Developing Suggestions: Difference between revisions

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To make this suggestion complete: Where would Carpenters [[Spawning|spawn]]? What would their Welcome Message be? --{{User:Spiderzed/Sandbox/Sig}} 20:46, 18 September 2010 (BST)
To make this suggestion complete: Where would Carpenters [[Spawning|spawn]]? What would their Welcome Message be? --{{User:Spiderzed/Sandbox/Sig}} 20:46, 18 September 2010 (BST)
:The above doesn't matter because we have [[PR_Class_New:_Survivor_%26_Zombie#Science:_Engineer|Engineer]], a character class which starts with Construction, in Peer Reviewed already. --{{User:Axe Hack/Sig}} 21:11, 18 September 2010 (BST)
:The above doesn't matter because we have [[PR_Class_New:_Survivor_%26_Zombie#Science:_Engineer|Engineer]], a character class which starts with Construction, in Peer Reviewed already. --{{User:Axe Hack/Sig}} 21:11, 18 September 2010 (BST)
:Also, [[Suggestions/RejectedApril2006#Construction_WorkerConstruction Worker]], which is the exact same thing, was duped because of the Engineer eons before it. --{{User:Axe Hack/Sig}} 21:12, 18 September 2010 (BST)
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Revision as of 20:12, 18 September 2010

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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.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

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How To Make a Discussion

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

Carpenter Starting Class

Carpenter

Timestamp: --Scout talk!!!!! 20:39, 18 September 2010 (BST)
Type: Starting class
Scope: Survivors
Description: The Carpenter starting class would start with a toolbox and the Construction skill.

Discussion (Carpenter)

To make this suggestion complete: Where would Carpenters spawn? What would their Welcome Message be? -- Spiderzed 20:46, 18 September 2010 (BST)

The above doesn't matter because we have Engineer, a character class which starts with Construction, in Peer Reviewed already. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:11, 18 September 2010 (BST)
Also, Suggestions/RejectedApril2006#Construction_WorkerConstruction Worker, which is the exact same thing, was duped because of the Engineer eons before it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:12, 18 September 2010 (BST)

booby trap skill

Timestamp: Naughteous Maximus 17:40, 17 September 2010 (BST)
Type: survivor & zombie skills
Scope: survivors and zombies
Description: This is a more refined version of a previous proposal by another player (11th-Nov-2005 Booby Trap) to implement a Military skill under the construction section called booby trap. This is a very limited skill which would allow for a survivor to implement a single booby trap in a building that is barricaded. It is a single firing booby trap. Buildings which are not barricaded can not have booby traps. A barricaded building can not have multiple booby traps.

Like all other construction skills, it would require having a toolbox and maybe another object, such as a length of pipe, which is consumed for the trap. The booby trap would go off to impact only the person to "bring down the last of the barricade." This could be either zombie or survivor. It would do a small amount of damage, maybe 5 or 10 hp. I would suggest that it take considerable AP to set up a booby trap, maybe 5 or 10 AP. Because it does take so many AP, if someone tries to booby trap an already booby-trapped building, they should be told before the AP expenditure that "A booby trap has already been set here." Maybe it could be part of the description of the barricade, but only from the inside of the building.

In addition, to balance the skill, zombies could have a recognize booby trap ability in their Memories of Life section. That could either work outright to avoid the trap, or have a high percentage chance to avoid the trap. Unskilled zombies would be unable to avoid triggering the trap. I believe this is in character with the apocalyptic zombie survivor mentality, and I think it would be a fun addition to the game. Additional suggestions for this idea are welcomed.

Discussion (booby trap skill)

Duped, Shooting Through Barricades, Multiply it by 1000. No. And how is 5-10 damage in one hit a "small amount of damage"? No single attack in this game does more then 4. —The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.

Did you forget a weapon? Shotgun (Damage 10 points (8 against a flak jacket.)) Ontaru 20:47, 2010 September 17 (BST)
It is not "shooting through a barricade" if you'd read the entire suggestion carefully. The amount of damage is supposed to be more than any weapon can do, but a single shot. There is no "multiply by 1000" because you can only set up one. Period. Per building. And it only hits one target. —The preceding unsigned comment was added by Naughteous Maximus (talkcontribs) at an unknown time.
30 damage is the maximum damage it is possible to inflict with a single ap. Many issues here, notably, zombies (who will be the only players this will target), don't really care about hp, how does a pipe inflict so much damage, it can be used a a griefing tool against rot revive clinics, its ap inefficent, booby traps are triggered by someone destroying the cades, but not entering the building? How does that work? --RosslessnessWant a Location Image? 21:12, 17 September 2010 (BST)

You cite a dupe, say that it's more refined, but then, as far as I can tell, have not made any substantial changes aside from making it less powerful. That suggestion was killed by nearly everyone for a reason, and I don't see anything here that changes my mind. It effectively allows survivors to "bank" AP by investing it in the trap, which can later be spent to do damage. See also: Dos and Do Nots (the point about pinning down details), Auto Attacks, and the list of frequent suggestions (check the entry for "Traps"). Aichon 21:07, 17 September 2010 (BST)

Well, the suggestion of tying it to a barricade was really more to limit the places where they could be set up, but I understand what you are saying about banking AP. I did think it was much more thought out, not unlimited in scope as the previous suggestion. The idea behind it is that the length of pipe "rests" on the barricade and when the last layer is taken out, whoever is underneath gets beaned by it. The trap is gone after that. And remember, it may not be a zombie. There are those survivors who choose to work for the dark side of the force! But you are right, the essence of the concept has not changed. I will certainly understand if, for that reason, it is not implemented. Naughteous Maximus 21:31, 17 September 2010 (BST)

While booby traps fit the zombie apocolyptic setting, they would fall under so many dupes that it's pointless to uggest one. Still, why would it do 5-10 damage instead of the regular pipe damage? --Gat 22:27, 17 September 2010 (BST)

The Machete

Timestamp: --Ben834 03:35, 16 September 2010 (BST)
Type: Weapon
Scope: Survivor/Zombie
Description:

No new skills, just uses the Hand-to-Hand Combat skill and the Knife Proficiency skill.


Base Accuracy 25%

+15%(Hand-to-Hand Combat skill) = 40%

+15%(Knife Proficiency skill) = 55%

Damage: 2


Basically a knife-hatchet hybrid. Because it has a longer blade and its fairly easy to use so it has more base accuracy, but it doesn't have the handle length to get a good swing or the weight to inflict enough damage as the axe would so it inflicts only 2 damage. Has a great Roleplaying value.


Great for beginners(even better than the knife)but harder to get as it can be found only in:

junkyards 1%(junk)

armories 5%

police departments 2%(evidence lockers)

warehouses 5%(maybe manufactured or military surplus)

mall sport stores 2% (you know how they have everything in that secret room you stumble upon on your way to the restroom...after a two hour long trip to the sports store...with a jumbo-extra-extra-large-COW-I-MEAN-RAT-MEAT-QUADRUPLE-POUNDER-AND-A-HALF-BIGMAC(even the kids are eating it these days)and finally realize they have a "SECRET ROOM" BUT NO RESTROOM!??!?!RAAAAAAAAAAAHHH!!!!!!*explodes*)


OH! And zombies can use it too so...yea..........within their endlessly clutching hands; MUWAHAHAHAHAHAAAA!!!!!!!1!!ONE11!!(note: that was supposed to sound scary)



Discussion (The Machete)

No. Not even if Danny Trejo asked. We're coming to get you, Barbara 03:44, 16 September 2010 (BST) Was it because of the absence of a restroom? :D--Ben834 03:47, 16 September 2010 (BST)

Peer Reviewed Dupe. And it's from 2005. If Kevan hasn't implemented it in the past 5 years, he's never going to implement it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:47, 16 September 2010 (BST)

But there's a significant difference: accuracy, zombies using it and the skills it needs for the extra accuracy--Ben834 03:49, 16 September 2010 (BST)
It's a dupe regardless. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:55, 16 September 2010 (BST)
Also, nothing about that suggestion says zombies can't use them. So still a dupe. And I will be ready to dupe you off the suggestions page with that suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:56, 16 September 2010 (BST)

I want knife throwing. Can we have knife throwing? --Aeon17x 03:49, 16 September 2010 (BST)

Someday Aeon, someday.--Ben834 03:51, 16 September 2010 (BST)
That someday is never. December 1st, 2005 suggestion. Throwing Items. 6 spam votes. Out of 6 votes. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:55, 16 September 2010 (BST)

Whoa. You guys are pretty quick at crushing people's dreams. I give props and cookies!!!--Ben834 03:58, 16 September 2010 (BST)

I suggest this: Before making a suggestion, use the search bar on the left. It will save you time, and it will save others time. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 04:01, 16 September 2010 (BST)

Hmmm...I always wondered what that was for.--Ben834 04:04, 16 September 2010 (BST)

Digestion update

Timestamp: --Chris Ortego 06:57, 14 September 2010 (BST)
Type: Skill
Scope: Zombies
Description: I think it would be great if zombies with digestion could gain a chance for bonus hp for successful biting attacks. It would be wise if they accept this and use it when the zombie count #'s drop more.

Discussion (Digestion Update)

I actually think most of the survivor count is from people with multiple accounts creating those level one firemen GKers or PKers everyday. I think its either spying sabotage or for flavour like if someone went crazy and attacked randomly in a situation, like when people run over each other because they begin to panic. --Chris Ortego 07:01, 14 September 2010 (BST)

Zombies with digestion already gain HP for successful biting attacks. Is there anything I miss? -- Spiderzed 08:19, 14 September 2010 (BST)

As Spiderzed. Zombies already gain HP, so what is this suggestion for? Aichon 08:21, 14 September 2010 (BST)

I was thinking about a bonus amount of hp but i guess I should incorporate that more --Chris Ortego 16:30, 14 September 2010 (BST)

Well they already gain 4HP per bite, just like using digestion on a corpse. We're coming to get you, Barbara 17:02, 14 September 2010 (BST)

Maybe a bonus upon finishing a survivor off with a bite. Easier to eat when the meat is no longer struggling. User:Whitehouse 17:11, 14 September 2010 (BST)

I thought it was saying that the zombie could go above the maximum HP limit. Either way, I have to admit that digestion HP recovery is mostly good for when there isn't a corpse in sight to eat. Also, I think a lot of people only use bite to infect survivors. (usually there is a corpse in sight...)--Gat 06:05, 15 September 2010 (BST)


Sentry Duty Skill

Timestamp: --Chris Ortego 06:40, 14 September 2010 (BST)
Type: Skill
Scope: Skilled Survivors
Description: I am reintroducing the "sentry" idea to fit more properly with the new scouting skills of the survivors. The "Sentry Duty" skill.


This is how it will work:

You can buy this skill if you have bought the scout safehouse skill. You must be within your scouted safe house for the skill to work. When you buy the skill a new button will be available to you but it can only be used in your scouted safehouse. The function of the sentry skill is making the player guard the barricades and attack any zombies that may damage the barricade (for example a zombie clawing the barricade from EHB to VHB++)the player automatically attacks the zombie with the selected weapon (BUT THE PLAYER CAN ONLY BLOCK FIVE TIMES MAX).


Here is a good example:

John is happy. John just purchased the "Sentry Duty" skill today. John is preparing to leave the computer for the day and stopped in his safehouse with 16AP to spare(11 + 5 extra). John new he would be alone in that safe house for a long time tonight so he chose to click the drop down menu's next to the "Begin Sentry Duty" button. The first; how much time he wanted to guard for and the second; what weapon he was going on sentry duty with. John chose 24 hours and Shotgun(2)(This was a great choice for John because he had Advanced shotgun training). As John proceeded to click the "Begin Sentry Duty" button he realized there was a warning in red next to the button. John clicked the "Begin Sentry Duty" button. John could now automatically attack the next zombie that damages the barricades.


2AP per hour - 1AP per hour = 1AP per hour so durring sentry duty john regenrates 1 AP an hour

x = # of hours

16AP - 15AP = 1AP + 1APx


Within 13 hours there was a zombie that broke John's barricades down one level. John's character emediatelly jumped into action and shot the zombie intruder(gaining xp for the # of hours at post and the XP for the combat). But at any moment john could click the "End Sentry Duty" button that replaced the begin sentry duty button or preform an action besides talking and is refunded the AP used to pay every hour that hasn't been payed yet(saves the AP not used yet).


1AP + (1AP * 13hours) = 14AP

then after sentry duty ends

14AP + 2APx

Discussion (Sentry Duty Skill)

I stopped reading after a paragraph. The fact that this means I missed 80% of the suggestion instantly means you're trying too hard with it. Simple things is better. We're coming to get you, Barbara 06:47, 14 September 2010 (BST)

Thanks! I'll work on it. I thought that someone was gonna have to think this all out :D. --Chris Ortego 07:05, 14 September 2010 (BST)

A few minor details (I also only read the first paragraph). First, it doesn't give you 5AP, it gives you a 10% chance that your 1AP action will cost 0AP. Secondly, this looks alot like firing through barricades.--Yonnua Koponen Talk ! Contribs 07:34, 14 September 2010 (BST)

Also, auto-attacks. And auto-attacks alone are a big red glaring suggestion no-no. -- Spiderzed 08:20, 14 September 2010 (BST)
As Mis, Yonn, and Spiderzed. Too long, attacking through barricades is almost always bad, and auto-attacks are something to avoid. Aichon 08:23, 14 September 2010 (BST)

Lets see, we got... shooting through barricades, auto-attacks, auto-HITS (from what I read) and improper AP loss. The way I see this, it states a survivor can set up base in a building, create a sentry, sleep that night, check the sentry in the morning to make sure they are still blocking, spend a few AP searching/restarting sentry duty, and continuosly do this over and over again by simply checking the server every couple hours. On top of that, a CRAPTON of survivors could all set up this same thing at the same time, allowing them all to shoot the same zombie. Also includes multiple by a thousand rule now. Do headshots apply? *facepalms* I realize a lot of people aren't satisfied with Kevan's new skill, but how about we just say "this skill sucks" rather than try to ammend it with a million different ideas, like how we did such with certain zombie skills which are considered generally pointless until later on (or vice versa). Anyone, anyone? --Gat 05:58, 15 September 2010 (BST)

I'll give you credit though, you spelled guard right! (a lot of people spell it gaurd.) --Gat 06:01, 15 September 2010 (BST)

All thanks to spell-check Kakashi. Oh and shall I break out the Spam for this suggestion or is that later?--Ben834 03:35, 16 September 2010 (BST)

So, we have shooting through barricades, Auto hits and Multiply it by a billion? Yeah no. --TheWritingWriter 00:44, 16 September 2010 (BST)


Add "/" to the zombie vernacular

Timestamp: ~Vsig.png 21:25, 13 September 2010 (BST)
Type: Flavor
Scope: Zombies
Description: I'd like to see the inclusion of "/" (forwardslash) to the zombie vernacular. Why? So that some day zombies too may share links in-game as survivors do. How? Well were fowardslash added, it would only be a matter of time before someone came up with something similar to tr.im or bit.ly that uses only characters found in the zamgrh alphabet. Why can't we do it now? Because I honestly can't think of a way of doing it without a forwardslash.

Discussion (Add "/" to the zombie vernacular)

I see no problem with this, nor do I see a reason to allow zombies to spam my screen with links that will rickroll me, and give my computer viruses. It is easy to overuse, and troll with, but at the same time could have significance. --Gat 05:59, 15 September 2010 (BST)

Zombies can now surf the internets? NecroTech never ceases to amaze. --Aeon17x 08:12, 15 September 2010 (BST)

You cant post links as a zombie? I never knew that, nor have I ever tried. Id put this in. --TheWritingWriter 00:46, 16 September 2010 (BST)


Sleeping bag

Timestamp: —The preceding unsigned comment was added by ErichZann (talkcontribs) 22:17, 12 September 2010 (BST).
Type: Item
Scope:
Description: A means of getting more HP/AP faster, at a slight cost of safety. Here's my Idea: It allows the user to gain

A) 3 AP/ Hour(Max 24)

B) 10 HP(Max) (whatever Kev wants)

But the user must be inactive for at least, say eight hours straight(No Logging in), must have sleeping bag and the cost is being 20%(WKW)more vulnerable.

The survivor is thought to be groggy/suprised and unable to outmanouvre the assailant(s)as easily. This is based on the idea of being active while attacked instead of just sitting still and getting hit.

This suggestion is just something to add detail to the game. I don't have a good grasp on statistics, so I'll leave it to those better equipped.

The personal motivation behind this is motivate less frequent use on the server, people who are logging in and logging out, spending just a couple of points at a time.

Discussion (Sleeping bag)

Nothing stops me logging on before I go to sleep, spending all my AP and then doing this, so that I'll have half my AP back by the time I wake up?--Yonnua Koponen Talk ! Contribs 22:29, 12 September 2010 (BST)

Seems like a good idea, as long as attacks either are more accurate against this person or do more damage. --Zamins 00:09, 13 September 2010 (BST)

Only if you give the zombies an equivelant. Everyone should have an equal amount of playtime. User:Whitehouse 00:17, 13 September 2010 (BST)

I'd say zombies currently have more playtime. I mean if a zombie gets killed they can just stand back up for 6 AP. If a survivor gets killed they have to wait at a revive point. Which pretty much takes a day or more to get revived. --Zamins 00:28, 13 September 2010 (BST)

It's your choice to stand around waiting for a revive, it doesn't however mean that the zombie form should be limited because of that. User:Whitehouse 00:42, 13 September 2010 (BST)

Survivors already sleep when they run out of AP. And if they recharge more AP than the usual rate it would go head-to-head with Kevan's rationale on AP gain. I think you'll have better luck if it just regained HP very slowly (around +1 HP every two hours), and only for non-infected individuals. --Aeon17x 01:54, 13 September 2010 (BST)

1: Oh, geeze, I didn't know there was a secret way to not wait for a revive and still be a human. Please do tell us all the secret. 2: Limiting zombies, LIMITING ZOMBIES? How the hell is that limiting zombies? --Zamins 09:01, 13 September 2010 (BST)

By applying unbalanced buffs to one side, the other becomes limited in its capabilities. I want to be able to play my characters equally, no matter which side of the conflict they happen to be on when I log in. User:Whitehouse 10:07, 13 September 2010 (BST)

Where can I get one of these magic healing sleeping bags? I want one.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 11:04, 13 September 2010 (BST)

Ok, So i spend all my ap, go back into my safehouse which is EHB, then i go to sleep in real life, and BOOM almost all my AP is back. This is a terrible idea, you may as well have just suggested we get an increase in AP per half hour instead of masking it behind a sleeping bag. --TheWritingWriter 20:42, 13 September 2010 (BST)

Unbalanced buffs? Zombies are way more powerful then humans. Zombies spend 6 ap to get up. Although this idea probably isn't the best to balance it, as it is overpowerd. --Zamins 02:41, 14 September 2010 (BST)

Uh huh, and survivors only spend 10AP to put them down, versus 3-4 times that for zambah-ahn-harman agzahn. We're coming to get you, Barbara 02:50, 14 September 2010 (BST)

Fine, back to the drawingboard... —The preceding unsigned comment was added by ErichZann (talkcontribs) at an unknown time.

Make it only usable outside buildings and offer an equivalent item/skill to zombies and I might agree with it. Otherwise, I think it creates unbalance (see TheWritingWriter's comment abaove). ~Vsig.png 22:25, 13 September 2010 (BST)

yawn has been suggested before. xoxo 01:19, 16 September 2010 (BST)


Necro-Chemical Recycling

Timestamp: Gat 01:54, 11 September 2010 (BST)
Type: Zombie Skill
Scope: Zombies
Description: *The hoards of Undead slowly lurch over the area, systematically destroying the buildings held by survivors. The oldest of the hoard who attack in the heavily scientist-based communities have learned to adapt to the syringe, and use it to increase their natural regeneration, making survivors be more cautious with improper use of the syringe.*

Before I go any further into detail, specs and such, let me explain how I feel this works: A zombie is capable of "getting up off the ground" even after being shot in the head because the zombie "virus" gives them a natural form of regeneration which keeps their bodies working. This is plausible since in all actuality, the zombie wouldn't be able to get up if they were shot in the head, and if they didn't naturally regenerate, they would eventually rot into nothing. (and the term metagaming them getting up for fun purposes isn't a decent reason in my opinion) This regenerative process is triggered through the brain, which releases the correct chemical balances and particles to allow the zombie to get back up. This explains why a "headshot" makes the zombie have to pay more AP to stand up, because the brain has to repair itself first before repairing other areas of the body.

The necrotech syringe "shuts down" the zombie virus, and uses regenerative effects to turn them human again. When a zombie bites them, the virus begins to leave its hibernated state. (I.E. infection)This also explains how when a PKer kills someone, they become a zombie, and not just "dead."

What this stat does, is say that the zombie has rotted so much, and they have adapted enough, that they potentially have created a natural resistance to the virus-quelling part of the syringe, and are capable of using the regenerative properties within it to their advantage.

So, anyways, the idea.

A zombie can take the skill "Necro-Chemical Recycling" after obtaining brain rot, and flesh rot. (and preferably after reaching level 10 to prevent zerge abuse.)

This skill adds a new stat to the zombie, it's called a "necro-bar" and provides three actions: Revive, Regenerate, and Resurrection


The necro-bar has specs similar to the encumberance meter. Whenever a survivor uses a necrotech syringe on a zombie, the zombie gains 2% in this stat if they have the skill. (similar to a 2% encumberance) The stat goes up to 150% technically. (I.E. "Bob the zombie is injected with a syringe to no avail, his necro-bar is at 2%)

When the zombie is brought back to life (for instance, in a powered necrotech lab, or in the revive part I'll explain later) they lose ALL points they had obtained in their necro-bar.

Regenerate The most basic form of the Necro-Chemical Recycling is the ability to regenerate health. When the necro-chemical bar is at 30% or more, they can trade in 10%, and 1 AP for the equivalent of a FAK, healing 5 HP. (realize that 30% = 15 revive syringes they have been injected with.)

Basically they recycle a small amount of the necrotech syringe stuff to increase their health slightly.

Revive The more advanced form of Necro-Chemical Recycling is the ability to stand up for less AP when they have been killed. The Necro-chemical bas must be at 50% or higher, and uses up 25%. The zombie stands up for 5 less AP that one time, but stands up with 10 less HP. (that means they have to be injected 25 times to reach 50%, and it costs 12.5 syringes basically.)

Basically, they take a large amount of the regenerative chemicals produced by the syringe to regenerate their brain enough to produce the correct things without having to wait for the brain to regenerate as long. (I.E. the -5 AP)

Resurrection (small part that was nothing more than brainstorming) When at 100-150%, the zombie can spend 10 AP, and remove all necro-bar % to return to the survivor state. (they would fall to the ground as if they had been injected with an actual syringe.)

The large chemical imbalance would shut down the virus starting the process basically.


Before you comment, let me say this... Please, PLEASE If you dislike the idea, just say "I dislike the idea" you hate it, just say "I f*ing* hate this idea!" but don't use the abuse excuse. It won't hurt my feelings, or anyone elses feelings if you just tell the truth.

Discussion (Necro-Chemical Recycling)

I read it all and I still think it's too complicated. And the term 'necro-bar' gives me a different kind of imagery.
A trenchcoater, a death cultist, and a brain rotter walk into a bar... --Aeon17x 02:02, 11 September 2010 (BST)

Two things. What if the PKer's target had never been infected? Also, the HP healing factor is a partial dupe of the existing Digestion skill. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:17, 11 September 2010 (BST)

Whatever Maltonians were not infected early in the outbreaks have died a long time ago, and are not playable characters. --VVV RPMBG 04:32, 11 September 2010 (BST)

Far simpler solution that'll keep the same flavour - a skill, bought after flesh rot, that causes the zombie to gain, say, 5-10 HP when injected with a syringe, provided that syringe doesn't revive them (so in a raid on an NT, if it's powered then CRs work, and if it's not, shit just got serious). We're coming to get you, Barbara 02:22, 11 September 2010 (BST)

Yes. --VVV RPMBG 04:32, 11 September 2010 (BST)
This suggestion is goddamn awesome. Sorry to be a downer, however, but things this complicated never get introduced. I like the idea that the syringes would heal rotted zombies though; if you put that up, it'll almost certainly go through. So yes, awesome idea, but too complicated for this game methinks. --Karloth Vois ¯\(°_o)/¯ 07:44, 11 September 2010 (BST)

You got the canon completely right, what a rare treat. However, the idea is overcomplicated and underpowered. You need to KISS, especially when zombies are involved. --VVV RPMBG 04:32, 11 September 2010 (BST)

Surprisingly enough, I really like this. I'd prefer a few minor tweaks, e.g. points instead of a %, and renaming a couple of the things involved to fit more with what we've got: Necro-Bar becomes NP (Necro points). But all in all, I really like this idea. Brain rotted survivor players (or dual nature) can be revived slightly more easily, and zombies can have FAK equivalents. The standing more easily one I presume doesn't go below 1ap?--Yonnua Koponen Talk ! Contribs 09:56, 11 September 2010 (BST)

Yep, standup cost would not go below 1 AP, making it generally useless to use said skill unless you were headshotted/don't have ankle grab.--Gat 17:53, 11 September 2010 (BST)

As VVV - too complicated for the actual results IMO. Zombies aren't really bothered about restoring HP or reducing stand-up costs as those have little impact in any case, and the rationale given doesn't really do it for me, or add much flavour.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 10:52, 11 September 2010 (BST)

I'd lose it all apart from the stand up cost one. Its the one that best benefits zombies, which is what you want as a zombie skill. --RosslessnessWant a Location Image? 11:58, 11 September 2010 (BST)

Thanks for all the comments/suggestions! I was kinda surprised actually. This was more or less a rough draft, I'll probably submit a simplified version in DS in a few days with maybe a chart, or something like that to represent the data better.--Gat 17:54, 11 September 2010 (BST)

This is a great idea, Id vote for it. But as other people have mentioned, I think its a tad complicated for our little point and click game.--TheWritingWriter 04:49, 12 September 2010 (BST)


Hard Mode

Timestamp: TheWritingWriter 00:54, 10 September 2010 (BST)
Type: Zombie Class
Scope: Zombies
Description: Zombie starts with Brain Rot

Discussion (Hard Mode)

Theres a good chance these were dupped, but what do you guys think? could add some interesting twists to being a zombie. --TheWritingWriter 00:54, 10 September 2010 (BST)

I think you should check before you post them, since otherwise you're wasting folks' time. Aichon 01:19, 10 September 2010 (BST)

You could discuss all the classes under one header you know. Anyhow, the problem is that zombies need skills which will help them earn XP at a decent pace. Ransack, Scent Fear, Digestion, Brain Rot, none of those help zombies earn nearly enough XP for the next level. Memories of Life might help, but very rarely. - User:Whitehouse 01:30, 10 September 2010 (BST)

This and this might interest you, already passed voting. User:Whitehouse 01:45, 10 September 2010 (BST)

I deleted all the previous entries except this one. I kinda like the idea of starting the game with brain rot, adds moar challenge to the game. Sorta like the consumer class.--TheWritingWriter 02:32, 10 September 2010 (BST)

Sounds like an easy multiple character opportunity to clog up revive points all over the city. --Aeon17x 02:34, 10 September 2010 (BST)
Very easy chance for an asshole to abuse with multis... At the same time, I would have killed to have an alternate zombie class with brain rot, since personally, I like the idea of a harder chance at surviving as a zombie at lower levels. I mean heck, I got all the skills generally considered useless before getting the good skills as my first zombie for the reason of making the game more interesting. If there's a small note attached to it warning people who are new to UD about the effects the class has, (such as... "Hey, this class makes playing as a zombie just a tad bit harder early on, but is great for those who want a bit of a challenge." or something along those lines) then I would be perfectly fine with it. --Gat 00:25, 11 September 2010 (BST)

Make it an option for all character classes - start normally, or start w/ brain rot. We're coming to get you, Barbara 00:30, 11 September 2010 (BST)

Perhaps new characters could choose between Corpse (Vigor Mortis) or Rotten Corpse (Vigor Mortis and Brain Rot). No need to fool new survivors into ruining their lives, amusing as it would be. --VVV RPMBG 04:37, 11 September 2010 (BST)

Scout Supplies

Timestamp: Redoubt 22:33, 9 September 2010 (BST)
Type: New Skill
Scope: Survivors
Description:

(Added as a subset to the Military Skill "Scout SafeHouse")

As Kevan has introduce the new Scout Safehouse skill there has been some talk about the possible use for such a skill. Scout Safehouse requires the user to spend 31 AP to set and scout a safehouse which gives him 5 Extra AP per day in that building. Given that the skill requires such a large amount of AP, a subsequent skill can be added. This is where Scout Supplies comes in as a subset of Scout Safehouse: In a established safe house, a survivor has an increased chance of finding supplies because he knows the layout of the safehouse.

This should only increase the search probability by ~5-8%, as to not unbalance the game.

While there is always some concern with altering search probabilities, the large amount of AP expended and the ability of zombies to ruin a safehouse, thus requiring another 31AP, would make the establishment of a safehouse more worthwhile.

Discussion (Scout Supplies)

It doesn't actually give you 5AP a day. It just averages out to 5AP per day if you spend all 50 if your AP each day in your safehouse since it's a 10% chance per AP spent in the building to have it be free. Anyway, I'm a bit torn on the idea you present. I don't see the point in adding another skill to an already worthless one (Scout Safehouse is virtually useless to survivors, since it will rarely break even on the cost in dangerous areas, and it'll give you unnecessary AP in safe areas), but at the same time I don't want your idea to outright replace Scout Safehouse, since it's applicable in even less situations and locations than the current skill is (i.e. the current skill, while it rarely does pay off, at least has the potential to pay off in non-TRPs or in places where you aren't searching, whereas yours lacks even that). Aichon 23:07, 9 September 2010 (BST)

RE I agree that Scout Safehouse is quite useless in dangerous areas. However, what I'm suggesting would give the Scout safehouse skill some practical use by allowing for immediate increased search rates in the building. If my group is using a hospital deep in hostile territory as a safehouse while restoring a suburb, then scouting it the first day allows that every subsequent day I am alive, and it remains unruined, I benefit from the increased search percentage. It wouldn't take a week in one location for the scouting to be useful. In non-TRPs, the skill would be less useful, but as you said, Scout Safehouse is worthless as it is. || Redoubt 06:50, 10 September 2010 (BST)

I think this is a great idea. Increasing Search percentages would help some, especially since you already used so much AP for that safehouse to scout it.--TheWritingWriter 00:35, 10 September 2010 (BST)

Not a fan of the safehouse skill. I'm not sure there is much which can redeem it. This just reinforces the sit tight mentality which wont help survivors in the long run. - User:Whitehouse 00:45, 10 September 2010 (BST)


Suggestions up for voting

Suggestion:20100908 Death by Dropped Museum Object