Developing Suggestions: Difference between revisions

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* Whoops. Sorry about posting this in the wrong page. Mistake corrected. --[[User:Anachomutualist|Anachomutualist]] 18:33, 21 January 2011 (UTC)
* Whoops. Sorry about posting this in the wrong page. Mistake corrected. --[[User:Anachomutualist|Anachomutualist]] 18:33, 21 January 2011 (UTC)
'''Hat Mail''' - The flamethrowers in Malton are obsolete by our standards, but to the trapped citizens, it's the best flamethrower technology they've ever seen. --{{User:TripleU/Sig}} 02:46, 22 January 2011 (UTC)


==Suggestions up for voting==
==Suggestions up for voting==

Revision as of 02:46, 22 January 2011

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.

Further Discussion

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

Resources

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

Improvised Flamethrower

Timestamp: Anachomutualist 18:19, 21 January 2011 (UTC)
Type: New skill tree, new weapon
Scope: Science class, PKers (possible buff)
Description: Yes, I know, both concepts have been suggested before. But here's my version, which hopefully is different form both alone.

The flamethrower would be a new weapon, found in vehicle depots. (Searching the workbenches, you find an obsolete flamethrower.) It would take 15% encumbrance, do 4 damage and have a base accuracy of 15%. Its ammo would be "Napalm," (found in fort arsenals and vehicle depots), which takes up 5% encumbrance and gives two shots per reload. The flamethrower could hold four shots, but would not be counted as a firearm. Also, the flamethrower would do one extra point of damage to human characters. This could be a buff to PKing (adding a new "mad scientist" type character), and the logic is that zombie flesh is already rotting away.

There would also be a new skill tree under the science class. Because forts are so rare and hard to hold, the player would be able to synthesize fuel.

  • Physics - +15% accuracy with the flamethrower
    • Engineering - allows player to build flamethrowers (see below)
      • Thermodynamics - +20% accuracy with the flamethrower
    • Chemistry - allows player to make Napalm (see below)
      • Recycling - gives the player four shots per Napalm instead of two

A player with Chemistry could synthesize fuel when in a (powered) auto repair shop or fort vehicle depot. If they have a Beer and a Fuel Can, there is a button to "Synthesize Napalm." Selecting it removes the Beer and Fuel Can, and gives the player one Napalm. (Using some spare equipment and your knowledge of chemistry, you combine beer with gasoline to make napalm.) A player with Engineering would build flamethrowers in a similar fashion. If they are in a powered auto repair shop or vehicle depot with a Flare Gun, length of pipe and Spray Can, a button to "Build Flamethrower" would appear. Selecting it removes all three items and gives the player a flamethrower. (Using the flare gun as a trigger, the pipe as a barrel and the splay can to hold fuel, you build an improvised flamethrower.)

There could even be a new scientist class, starting out with a flamethrower, physics and chemistry, and spawning in factories. (Before the outbreak, your worked as a chemist for a factory in suburb...Following the advice of the authorities, you've barricaded yourself in. Now you wait with a makeshift incendiary weapon, ready to strike at any zombies.)

Any suggestions, constructive criticism, hate mail?

Discussion (Improvised Flamethrower)


  • Whoops. Sorry about posting this in the wrong page. Mistake corrected. --Anachomutualist 18:33, 21 January 2011 (UTC)

Hat Mail - The flamethrowers in Malton are obsolete by our standards, but to the trapped citizens, it's the best flamethrower technology they've ever seen. --VVV RPMBG 02:46, 22 January 2011 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

Recon Training

Discussion moved to Suggestion talk:20110110 Recon Training --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:11, 10 January 2011 (UTC)