Developing Suggestions: Difference between revisions

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:The amount of health the Flak Jacket has is open for debate, I picked 50Hp because it was the same as the amount of health the user has by default and worked fine for quick number crunching. I'll happily raise it to 100 if people agree it's too low. Any thoughts on variable health when finding them? (added info for zombies). --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:20, 2 November 2008 (UTC)
:The amount of health the Flak Jacket has is open for debate, I picked 50Hp because it was the same as the amount of health the user has by default and worked fine for quick number crunching. I'll happily raise it to 100 if people agree it's too low. Any thoughts on variable health when finding them? (added info for zombies). --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:20, 2 November 2008 (UTC)
::Maybe have varying health, but it could get kind of annoying to constantly find 1HP flak jackets. Perhaps have a limit to the amount of damage that they can have? [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:11, 2 November 2008 (UTC)
::Maybe have varying health, but it could get kind of annoying to constantly find 1HP flak jackets. Perhaps have a limit to the amount of damage that they can have? [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:11, 2 November 2008 (UTC)
Assume found secondary Flak Jacket parts are 'scrapped' to replenish the worn flak jacket.  So: find a flak jacket, wear it automatically, find other flak jackets, their "healths" when found are added to that of the worn flak jacket, up to the maximum.  Flavor text would go as (initially) "You find a (good / partially damaged / badly damaged) flak jacket and wear it," then for each subsequent flak jacket found, "You find a (good / partially damaged / badly damaged) flak jacket and scrap it for parts."  I would suggest jackets at >65% of the maximum are "good," 30%-65% of the maximum to be "partially damaged," and <30% of the maximum to be "badly damaged."  Oh, and beware of dupes, this looks like a familiar idea.  --{{User:Galaxy125/Sig}}21:44, 2 November 2008 (UTC)
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Revision as of 21:44, 2 November 2008

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Developing Suggestions

This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.

Further Discussion

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

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.

===Suggestion===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
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Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.


Suggestions

Flak Jacket

Timestamp: Kamikazie-Bunny 15:05, 2 November 2008 (UTC)
Type: Improvement
Scope: Those who wear flak jackets.
Description: Given the new Flesh Rot update I'm suggesting an update to the Flak Jacket...
Flak Jackets now have the equivalent of 50HP.
The damage they reduce is now subtracted from their 'health' i.e. shotgun 2, pistol 1.
Anyone wearing a flack jacket cannot see it's health, however if it is has 25HP or less it has the prefix "a damaged" and if it has 12 or below it has the prefix "a badly damaged".
When a Flak jacket has 0Hp it is automatically discarded with the flavour text "your flak jacket is ruined and falls apart".

A potential idea for additions/improvements is allowing Flak Jackets to be found at any level of damage.

And for those who want the numbers it means a player would have to receive 200 damage from fire arms before their flak jacket falls apart.

The health of a flak jacket will degrade even if you get shot as a zombie with flesh rot (normally armour is worn over the skin!).

Discussion (Flak Jacket)

If you're going to start whining that your a zombie and don't want to buy brain/flesh rot but still want the benefits you better have a good excuse... --Kamikazie-Bunny 15:05, 2 November 2008 (UTC)

Would make searching police departments more popular as you could find a needed flak jacket alongside the ammo (short for: less mall centric), also makes carrying two worth it. But I still don't know if I like this. - User:Whitehouse 17:10, 2 November 2008 (UTC)

50 HP would probably be too little. It'd be only about four deaths and then you'd have to get a new one. By the way, would flak jackets degrade if you get shot as a zombie? Logically they should, but that would just destroy them faster. --Midianian|T|DS|C:RCS| 17:31, 2 November 2008 (UTC)

The amount of health the Flak Jacket has is open for debate, I picked 50Hp because it was the same as the amount of health the user has by default and worked fine for quick number crunching. I'll happily raise it to 100 if people agree it's too low. Any thoughts on variable health when finding them? (added info for zombies). --Kamikazie-Bunny 18:20, 2 November 2008 (UTC)
Maybe have varying health, but it could get kind of annoying to constantly find 1HP flak jackets. Perhaps have a limit to the amount of damage that they can have? Linkthewindow Talk 21:11, 2 November 2008 (UTC)

Assume found secondary Flak Jacket parts are 'scrapped' to replenish the worn flak jacket. So: find a flak jacket, wear it automatically, find other flak jackets, their "healths" when found are added to that of the worn flak jacket, up to the maximum. Flavor text would go as (initially) "You find a (good / partially damaged / badly damaged) flak jacket and wear it," then for each subsequent flak jacket found, "You find a (good / partially damaged / badly damaged) flak jacket and scrap it for parts." I would suggest jackets at >65% of the maximum are "good," 30%-65% of the maximum to be "partially damaged," and <30% of the maximum to be "badly damaged." Oh, and beware of dupes, this looks like a familiar idea. -- Galaxy125 21:44, 2 November 2008 (UTC)


Football

Timestamp: A Big F'ing Dog 04:22, 2 November 2008 (UTC)
Type:
Scope: Novelty soccer ball
Description: To continue the discussion, how can I improve my idea that got voted down?

I suggested a ball that would be placed in a random part of Malton. Survivors and zombies would be able to move the ball 1 space at a time by kicking it, at a cost of 1AP. The location of the ball would be added to the game stats. The idea would be to see where players move the ball, and see if they compete where to keep it (a zombie group could try to keep it in Monroeville for example or survivors move it outside a fort).

Some people asked for:

1) Making it a temporary event
2) Added scoring rules
3) Not suggesting it at all because it's silly (but I'm wearing a werewolf mask right now so...)

Discussion (Football)

I don't know why this is up here again, you should decisively be verifying what you have changed since last suggesting this. I'll repeat what I think though. I like the idea of a counter on the stats page as a temporary event during a European comp or something similar. I like humans vs zeds, and I like the idea of it starting in Ridleybank, like the center of a field, and having the East and West sides as goals. I think the ball should go randomly to the east/west upon interaction. Direction is in relation to the relevant player kicking it, eg. Humans press one button to randomly kick it NW/W/SW and zeds likewise in the NE/E/SE direction. That's all I have to add to the suggestion I think... DANCEDANCEREVOLUTION (TALK | CONTRIBS) 04:41, 2 November 2008 (UTC)

I haven't changed anything yet. I'm still just asking for ideas before I alter it. --A Big F'ing Dog 05:40, 2 November 2008 (UTC)

Perhaps read what was said last time before putting it back up here? You also might want to remove the old suggestion, to prevent confusion. Linkthewindow Talk 06:01, 2 November 2008 (UTC)

Whoops, my bad, that was typed too quickly without reading your update :). But, anyway this seems a bit redundant as the old discussion had plenty of ideas. Linkthewindow Talk 06:03, 2 November 2008 (UTC)

If you want to play a different game, LEAVE AND PLAY A DIFFERENT GAME. This game is about a zombie apocalypse. Not Urban Soccer. The Christmas trees and, especially, the Halloween stuff, work because they are temporary. And they actually work because the realistically reflect people trying to cope with life in a war zone. And everyone likes holiday festivities.--Pesatyel 07:53, 2 November 2008 (UTC)

Deja Vu.....This is a developing suggestions page. No need to use CAPS to show your super serious. Save the anger for the actual suggestions.--CyberRead240 11:22, 2 November 2008 (UTC)
This shouldn't even be on the voting pages. Thus the emphasis needs to be here.--Pesatyel 11:57, 2 November 2008 (UTC)

Am I the only person who likes it the way it is? Having it as a temporary event is fine but adding scoring in is just stupid, what stops someone just zerging or kicking it against the border and back a block repeatedly? If it resets to the centre after a goal you'd potentially have people having to run half way across the map after a goal wasting AP and making it less fun. Sticking the ball in the centre and letting people kick it wherever they want allows people to make up their own rules and not feel compelled to kick it on one direction and could results in a potential capture the flag type situation where a group uses the ball as bait and pour out the buildings to attack any one else after it. To summarise: (1) not bothered - (2) No - (3) The game is meant to be fun not a hardcore simulator, the phrase "If you want to play a different game, LEAVE AND PLAY A DIFFERENT GAME" comes to mind! --Kamikazie-Bunny 14:37, 2 November 2008 (UTC)


Save Spot With GPS

Timestamp: A Big F'ing Dog 04:18, 2 November 2008 (UTC)
Type: Improvement
Scope: GPS unit item
Description: Here's an idea to make the GPS unit better. What if clicking it could save a location. From then on instead of it giving you a set of coordinates it would give you directions to place you set it for. So if you click a GPS and move 5s3e the GPS unit would no longer say [45,81], it'd say [5n3w]. Moving, of course, would alter it so it keeps giving you accurate directions.

The GPS unit would keep being set to that location even after logging out and logging back in again. It would cost 1AP to set a GPS unit to a location, and another 1AP to switch it back to giving coordinates (after which it can be set for somewhere else).

It'd be best if each GPS unit in your inventory could be set to a different place but if that would take up to much memory it can make it so that clicking one GPS sets them all to that location, or you could only allow one GPS to be set at a time.

It would be a useful reminder. You could set it for the nearest mall and always know how to get there as you wander around the neighborhood, or a hospital, or a necrotech, etc. Yeah, a map could also tell you that but this is just faster.

Discussion (Save Spot With GPS)

LOL. i only read the first 2 paragraphs, but there is a handy greasemonkey script that does this for you. It be very useful. Lemme find the link for you.--xoxo 05:48, 2 November 2008 (UTC)

bingo.--xoxo 05:55, 2 November 2008 (UTC)
Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)Linkthewindow Talk 06:09, 2 November 2008 (UTC)
But they don't have to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--xoxo 08:39, 2 November 2008 (UTC)
I actually think this is a needed enhancement for the GPS although I would prefer if clicking it set it to display a second set off co-ordinates along the lines of "[xx,yy] - (aa,bb)" with x/y being current and a/b being the location/direction (and possibly in a different colour) where you clicked the GPS, only having one displayed would result in people carrying two GPS units instead.
Scripts and ad-ons should not add extra things to the game, organising your inventory/changing graphics/making it easier to access available information is fine. Out of curiosity I actually took a look at the page and was unsuprised to see this "Additional Features: You can also view the co-ordinates of your current location and home base. This effectively makes the GPS Unit item redundant." If I understand it correctly what this also does is eliminate the need for a GPS, effectively cheating and giving you an unfair advantage over regular players who prefer to play the game as intended because you no longer need to carry one. --Kamikazie-Bunny 14:27, 2 November 2008 (UTC)

As Linkthewindow said, players should not HAVE to use outside scripts to get something that can be done in game. I see nothing wrong with this suggestion.--Pesatyel 07:55, 2 November 2008 (UTC)


Survivor Diagnosis skill enhancement

Timestamp: [--Thoughtfoxx 11:06, 30 October 2008 (UTC)]
Type: Skill.
Scope: Survior Medics.
Description: Please bear with me as this is a first time post and I am also just getting a feel for how this works. Essentially it would be useful [not to mention in character]for survivors with the diagnosis skill to be able to see other survivors who are infected. [Zombies can do this already].


Discussion (Survivor diagnosis skill enhancement)

Almost certainly a dupe, but i quite like the idea. Especially in the context of the FAK search rate nerf.--xoxo 11:19, 30 October 2008 (UTC)

This is often shot down for multiple reasons:

  • Diagnosis is genrally taken to mean (in the game) the ability to see the extent of trauma, i.e. when you see someone on 56HP, your character actually sees someone with a bite, when you see someone with 12HP your character sees someone with broken bones, multiple lacerations and a concussion. Diagnosis means little to a microscopic entity such as an infection. In the real world you cannot tell if someone has Hepatitis or AIDS just from a cursory visual inspection.
  • Adding this is seen as creating "Hel Characters", that is characters that can do the same whether living or dead. This is generally discouraged in game unless for a legitimate mechanics over RP reason, such as the recent Flesh Rot update.
  • Infection is already a weak skill, any attempt to increase the efficiency of survivors to avoid it is seen as unnecessary.

Have a read of the Frequently Suggested Ideas and Suggestions Do and Do Nots (both linked at the top of this page) and get yourself a dedicated zombie character, this will broaden your game experience and increase your understanding of why this won't pass. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 11:24, 30 October 2008 (UTC)

Actually, I think it kind of depends on the description of "being infected" Kevan is using. You mentioned diseases that don't have physical symptoms, but there are just as many diseases that DO have physical symptoms (Small Pox and Plague, for example). Whose to say that Zombie Infection doesn't have similar symptoms? Especially at "dying" level?--Pesatyel 01:38, 31 October 2008 (UTC)
In every zombie move I've seen, people who have been infected by a bite always show symptoms until they turn. Don't see how it'd be any different here. Although we all know that everyone is infected with the air/water borne disease (we all turn zombie when we jump off a building or are shot), there should be an obvious difference with a bite infection, with the gushing wound and gaunt appearance and all. --  AHLGTG THE END IS NIGH! 02:57, 31 October 2008 (UTC)
In every zombie movie I've seen, people who have been bitten (and understand the implications) try to hide it from their fellows, for fear of being killed or left behind. -- Galaxy125 06:27, 31 October 2008 (UTC)
I think you missed some of the pont being made (at least by me). First all, 98% of the characters in zombie movies have NO medical knowledge. In this case this skill is specifically medical knowledge. Secondly, covering a bite on the forearm can be done with sleeves, sure, but what about the OTHER symptoms. As I said, the Plague and Small Pox, as examples, had physical symptoms. Other diseases don't have as obvious symptoms, but then that's why we need Diagnosis. Infection isn't just "a wound" its an illness. When your sick, there are frequently signs. And THIS infection would be more likely to have them.--Pesatyel 05:26, 1 November 2008 (UTC)
Some other symptoms (e.g. paranoia, excessive sweat, heavy breathing, etc.) can be disregarded as being how a person naturally acts or naturally looks. Furthermore, smallpox or plague-like symptoms are not visible until later in the infection. Limiting this suggestion's capability to people on your contact list (you can see if your contacts are infected and vice versa) would take care of the first problem, or allowing the infection to be seen if the infected person is under 10 HP (implying an older infection) would take care of the second. -- Galaxy125 20:01, 1 November 2008 (UTC)
Again, it depends on how Kevan chooses to interpret the signs of infection. Once infected (in game) the diseases progress VERY fast (unless cured). Cholrea could could kill within a matter of hours and most Plague victims were dead in a week. So it could be argued that the progression of the zombie virus is MUCH faster than other diseases. And while I'm aware that AP is not a true measurement of time it can still be used in that way. But I think you and I agree this suggestionmight be acceptable if the target were "dying".--Pesatyel 21:28, 1 November 2008 (UTC)
The problem with that is that there's no difference between someone who was low on health and was just bitten, and someone who was at full health and got down to "dying" because of the infection (ie. your current health is no indication of how far the infection has progressed). --Midianian|T|DS|C:RCS| 00:36, 2 November 2008 (UTC)
No, but hit points IS an indication of the person's physical health. A person that is physically weakened by injuries would be more suspectible to deterioration from disease. In other words, the disease would affect them faster because the body's systems are already damaged. A person that is physically fit and a person who had been shot several times, if both got infected at the same time, the person who was shot will be affected by the disease much faster than the healthy guy and it is not about game mechanics or hit points.--Pesatyel 08:16, 2 November 2008 (UTC)

Whoever hacked Iscariots account and left that very polite response sums up the situation fairly well :P Personally though i think comparing the zombie virus to a slow acting virus is not totally fair, after all Flu is easily diagnosed because it has visible symptoms. A virus that can kill as fast as the zombie one should be noticeable to a skilled observer but in terms of balance that would require a significant boost to infections power (ie curable only 50% of the time?) --Honestmistake 16:58, 30 October 2008 (UTC)

Talking with an infection does not further damage you. Allowing other survivors to pick out infected people makes communication unnecessary, which does not mesh with the basic ideas of the survivor class. -- Galaxy125 18:23, 30 October 2008 (UTC)

Wasn't this suggested a few days ago here? Anyway, this is pretty useless as most infected people have a HP-loss anyway. Usually, I just heal the injured people, and if they are infected, then good for them. Linkthewindow Talk 20:37, 30 October 2008 (UTC)

It's useless. People who don't have 50 or 60 hp are bound to get healed on demand by a fellow survivor anyway. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 23:28, 30 October 2008 (UTC)


CCTV Cameras

Timestamp: Kolechovski 18:28, 28 October 2008 (UTC)
Type: Improvement
Scope: Mansions
Description: In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside? Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.

The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered. Unpowered sections will cause “No Signal” to display in the view of those areas. Here is an example of what it would look like.

Discussion (CCTV Cameras)

If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.

Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:05, 28 October 2008 (UTC)

Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. Linkthewindow Talk 21:06, 28 October 2008 (UTC)

No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - tylerisfat 22:48, 29 October 2008 (UTC)

Im pretty sure this is a dupe. Where are the dupe fairies? --RosslessnessWant a Location Image? 23:24, 29 October 2008 (UTC)

Yep. I & II 04:16, 30 October 2008 (UTC)

I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --xoxo 05:30, 30 October 2008 (UTC)

Check it, in Borehamwood, i'm inside a powered PD, and you have the option to view through the CCTVs, and switch between them. - tylerisfat 19:22, 31 October 2008 (UTC)

Iscariot, you really just need to fuck off. Anyhow, I hadn't even ripped this idea from Borhamwood. It was just by luck that Borehamwood ended up having these anyhow. Anyhow, since it's not that much desired, and since a couple people before me have already come up with those ideas, there's no need for me to post them then.--Kolechovski 21:01, 31 October 2008 (UTC)
That was cute. - tylerisfat 01:47, 2 November 2008 (UTC)

Fire

Timestamp: Lexicality 00:56, 27 October 2008 (UTC)
Type: Mechanics Addition
Scope: Everyone.
Description: The idea came to me while I was in the car. "Hmm, what if you could set things on fire?"

Barricades must have 5 fuel cans poured over them, and then have a flare gun fired at them by a character over level 30. This means that a flare has a maximum chance of 7.5% of hitting the barricades and igniting them, a 52.5% chance of flying harmlessly over the barricade, where it will act like an ordinary flare fired from outside, and a minimum of a 40% chance of hitting the wall and blinding the firer. (Blinded means that for 10 AP; the map is white,the building description is You cannot see. and the target list has only 'wildly' as an option. Every action made has a 50% chance of succeeding and a 50% chance of the character falling over and hurting themselves using the same rules as free running into ruins.) Regardless of result, the people in the building will be notified of the flare being fired. If the shot succeeds, the barricades will ignite, setting the building on fire. The inside and outside building descriptions will be changed. The resulting explosion from the fuel will kill the shooter, destroy any remaining fuel cans they have, and the resulting concussion will strip them of all AP, require them to spend an extra 5AP to stand up and set them on fire. If the character is under level 30, the hit rate for the flare will be 1%, as if they did not possess basic firearms training. In this event, the chance for blinding yourself will increase to 46.5%.

A lot of effort with many penalties, but a fairly good result.

Burning barricades do not have hit rates halved, but will set anyone who spends more than 3AP near them on fire. You can be near a barricade by either interacting with it or by being inside the building. Climbing over a burning barricade does not set you on fire, but does count as one of the 3AP. The burning building will be full of smoke, having the same effect as the building being dark. However, as the barricades are illuminated, the hit-rate on them are not affected. If a character is in the building and has any kind of book in their inventory, they may throw it onto the fire for the cost of 1AP.

(Ideally any interaction with the barricade apart from a successful extinguish would set the character on fire, while being in the building for more than 3AP without wearing a gas mask would give the character carbon monoxide poisoning, removing 1HP every AP until they leave the building. However, this would make an already complex suggestion more complicated.)

When a character is on fire, they will lose 1HP per AP, as with infection, however, it cannot be cured with conventional healing methods. (Meaning that a character may remain indefinitely on fire, as a sort of badge of honour.) The line "They are on fire" will be added to the character's profile, and zombies/dead bodies will be singled out as in There are n zombies here. m are on fire and x are charred. and There are n dead bodies here. m are smouldering gently and x are charred. The only way to extinguish a burning character/barricade is to either hit them with a fire axe, or to pour holy water over them. (Holy water being a new weapon findable in churches and cathedrals which has a 100% hit rate and does 0 damage. It will also clean fuel stains of anything. ) If a character is wearing fuel soaked clothing when they are ignited they will get the message Your fuel soaked clothes explode into flames, causing you 5 damage. otherwise receiving Your clothes catch fire, causing 1 damage. either way, the character will then be notified that they will lose 1HP per AP and the ways to extinguish themselves. Characters hit with flare guns whilst wearing fuel soaked clothing will also be set on fire.

A survivor who dies while on fire will rise as still on fire, however a zombie will rise as charred, to prevent an endless loop of irritation. Char has no effect other than in building and profile descriptions, and is lost upon revival. Burning barricades will retain their levels (unless knocked down) until they are extinguished, when they drop to very strongly barricaded, covering the building and extinguisher in soot. Extinguishing can only take place from the inside.

Summary

New statuses

  • Burning; lose 1HP per AP until extinguished. This status continues from human to zombie, but a zombie who dies from the status is simply charred.
  • Blind; cannot see for 10AP and all actions have a 50% chance of injury. Can be cured by FAKs.
  • Charred: Zombie is marked as 'charred' in building and character descriptions. Status is lost when revived.

New Weapons

  • Holy Water; 100% hit rate, can clean soot/fuel off clothes and extinguish fires

New building descriptions

  • Sooty: The walls are caked in soot from a fire.
  • Smokey: The building is full of smoke, making it hard to see anything other than the merrily blazing barricades.

New Game Mechanics

  • Barricades and people may be set on fire if they are thoroughly soaked in fuel.
  • Books may be thrown onto burning barricades.

New Flavour

  • Person threw fuel over the barricades.
  • Person fired a flare gun over the top of the barricades.
  • Person fired a flare gun into the wall, blinding themselves.
  • Person set fire to the barricades, killing themselves in the process.
  • Person extinguished [the barricades/Person].
  • Person caught fire.
  • Person threw a book onto the fire.
  • Person fell over in their blindness, arms flailing wildly.
  • Person [fired/swung] [item] wildly, managing to miss hitting anything.
  • There are n zombies here. m are on fire and x are charred.
  • There are n dead bodies here. m are smouldering gently and x are charred.


Discussion (Fire)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 3 days.


--RosslessnessWant a Location Image? 00:54, 31 October 2008 (UTC)

God damn it this is a terrible suggestion. Can someone fix the format that got f'd up? As far as critique: This is terribly overpowered, and makes no sense. Why should the shooter have to be over level 30? Where is the Holy Water found, at what percentage, and what encumberance? Why is it Holy Water? Why do you think its a good idea to screw with peoples AP? This is over the top grieftastic and sucktastic and STFUastic. Read the do's and do nots, and then try an idea that doesn't add items that make no sense and game mechanics that are silly and all sorts of game breakingly grief tactics, and the fact that half of this is made up of dupes of previous suggestions. - tylerisfat 02:27, 27 October 2008 (UTC)

Reformatted the suggestion to remove all those extra headlines. I think it was screwing up the page. Also, FIRE BAD.--– Nubis NWO 02:48, 27 October 2008 (UTC)

I wrote a bunch of stuff about how awful this suggestion is, but there was an edit conflict and lost it all, so I'll just say this: Next time try doing your "thinking" on the toilet and concentrate on driving.--Pesatyel 04:01, 27 October 2008 (UTC)

I can only hope your driving is not as bad as this suggestion.--Honestmistake 08:44, 27 October 2008 (UTC)

I skimmed this suggestion. Isn't fire on FS? And Holy Water? Spam. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:40, 27 October 2008 (UTC)

As Iscariot. Fire suggestions are quite common. Another thing-if you are going to use water, just call it water. Holy Water puts religion into the game, which no-one wants. Linkthewindow Talk 10:13, 27 October 2008 (UTC)

Ok, so it sucks. I personally thought it was kinda cool. So, since it's clearly not tenable, should I just delete it, or does it stay up here for a while for other people to mock? --Lexicality 10:42, 27 October 2008 (UTC)

It's contentious whether something should stay up. I'd say leave it, it'll be cycled after a while automatically and in the meantime serves as an example to newer users as to what not to suggest and why. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 11:00, 27 October 2008 (UTC)

tl;dr.--xoxo 11:58, 27 October 2008 (UTC)



Suggestions up for voting

New Newspaper Article-Length of Pipe

Suggestion:20081023 New Newspaper Article-Length of Pipe is up for voting. Discussion moved to here.--RosslessnessWant a Location Image? 12:46, 27 October 2008 (UTC)

Save Monroeville

Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:31, 17 October 2008 (BST) As above, this was Super Nweb's suggestion. He forgot to move the discussion across.

Zombies stuck in lights

Suggestion:20081030 Zombies Stuck in Lights is up for voting. Discussion moved to here. --xoxo 05:46, 30 October 2008 (UTC)

Football

Suggestion:20081029 Football is up for voting. Discussion moved to here. Linkthewindow Talk 20:50, 30 October 2008 (UTC) Note: This was A Big F'ing Dog's suggestion. He forgot to move it, so I did it for him.