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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Suggestions==
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| <!--Put your new suggestion directly under this line-->
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| ===Recon Training=== | | ===Ignore based on Radio Broadcast=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Bjornkarl|Bjornkarl]] 10:48, 29 December 2010 (UTC) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Skill | | |'''Type:''' UI enhancement |
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| |'''Scope:''' Survivors, Military skill | | |'''Scope:''' Interface |
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| |'''Description:''' This skill would be made available as a Military skill. There are 8 ways to look with binoculars: purchasing this skill would provide an additional option at the cost of '''6 or 7 AP''' to look in every direction with a single action. This way, players could still look in a single direction for 1 AP, or 3 directions for 3 AP, but a complete circular sweep would be more AP economical. An additional tier of this skill could be Advanced Recon training, which would reduce the cost of the sweep to '''4 or 5 AP'''. ''The existing rules applying to where binoculars can and cannot be used would not be altered.'' | | |'''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 (Recon Training)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| I love using my binoculars, and I'd like this. Sounds more military than zombie hunter. {{User:Monstah/Sig}} 15:49, 29 December 2010 (UTC)
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| :I love the idea. Binoculars are underused as it is, and this would put more emphasis on recon in smart survivor groups. {{User:Aichon/Signature}} 19:26, 29 December 2010 (UTC)
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| :I admire this idea. If it is taken into voting, I am giving it a huge YAY vote [[User:Gargulec|Gargulec]] 20:38, 29 December 2010 (UTC)
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| ::The reason Binoculars are underused is because they are pretty pointless for 99.5% of players. --[[User:Honestmistake|Honestmistake]] 01:06, 30 December 2010 (UTC)
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| :::How are they pointless? I use them all the time...--[[User:Bjornkarl|Bjornkarl]] 05:15, 30 December 2010 (UTC)
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| ::::He was suggesting that only 0.5% of the population is made up of players in smart survivor groups in response to my earlier statement. {{User:Aichon/Signature}} 07:17, 30 December 2010 (UTC)
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| :NOTED, changed --[[User:Bjornkarl|Bjornkarl]] 00:50, 30 December 2010 (UTC)
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| | | ===Shrink the map=== |
| ===Generator Operation=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Bjornkarl|Bjornkarl]] 09:44, 29 December 2010 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' Skill | | |'''Type:''' Map change |
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| |'''Scope:''' Skill tree addition, Zombie Hunter skill | | |'''Scope:''' Everyone |
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| |'''Description:''' Ok. I have noticed that when a generator is fueled in a building, it stays on until the fuel is gone. When the lights are on, search rates are raised, but the lights inside attract more zombies. Additionally, if there is a generator on inside and you leave the building, it just runs and runs until the fuel is depleted. I think that there should be a way to turn off generators in buildings, so as to save the fuel for a later use as well as to retain its reliability as a safehouse. These are the parameters the skill would fall under: | | |'''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. |
| *'''Generator Operation'''(or something named similar) would be a '''Zombie Hunter''' skill only, requiring ''at least'' Level 10 to purchase
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| *A generator running with any amount of fuel in it could be turned '''off''' if you were the '''ONLY''' person there (to prevent immediate power-down griefing), i.e. leaving a factory which is currently EHB - where you were searching for a toolbox or something - and killing the lights before you leave so as to: A) not draw unnecessary attention to the TRP that is entirely unoccupied, and B) save some fuel for the next guy to search with
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| **This skill would '''not''' be available in Malls, NT buildings, Hospitals, and buildings with Phone Masts. In this case, a fueled generator would immediately power up and remain forcibly on until the fuel ran out
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| *It would cost a '''base''' 2-3 AP to restart a powered-down generator, but none to turn a running generator off (factoring in the energy required to pull-start/ helping to balance the find bonus achieved by searching with lights on)
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| **Every 2-3 days or so a 'powered down' generator remained ''continuously'' inactive, it would '''add''' 1 additional point of AP to the start up cost up to a maximum total of ~8 AP (factoring in the gas inside separating, the engine being cold, oil not circulated/ negating the practicality of leaving the generator off for more than a week or two
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| **A generator with "very little fuel left" would not be able to be restarted once turned off. It would simply revert to the "out of fuel" status
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| *Once turned on, the generator would forcibly remain on for at least a set period of time (5-8 hours maybe? I dont know how long fuel cans last) before the option to turn it off appeared again (hindering the ability of the fuel to last practically forever i.e. turn on, search for 30 seconds, use up your AP, then turn off. This would also simulate the amount of real world time it would take to search throughly with the lights on)
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| *The generator could still be destroyed normally, regardless of whether it was off of on
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| *Any attached radio transmitters would power up/down with the generator
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| *Any survivor could still refuel an ''empty'' generator, and it would immediately run without having to be turned on. This would allow newbies to still set up and power a building, but would only allow "veterans" to conserve the fuel
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| **At the point of (re)fueling, the aforementioned "forced on" time period would begin (once again to prevent griefing)
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| As an additional option:
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| *For the case of "veteran safehouses", ''anyone'' could turn the generator on or off if: A)Everyone in the building was at least lvl 10, B)The character attempting to turn the generator on/off had '''scouted the current building as a safehouse, using the Scout Safehouse skill'''. Again, if there was nobody else in the building, these conditions would not apply
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| The point of this skill would be to help preserve generators and radio transmitters - valuable and hard-to-carry equipment - in discrete safehouses, which are used by more advanced players only. Additionally, turning off the generator in more commonly used safehouses (like Hospitals and Police Stations) as a form of 'buttoning up' before heading out travelling seems much more realistic than just letting a generator run while nobody was there.
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| The balance of this skill would need a lot of work, but the basic idea is what I though to be important. Perhaps a decrease in the search/find rate for fuel cans would coincide with this.
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| |} | | |} |
| ====Discussion (Generator Operation)==== | | ====Discussion (Shrink the map)==== |
| {{KISS}} --{{User:TripleU/Sig}} 11:05, 29 December 2010 (UTC)
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| :Just trying to throw some intentional complexity and tactic into the game...--[[User:Bjornkarl|Bjornkarl]] 11:52, 29 December 2010 (UTC)
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| ::I agree with One-And-A-Half-W. It's too much complexity for just one thing. The idea is good until the part where you say you can only power off when you are the only person around, but from then on it seems really needless to me. {{User:Monstah/Sig}} 15:53, 29 December 2010 (UTC)
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| :Yep, too many options will surely see it killed. Trim down as many additional options as possible. Keep only the ones necessary to make the skill work. Make sure not to make it overpowered/exploitable in the process. I don't think it's a bad suggestion, otherwise. {{User:Vapor/sig}} 17:43, 29 December 2010 (UTC)
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| :::Yeah, that's why there is so much complexity in the requirements - without a series of built in regulations, fuel could either theoretically last forever or griefers could just turn off gennys over and over again. It would be hell to go search, waste an AP because in the time you took to click the search button somebody had turned off the lights, then go to turn the genny back on only to find out somebody already had. Repeat. --[[User:Bjornkarl|Bjornkarl]] 00:48, 30 December 2010 (UTC)
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| ::Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. {{User:Aichon/Signature}} 19:25, 29 December 2010 (UTC)
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| :::I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --[[User:Bjornkarl|Bjornkarl]] 00:48, 30 December 2010 (UTC)
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| ===Complacency=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Misanthropy/Sig}} 15:17, 21 December 2010 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Minor change | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Change to headshot | | |'''Scope:''' Everyone |
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| |'''Description:''' Following on from the idea of helping ferals, I tried to figure out a way to flavour things that would only help lone zombies and not hordes - that way the buff doesn't become overwhelming to hordes and sieges. What I came up with was the idea that survivors facing one zombie are going to be less urgent and determined in their actions - there's a sense of complacency that comes with the relative safety. As such, they're not going to be lining up shots perfectly or checking that they've put the zombie down properly. | | |'''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. |
| The gameplay implications of this idea would be that zombies suffering a headshot when they are the only standing zombie on that block will pay 3 extra AP to stand up instead of 5 extra. This effect does not change any numbers when multiple standing zombies are present, just when there's only one.
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| |} | | |} |
| ====Discussion (Complacency)==== | | ====Discussion (Action Points)==== |
| While I think helping ferals is good, I think the flavor behind this one is just the reverse of what would be truth. If there is a lone zombie facing you, you'd have time to pick your shot where as if surrounded by a horde of organized zed, you'd be shooting with more abandon and possibly missing your mark at times.
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| That's all I got. No good suggestion as to how you could improve on it. It's too early here and I haven't had enough coffee. {{User:Vapor/sig}} 15:32, 21 December 2010 (UTC)
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| :Could be re-concepted as the thick crowds in a horde situation making it more difficult to stand up, representing the 5 AP, whilst a clear area doesn't have that problem, so it's 3. {{User:Misanthropy/Sig}} 15:36, 21 December 2010 (UTC)
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| ::I believe the basis of Headshot costs is that the nervous system of a headshotted zombie takes more time to recover than non-headshotted zed. I don't think a horde of standing zombies would either hinder or help the synapses reconnect. I'd say rework the flavor so that it falls in line with previous updates concerning Headshot.
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| {{divquote|Kevan|Cranial decomposition is setting in. Headshots now only knock off 10XP for each level of the zombie, rather than reducing them to zero every time - higher-level zombies have a greater proportion of active grey cells, and more to lose when the bullets go in.}}
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| {{divquote|Kevan|It might be a further level of decomposition, it might just be the effects of the colder weather, but zombies seem to be reacting differently to Headshot as the snow begins to fall - they no longer lose experience, but their nervous system becomes frayed and slowed, taking them longer to stand up after a blow to the skull.}}
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| ::{{User:Vapor/sig}} 16:10, 21 December 2010 (UTC)
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| I don't really get the flavour, but the idea makes enough sense.--{{User:Yonnua Koponen/signature}} 15:34, 21 December 2010 (UTC)
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| I like Vapor but FLAVOUR IS FOR FAGGOTS >=] but seriously, as kilt laden as I am, I dig this. Zombies need teh buff, and while a lone zombie inside mah house can cause quite a scare for a group for fear of information spreading, even DDR the lamest zombie group player ever (ask [[BI]] and [[HKL]]) knows what it's like to be the lone zombie who made it into a room full of survivor cunts. Sometimes I want that headshot action reduced. Make this shit so, man. Although in the interest of seriousness of roleplaying (rather than flavour) contemplate making the name something other than "complacency" lest you lose the survivor vote due to implication ;D -- {{User:DanceDanceRevolution/l}} 16:24, 22 December 2010 (UTC)
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| :Heh just trying to help. I mean I can already hear it now in voting. *whines* But that doen't make sense *bitch* headshot causes cranial damage *complain* that's why it takes them more AP to stand *my vagina hurts*. {{User:Vapor/sig}} 16:30, 22 December 2010 (UTC)
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| ::Trust me, what I'm doing is hardly... well... bullying or such, because I know that I am by far in the minority with my anti-flavour stance, so I'm the one bleating and QQing more than anyone else, dw. BUT I STAND FIRM -- {{User:DanceDanceRevolution/l}} 16:51, 22 December 2010 (UTC)
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| :::Yeah but ''I'' like good flavour. I'm 99% sure to be taking this to voting, once I figure out exactly how to concept it. {{User:Misanthropy/Sig}} 23:52, 22 December 2010 (UTC)
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| Two extra AP per day is not going to be enough of a buff to help feral zombies, it won't even take down an extra barricade level on average. However if you want a flavour argument, you could claim that feral zombies act more like automatons, not needing the higher brain functions that hordes use to communicate and coordinate their attacks. - [[User:Whitehouse]] 22:50, 24 December 2010 (UTC)
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| 2 ap a day wont help any it will still be a long ways from help--[[User:Survivor 2.0|Survivor 2.0]] 19:32, 28 December 2010 (UTC)
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| ===Berserk/Rage/Ferals/Other cheesy name Zombies.=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[Image:Umbrella-White.png|10px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|10px]]</span> <sup><span style="color:Maroon">'''[[User:MisterGame|Talk]]'''</span></sup> 13:15, 21 December 2010 (UTC) | | |'''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) |
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| |'''Type:''' Zombie gameplay | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Zombies | | |'''Scope:''' Survivors |
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| |'''Description:''' Playing as a lone zombie/feral actually become viable and most importantly, fun. | | |'''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. |
| |} | | |} |
| This suggestion is big, in a way that completely changes the way zombies can play. I'll keep it short, and give you a general idea of what I propose:
| | ====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? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
| Lone zombies, who are separated from the horde have begun rapid transformation in order to make up for being on their own. These so-called ferals become stronger, smarter and regenerate more rapidly. However, this transformation costs a lot of energy, leading to a loss of bulk. Because of a more solitary nature, they also begin to ignore other zombies, a lacking horde mentality so to speak.
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| '''Facts:
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| '''- Zombies who find themselves on their own with no other zombies in their block for 24 hours will change into a feral zombie.
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| '''- They will have only 30 HP regardless of skills.
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| '''- Health will be auto-generated in tie with AP. 1 HP every half hour.
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| '''- Ferals with ankle grab will become immune to headshots, while those without pay 5 AP.
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| '''- Barricades will be more easily destroyed due increased strength. (I don't have exact damage calculations here)
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| '''- Barricades which are Quite Strongly Barricaded (QSB) or lower can be entered in the same way survivors can with VBS or lower.
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| '''- Damage done to survivors doesn't change and depends on skills.
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| '''- Ferals can no longer drag weakened survivors outside, instead going straight for the kill.
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| '''- They cannot ruin/ransack buildings(!). Gennies and radio's can be destroyed normally.
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| '''- Ferals can be revived normally, depending on whether or not they have brainrot.
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| '''- If a feral is killed as a survivor by another survivor or suicide, they will stand up as a feral. When killed by zombie, feral or not, they will stand up as a regular zombie. If a regular zombie dies as a survivor, they will stand up as a regular zombie under all circumstances.
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| '''- Up to five ferals in one block. More, and they will change back into horde zombies.
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| Pretty dramatic. However, I think this can finally make it fun to play as a feral and offer an entirely different playstyle for zombies. All this without making the already powerful meta hordes even stronger, but without rendering them void. Ferals will never be able to destroy suburb, since they cannot ruin and their little HP makes it easy for survivors to take back buildings. Therefore hordes are needed for true destruction.
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| This is just an idea, and far from finished. ''Everything'' is open for change. Go nuts. --[[Image:Umbrella-White.png|10px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|10px]]</span> <sup><span style="color:Maroon">'''[[User:MisterGame|Talk]]'''</span></sup> 13:15, 21 December 2010 (UTC)
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| ====Discussion (Berserk/Rage/Ferals/Other cheesy name Zombies.)==== | |
| I'm not really a fan, because my feral zombie is an assist feral. I go around pulling survivors outside for newbie zeds to level, infect them, and ruin buildings. This woulc cause problems. It could also polarise things to being permanently green suburbs (which can't be ruined by local ferals) and permanently red suburbs (where the organised hordes limit themselves to five to knock down cades, enter, bring in a sixth zombie and trash the building). As I said, I'm not really a fan.--{{User:Yonnua Koponen/signature}} 13:30, 21 December 2010 (UTC)
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| I thiink minor buffs to solo play would achieve the intended goal less forcibly - this seems very strained in its approach, and not very flavourful. {{User:Misanthropy/Sig}} 14:17, 21 December 2010 (UTC)
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| What's supposed to be the logic behind ferals being able to enter buildings at QSB. Does being alone give zombies the ability to pass through walls?--[[User:E Gadus|E Gadus]] 20:18, 21 December 2010 (UTC)
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| Eh, don't like that much. Sounds like shapeshifter zombies, or something like that. Kind of weird. {{User:Monstah/Sig}} 20:52, 21 December 2010 (UTC)
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| | | ===Backpack=== |
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| ===Previous employment=== | |
| {| | | {| |
| |'''Timestamp:''' {{User:Scout/Sig}} 22:10, 11 December 2010 (UTC) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' New zombie skill | | |'''Type:''' New item |
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| |'''Scope:''' Zombies | | |'''Scope:''' Survivors |
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| |'''Description:''' Allows zombies to be able to reconize NT buildings from the street without having to become a human to do so. | | |'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP). |
| |}
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| ====Discussion (Previous employment)====
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| [[Suggestion:20100629 Zombie Class Change|Not a dupe. Just something you should look at.]] --{{User:Axe Hack/Sig}} 20:33, 13 December 2010 (UTC)
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| I toyed with a similar idea once, under the Scent tree, that would provide the ability only flavoured as the zombie recognising a chemical smell from the building. I think a version that doesn't rely on the idea that one company has employed the entire city at some point or another would be a little better. {{User:Misanthropy/Sig}} 21:03, 14 December 2010 (UTC)
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| :*NecroTech Employment requries that. Just an observation.--{{User:Scout/Sig}} 19:34, 15 December 2010 (UTC)
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| ::Yes, so doubling that perception instead of opening a new avenue of thought is a bad idea. {{User:Misanthropy/Sig}} 00:23, 16 December 2010 (UTC)
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| World's largest dupe. See: Swiers, Iscariot.--{{User:Yonnua Koponen/signature}} 20:09, 15 December 2010 (UTC)
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| That would be nice but it should not be a new skill but a benifit from memories of life skill--{{User:Zombeman 11/Sig}} 16:38 18 of December 2010 [UTC]
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| I dont see how that would work alot of zombies would not of worked for nero tech and it would make the game unballence.--[[User:Survivor 2.0|Survivor 2.0]] 22:24, 19 December 2010 (UTC)
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| :Who shot who in the what now? {{User:Monstah/Sig}} 16:56, 20 December 2010 (UTC)
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| Supposedly ghosts, spirits in the afterlife, and the like remember the last few moments of life very vividly, so assuming the same is with getting infected and dying, at least some of the zombies would remember NecroTech, right?--[[User:Axoc|Axoc]] 14:10, 29 December 2010 (UTC)
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| ===Remove skill===
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| {|
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| |'''Timestamp:''' {{User:Scout/Sig}} 22:10, 11 December 2010 (UTC)
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| |'''Type:''' Mechanics change
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| |'''Scope:''' Everyone
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| |'''Description:''' You would be able to forget a skill for the exact same XP as it would cost to buy it. If you mastered the game, you might want to start over, on another note, zombies with brain rot would be able to forget it.
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| |}
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| ====Discussion (Remove skill)====
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| You need to regain less XP than it cost to buy it. Otherwise, you could get a few hundred XP and just switch it between whatever skills you need at the time. --{{User:TripleU/Sig}} 22:13, 11 December 2010 (UTC)
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| Too easily exploitable. Imagine Death Cultists folks with a ton of excess XP who would learn and forget Brain Rot at will when it suits them. Or being able to forget Bodybuilding temporarily to make your HP appear to be maxed. How would this affect skill tree skills? If I forget NecroTech Employment, do I also forget Lab Experience and NecroNet Access since the former is a prerequisite for the later two? {{User:Vapor/sig}} 00:14, 12 December 2010 (UTC)
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
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| Maybe there would be a limit to how many times you can forget somthing, like you can only forget three times per skill or somthing like that, and/or limit which skills it can be used on.--{{User:Scout/Sig}} 20:11, 13 December 2010 (UTC)
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| This would ruin the entire game.if i want to start over ill creat another character.--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
| | Q: If it wastes AP, what is the point? |
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| No way, man. A notice that "Buying brain rot may change significantly your gameplay" or "Buying headshot will make people think you are an asshole" should be enough. {{User:Monstah/Sig}} 19:35, 19 December 2010 (UTC)
| | 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. |
| :Brain Rot already has a notice. ;) --{{User:Axe Hack/Sig}} 17:12, 20 December 2010 (UTC)
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| ::Yeah, forgot about that. The asshole part for headshot would be nice, tho! {{User:Monstah/Sig}} 16:32, 27 December 2010 (UTC)
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| Maybe it gives back zero experience, and Brain Rot is unforgettable, because it isn't as much a skill as it is severe brain damage. If the only pro to this skill is that end-game players can "restart" that character, there's no point in starting the game with end-game gear, end-game knowledge, AND enough experience points to have end-game skills in two minutes.--[[User:Axoc|User:Axoc]] 14:14, 29 December 2010
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| ===Food===
| | Please give your thoughts. |
| {|
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| |'''Timestamp:''' {{Unsigned|Zombieman 11|02:48, December 8, 2010}}
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| |-
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| |'''Type:''' New item
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| |'''Scope:''' Survivors
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| |'''Description:''' ok i know its hard not to get a med pack but a new source of survivor healing is neccisary for newbs
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| ok so there will be 4 food catagories frozen canned fresh and rotten frozen food will be raw and used to heal 2 hp canned will be used to heal 6 hp fresh will be used to heal 10 hp and last and certainly the least rotten will heal 1 hp and doubles the amount of ap to move for the next 15 actions.<br><small>Moved from [http://wiki.urbandead.com/index.php?title=Category:Current_Suggestions&diff=prev&oldid=1819195 the wrong place for new suggestions].</small>
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| |} | | |} |
| ====Discussion (Food)==== | | ====Discussion (Backpack)==== |
| I like the idea of a uncertain item. Perhaps it could be just one item called 'food', which will usually heal 5HP, but will sometimes be all rotten and moldy, causing 5 damage/infection/lethargy(next five actions cost an extra AP). Maybe 90% likelihood of being 'fresh' and 10% chance of some sort of food poisoning. --{{User:TripleU/Sig}} 03:16, 8 December 2010 (UTC)
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| Food has been shoot down in the [[Suggestions/RejectedSeptember2006#Grocery_Store.28Revised.29|past]]. --{{User:Axe Hack/Sig}} 03:18, 8 December 2010 (UTC)
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| :[[Suggestions/RejectedSeptember2006#Rooftop_Garden.2FGreenhouse|Twice]]. Maybe three times, but these two are the ones I know of. --{{User:Axe Hack/Sig}} 03:22, 8 December 2010 (UTC)
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| Food shouldn't heal as much as an FAK. I'd support a few differently-named but otherwise identical food items being added as beer clones, but that's about it. Should all be tinned or jarred, to work as an improv weapon like bottles do, and to explain away its continued viability after half a decade of storage. {{User:Misanthropy/Sig}} 03:23, 8 December 2010 (UTC)
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| :Baguette. If you leave them be for a few days, the get hard. If you leave them for a few years, they get weaponizable. --{{User:TripleU/Sig}} 03:31, 8 December 2010 (UTC)
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| I'm not usually a grammar Nazi but please use ''some'' capitalization and punctuation if/when you take this to Suggestions. Otherwise, I like the idea of adding a food item or two. We have vending machines. We have stale candy. Why not food items. {{User:Vapor/sig}} 04:47, 8 December 2010 (UTC)
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| Like Mis, I think these should just be canned/jarred goods that could also be used as weapons (I love novelty weapons, me). Given the lack of a decent power supply in the city, frozen goods wouldn't last long. Question: where would these new food items be found? The most obvious place would be malls, but at the moment there isn't a "Search Grocery" button so this would have to be added (although, as Axe has pointed out, this has been rejected in the past). Hotels and mansions may have some canned goods stashed in their kitchens. Pubs probably wouldn't though - they'd just have a few packets of crisps, nuts and hog lumps laying about the place. Apartment towers would probably have some cans, hidden away in kitchen cupboards. Apart from doughnuts in police stations (stereotype alert!), I can't think of anywhere else. {{User:Chief Seagull/Sig}} 10:22, 8 December 2010 (UTC)
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| If you could share it.... That would be awesome! Also, maybe it would take two bites to eat fully, each bite would be the same. So if you take one bite, and it hurts you, you could do a subtle form of PKing and share it with someone else. --{{User:Scout/Sig}} 03:16, 16 December 2010 (UTC)
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| I think this Would be fun but seriousley add some periods or caps it will look more formal--[[User:Nexus|Nexus]] 01:38, 19 December 2010 (UTC)
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| :I know it's you. {{User:Misanthropy/Sig}} 01:40, 19 December 2010 (UTC)
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| ::I agree with nexus -- {{User:DanceDanceRevolution/l}} 16:26, 22 December 2010 (UTC)
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| ==Suggestions up for voting==
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| The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
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| <!--
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| ''No suggestions from here are currently up for voting.''
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| EDIT BELOW THIS LINE -->
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| *[[Suggestion_talk:20101227_Move_restriction_based_on_encumberance|Move restriction based on encumberance]]. 03:22, 27 December 2010 (UTC)
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