Developing Suggestions: Difference between revisions
Line 83: | Line 83: | ||
:::::Excellent point on the death cities. I guess I didn't consider the co-ordinated strike side of it because I feral as a zombie.--{{User:Yonnua Koponen/signature}} 20:12, 20 April 2010 (BST) | :::::Excellent point on the death cities. I guess I didn't consider the co-ordinated strike side of it because I feral as a zombie.--{{User:Yonnua Koponen/signature}} 20:12, 20 April 2010 (BST) | ||
::As Ross said, yep. While we don't do it often, there have been times that I've been DNA Extracted on my MOB alt and have been able to point out the building for our strike team to hit when we get done with our scheduled target for the day. Other times, I've followed the trail and found a building that was already opened up by the MOB's feral cloud. There's nothing quite so satisfying as demanding your DNA back in zombie speak, before eating the survivor's brains. {{User:Aichon/Signature}} 20:21, 20 April 2010 (BST) | ::As Ross said, yep. While we don't do it often, there have been times that I've been DNA Extracted on my MOB alt and have been able to point out the building for our strike team to hit when we get done with our scheduled target for the day. Other times, I've followed the trail and found a building that was already opened up by the MOB's feral cloud. There's nothing quite so satisfying as demanding your DNA back in zombie speak, before eating the survivor's brains. {{User:Aichon/Signature}} 20:21, 20 April 2010 (BST) | ||
As ross and aichon. I just don't think putting the two skills together would be such a good idea. It feels slightly off balance (powerwise) to have them roleed up into one skill. but I get your drift. --{{User:Jack_Kolt/Sig}} 02:32, 21 April 2010 (BST) | |||
---- | ---- | ||
Revision as of 01:32, 21 April 2010
Developing Suggestions
This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.
Nothing on this page will be archived.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
- Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
- If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Adding a New Suggestion
- Copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- Paste the copied text above the other suggestions, right under the heading.
- Substitute the text in RED CAPITALS with the details of your suggestion.
{{subst:DevelopingSuggestion |time=~~~~ |name=SUGGESTION NAME |type=TYPE HERE |scope=SCOPE HERE |description=DESCRIPTION HERE }}
- Name - Give the suggestion a short but descriptive name.
- Type is the nature of the suggestion, such as a new class, skill change, balance change, etc. Basically: What is it? and Is it new, or a change?
- Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
- Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.
Cycling Suggestions
- Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
- Suggestions with no new discussion in the past week may be removed.
- If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.
This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.
Please add new suggestions to the top of the list
Suggestions
Scent Hunt
Timestamp: Yonnua Koponen Talk ! Contribs 18:15, 20 April 2010 (BST) |
Type: Skill Change |
Scope: Zombies |
Description: Currently, Scent Blood and Scent Trail are two seperate skills, both subskills of Scent Fear. this suggestion would propose merging them in to one skill, Scent Hunt. Details below.
Current System: Scent Fear:
Each costs 100XP. I'm proposing that instead of 2 skills, they become one zombie skill, in the same position. Although both offer a significant tactical advantage, I don't consider that they give enough of an advantage to warrant costing 100 additional XP. As such, I'd suggest that they are joined, as Scent Hunt, giving both skills for only 100XP. Everybody with both would now only have the one skill, and would be refunded 100XP. Everybody with one would now have the full skill, and would not recieve a refund. Everybody without either skill would be unaffected. Thoughts? |
Discussion (Scent Hunt)
So, for the cost of one skill, we not only get the equivalent of a super-Diagnosis skill (since it can track infections too), but we also get a homing device? I think you can see where I'm going with this. I think we already get our money's worth on those two skills as it is. —Aichon— 19:18, 20 April 2010 (BST)
- Have you ever used Scent Trail?--Yonnua Koponen Talk ! Contribs 19:19, 20 April 2010 (BST)
- Yep. --RosslessnessWant a Location Image? 19:39, 20 April 2010 (BST)
- Would you say it's worth spending an additional 100 experience on?--Yonnua Koponen Talk ! Contribs 19:43, 20 April 2010 (BST)
- Yes. Say you're an organised horde, perhaps maintaining a ruin, if a group of survivors were trying to evict you over a few days, you would have multiple sources of information telling you exactly where they were holing up each day. Then you could organise a timed strike and eat them all. Or if you were in a perma death city, its an absolute must have. Those survivors in Borehamwood don't even go near a zombie unless they know they can kill it. --RosslessnessWant a Location Image? 19:56, 20 April 2010 (BST)
- Excellent point on the death cities. I guess I didn't consider the co-ordinated strike side of it because I feral as a zombie.--Yonnua Koponen Talk ! Contribs 20:12, 20 April 2010 (BST)
- Yes. Say you're an organised horde, perhaps maintaining a ruin, if a group of survivors were trying to evict you over a few days, you would have multiple sources of information telling you exactly where they were holing up each day. Then you could organise a timed strike and eat them all. Or if you were in a perma death city, its an absolute must have. Those survivors in Borehamwood don't even go near a zombie unless they know they can kill it. --RosslessnessWant a Location Image? 19:56, 20 April 2010 (BST)
- Would you say it's worth spending an additional 100 experience on?--Yonnua Koponen Talk ! Contribs 19:43, 20 April 2010 (BST)
- As Ross said, yep. While we don't do it often, there have been times that I've been DNA Extracted on my MOB alt and have been able to point out the building for our strike team to hit when we get done with our scheduled target for the day. Other times, I've followed the trail and found a building that was already opened up by the MOB's feral cloud. There's nothing quite so satisfying as demanding your DNA back in zombie speak, before eating the survivor's brains. —Aichon— 20:21, 20 April 2010 (BST)
- Yep. --RosslessnessWant a Location Image? 19:39, 20 April 2010 (BST)
As ross and aichon. I just don't think putting the two skills together would be such a good idea. It feels slightly off balance (powerwise) to have them roleed up into one skill. but I get your drift. --Jack Kolt Talk|Chars 02:32, 21 April 2010 (BST)
Improve Diagnosis
Timestamp: V darkstar 13:31, 20 April 2010 (BST) |
Type: Skill Improvement |
Scope: Evreyone |
Description: We all know that you can't diagnose a survivor in a dark building, however I recently discovered that you also can't diagnose a survivor OUTSIDE a dark building. I suggest that anyone with diagnosis can see the health of a survivor outside a dark building. |
Discussion (Improve Diagnosis)
Bug. - User:Whitehouse 13:45, 20 April 2010 (BST)
As Whitehouse, this is a bug regarding the tagging of locations as dark. Kevan will get to it in time. -- . . <== DDR Approved Editor 13:46, 20 April 2010 (BST)
yeah right...--Arthur Dent BIN LADEN IS DEAD!!!!! 14:35, 20 April 2010 (BST)
Caffine Pills
Timestamp: BlackDragon2026 23:35, 17 April 2010 (BST) |
Type: New Item |
Scope: Survivors |
Description: Similar to beer or wine, except that this consumable item, found mainly in mall drug stores or police and fire stations will give an AP increase, while your health decrease slightly every time you take a pill. Each box of caffine pills can have 5 to 10 pills, and each pill, which takes no AP to digest, will increase one AP and decrease one health. Drug stores would have these for sale, while EMS personnel at fire stations and police officers on night shift would have them in their lockers. |
Discussion (Caffine Pills)
My death-cultist would gladly pack some. Health degradation not just for free, but for extra AP? Amazing parachutes could be done by that... --Spiderzed 23:40, 17 April 2010 (BST)
- My thoughts exactly. A pack of 5 or 10 of these, as you say, plus an infection, halves the amount of AP expended dying in a parachute. I like it but it's powerful. Gain 1 AP, lose 5 HP, doses found individually (flavour it as taking several pills at once, rather than finding individual pills), then they'd probably balance out more. I'd vote for them in a watered-down form, as I'd find great use for them. 23:44, 17 April 2010 (BST)
Could allow for massive AP usage in a single burst. Overpowered. - User:Whitehouse 23:41, 17 April 2010 (BST)
Upon use: Gain 5AP, doesn't take any to eat. The next five AP using actions: Nothing unusual. The next five AP using actions: Costs double the normal AP. It all stacks, so if you eat four pills, you get 20AP, make 20 Normal moves, and then have the hangover last for 20 moves. But of corse, it would never work, like anything that afects AP. --VVV RPMBG 00:23, 18 April 2010 (BST)
If this was implemented, I would stock up my inventory half full with these, and half full with bottles of wine. Then, for the next month, I'd play non-stop, Using the extra AP from this healing the 1HP cost.--Yonnua Koponen Talk ! Contribs 00:28, 18 April 2010 (BST)
- 00:34, 18 April 2010 (BST)
- You might want to image ark that somewhere. :/ --Yonnua Koponen Talk ! Contribs 00:36, 18 April 2010 (BST)
Serum Scentsativity
Timestamp: Swiers 16:28, 17 April 2010 (BST) |
Type: zombie skill |
Scope: zombies |
Description: A scent-tree skill directly under Scent Fear that allows zombies to pick up the scent of Necrotech facilities, allowing them to see them on the map as if they had NecroTech Employment. Skill would allow zombies that buy Brain Rot early in their career to be fully equal to level 43 zombies. Would be a trans-mortal skill (mainly to make coding easier, as it could use the same code as NecroTech Employment); if revived, the character could still identify NecroTech buildings, but would NOT be able to revive zombies or use a DNA scanner. |
Discussion (Serum Scentsativity)
I was considering making this a sub-skill to Brain Rot, since its mostly for use by rotters, but Scent makes more sense, and there's no reason to NOT put it there, that I can see. Swiers 16:29, 17 April 2010 (BST)
- There was something similar mentioned here maybe two weeks ago. I had suggested that it label NTs on the map and replace NecroTech Employment's flavour text with something scent-based, such as "You are standing outside the Muller Building. A harsh chemical smell hangs in the air." I'd be all over it being added. 16:34, 17 April 2010 (BST)
I think this is a dupe of something Iscariot suggested a while back, but under a different tree.--Yonnua Koponen Talk ! Contribs 16:39, 17 April 2010 (BST)
- Here's the link.--Yonnua Koponen Talk ! Contribs 00:18, 18 April 2010 (BST)
My time machine works, it's 2009 all over again. Time to place bets on Brawn and Button! -- . . <== DDR Approved Editor 18:20, 17 April 2010 (BST)
I like this idea, maybe the zombies have evolved to be able to smell that "funny smell" coming from the NT buildings and thus it would be either shown on the death map, or it would be worded in the description box. --Dirty 23:55, 17 April 2010 (BST)
I'd support it, navigation ability should be equal for both sides. - User:Whitehouse 00:12, 18 April 2010 (BST)
- It should, but it does look like an exact dupe of Suggestion:20090201_Scent_Enemy. Anyhow, its such a minor tweak (very few zombies don't get the chance to buy NTE) that it's probably not worth voting on again. Swiers 03:01, 18 April 2010 (BST)
FAK'S as Weapon's
Timestamp: User:Scvideoking 22:42, 15 April 2010 (BST) | ||||||||||||||||||||||||
Type: skill | ||||||||||||||||||||||||
Scope: Survivors. | ||||||||||||||||||||||||
Description:This would be a skill that allows you to actually use a FAK as a weapon
I know this sounds crazy but hear me out.A FAK is common so this would basicly give 2 damage with a 10% chance of hit And other skills like melee proficency will also help attack percentage by the same amount they do general wepons. This would not cause DSR and pretty resonable and after about 15 succeful hits the kit would break. The KIT not anything inside it What do you think?--scvideoking Discussion (FAKs as Weapons)What I think is that you are not Swiers. 22:48, 15 April 2010 (BST)
A down-powered dupe of knife, which (if found in an Infirmary) can be described as "a large scalpel". Swiers 01:01, 16 April 2010 (BST) Are you going to poke me in the eye with it? Its a med kit, have you ever seen a basic med kit? Your better putting a band aid over my eye then actually hurting me with one. -- 01:03, 16 April 2010 (BST)
Yeah sure, you can have FAKs as weapons. Provided of course that my death cultist gets to use empty syringes as weapons, air in the blood stream and the survivor in question drops dead of a brain embolism some time in the next 50AP. Obviously these can't be fixed with FAKs and it doesn't work on zombies. Sound fair to you? -- . . <== DDR Approved Editor 10:40, 16 April 2010 (BST)
this is intresting, maybe if your infected and you use a fak on another survior it infects them? that could possibly be game breaking though.--Dirty 21:54, 16 April 2010 (BST)
In L4D, you can kill infected with a medkit. That is because you have to "hold" items and if attacked you can swing it as a weapon. That doesn't work in Urban Dead because you don't "hold" items. And, even if you DID, I don't see a medikit doing more damage than a newspaper. And 15 hits is too much.--Pesatyel 17:38, 18 April 2010 (BST) Metal box + Head = bad day--Arthur Dent BIN LADEN IS DEAD!!!!! 14:38, 20 April 2010 (BST) Scouting skill
Discussion (Scouting Skill)Yes, if this went to voting, I'd work up some sort of visual representation of the "view" effect. Swiers 15:56, 15 April 2010 (BST) I like it, but i would use the phone masts for scouting rather than any tall building, also I would kill the percents or make them like 75%-125% closely centered at 100%--V darkstar 16:10, 15 April 2010 (BST)
Cannibalism
Discussion (Cannibalism)IMHO pretty tasteless (and tasteless beyond the usual scope of the genre), and also of most use to PKers, as they rarely carry many supportive/healing items and could partially circumvent this deficite with this skill. Also, you haven't made clear yet if this heals infections. (Not every healing item does - see beer and wine.) --Spiderzed 09:32, 15 April 2010 (BST)
Re-theme it as either looting (regardless of what the victim was carrying, have a first aid kit be found and used), or as an adrenaline rush (in which case I'd reduce it to 2-3HP and have it apply to all kills made, regardless of who is or isn't alive). Then I'd be all over it like DDR on Vegemite. 12:30, 15 April 2010 (BST)
Make it a skill which allows survivors with digestion to use a less effective version on corpses. 1AP eating restores 2HP but has a 5% (or even 10%) chance of infecting the canibal per day the corpse has been there. It's not really overpowered and Death cultists etc are an accepted part of the game. One thing tho, you should automatically get covered in gore while doing this --Honestmistake 14:28, 16 April 2010 (BST)
Food
|