Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>




 
===Ignore based on Radio Broadcast===
<!--Put your new suggestion directly under this line-->
{|
{|
|'''Timestamp:''' 16:08, 5 January 2011 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
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|'''Type:''' Tweak
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Interface
|-
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|'''Description:''' Ok how many times have you been under seige and you just cant go outside because there are 15+ zeds outside?
|'''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.
Are there no windows? I've been curios why survivors cant shoot out of windows for 1 ap to go over to one.
|}
to make it fair the succes rate would be halfed (like a dark building)if there are cades. (you would have to climb over and on top of them)
====Discussion (Ignore based on Radio Broadcast)====
what do you guys think?
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===Shrink the map===
===reviving factories===
{|
{|
|'''Timestamp:''' 13:07, 31 December 2010 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' building, 2 skills, 1 item improvement and addition
|'''Type:''' Map change
|-
|-
|'''Scope:''' survivors
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Malton has lots of factories and are very much useless unless used as a stepping
|'''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.
stone. I suggest that factories become more useful in the game by making them active for survivors.
 
Outline: Factories to be activated, "Building improvement" skill(sub for construction), "Work"
skill(to use the activated factories), and schematics(explain later).
 
I know this improvement may take up some bytes but i think i may help give an idea. first is that
factories are to have three states: ruined, normal building, and activated. A normal building
serves like any other building, a hideout to be barricaded but an activated building is building
that produce a certain kind of product. So how to convert normal building to be activated-
Survivors are needed to have a building improvement skill. The "Building Improvement" skill uses a
toolbox and a certain type of schematic to upgrade the factory into a specific type(e.g. pistol
factory, engine factory, one-item* factory). In the process of converting, it does not turn
immediately and will take repetition maybe 30 times just like barricading except much harder. The
way to know it is as the same way as showing the level of barricade(please give suggestion or edit
this part).
Schematics are in a specific type and can be found in the library only with a low chance
rate.
Once a factory is activated, survivors must first relearn a skill that adults retire
from-"WORK." This skill is used to work for that factory and in return grants them a type of item.
Manufacturing that Item takes a big AP from the survivor. They click sit first before the
manufacture button appears
 
for 1 person is 35 AP, 2 persons is 34 AP, 3 people is 32 AP, 4 people is 28 AP, 5 people is
24 AP, 6 people is 19 AP, 7 people is 13 AP, 8 people is 12 AP, 9 people is 11 AP, 10 people is 10
AP, 11 people is 9 AP, 12 people is 8 AP, 13 people is 7 AP, 14 people is 6 AP, 15 people is 5 AP.
that ends there.
 
factories also produce the most loudest sounds in a plague suburb therfore zombies are prone to it.
These factories will be really hard to convert because zombie intervention can slow down and/or  
destroy the improvement by maybe turning the metals to scrap. destroying the improvement is easier
than adding one. And the most hardest would be when the zombie targeted the factory itself and not
the improvement
This idea was inspired from another idea of "from rouge to modern." We are the rouge and the past is
the modern.
 
Please edit for the favor of the zombie and a little for survivor because i was told that the idea
was already too helpful for the survivors.
furmont << ME :D
|}
|}
====Discussion (reviving factories)====
====Discussion (Shrink the map)====
As best spot to get gennies and 2nd best spot to get fuel cans, factories are already one of the three most important TRPs along with hospitals and NTs. No need to make them more important. --{{User:Spiderzed/Sandbox/Sig}} 15:15, 31 December 2010 (UTC)
 
:Also, this is way too complicated, and some of it doesn't even make sense. You're suggesting something that needs two new skills, a new rare item found in a completely different location (and that is not only rare, but comes in different types from what I understand) plus a shitload of AP AND people to even begin working. Then there is the "for 1 person is 35AP", the "loud noises" and "the zombie targeted the factory itself and not the improvement", which I have no idea what you are talking about. Also, there is no way to edit this in favour of zombies. Even if you make it easier for zombies to counter the factory, it's still helping only survivors, albeit a little less.
:Sorry man, just can't see this working. Plus, what's the deal with the signature? You're supposed to timestamp up there, which will link to your profile. Instead, it looks like you copy/pasted the date from somewhere else and signed in plain text in the end of the suggestion. {{User:Monstah/Sig}} 01:27, 4 January 2011 (UTC)
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===Recon Training===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:Bjornkarl|Bjornkarl]] 10:48, 29 December 2010 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' Skill
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Survivors, Military skill
|'''Scope:''' Everyone
|-
|-
|'''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:''' 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 (Recon Training)====
====Discussion (Action Points)====
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)
: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)
: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)
::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)
:::How are they pointless? I use them all the time...--[[User:Bjornkarl|Bjornkarl]] 05:15, 30 December 2010 (UTC)
::::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)
:NOTED, changed --[[User:Bjornkarl|Bjornkarl]] 00:50, 30 December 2010 (UTC)
::Maybe it should just be one skill, which makes it cost 5AP. --{{User:TripleU/Sig}} 22:53, 30 December 2010 (UTC)
:::Like I said, I love that item too. Anyway, considering the comments above, I kinda agree that it should be just a single 5AP skill. Are there any 5AP actions? Manufacturing and Bellowing cost 10, Headshot ''adds'' 5, making Standing Up either 6 or 15. But any 5's? {{User:Monstah/Sig}} 05:11, 31 December 2010 (UTC)
::::^Repairing a building which has been ruined 6 days costs 5AP. {{User:Vapor/sig}} 07:20, 31 December 2010 (UTC)
:::::I find that 4 is Kevan's favorite number, but it doesn't matter if the number is common in the game. --{{User:TripleU/Sig}} 07:25, 31 December 2010 (UTC)
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===Generator Operation===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Bjornkarl|Bjornkarl]] 09:44, 29 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:''' Skill
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Skill tree addition, Zombie Hunter skill
|'''Scope:''' Survivors
|-
|-
|'''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:''' 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.
*'''Generator Operation'''(or something named similar) would be a '''Zombie Hunter''' skill only, requiring ''at least'' Level 10 to purchase
*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
**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
*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)
**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
**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
*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)
*The generator could still be destroyed normally, regardless of whether it was off of on
*Any attached radio transmitters would power up/down with the generator
*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
**At the point of (re)fueling, the aforementioned "forced on" time period would begin (once again to prevent griefing)
 
As an additional option:
*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
 
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.
 
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.
|}
|}
====Discussion (Generator Operation)====
====Discussion (Drone)====
{{KISS}} --{{User:TripleU/Sig}} 11:05, 29 December 2010 (UTC)
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
:Just trying to throw some intentional complexity and tactic into the game...--[[User:Bjornkarl|Bjornkarl]] 11:52, 29 December 2010 (UTC)
::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)
: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)
:::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)
::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)
:::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)
I see your point if a passing horde is comming near by turning off a generater would save your skin but a level 10 skill is a wee bit extereme maby make it a civvillian skill and cost 100xp it wouldnt be hard to start a generater also dont add to many things if you add a little at  a time it will pass more than likely--[[User:Zombieman 11|Zombieman 11]] 23:49, 4 January 2011 (UTC)
 
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===Previous employment===
===Backpack===
{|
{|
|'''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)
|-
|-
|'''Type:''' New zombie skill
|'''Type:''' New item
|-
|-
|'''Scope:''' Zombies
|'''Scope:''' Survivors
|-
|-
|'''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).
|}
====Discussion (Previous employment)====
[[Suggestion:20100629 Zombie Class Change|Not a dupe. Just something you should look at.]] --{{User:Axe Hack/Sig}} 20:33, 13 December 2010 (UTC)
 
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)
:*NecroTech Employment requries that. Just an observation.--{{User:Scout/Sig}} 19:34, 15 December 2010 (UTC)
::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)
 
World's largest dupe. See: Swiers, Iscariot.--{{User:Yonnua Koponen/signature‎}} 20:09, 15 December 2010 (UTC)
 
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]




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)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
:Who shot who in the what now? {{User:Monstah/Sig}} 16:56, 20 December 2010 (UTC)


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)
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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===Remove skill===
{|
|'''Timestamp:''' {{User:Scout/Sig}} 22:10, 11 December 2010 (UTC)
|-
|'''Type:''' Mechanics change
|-
|'''Scope:''' Everyone
|-
|'''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.
|}
====Discussion (Remove skill)====
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)


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


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)
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.


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]


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)
Please give your thoughts.
:Brain Rot already has a notice. ;) --{{User:Axe Hack/Sig}} 17:12, 20 December 2010 (UTC)
::Yeah, forgot about that. The asshole part for headshot would be nice, tho! {{User:Monstah/Sig}} 16:32, 27 December 2010 (UTC)


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
|}
====Discussion (Backpack)====
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==Suggestions up for voting==
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.
<!--
''No suggestions from here are currently up for voting.''
EDIT BELOW THIS LINE -->
*[[Suggestion_talk:20101227_Move_restriction_based_on_encumberance|Move restriction based on encumberance]]. 03:22, 27 December 2010 (UTC)

Latest revision as of 17:27, 8 July 2024

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However, you are welcome to use this page for general discussion on suggestions.

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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.

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  • Paste the copied text above the other suggestions, right under the heading.
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  • 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.
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  • 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.

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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)