 (BST)
----


===Reduced AP cost to Scout Safehouse===
{|
|'''Timestamp:''' --{{User:Vapor/sig}} 21:14, 3 October 2010 (BST)
|-
|'''Type:''' Skill buff/tweak
|-
|'''Scope:''' Survivors
|-
|'''Description:''' Nearly everyone agrees the Scout Safehouse Skill costs too much AP to be effective. It could use a buff/tweak. I think halfing it to 15 AP makes sense. Discuss.
|}
====Discussion (Reduced AP cost to Scout Safehouse)====
That's more of a 75%, but it would be a benefit to survivors. However, the question is this: Will it change anything? It's still 15AP spent to regain it only after 3 days. I still don't see SS being used with this change. {{User:Shadok/sig}} 22:31, 3 October 2010 (BST)
:Not sure about your math, Shadok. Looks to me like you'd be able to recoup costs after 3 days instead of 6 days, as it is now. That sounds like a good thing to me, and 10-15 is what I've been bouncing around in my own head as the ideal number for how much it should cost to make it something that's useful. {{User:Aichon/Signature}} 22:57, 3 October 2010 (BST)
:You know, I've been re-thinking "scout safehouse".  Its not a good skill for stocking up.  What is IS a good skill for is kicking your defensive capacity into overdrive once you already have 50 AP and a full stock and full cades.  It might never earn you those 30 AP back, but that doesn't matter if it saves you 5 AP in the middle of an active conflict.  Yeah, that means its not often useful, but I think its worth keeping in mind that maybe its utility SHOULD be very limited.  Instead of thinking of it as scouting, think of it as spending a bunch of AP to power up before a fight.  {{User:Swiers/Sig}} 23:25, 3 October 2010 (BST)
:::scout safehouse is a self gathered idiot tax. --{{User:Rosslessness/Sig}} 23:34, 3 October 2010 (BST)
::::This. I used it once, probably never doing it again. Even 15 AP is too much. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 23:36, 3 October 2010 (BST)


===Poetry books don't cost SP===
===Ignore based on Radio Broadcast===
{|
{|
|'''Timestamp:''' -<span style="background:black">-[[User:Scout|{{C|aqua|Scout |#000000}}]][[User talk:Scout|{{C|#00FF80| talk|#000000}}]][[User:Scout/Chickengirloffire|{{C|aqua|!!!|#000000}}]][[Special:Random |<span style="color:aqua">!!]]</span></span> 18:25, 3 October 2010 (BST)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Game mechanic change
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Interface
|-
|-
|'''Description:''' Poetry books don't attack anybody, heal, give Experience points, or even give advice, and yet they cost an AP to read. In real life, it doesn't take much energy to read a poetry book. All they do is provide entertainment, maybe you could read them without looseing an AP?
|'''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.
|}
|}
====Discussion (Poetry books don't cost SP)====
====Discussion (Ignore based on Radio Broadcast)====
Besides drop, are there any other 0 AP actions?  Just wondering. [[User:RinKou|RinKou]] 18:46, 3 October 2010 (BST)
 
No. If you need UD to get your poetry fix then you don't need a poetry fix. {{User:Misanthropy/Sig}} 19:16, 3 October 2010 (BST)
----
----
 
===Shrink the map===
===Manhandle===
{|
{|
|'''Timestamp:''' {{User:Rosslessness/Sig}} 11:40, 30 September 2010 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Zombie Skill
|'''Type:''' Map change
|-
|-
|'''Scope:''' Sub Skill of Feeding Drag.
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Simply put, if you're feeding dragged out of a ruined building it causes you damage, as you get scratched and ripped by the broken glass and rubble. The amount of damage is directly affected by the [[Decay]] level. So if you're dragged from a recent ruin, it causes you 1 damage, if its been ruined for more than 70 days, 10 damage. if you are killed by the drag, you die outside. XP wise, zombies gain no xp for the drag damage but do get the xp bonus if you are killed as a result.
|'''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 (Shrink the map)====
====Discussion (Manhandle)====
First manhandle Joke goes to.... --{{User:Rosslessness/Sig}} 11:41, 30 September 2010 (BST)
 
This is severely underpowered. 70 days should do 70 damage! --[[User:Aeon17x|Aeon17x]] 11:55, 30 September 2010 (BST)
 
:Minus HP.... Now how would that work?--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 11:57, 30 September 2010 (BST)
 
::Well, repairing ruins could bring you into minus AP so I thought it was kinda fitting if it was possible to die while inhabiting one on minus HP. Maybe it could be expressed through significantly more clothing damage? Or the body becomes ineligible for feeding because of all the embedded shrapnel? --[[User:Aeon17x|Aeon17x]] 12:59, 30 September 2010 (BST)
:::You're dead, you're dead . Simple as that. --{{User:Rosslessness/Sig}} 18:43, 30 September 2010 (BST)
::::There's no such thing as negative HP anyway.  Killing damage doesn't roll over >_> [[User:RinKou|RinKou]] 07:31, 1 October 2010 (BST)
 
Good enough. Hiding in ruines has an additional risk. Makes sense. Keep. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 11:57, 30 September 2010 (BST)
 
I like it, but you'd need to specify how the damage scales with the decay level. {{User:Misanthropy/Sig}} 14:38, 30 September 2010 (BST)
:I guess he's thinking something along the lines of:
:*Level 1 (1 day) = 1 HP
:*Level 2 (2 to 5 days) = 2 HP
:*Level 3 (6 to 10 days) = 3 HP
:*Level 4 (11 to 20 days) = 4 HP
:*Level 5 (21 to 30 days) = 5 HP
:*Level 6 (31 to 40 days) = 6 HP
:*Level 7 (41 to 50 days) = 7 HP
:*Level 8 (51 to 60 days) = 8 HP
:*Level 9 (61 to 70 days) = 9 HP
:*Level 10 (71+ days) = 10 HP
:Seems about right to me. Keeping this in line with the existing decay levels would make this easier to implement. <span style="font-family: Segoe Script, Comic Sans MS, sans-serif;text-shadow:grey 0.4em 0.4em 0.4em">[[User:Chief Seagull|<span style="color: green;">Chief&nbsp;Seagull</span>]]&nbsp;[[User talk:Chief Seagull|<small>squawk</small>]]</span> 15:03, 30 September 2010 (BST)
::Exactly as that. I'd also make it a [[Malton]] exclusive as its a one shot kill in the perma death cities. --{{User:Rosslessness/Sig}} 18:44, 30 September 2010 (BST)
 
I like it. It's kind of a dupe from erm...[[Developing_Suggestions#Duped_stuff|Duped Stuff]] but more to the point. --{{User:Vapor/sig}} 15:35, 30 September 2010 (BST)
:Hey nobody think this could be a little overpowered? This is more than twice the damages a Zed could do normally. --{{User:DiSm/sig}} 21:30, 30 September 2010 (BST)
::Alternative Suggestion on damage levels? --{{User:Rosslessness/Sig}} 22:06, 30 September 2010 (BST)
:::The most obvious alternate would be:
:::*Level 1/2 (1 to 5 days) = 1 HP
:::*Level 3/4 (6 to 20 days) = 2 HP
:::*Level 5/6 (21 to 40 days) = 3 HP
:::*Level 7/8 (41 to 60 days) = 4 HP
:::*Level 9/10 (61+ days) = 5 HP
:::But frankly, I like it as it is. I've just taken part in the first time I have ''ever'' dragged a survivor from a ruined building, so I don't think it would occur enough to be a major OP. I like the 10-stage instead of a 5-stage.--{{User:Yonnua Koponen/signature‎}} 22:22, 30 September 2010 (BST)
 
As I said before, this should cause non-fatal damage, like falling from a ruin does. The only reason the zombie is dragging in the first place is because he wants the survivor to survive until a babah comes along. Zombies may not want to buy a skill that forces them to kill the almost dead. That said, I don't think it needs to be a skill at all. It should just be a part of feeding drag, since it's such a trivial thing. --{{User:TripleU/Sig}} 23:19, 30 September 2010 (BST)
:Now thats not true at all. The only reasons I drag survivors is either A) Its Dark and I want to claw them properly, or B) I want the place ruined ASAP. I'm not helping others, just myself. Im so selfish. --{{User:Rosslessness/Sig}} 10:17, 1 October 2010 (BST)
::Then you are not a true zombie, you are merely a survivor who isn't breathing. Eating people does not immediately mean you have seen the divine light of barhah. --{{User:TripleU/Sig}} 00:43, 2 October 2010 (BST)
 
Not needed, potential for screwing over those who have no other choice. - [[User:Whitehouse]] 23:30, 30 September 2010 (BST)
 
I like it, but Triple U has a point. Perhaps it cannot take a survivor below 1 HP? --[[User:Kakashi on crack|Gat]] 00:11, 1 October 2010 (BST)
 
Trips nailed it. It needs to cause non-fatal damage, otherwise it's useless except in dark buildings. Also, the damage it causes shouldn't be too high anyway (Yonn's numbers are reasonable), since it's a 100% chance to hit and only costs 1-2AP (1AP to drag, 1AP to re-enter). That said, I'd have it do a base damage for the drag, and then add on extra damage for ruined buildings. Maybe 2HP base damage for Feeding Drag, even from unruined buildings, followed by some extra amount based on Decay (e.g. +0 for decay levels 1-4, then use Yonn's numbers as a guide for levels 5+). {{User:Aichon/Signature}} 00:13, 1 October 2010 (BST)
:I'm still wavering towards a ruin only effect. But I'm never conceding on the "Non Fatal Damage" in a world where I can be killed with a tennis racket. How about 3 for ruined, 5 for a ruin cost over 30, and 7 for a ruin cost over 70? --{{User:Rosslessness/Sig}} 10:25, 1 October 2010 (BST)
::Honestly, the fatal damage aspect is a '''kill'''er for me. Don't get me wrong, the point you make about dying from practically anything is valid, but so many of us ''do'' drag to help others, and it's the core purpose of the skill, so neglecting it in that manner is unacceptable. As for the other damage you mention, I'd be okay with it. Were I picking numbers, they'd be just a smidgen lower, again because of the 100% chance to hit, but those ones are acceptable to me. I wouldn't vote kill on them alone. {{User:Aichon/Signature}} 12:08, 1 October 2010 (BST)
:::Hmm. Well as zombies only have 3 attacks, why not make this a fourth? Base accuracy, and tangling also affecting it? Then you have a choice of a non damaging drag at 100%, or a damaging one at about 50. --{{User:Rosslessness/Sig}} 16:27, 1 October 2010 (BST)
::::Often, I leave my dragee at the lowest health practical. Even if it's a choice between feeding drag or fatal drag, I'm still going to be clawing them post-drag. Nothing will have changed if I can't knock off some heath and still leave them on a silver platter. --{{User:TripleU/Sig}} 01:30, 2 October 2010 (BST)
 
I don't think we should be making it harder to retake ruined areas - anything that is going to nerf survivors should focus on those survivors that hang out in the green zones [[User:Sanpedro|Sanpedro]] 06:53, 1 October 2010 (BST)
:I don't see how it makes retaking ruins harder.  You're only hiding in ruins if you're running.  If you were planning to retake the ruin, you would've suicide repaired, right?  So no damage from feeding drag.  Besides, an additional 10 HP off isn't going to make much difference.  If you got dragged outside, you're dead anyway.  Almost 100% guaranteed. [[User:RinKou|RinKou]] 07:31, 1 October 2010 (BST)
::Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --{{User:Rosslessness/Sig}} 10:22, 1 October 2010 (BST)
:::I don't really think this hurts babah zambahz too much. If it were damage from drag from ANY building then yes but from ruins only, the impact is much less substantial to those without Memory of Life. And if the damage is nerfed down a bit, it effects them even less. They'll still likely be alive but with less HP then they might have if without drag damage (unless you wait until they're below 7HP to drag them out). --{{User:Vapor/sig}} 14:10, 1 October 2010 (BST)
----
----


===Hide in the Dark===
===Action Points===
{|
{|
|'''Timestamp:''' {{User:Dezonus/sig}} 05:17, 30 September 2010 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' Skill
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Survivor skill, can be used by Zombies too
|'''Scope:''' Everyone
|-
|-
|'''Description:''' A dark building currently doesn't really serve any great purpose. Search rates are next to none, Attack rates halved, and Zombie grip is twice as effective (Or at least thats what I read). What if, for 5AP, you could find yourself a hiding place inside that dark building? You don't show up on the map unless another survivor or Zombie finds you...
|'''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.
*When a player enters a building, they have a 10% chance of finding you.
*Survivors Searching the area have a 50% chance of finding you
*Players performing an action will always have a 10% chance of finding you until found.
*Players with this skill can Think of places to hide, and so have an extra 10% chance to find you on top of that
*Zombies can hide too, if they really want to
*If the lights come on They will see you "The lights come on and you see that <name/a zombie> was hiding in the dark"
*Because its dark, you have a 5% chance of failing due to tripping/crashing into something, this wastes 1AP only.
|}
|}
====Discussion (Hide in the Dark)====
====Discussion (Action Points)====
Nope, [[Frequently_Suggested#Hiding|hiding is bad]]. Also as far as Kevan is concerned you've only hidden successfully if you manage to [http://www.urbandead.com/faq.html#idle stay perfectly still] for five days. --[[User:Aeon17x|Aeon17x]] 05:33, 30 September 2010 (BST)
 
No. {{User:Aichon/Signature}} 06:18, 30 September 2010 (BST)
----
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===Urban DnD===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Kakashi on crack|Gat]] 03:55, 30 September 2010 (BST)
|'''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:''' random
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Everyone!
|'''Scope:''' Survivors
|-
|'''Description:''' We should totally have either...
 
 
A. A tabletop version of Urban Dead following DnD 3.0 core rules, but using THACO instead of AB
 
B. Have an online DnD version of Urban Dead.
 
Or C. Replace the RNG with a D20
 
Agreed, Dissagreed?
|}
====Discussion (Urban DnD)====
Umm...is this actually a serious suggestion? {{User:Dezonus/sig}} 05:26, 30 September 2010 (BST)
 
No. {{User:Aichon/Signature}} 06:18, 30 September 2010 (BST)
 
THAC0? DnD '''3.0'''? *pain* By the way, it's a zero, not a letter 'O'. --{{User:Monstah/Sig}} 03:19, 5 October 2010 (BST)
----
 
===Riot Shield===
{|
|'''Timestamp:''' [[User:Mattiator|Mattiator]] 02:56, 30 September 2010 (BST)
|-
|'''Type:''' Item
|-
|'''Scope:''' Survivors and Zombies
|-
|-
|'''Description:''' Some of you might remember my infamous suggestions of olde (Dropping and Flare Six-Shot, anyone?), and I haven't suggested much in quite some time. So here we go with something I know I'd like to see. The item is known as a Riot Shield, found in Police Departments. The Riot Shield acts, in essence, as a secondary Flak Jacket when equipped, reducing damage from ALL attacks over 1 damage by 1 damage (so in essence, it doesn't make punches more worthless than they already are). To equip the Riot Shield, click on it, and for 3AP it will become equipped until you die. When you die it will remain in your inventory. Both survivors and zombies can utilize the Riot Shield. However, while the Riot Shield provides several advantages, it also has several huge disadvantages, which apply to both humans and zombies.
|'''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.
 
1. You cannot use Free Running while having a Riot Shield equipped, due to the awkwardness of holding it out while leaping between buildings.
 
2. All movement costs are increased by 1 AP (essentially making you as slow as a zombie without Lurching Gait)
 
3. Accuracy with all weapons (including claws, punch, and bite) is decreased by 10% while the Riot Shield is equipped.
 
4. Zombies cannot attack barricades when the riot shield is equipped
 
5. Zombies cannot use Tangling Grasp or Feeding Drag with a riot shield equipped
 
6. Survivors cannot use Syringes when a Riot Shield equipped.
 
7. When either a zombie or a survivor dies, the Riot Shield is automatically unequipped.
 
 
Essentially, the Riot Shield is used for defending a position. Survivors can use it for increasing the effectiveness of meatshielding, while zombies would be able to utilize it to reinforce barricade breaches, especially when coupled with a well-timed ?rise.
 
TWEAK #1: Encumbance would be 10%, because it's a large object.
 
TWEAK #2: Now only affects attacks that do ABOVE 2 damage, to reduce newbie nerfing.
|}
|}
====Discussion (Riot Shield)====
====Discussion (Drone)====
[[Suggestions/25th-Nov-2005#Riot_Shield|Dupe.]] [[Suggestions/RejectedFebruary2006#Riot_Shield|Trupe.]] [[Suggestions/RejectedApril2006#Riot_Shield|Quadrupe.]] Add it to the spam stack too, since this item effectively halves claw attacks from newbie zeds. --[[User:Aeon17x|Aeon17x]] 03:08, 30 September 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)
:'''RE:''' Just read through the dupes. Don't exactly see how my suggestion is the same aside from the name. I do agree with the comment on newbie zed nerfing. You think I should perhaps make the item break, or perhaps only work on damage ''above'' 2, so as not to nerf newbies. Sorry if I wasn't clear, but the disadvantage affects the person utilizing the shield, not the person attacking the person holding it. Any other ideas for improvement? [[User:Mattiator|Mattiator]] 04:23, 30 September 2010 (BST)
::If you make the item break, then that makes it even more of a dupe of the first one. And if you set it to only work on damage above 2, then claw attacks from even veteran zombies with Rend Flesh would only be as effective as that of newbie zombies. Even knives would have higher damage per AP output. --[[User:Aeon17x|Aeon17x]] 04:35, 30 September 2010 (BST)
Hmm, Feeling like MW2 and/or hippy days much? --[[User:Kakashi on crack|Gat]] 03:50, 30 September 2010 (BST)
 
Zombies using items makes no sense. Since meatshielding isn't nearly as important to survivors as forming a beachhead is to zombies, and this doesn't affect the latter at all once you disallow its use for zombies, it effectively becomes useless in practice, and more of a nuisance than an enhancement to the game. {{User:Aichon/Signature}} 06:20, 30 September 2010 (BST)
:'''RE:''' But zombies CAN use items, it's just generally useless because their standard attacks are waaaay better. Honestly, I think a zombie would be smart enough to think "Hmmm. I don't want to get shot, so I'll hold this big board-thing in front of me." Also, perhaps have a skill for zombies under the Brain/FleshRot tree so that they aren't screwed over if they didn't get one while alive? Perhaps Memories of Life should be required to use one? And one of the primary reasons for survivors to use it is, say, when they run out of AP in their chosen safehouse, they use a bit of AP to equip their riot shield (like, say, putting over them while they sleep) so that they have more protection, however to do that effectively (unequip in the morning to do things, and put it on at night) would require the survivor to use 6AP, a little more than 1/10th of their full AP capacity. So it's in essence a trade-off, primarily for survivors who are simply camping out in one spot, as opposed to moving around. I'm just trying to continuously improve this suggestion, because I think with a lot of tweaking it could actually work really well. [[User:Mattiator|Mattiator]] 19:05, 30 September 2010 (BST)
 
3 AP is a little low.  Eventually, basically everybody would have a riot shield, and your last AP will always be used to equip it.  Killing people just got a lot harder for no reason.  Unless it's unequipable after it's equipped, but that doesn't really make any sense. [[User:RinKou|RinKou]] 07:18, 1 October 2010 (BST)
----
----


===Martial Arts===
===Backpack===
{|
{|
|'''Timestamp:''' {{User:Dezonus/sig}} 10:31, 27 September 2010 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' New Skill
|'''Type:''' New item
|-
|'''Scope:''' Survivors, Maybe Zombies too
|-
|'''Description:''' An extension of the Hand to Hand combat skill, survivors can buy a Martial Arts skill. This raises punch strikes to ''50% accuracy'', gives kick strikes: ''2 dam, 30% accuracy'', and like a special "Finisher" ''3 dam, 25% accuracy, <s>2 additional AP to stand up (on top of headshot)</s>'' Maybe the finisher can be another skill, don't know. Also, Zombie Fu! Maybe? Like just as a joke though, I dunno.
 
Sorry if this gets suggested a lot, I just thought it would be cool.
|}
====Discussion (Martial Arts)====
 
 
Alright, so the first major thing to look at is this: This allows survivors to piss on newbie zombies even more? No thanks. 16AP is not a reasonable amount when the newbies need AP the most. {{User:Shadok/sig}} 10:54, 27 September 2010 (BST)
 
As above, hell no to taking more AP away from zombies. [[User:Whitehouse]] 13:00, 27 September 2010 (BST)
 
What the fuck is this shit {{User:Misanthropy/Sig}} 17:58, 27 September 2010 (BST)
 
Martial arts is a huge dupe. --{{User:Rosslessness/Sig}} 18:37, 27 September 2010 (BST)
 
Someone's been playing Street Fighter a little too much. --{{User:Axe Hack/Sig}} 23:58, 27 September 2010 (BST)
 
You had me until the miniature headshot -_- I personally think it would be awsome for harmanz to use their natural weapons instead of conventional weapons! --[[User:Kakashi on crack|Gat]] 00:14, 28 September 2010 (BST)
 
I've crossed out the AP, thoughts now? {{User:Dezonus/sig}} 00:17, 28 September 2010 (BST)
:One word... Yes. --[[User:Kakashi on crack|Gat]] 07:48, 28 September 2010 (BST)
 
Too trenchie. This game is supposed to be about the struggle to survive, not the quest to kill scores of zombies with your bare hands. Also, I'm against any unarmed survivor attack. --{{User:TripleU/Sig}} 02:56, 28 September 2010 (BST)
 
Only if attacking infects you, in which case this crosses from completely useless survivor skill to completely overpowered DC buff.--{{User:Yonnua Koponen/signature‎}} 07:54, 28 September 2010 (BST)
 
No, When in zombie movies have you ever saw someone going toe to toe with zombies? Nowhere, because that would be suicide. Going up to a zombie is just asking to get eaten. I mean at least with baseball bats and stuff you have some distance away from the zombie, and these weapons will hit harder then you ever will. I dont care if you took 20 years of karate, If I bash you in the head with a baseball bat, or hack at you with a fire axe, or hell even stab you with a knife, you are dead/greiviously injured. Also, theres a reason punches only do one damage. THEY CANT HIT HARD ENOUGH TO PENETRATE THE ZOMBIES SKIN.--[[User:TheWritingWriter|TheWritingWriter]] 01:15, 30 September 2010 (BST)
 
If you want to pull a DnD thing there... Well then baseball bats, fire axes, and similar blunt and or slashing/blunt weapons should only do half damage :P --[[User:Kakashi on crack|Gat]] 03:52, 30 September 2010 (BST)
----
 
===Drill and String===
{|
|'''Timestamp:''' [[User:Kakashi on crack|Gat]] 15:30, 25 September 2010 (BST)
|-
|'''Type:''' Decoration
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Auto repair shops/warehouses now feature portable drills, an item that can only be used to harm oneself, and used for its specific purpose.
|'''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).
 
All buildings now have string/yarn, with office buildings having a higher search rate for it.
 
When a player has an item, they can drill a hole in it, and run string through it. They can proceed to decorate the house with the item, and the description would say something along the lines of '''There's a (insert item) hanging from the ceiling/wall'''
 
The items could not be used once drilled through.
 
Obviously you can't string up a portable generator/museum piece/toolbox unless you have a lot of string.
|}
====Discussion (Drill and String)====
If I string up a dead body and its owner doesn't log in for five days, does it turn into a human skeleton? --[[User:Aeon17x|Aeon17x]] 15:43, 25 September 2010 (BST)
:That would be epic, but would probably need a lot of string :P --[[User:Kakashi on crack|Gat]] 21:25, 25 September 2010 (BST)
I do like it, but think it is probably a little over the top... {{User:Dezonus/sig}} 00:18, 28 September 2010 (BST)
 
----
 
 
 
===Duct Tape===
{|
|'''Timestamp:''' --{{User:Vapor/sig}} 09:00, 25 September 2010 (BST)
|-
|'''Type:''' Item
|-
|'''Scope:''' Survivors/Zombies
|-
|'''Description:''' I was going to put this in humorous but thought it might warrant some <s>legitimate</s> additional development. Duct tape of course has a million uses. I will <s>spare everyone</s> include all of the more ridiculous uses we discussed in IRC tonight and then some.
 
Duct Tape can be found inside factories and mall hardware stores. A roll of duct tape has 6 uses (like pitol clip). Once used six times, it disappears from your inventory. Once you find a roll of duct tape, all other inventory items are instantly dropped. The reason for this is that your character has found a single replacement for all other items; they no longer feel the need to encumber themselves with them.
 
'''Possible (somewhat serious) uses for duct tape'''
*Can be used on players to slow their progress (all movement takes 2 AP as if zombie without Lurching Gait) until removed (costs some AP to remove).
*Hold corpses to the ground. It takes extra AP to stand up.
*Can be used like metal pipes, able to cade buildings up to loosely barricaded.
*When used on ruined buildings, decreases the rate of ruin.
 
'''More humorous uses for duct tape'''
*Mend broken pool cues
*Tape player's mouths shut. They cannot speak, broadcast groan or bellow until duct tape is removed.
*Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape)
*Create a blunt weapon of it by wrapping it around the end of a newspaper.
*Can be used as clothing.
*Zombies can make duct tape helmets, negating the effects of Headshot.
*Create a life sized mannequin that can be placed at the top of a stack of dead bodies. Revive attempts fail.
*Carparks can be converted to duct tape forts. It is a loosely barricade building.
*Christmas trees can be decorated with it.
*Apply duct tape to the end of a crucifix to make a hammer. Replaces toolbox.
*Can be used at parks to construct a hammock. Allows you to sleep outside without concern of attack.
*Zombies can duct tape a human to themselves, giving tangling grasp an 80% boost in probability.
 
 
Again, most of this is humorous. Some of it warrants a bit of disucussion perhaps.
 
====Discussion (Duct Tape)====
Negates headshot on kiddie zambahs. Look ma, no more holes! --[[User:Aeon17x|Aeon17x]] 11:08, 25 September 2010 (BST)
 
''Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape)'' Only when Ravenous Bugblatter Beasts of Traal get added to UD. --{{User:Spiderzed/Sandbox/Sig}} 11:22, 25 September 2010 (BST)
 
Only if Duct Tape is a universal weapon of choice that can do basically everything any other weapon can, from duct tape catapults, to turning a car park into a duct-tape fort! ... ... ... Cause, you know, Duct Tape is epic! Also duct tape dresses/suits >.> --[[User:Kakashi on crack|Gat]] 15:19, 25 September 2010 (BST)
 
Heh this is probably going to end up being a humorous suggestion. I'm going to keep adding to the possible uses to see how many I can get. Feel free to add a bullet if you think of something to add. --{{User:Vapor/sig}} 17:11, 25 September 2010 (BST)
 
If there's no duct tape on future-Mars, I don't know if I should support duct tape in Malton. {{User:Misanthropy/Sig}} 20:01, 25 September 2010 (BST)
 
The more this becomes humorous, the more I want to post this link [[Humorous_Suggestions]] --[[User:Kakashi on crack|Gat]] 06:12, 26 September 2010 (BST)
 
<br>''A wild Fun Police appeared!''
<br>''Fun Police stole your carpenter's chainsaw polearm!''
<br>''You cried like a little girl!''
<br>''Fun Police laughed at your misery!''
<br>''You unrolled a yard of duct tape, grabbed the loose end, and used the roll as a morning-star! But it missed, tapping your two hands together!''
<br>''Fun Police attacked you with carpenter's chainsaw polearm for 3 damage!''
<br>''You club Fun Police with your taped-together arms! But it missed! The duct tape roll, following the momentum from your attempted attack, wrapped from the top of Fun Police's head to his crotch, and circled around a few more times, taping your arms to his face!''
<br>''Fun Police attacked you with carpenter's chainsaw polearm! But it missed!''
<br>''Using the tape as support, you climb up Fun Police's body until your feet meet your hands upon his head, and you strangle him with your feet for 10 damage.''
<br>''Fun Police attacked you with carpenter's chainsaw polearm for 3 damage!''
<br>''You jump off Fun Police's head, and use the tape to slam your feet into his head! But it missed, and you flopped onto the ground for 10 damage!''
<br>''Fun Police attacked you with carpenter's chainsaw polearm! Critical hit! 6 damage!''
<br>''From your horizontal position, you throw Fun Police over your head and down the stairs for 50 damage! They die! You fall down as well for 20 damage!''
<br>''You say ''"TF! I forgot I was taped to his face!"
<br>''You say ''"How am I supposed to dump the body!?!"
<br>''Fun Police rose from the dead as a zombie!''
<br>''You say ''"O.o"
<br>''You drag the zombie into the bathroom!''
<br>''The zombie mauled you for 3 damage!''
<br>''You search and find nothing!''
<br>''You search and find nothing!''
<br>''The zombie mauled you for 3 damage!''
<br>''You search and find nothing!''
<br>''Searching the area, you find hairspray!''
<br>''The zombie mauled you for 3 damage!''
<br>''You search and find nothing!''
<br>''The zombie mauled you for 3 damage!''
<br>''You search and find nothing!''
<br>''You search and find nothing!''
<br>''The zombie mauled you for 3 damage!''
<br>''Searching the area, you find a lighter!''
<br>''You attack the zombie with flamethrower for 5 damage! The zombie is now aflame!''
<br>''The zombie mauled you for 3 damage! You are now aflame! You will take 5 damage for every action, except screaming!
<br>''You panic! You burn for 5 damage. You toast.''
<br>''{{User:TripleU/Sig}} said'' ":P" (20:21, 26 September 2010 (BST))
:Wait a second... Why does the survivor get 65 HP >.> --[[User:Kakashi on crack|Gat]] 01:46, 27 September 2010 (BST)
::Simply having duct tape in your inventory grants an extra 5HP {{User:Vapor/sig}} 03:36, 27 September 2010 (BST)
:::Uhm, ok so I've moved this over to Humorous Suggestions. What's next? Do I delete it from DS? --{{User:Vapor/sig}} 14:50, 28 September 2010 (BST)
::::If you want to, it'll get cleared out within a week or so anyways though. --[[User:Kakashi on crack|Gat]] 23:00, 28 September 2010 (BST)
----
 
===Be Able To Look At Map===
{|
|'''Timestamp:''' [[User:Kakashi on crack|Gat]] 00:58, 25 September 2010 (BST)
|-
|'''Type:''' Changes
|-
|'''Scope:''' Game Mechs
|-
|'''Description:''' Alright, this is just a small suggesting regarding the map, but I think it would be useful if people could see the map/actions taken even if at 0 AP.
 
Since one can randomly check in on how things are going as long as they have 1 AP, and even see the area when they have been killed, it makes sense that they could look at the map...
 
In all actuality, only way this could be seriously abused is if done by a structured group, and someone was on watch for zombies/PKers/etc. Even so, it would only be abusable via meta-gaming with out-of-game sources since this was mainly so one could see the map if they are at 0 AP.
 
I got this idea when I ran out of AP, and wanted to simply watch what was going on between the survivors and zombies, how it was panning out.
|}
====Discussion (Be Able To Look At Map)====
I never knew everyone slept with their eyes open. --{{User:Axe Hack/Sig}} 01:11, 25 September 2010 (BST)
:Apparently you can see everything when you're dead too, your ears just loose the ability to pick up non-groan sounds. :) --[[User:Kakashi on crack|Gat]] 01:22, 25 September 2010 (BST)
 
I never really bothered to read what happens when you run out of AP, I just thought you're so exhausted your consciousness returns only when you're back to positive AP and you literally cannot do ''anything'' else... except get naked, apparently you can still change your clothes in the profile when out of AP. --[[User:Aeon17x|Aeon17x]] 01:42, 25 September 2010 (BST)
:Nudity is a primal instinct. {{User:Misanthropy/Sig}} 20:31, 26 September 2010 (BST)
 
'''No Chance''' - This was how it worked in the early game. It was changed deliberately. It's not going to be changed back. {{User:Revenant/Sig}} 07:24, 28 September 2010 (BST)
----
 
===Unlimited AP===
{|
|'''Timestamp:''' [[User:TheWritingWriter|TheWritingWriter]] 02:56, 24 September 2010 (BST)
|-
|'''Type:''' Game Change
|-
|'''Scope:''' Everyone
|-
|'''Description:''' Ok, I know this has no chance of ever happening, but it's still fun to discuss the possibilities. What if Urban Dead had Unlimited AP? You could play it like a normal MMORPG.And like a normal MMORPG, once you log out, your character dissapears and wont reappear untill you log back in. I think this idea would be fun, I know it doesnt have a chance in hell of ever happeneing, and would require ALOT of work and possibly an entirely different server, but what do you guys think?
|}
====Discussion (Unlimited AP)====
...Get out.  Now. --{{User:Axe Hack/Sig}} 03:06, 24 September 2010 (BST)
 
Your wish is granted, but as expected the current server won't take the load. Kevan sets it up in a new city on another server, this time it's pay to play. Only $15 a month! --[[User:Aeon17x|Aeon17x]] 03:22, 24 September 2010 (BST)
 
With unlimited AP I wouldn't get off, and that would be a problem... Still, it could be an interesting concept. 15$ a month though is outrageous though, minecraft only charges 10$ once >.> --[[User:Kakashi on crack|Gat]] 04:36, 24 September 2010 (BST)
:Oh, you play Minecraft? I heard a lot about that, it's very popular on the LUE forums at present. Hopefully our creator gets some ideas from [http://twitter.com/kevan/status/19929111686 his playthrough] of it. --[[User:Aeon17x|Aeon17x]] 07:54, 24 September 2010 (BST)
 
There'd be some lovely seiges, but, as mentioned above, the vast majority of the wiki regulars and a massive number of others in game would never log off. This suggestion would ruin too many lives.--{{User:Yonnua Koponen/signature‎}} 08:26, 24 September 2010 (BST)
 
How do you decide when someone logs off? By the actual log out action, or something else? How would zombies find anyone to eat? How would buildings remain intact with no one there to meatshield? How would zombies hold ruins with no one there to block repairs? A change like this essentially makes the game much more boring and much less meaningful, since you'd see far less people and would interact with those that you did see in a much MUCH more volatile environment, which is bad for everyone. {{User:Aichon/Signature}} 08:40, 24 September 2010 (BST)
:Also, barricades would become meaningless, since they would serve no purpose, but survivors would still have to wait on others before they could be revived, so while zombies could go on rampages and kill every survivor in the game with essentially no way for the survivors to defend, survivors couldn't even get revives going without some level of advanced coordination. {{User:Aichon/Signature}} 08:43, 24 September 2010 (BST)
::Ah! But then we could introduce NPCs to do those things for us! And to sort out the flavour issues of having no zombies or survivors at any given time, we could reset it in a fantasy theme. That would also get rid of the need for revives; everyone would be a living human! We wouldn't have buildings or barricades, we'd just have a big map with a couple of towns and loads of creatures! So yeah, basically Runescape.--{{User:Yonnua Koponen/signature‎}} 08:46, 24 September 2010 (BST)
:::Sounds more like scroll wars with the monsters and everyone being human, well assuming it remains with the similar system to right now. (played that game once, it was ok...)--[[User:Kakashi on crack|Gat]] 23:13, 24 September 2010 (BST)
 
Eh, it was just an idea I thought it would be fun. I wish Urban Dead was like runescape though, that would be interesting.--[[User:TheWritingWriter|TheWritingWriter]] 20:34, 24 September 2010 (BST)
:I wish Runescape was like urban dead.--{{User:Yonnua Koponen/signature‎}} 20:51, 24 September 2010 (BST)
::I wish Urban Dead was like Pokemon. =P --{{User:Axe Hack/Sig}} 20:35, 26 September 2010 (BST)
 
Zombie piñatas will be easier than ever to make! {{User:Monstah/Sig}} 03:26, 5 October 2010 (BST)
----
 
===Stockpiles===
{|
|'''Timestamp:''' [[User:Tabbitha Duo|Tabbitha Duo]] 12:20, 23 September 2010 (BST)
|-
|'''Type:''' building add-on
|-
|'''Scope:''' all, mainly aimed at siege warfare
|-
|'''Description:''' Right, this was inspired by economics.. so uhm... I sorta have to go into the theory behind it a bit, I promise not to bore you too much. Currently, in UD, if a survivor wants something, they must provide it themselves, they physically, must go to the TRP and search for that object, then go back, this is somewhat of a.... waste of AP, in terms of how effecient it could be really. So instead of trying to be a subsistence economy, where survivors work purely for themselves (heals cades and gennies excluded) what about having a 'stock pile' item, maybe call it a storage locker, and make it show up in factories, malls and auto-repair locations with a percentage chance equivelent (roughly anyway) to the generator search percentage at this location.  
 
And here's how it works:
 
Upon using a storage locker in a location without one the message will be displayed:
'you clunk down the locker to help keep supplies fresh and off of the floor'
and on a tangent you can have errors for dark and ruined buildings:
'you can't find anywhere stable to put the locker down' (ruined)
'in spite of trying to put it down, no one can actually see supplies in the locker' (dark)
 
Then, when set up, it essentially acts like a public inventory. It costs 1AP to deposit one item, and one AP to withdraw (and anyone can withdraw, it's a public service)
 
Now, before you go off saying that doesn't make sense, imagine if you had a hospital under seige. So, you have a group ready with ammo to repel any break throughs, but off course, after every break through, they have to go back to the PD, spending AP, search, spending AP and then return, spending AP that they may well need to just do their job and fight. So you set up a supply locker instead, and can get someone without a real job as it stands (ie, lower level players)to go fetch the ammo, saving AP for the actual matter at hand.
 
It even works in the same location, say a hospital, if you have one surgeon taking FAK's out of the locker while another two helpers just hunt down the FAK's the surgeon has spent less AP.
 
So basicly, it's a suggestion aimed at making it so survivors working together, are more effecient.
 
The final part I would put is that if anyone takes out an item you put in (IE something useful and needed) you gain a single XP, this is to positively enforce placing useful goods inside rather than trash that wastes space (without say, forcing people who REALLY want to have a newspaper collection locker, to give up their bizzare dreams)
 
Thank you, first suggestion so I hope I filled in the form okay.
|}
====Discussion (Stockpiles)====
 
Is there anything that stops a jerk taking all the supplies? Is there anything that will stop multi abuse (I create two level 1 characters and supply them with my level 40+ character)? [[User:Whitehouse]] 13:53, 23 September 2010 (BST)
 
While this might be the sort of thing that would happen in a real-life zombie apocalypse, having stockpiles in this game would lead to multi-abuse, as Whitehouse has already pointed out. You could specify that only members of your group could store/take items form a particular pile, but even then that could still be abused as the zerger could add his little pets to the group (see [[User:Rosslessness/Hmm]]). If there was a way this could be prevented, this may be worth looking into. {{User:Chief Seagull/Sig}} 14:25, 23 September 2010 (BST)
 
Can I burn the stockpile and kill everyone in the room from asphyxiation? --[[User:Aeon17x|Aeon17x]] 14:34, 23 September 2010 (BST)
 
Try playing Shintolin. It has stockpiles. They are broken. It's not so much of an issue with zergers, as much as it is an issue with them promoting raiders and bandits. Shintolin doesn't punish bandits for what they do, so they absolutely flourish in the game, since they can roam from village to village, raiding and pillaging as they go along. I'd expect the same to happen here. {{User:Aichon/Signature}} 17:34, 23 September 2010 (BST)
 
Good Idea, however it has to much potential for abuse.--[[User:TheWritingWriter|TheWritingWriter]] 20:22, 23 September 2010 (BST)
 
This idea is getting a lot better feedback then went I suggested it! (it got turned down by about 5 people in the first couple hours) --[[User:Kakashi on crack|Gat]] 04:38, 24 September 2010 (BST)
 
Right... to stop abuse, part of that is the 1AP cost, which means that aggressive survivors still have to pay some cost to pick items up (while it doesn't prevent multi, to be honest, if I have to argue how a suggestion in UD can't be abused by multi, I'm gonna loose XD). As for locking it... hmm, I dunno, only if you could have multiple (say 3) supply lockers in an area, and make it so they disappear if empty and uninteracted with for a certain period. Yes, PKers could destroy stock piles as well, but as for burning htem... naaah :P --[[User:Tabbitha Duo|Tabbitha Duo]] 15:45, 24 September 2010 (BST) (and apologies Kakashi, I wasn't aware it had being suggested)
 
:I like the idea in theory but as stated above, it has potential for abuse. I can't really think of a way around that. The 1AP cost wouldn't be too much of a deterrent, I'm afraid. If you develop a way around potential abuse, I think it would be a decent suggestion. --{{User:Vapor/sig}} 16:58, 24 September 2010 (BST)
 
Oh uhm... pass word the locker? Or... sigh... UD's groups aren't exclusive (in game terms) to use them to lock stuff away really. But, in the same way gennies are a public service to keep going, so would lockers be, these aren't lockers for just you, it's for everone involved in that building. In other words, I have no idea of a method that would eliminate abuse without simultaneously prevent them being used for what they should be. Which I suppose would (in the case of implementation) be just something you'd have to deal with, you needn't put down things in a stockpile unless you feel the need and if your co-ordinating with group members there's nothing to stop you from either both being on at the same time to essentially 'trade' items or to designate an out of the way building as an emergency supply and politely graffiti the consequences of people stealing from your stock pile (you could, as unfluffy as it would be, make it so the stockpiles setter can always see who used it). On the note of zergers providing for their mini zergers, I'll say (and stress) that zerging is a pretty big factor in UD, and it's difficult for me to really well... fix my suggestion against that flaw. One way I suppose you could do it is count the players locker as that player for IP detection and anti-zerg measure purposes. --[[User:Tabbitha Duo|Tabbitha Duo]] 20:28, 24 September 2010 (BST)
 
Alright, on a brighter note... It's a community chest basically, like featured in some nwn servers. It would be filled with complete junk players wanted to get rid of, and would have the occasional valuable item... Could be interesting, and those types of things have been useful in the past games I've played. --[[User:Kakashi on crack|Gat]] 23:17, 24 September 2010 (BST)
 
Couldnt you put some sort of limit on it? Like the locker can only be acessed X amount of times from the same IP address?--[[User:TheWritingWriter|TheWritingWriter]] 23:58, 24 September 2010 (BST)
 
The IP address is a good idea, but uhm... it'd have to be at least 50 times a day so a guy with just 1 char could use it however much he wanted. As a point to junk being there, that's one of the reasons it gives XP when someone removes your items to encourage more useful items while still not preventing people having odd collections of things (because to me an integral part of UD is how much random the community inspires when presented with the mechanics)--[[User:Tabbitha Duo|Tabbitha Duo]] 10:34, 25 September 2010 (BST)
 
'''Too abusable''' - This game would need anti-[[zerging]] countermeasures of Nexus War's calibre before anything like this can be implemented. (Hint, hint, [[User:Kevan|Kevan]]. Talk to [[User:Jorm|Jorm]]!) {{User:Revenant/Sig}} 07:32, 28 September 2010 (BST)
 
i could be talking something no sense but i heard that if a zed with a "zerg flag" try to destroy a barrier it becomes a lot harder to him do it...so if there is an zerg flag something like that it could make impossible to use the stockpile-omada {17:35 ,29 september 2012 (est)}
:Yeah, but most zergs use proxies, so they're unaffected.--{{User:Yonnua Koponen/signature‎}} 22:39, 29 September 2010 (BST)
----
 
 
 
===Duped stuff===
{|
|'''Timestamp:''' [[User:Kakashi on crack|Gat]] 02:36, 22 September 2010 (BST)
|-
|'''Type:''' Skills
|-
|'''Scope:''' Zombie
|-
|'''Description:''' '''*Small Concentrations of zombies have been found with increased speed, strength, and lust for blood. They roam the streets with renewed hunger, adapting in unimaginable ways...''' (some of these are ridiculous, just so you know ahead fo time!)
 
 
'''Bellowing Rattle'''
 
'''Survivors swear they can understand the screeching of zombies at night, claiming they seem to be speaking out to the horde...'''
 
Found under bellow, if a zombie locates a large group of survivors, they can let out a bellowing rattle for 10 AP. This skill lets a zombie let out a death rattle that can be heard by any zombie/survivor outdoors and/or in a building without a door for up to three blocks away, and counts as a regular bellow
 


'''Strong Lungs''' (Or strong throat)


'''The zombies biological structure has been altered slightly over time, the large bellowing, and groaning sounds it produced have increased the amount of air it can suck ino its deteriorating lungs, and a tougher throat allowing it to make loud noises easier.'''
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


Found under Bellow after reaching level 10, if a zombie uses the bellow skill, they have a reduced cost to only 5.
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.




'''Likes it Rough''' (name is more or less a joke)
Q: If it wastes AP, what is the point?


'''The undead have become even more relentless in their attempt to find easy food. Showing almost a parental mentality, the older zombies have been found dragging survivors out of their safe houses with even more strength, slamming them into objects and clawing up their skin as they drag them...'''
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.


Requires feeding drag/tangling grasp(?)
If the zombie has grabbed hold of the survivor, and all requirements have been met for "likes it Rough", then when using feeding drag, there is a chance of harming the survivor in the process, granting the equivalent EXP as if they had hit them.
25% chance of harming the survivor for 3 HP in a lit building
50% chance of harming a survivor for 3 HP in an unlit building
50% chance of harming a survivor for 4 HP in a ransacked/ruined building


This last one seemed realistic since we drag humans into the streets all the time for baby zombies, then it would make sense for the zombie to attempt to pulverise them while they are exiting. Even if the zombie wasn't attempting to do that, flavor text points to the survivors trying to get out of their grasp.
Please give your thoughts.


These three ideas I'm sure are dupes, but seemed like good suggestions when I thought on them. In fact, there's rarely an idea which hasn't been duped before XD
|}
|}
====Discussion (Duped stuff)====
====Discussion (Backpack)====
No on Bellowing Rattle. Feeding groans are only good because they never lie, unlike the otherwise overpowered radios (disinformation is a surprisingly effective tactic). If one could bellow ''Zaan, nah marh harmanz haarh.'' (Soon, no more survivors here.), even when they're the first to breach a building with 100+ survivors, they could trick the less than immediate listeners into not following the next few bellows from there. A key difference between zombies and survivors is that zombies needn't worry about trust, they just help each other kill. Don't let them lie to 4.4% of their zetheren all at once.
 
Yes on Strong Lungs. Perhaps make it still cheaper, as in 1AP. Easy to counter, just sleep in groups of 24 or less. Also encourages coordinated cultists to work together as a team to allow one of them to bellow; Teamwork is fun.
 
Yes on Likes it Rough. However, make it just as effective in lit, unlit, and dark buildings. Perhaps even have it do 5 damage in ruins, there's a lot of rusty nails and broken glass in those. But absolutely make it non-fatal, like falling from a ruin. No sense buying a skill that might unintentionally kill your friend's meal. --{{User:TripleU/Sig}} 02:51, 23 September 2010 (BST)
 
Not terrible. Basically, I'd have two skills. Banshee Wail (Bellow Costs Reduced to 5) and Forced Removal, successfully feeding dragging a survivor causes them to lose 3hp, 5hp if the building is ruined. --{{User:Rosslessness/Sig}} 09:23, 23 September 2010 (BST)
 
----
----
==Suggestions up for voting==
===Darts===
Moved to [[Suggestion talk:20101003 Darts]] --{{User:Chief Seagull/Sig}} 08:37, 3 October 2010 (BST)
===Moaning Zombies===
Moved to [[Suggestion talk:20101002 Zombie Moan]]  {{User:Swiers/Sig}} 06:25, 2 October 2010 (BST)

Latest revision as of 17:27, 8 July 2024

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

Timestamp: Khwud (talk) 17:27, 8 July 2024 (UTC)
Type: UI enhancement
Scope: Interface
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.

Discussion (Ignore based on Radio Broadcast)


Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
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 (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
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 (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
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 (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
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).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

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.


Q: If it wastes AP, what is the point?

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.


Please give your thoughts.

Discussion (Backpack)