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| =Suggestions= | | ===Ignore based on Radio Broadcast=== |
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| <!--
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| EDIT BELOW THIS LINE -->
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| ===Collectible Mall Postcards=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:A Big F'ing Dog|A Big F'ing Dog]] 21:27, 22 November 2012 (UTC) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Novelty Item | | |'''Type:''' UI enhancement |
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| |'''Scope:''' Survivors | | |'''Scope:''' Interface |
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| |'''Description:''' Here's an idea for a fun mini-game that could exist within the overall game of Urban Dead. | | |'''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. |
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| Searching in any unruined mall could have a chance of giving you a postcard for that mall. For example, a "Caiger Mall Postcard" or "Ackland Mall Postcard".
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| Mall postcards would take up 0 inventory space, but you're only able to collect one for each mall. Finding a second one for the same mall would give you a message like "You find a Bale Mall Postcard but discard it because you already have one."
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| It would be a fun goal, for your own entertainment, to travel around the city and collect the complete set. And if you don't want to collect postcards you'd be able to select them as an item to auto-discard.
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| |} | | |} |
| ====Discussion (Collectible Mall Postcards)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
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| | | ===Shrink the map=== |
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| ===Hardcore City=== | |
| {| | | {| |
| |'''Timestamp:''' {{User:Axe Hack/Sig}} 06:37, 15 November 2012 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' New City/New Game Type | | |'''Type:''' Map change |
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| |'''Scope:''' Everyone | | |'''Scope:''' Everyone |
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| |'''Description:''' I'm too lazy to type right now as it's about 1:30AM on a Wednesday night, so I'll keep this as short and simple as possible. | | |'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase. |
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| Brand new city of 50 blocks of 10x10 (to accommodate the size of the current player base). No NT buildings or items. Supplies are limited. There will be a time limit of one month, and as such, there will be a "Last man standing" leaderboard and other such leaderboards. After one month is up, and scores are tallied, everything resets (all characters' levels are returned to Lv1 and are returned to survivor status, and will be included in the next round assuming the player registers them for the next round). No Zombie starting class (keep reading. I'll explain why). Registrations for this city are open one week before a round begins, and closes as soon as the round starts. 1-5 registered players will randomly be chosen to begin with an Infection status. Infections cannot be cured.
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| The basic concept of this suggestion was to introduce a new possible game type meant to see whether players will band together and ration their limited supplies, or whether they will get greedy and attempt to hoard as much of the supplies all for themselves.
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| |} | | |} |
| ====Discussion (Hardcore City)==== | | ====Discussion (Shrink the map)==== |
| I apologize for some of the poorly constructed sentences. I was trying to keep this short. Didn't realize in doing so, I would be making this sound like a newspaper ad. Don't worry. The actual suggestion, assuming this makes it that far, will not be worded like this. >_> --{{User:Axe Hack/Sig}} 06:38, 15 November 2012 (UTC)
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| Not a fan at all, I'm afraid. It sounds like Q2019 to me, except with slower leveling and less zombies, meaning that the one month timeframe will result in massive numbers of survivors alive at the end each time, I should think. After all, if you're not creating the majority of your zombies until partway through the time, they won't have time to level up sufficiently to be a real threat. As a result, PKing will play the decisive role in deciding whether or not the city survives the month, but I doubt there would be enough PKers to wipe enough people out in that time (unless the turnout was extremely poor). {{User:Aichon/Signature}} 06:58, 15 November 2012 (UTC)
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| :So. 5 players are infected. It's incurable. So why would they even play? They've got 50ap until they die. Meh. The zombie threat will be non existent, the xp gaining will be terrible. (Pking is a terrible way to gain xp) so it's the hack and heal game all the way. Except.... there's limited faks. So xp gain in all circumstances would be at a crawl. The only way I seeing it work was if a group had a friendly zombie who didnt mind dying every day.
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| :Better suggestion. Normal game rules, but make infection incurable and headshots fatal for all. --[[User talk:Rosslessness|Ross Less Ness]] <sup>[http://www.youtube.com/watch?v=ERLLUoZn0mM Enter Stranger...]</sup> 09:49, 15 November 2012 (UTC)
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| ::I agree with Ross here and Aichon here: the one month time-limit is miserable and will prevent actual player culture. In Q2019, I didn't see any regions or locations that were actually symbolic like the Caigers and Ridleybanks of UD. Player culture enables RP and immersion, which are vital for low-tech games like these. {{User:Peralta/Signature}} 11:37, 15 November 2012 (UTC)
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| Let's try this one then:
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| *Headshots are fatal
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| **Headshots are a limited chance to activate skill (just adding this one here to keep survivors from becoming too powerful, much like how the other perma-death cities were with Perma-Headshot)
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| *Incurable Infections
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| **OK, not 100% incurable, but FAKs will become a limited chance to heal Infections item
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| *Supplies are limited
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| **Not completely limited. 5 random barricaded buildings in each suburbs will be resupplied via airdrops each week
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| Yes, I'm still pushing for a city with limited supplies. --{{User:Axe Hack/Sig}} 14:58, 15 November 2012 (UTC)
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| ===Expanded EMR Targets=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Bob Moncrief/Sig}} 03:19, 8 November 2012 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Radio/Flavor Change | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' The External Military Reports channel broadcasts (24.96 MHz) | | |'''Scope:''' Everyone |
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| |'''Description:''' As things currently are, EMRs will, at the end of a given broadcast, report on the status of up to two [[NecroTech]] buildings in the suburb in question, malls or forts in a suburb, if there are any. (Suburbs like [[Mornington]] which have no such buildings never have these addenda, only the clauses on number of zeds, up to one horde, powered status and infrastructure status.) Therefore, the only way that a building that is not one of these building types can get mentioned is in the form of the second element, which describes a building (I believe of any type) outside of which a horde of "a few" (I believe around five) or more zombies is gathered; or if it is "the only building with lights on" (I'm not sure if non-"Building" buildings can receive this status). | | |'''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. |
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| This proposal is to expand the possible targets for discussion of the final clauses of the report to include all building types, as long as they are building squares and not open spaces. So, for example, the following report would be possible: | |
| {{ud|25.96 MHz: "... can see maybe a dozen on the streets of Mornington ... maybe a dozen outside Pincher Library ... a lot of buildings with lights on ... only a few buildings damaged ... Mainstone Auto Repair is being held ... the Ripley Motel is out of action ..." ''(9 hours and 24 minutes ago)''}}
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| As things currently stand, the final two clauses of the previous report would be left out.
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| This would have four main effects:
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| #It would make EMRs more fair across suburbs. Some "nice-building-heavy" suburbs (e.g. [[Shearbank]]) currently have at least one building report, sometimes two, at the end of their EMRs, while others (e.g. [[Mornington]]) never have any.
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| #It would expand flavor. As it is, those who follow EMRs pretty much just learn about NT statuses, while being mystified about the fates of the libraries, banks, museums, towers, fire and police stations, hospitals, churches etc. across the city.
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| #It would allow those of us who update wiki building statuses based on EMRs (e.g. myself and [[User:MostlyNumb|MostlyNumb]]) to update the statuses of "lesser-known" buildings more frequently, something which has increased in importance since the new status-based maps, like [[User:DangerReport/DangerCenter|the DangerCenter]] have been created.
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| #I am not sure if this would be a buff or debuff for survivors (who use the EMRs). I think debuff is more likely, as it would reduce the likelihood of discovering the status of nearby NT buildings, although with the exchange bonus of finding out about more buildings. The effects on gameplay would be minimal given that (I think) relatively few people follow the EMRs directly.
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| Please comment on this suggestion and let me know any alterations to make.
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| :P.S. This is my first-ever suggestion, so if I've screwed up everything, please be kind!
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| ::P.P.S. I don't mean to hate on Mornington, but it's a great example of the flaws of the EMR system.
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| |} | | |} |
| ====Discussion (Expanded EMR Targets)==== | | ====Discussion (Action Points)==== |
| I have never updated buidling statuses based on EMR reports (I can start now though). For me, having more information in the reports just implies copying/pasting a larger text (and now updating more building statuses). I never really use the wiki information about building statuses for anything. [[User:MostlyNumb|MostlyNumb]] 11:37, 8 November 2012 (UTC)
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| I think a bit more detail on the mechanics (and maybe a bit less justification, since you had me early on) would be nice. For instance, you have a ruined non-TRP getting reported in your example. Is that just a random ruined building or is preference given to recent ruins? And I'm assuming it's displacing some other information that could have been reported? Just seems like a bit of an odd thing to report at all, I guess. That said, I do agree with the overall premise, so I'd support it regardless. {{User:Aichon/Signature}} 15:58, 8 November 2012 (UTC)
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| :It would be a random ruined building (as right now it reports a random (I think) NT, if there is one). The only information being displaced is the equivalent information which is restricted to NTs. {{User:Bob Moncrief/Sig}} 04:32, 10 November 2012 (UTC)
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| ::Would be nice to give priority to certain buildings that are considered famous after ingame events, like The Blackmore or Quartly Library? {{User:Peralta/Signature}} 11:38, 15 November 2012 (UTC)
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| ===wrench=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Heheevilme|Heheevilme]] 13:09, 20 October 2012 (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) |
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| |'''Type:''' weapon | | |'''Type:''' Survivor Item |
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| |'''Scope:''' survivors/zeds | | |'''Scope:''' Survivors |
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| |'''Description:''' a simple wrench that does 2 damage hit ratio 10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered and can be found in factorys and auto repair station, and hardware store in mall | | |'''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. |
| search rate is 4 to 6 percent
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| |} | | |} |
| ====Discussion (wrench)==== | | ====Discussion (Drone)==== |
| I don't know if we need new Survivor weapons right now. The game is skewed towards survivors, and they don't really need any more buffs. {{User:Bob Moncrief/Sig}} 17:02, 20 October 2012 (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) |
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| Can't you already get a wrench?! {{User:DanceDanceRevolution/a}} 02:22, 22 October 2012 (BST)
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| Oh, you cant. Oh well. As you can see [[Weapons#All_Items_Available_in_Malton|here]], we already have a bunch of melee weapons in the game. I don't know if we need more... Unless they implement cars. Maybe we'll need a wrench then. {{User:DanceDanceRevolution/a}} 02:25, 22 October 2012 (BST)
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| Don't see the use right now, since it would be just another weapon nobody would use... {{User:Peralta/Signature}} 11:39, 15 November 2012 (UTC)
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| ===Quarantine=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[Image:Kirsty_Cotton_Header.png|60px|Open the Box|link=User:Kirsty_cotton]] <sub>[[Organization_XIII|<span style="color: grey">Org XIII</span>]]</sub> <sup>[[User:Kirsty_cotton/alts|<span style="color: blue">Alts</span>]]</sup> 06:01, 20 October 2012 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' Malton | | |'''Type:''' New item |
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| |'''Scope:''' Everyone | | |'''Scope:''' Survivors |
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| |'''Description:''' British forces have begun retaking portions of Malton. 25-40 suburbs would be closed, most likely by simply drawing fort borders around them. Players in those areas could be dumped (laying down) or left until next log-in and then forced to move to a neighboring suburb. This would accomplish two changes: less area and non-square playing area. Less area obviously suits the current player base. A non-square area would introduce a new movement dynamic as some suburbs may only be accessible through one other suburb or players may have to travel 40+AP to move to what used to be two suburbs away. Obviously important (malls, forts) or specifically historic suburbs should be spared elimination. "Hopefully" this would concentrate the player base, while also making artificially important areas in choke points. | | |'''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 (Quarantine)====
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| If you want specifics, I'd first advise getting rid of Dulston, aka the ass end of Malton and its contaminated surrounding areas. Those mostly-unused burbs in the NW could stand to go too. --[[User:RadicalWhig|RadicalWhig]] 06:18, 20 October 2012 (BST)
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| :Seriously, Roywood and Gatcombeton almost never seem to have many people (and that surprises me with Roywood, since I find it to be a fun suburb to operate in). Same goes for a few of the others. {{User:Aichon/Signature}} 06:45, 20 October 2012 (BST)
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| I personally like the idea, but I think it would step on enough people's home turf that it might actually drive more players away from the game. That might be alleviated by not quarantining entire suburbs, but instead quarantining sections that span multiple suburbs without entirely covering too many of them. In doing so, you'd be leaving more people with some of their home turf, thus giving them more reason to stay. Of course, you can't fix some issues (e.g. an HQ for a group getting quarantined). {{User:Aichon/Signature}} 06:45, 20 October 2012 (BST)
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| :I was thinking simplicity, but I can't disagree that area not suburb reduction would step on less toes. I'm not convinced that removing some basically unused suburbs is going to cause a grand exodus, but removing just sections would cause even less. Hopefully, the motivation to stay after losing a HQ or such would be that what's left actually has players there. It would probably be worth trying to avoid taking the home turf of large groups. --[[Image:Kirsty_Cotton_Header.png|60px|Open the Box|link=User:Kirsty_cotton]] <sub>[[Organization_XIII|<span style="color: grey">Org XIII</span>]]</sub> <sup>[[User:Kirsty_cotton/alts|<span style="color: blue">Alts</span>]]</sup> 01:02, 21 October 2012 (BST)
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| i agree with aichon on this that it would drive more players away from the game and take the fun out of it and im sure groups would not like it due to if they are active and have to move out that area it be a major pain im sure alot of people would kill this --[[User:Heheevilme|Heheevilme]] 13:00, 20 October 2012 (BST)
| | 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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| :I'm with Aichon in that although the playing space is too large, it's probably a bad idea to cut out any given suburb, given how strongly (survivor and sometimes zombie) players often identify with given suburbs. I like the idea of cutting out non-suburb-cohesive chunks of map. {{User:Bob Moncrief/Sig}} 17:04, 20 October 2012 (BST)
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| A similar idea is having constructed borders cutting through Malton, but not actually quarantining anything off. The number of blocks would be (roughly) the same and it would create choke points in areas where the inner-border is passable. So, a failed quarantine of parts of Malton might increases the concentration of players in certain areas, if concentrating players is what you want. (I do).--{{User:A Helpful Little Gnome/Sig}} 19:41, 20 October 2012 (BST)
| | Q: If it wastes AP, what is the point? |
| :The reason for removing area as opposed to just the borders is all the damn empty buildings. Right now there are more squares in UD (ignoring that buildings have both an inside and outside, which makes more different places to stand) than there are players, that is horribly broken. That said, I'd take just borders over the current set-up. --[[Image:Kirsty_Cotton_Header.png|60px|Open the Box|link=User:Kirsty_cotton]] <sub>[[Organization_XIII|<span style="color: grey">Org XIII</span>]]</sub> <sup>[[User:Kirsty_cotton/alts|<span style="color: blue">Alts</span>]]</sup> 01:02, 21 October 2012 (BST)
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| ===Food For Thought===
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| {|
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| |'''Timestamp:''' [[User:Heheevilme|Heheevilme]] 14:23, 17 October 2012 (BST)
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| |'''Type:''' objects
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| |'''Scope:''' survivors/zed
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| |'''Description:'''
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| |}
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| malton seems to be on the verge of alcoholism as we have wine and beer but weres the food
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| my suggestion is food can be found in pubs,hospitals,schools,clubs,malls
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| | Please give your thoughts. |
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| 5 percent no power
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| 15 with power
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| food in general
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| crisps 1hp rate in pubs and malls and schools
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| canned food varying from tuna,beans etc 3 hp all buildings
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| soda 1 hp all buildings
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| frozen food perishes if not supplied to a building with no power via supply create only
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| 5hp limited supply
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| ranging from 25 will appear in a small corner which is how much food is left no search rate required simply hit tab
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| only drops during a siege.
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| food grants hp but like the booze etc can not be used to heal from infection
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| zed foods
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| rotted meat 3hp ( found in destroyed buildings of the above)
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| flesh of fallen
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| if a zed manages to kill a person they can grant themselves 1hp back
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| ====Discussion (Food For Thought)====
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| Food is a dupe suggestion. I'm just too lazy to search for them right now. --{{User:Axe Hack/Sig}} 13:24, 17 October 2012 (BST)
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| Am I the only one that the terrible (or lack of proper) formatting for this suggestion is bothering? --{{User:Klexur/Signature}} 13:57, 17 October 2012 (BST)
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| :The guy is new, I'd give him some slack. It's good to see people having a go around here. However, as mentioned above, food has been suggested before, and is highly unlikely to be put into the game other than the little foodlett things in the game already. {{User:DanceDanceRevolution/a}} 14:40, 17 October 2012 (BST)
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| ===LEND A HAND===
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| {|
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| |'''Timestamp:''' [[User:Heheevilme|Heheevilme]] 12:03, 16 October 2012 (BST)
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| |'''Type:''' Skill
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| |'''Scope:''' survivors
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| |'''Description:''' allows for a person to give another person ammunition and weapon must be lowest weapon in persons pack only up to 2 times per day and cant supply ammo again to same person till next day can also give medpacks only 1 per person ( this is to prevent over abuse)
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| skill costs 100xp
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| |} | | |} |
| ====Discussion (LEND A HAND)==== | | ====Discussion (Backpack)==== |
| Super zerg-exploitable. Need I say more? {{User:Bob Moncrief/Sig}} 13:59, 16 October 2012 (BST)
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| :This. --{{:User:Thanatologist/Sig}} 03:26, 17 October 2012 (BST)
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| how would this be exploited by a zerg if only a survivor can use it?
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| zombies arent able to use medpacks or ammo unless you have met a zed with a gun {{unsigned|Heheevilme}}
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| :Whoever said a zerg had to be zombie? And yes, there are zombies that could use guns. It was an awesome easter egg back in the days. --{{User:Axe Hack/Sig}} 12:51, 17 October 2012 (BST)
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| And i can see how this can be abused however multi accounts arent they monitored so your not 2 close to the original {{unsigned|Heheevilme}}
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| :A zerg won't give a damn about that because they bypass the countermeasures with proxies. The countermeasures only work if two or more characters with the same IP are within close proximity of each other. All a zerger needs to do to bypass this countermeasure is to use proxy IPs. --{{User:Axe Hack/Sig}} 13:22, 17 October 2012 (BST)
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| ::changed it so that its 2 thabks for the insight axe hack {{unsigned|Heheevilme}}
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| :::Changing it from 5 times a day to 2 times a day doesn't solve the zerg abuse problem. Zergers have a near infinite amount of alts. Regardless of however much you change it, it does not stop the fact that zergers can and will use this as often as they can to their advantage. --{{User:Axe Hack/Sig}} 18:16, 17 October 2012 (BST)
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| [[Suggestions_Dos_and_Do_Nots#AP.2C_Inventory.2C_Skills.2C_and_Barricades|uh-oh]]... {{User:DanceDanceRevolution/a}} 13:04, 17 October 2012 (BST)
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| ===Makeshift weapon===
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| {|
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| |'''Timestamp:''' [[User:Heheevilme|Heheevilme]] 13:23, 14 October 2012 (BST)
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| |'''Type:''' Skill
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| |'''Scope:''' survivors
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| |'''Description:''' cost would be 100 xp allows for adding spikes to Baseball Bat,cricket bat,Hockey Stick,length of pipe as well as wire this would make them more lethal depending on what you add to them spikes increases attack damage by 1 wire increases chance of hit by 5 percent of heavy objects like cricket bat and pipes and gives 10 percent if its a baseball bat or hockey stick. I got this idea watching survival horrors and gives the factorys some sort of purpose
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| objects you must have
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| 1 bag of nails and following weapon
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| bag of nails would have to be added in game and found easily like 15 to 20 percent of searches would yeild a bag of nails in a factory ammount of room it takes up the same as a book
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| barbed wire and weapon
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| barbed wire can be found 5-10 percent of searches in a factory and uses more room due to it being bulky
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| and be in a factory with power
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| ap cost 4 to make it
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| weapon can only have 1 or the other attached cant have both as this would make it more powerful
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| cumberance is doubled example baseball bat would be instead of 2 a 4
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| ( places nails can be found harware store in mall 10 percent 15 if theres power)
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| ( barbed wire rare 5 percent)
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| ====Discussion (Makeshift weapon)====
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| This doesn't seem too bad, and would spice up roleplay. All we need is for someone intimately familiar with hit percentages and encumbrance to balance it properly, 'coz those seem a little high to me. --{{:User:Thanatologist/Sig}} 03:26, 17 October 2012 (BST)
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| I'm pretty sure this is duped. I'm just too lazy to search right now. --{{User:Axe Hack/Sig}} 13:24, 17 October 2012 (BST)
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| :Now that you mention it, it ''does'' seem familiar. --{{:User:Thanatologist/Sig}} 09:21, 18 October 2012 (BST)
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| ::There were a number of suggestions about improving the less powerful melee weapons, the most recent one being [[Suggestion:20100519 Increase variety of useful melee weapons|this one]]. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 13:51, 18 October 2012 (BST)
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| --[[User:Heheevilme|Heheevilme]] 19:47, 18 October 2012 (BST) like spiderzed pointed out that such stuff has been mentioned before however the suggestion was very poorly presented it did not say how they would be improved and just a simple skill would increase the damage and accuracy which i think is a bit overpowered hence why i put this up its much diffident as you need a skill and the appropriate items and to use ap
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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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| ''There are currently no suggestions up for voting.''
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| -->
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| '''[[Suggestion:20120919 Call Backup|Call Backup]]'''
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| :<small>by [[User:A Big F'ing Dog|A Big F'ing Dog]] at 18:16, 19 September 2012 (BST) </small>
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| '''[[Suggestion:20120915 Newbie Radio|Newbie Radio]]'''
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| :<small>by [[User:A Big F'ing Dog|A Big F'ing Dog]] at 00:42, 16 September 2012 (BST) </small>
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