Developing Suggestions: Difference between revisions

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===Flashlight===
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 02:25, 2 July 2010 (BST)
|-
|'''Type:''' Attachment
|-
|'''Scope:''' Firearms
|-
|'''Description:''' No, this is not [[Suggestion:20071008 Flashlights (revised)|this]], [[Suggestions/25th-Aug-2006#Flashlight_Version_2.0|this]], or [[Suggestions/29th-Jan-2006#Flashlight_.26_Batteries|this]], and is definitely not a 100% dupe of [[Suggestion:20080607 Flashlights|this]].


No.  What I propose may be slightly similar to the last link, but it's different.
These Flashlights are like the flashlight attachments that you can equip to firearms.  They will increase the accuracy of firearms in [[Dark]] buildings by 10%, and only 10%.  And they can only increase the accuracy of firearms.  In dark buildings.  Only.
The downside?  The Flashlight will increase the encumbrance of the firearm by 4%.  Also, when you use the equipped firearm, anyone outside the building will notice the light from these Flashlights.
The Flashlights base encumbrance is 2%.  They can be found in Armories , Police Departments, and Mall Gun Stores, all at 2% base search percentage.
When there are Flashlights is in your inventory, there will be a dropdown list to equip it to one of the firearms in your inventory.  Equipped firearms will be marked (marked with an E), and they cannot be unequipped.  This will cost 1AP to equip.  Attempting to equip the Flashlight when all your firearms are already equipped with them will waste you an AP.
The equipped Flashlight will only last for <s>30</s> 3 shots for Pistols and <s>6</s> 1 shots for Shotguns, afterward, it becomes useless.  However, they will not be unequipped from the firearm, meaning that the firearm still takes up an extra 4% of your Encumbrance.  The only way to get rid of a pistol with a dead Flashlight (marked with an *) is to drop the firearm completely.
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====Discussion (Flashlight)====
Doomguy didn't have this capability on Mars in the future. {{User:Misanthropy/Sig}} 02:27, 2 July 2010 (BST)
:Yea, yea...Spam the suggestion...But if you do the math, the chance for a fully leveled survivor to hit with a firearm is still less than 50%.  And also, I'm just suggesting this because the amount of suggestions these days have been staggering... --{{User:Axe Hack/Sig}} 02:30, 2 July 2010 (BST)
::I genuinely don't like the idea of anything that counteracts dark buildings. Sowwy. {{User:Misanthropy/Sig}} 02:31, 2 July 2010 (BST)
:::Even with most of the Cons of this suggestion?  And the limitness of what weapons they can only be used on? --{{User:Axe Hack/Sig}} 02:33, 2 July 2010 (BST)
::::Yes. While this will be of little use to the average fire-and-forget trenchie, well-equipped and intelligent survivors will have a massive boon at clearing dark buildings of zombies, PKers, and non-hostile survivors at an encumbrance cost much lower than a fuel can and a generator. You'd need something like 7 augmented weapons just to equal the weight of a single-use generator/fuel pair.{{User:Lelouch/sig}} 02:55, 2 July 2010 (BST)
:::::Then allow me to kill the item even more.  Cut the number of shots usable to 3 for pistols, 1 for shotguns. --{{User:Axe Hack/Sig}} 02:58, 2 July 2010 (BST)
::::::See, now it's gone from being OP to UP. Look, here's the classic suggestion's conundrum:
{{User:Lelouch/Secret Research Submarine/Launch Bay/Bay Four|23:53, 2 July 2010 (BST)}}
'''Kill''' - Dark buildings should differ in that ''everything'' takes twice as long, not that only survivors can fully exploit them. Also, {{KISS}}. --{{User:TripleU/Sig}} 06:54, 2 July 2010 (BST)
Interesting, for certain. Not sure how I feel about it, but very much interesting. --{{User:Maverick Farrant/sig}} 08:20, 2 July 2010 (BST)
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===Zombie Class Change===
===Zombie Class Change===

Revision as of 08:45, 15 July 2010

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

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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Adding a New Discussion

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


Adding a New Suggestion

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

Cycling Suggestions

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


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


Suggestions

Subway Tunnels

Suggestion moved to voting. Discussion moved to Suggestion talk:20100714 Subway Tunnels. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:24, 14 July 2010 (BST)



Zombie Class Change

Suggestion has been moved to voting. Discussion has been moved to Suggestion talk:20100629 Zombie Class Change. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:46, 29 June 2010 (BST)



Unique Weapons

Timestamp: Mindlessidiots 18:12, 3 July 2010 (BST)
Type: New Weapons
Scope: Human/Zombie
Description: If you ever played Fallout 3 you have encountered at least one of it's unique weapons, which is like a normal weapons except stronger. What I am suggesting is that there should be unique weapons of some of the Melee weapons, such as the crow bar, baseball bat, length of pipe, and all sporting weapons so zombies can also use them. The unique weapons will not be incredibility powerful, just have a small stat boost. Let me give you an example

Lord Alner's fencing foil

Lord Alner was a dedicated fencer, so he had a special foil created for him which was thought to be one of the best foil's ever created.

Damage: 3 points

Base accuracy: 15%

Starting Skill: 20%

Hand to Hand combat: 30%

Location: Alner Manor

As you can see, it only has a small boost compared to a normal foil. The object of this is not for it to be some weapons that slaughters everything it touches, but more of a personal trophy to have. Since the item is unique of course, only one can be found. Now, it would be kind of unfair if the person was able to keep it forever so when the person dies the weapon would spawn back at it's unique place.

Discussion (Unique Weapons)

New player xXxZombieSmasher0001xXx signs up, finds Bob the Builder's Toolbox, plays for two days and idles out forever. Unique weapon irrecoverably lost. Strength is just an accident arising from the weakness of others 18:17, 3 July 2010 (BST)

True, I can only think of two way's to fix that, one would be that weapons disappears after a certain period of time or if the item respawns if the character idles out. But ether is not a exactly a perfect fix.--Mindlessidiots 18:26, 3 July 2010 (BST)

I can see this working somewhat like the seasonal clothing and items. Dislike the idea of one-of-a-kind items – one-in-a-million acquisition odds, perhaps, but everyone should be able to find one with sufficient tenacity/luck. ᚱᛁᚹᛖᚾ 11:21, 9 July 2010 (BST)