Suggestion:20090201 Scent Enemy: Difference between revisions
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#'''Spam''' - As above. --[[User:Macampos|Private Mark]] 04:07, 6 February 2009 (UTC) | #'''Spam''' - As above. --[[User:Macampos|Private Mark]] 04:07, 6 February 2009 (UTC) | ||
#'''Spam''' - As Karek. -- {{User:BlackReaper/sig}} 03:38, 7 February 2009 (UTC) | #'''Spam''' - As Karek. -- {{User:BlackReaper/sig}} 03:38, 7 February 2009 (UTC) | ||
#'''Spam''' – [[{{TALKPAGENAME}}|As I said]] when this suggestion was under development, this is wasting a ''second tier'' zombie skill for a ''minor side benefit'' of a ''survivor skill''. {{User:Revenant/Sig}} 01:49, 11 February 2009 (UTC) | |||
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Revision as of 01:49, 11 February 2009
20090201 Scent Enemy
. . <== DDR Approved Editor 23:00, 1 February 2009 (UTC)
Suggestion type
New skill
Suggestion scope
Career zombies, non-meta gamers
Suggestion description
After years of pestering by this suggestions process, Kevan finally gave career zombies an equivalent to Body Building and Flak Jackets in the form of Flesh Rot. This legitimises career zombie (i.e. a zombie that never seeks or needs to be revivified) play. This suggestion is the completion of the career zombie skill set.
Scent Enemy is a sub-skill of Scent Fear (analogous to Scent Blood, Scent Death and Scent Trail), it is a second tier skill and will cost 100 experience points.
Scent Enemy is identical in its mechanics to Necrotech Employment, except that it does not allow the operation of DNA Extractors. The skill allows the zombie to recognise Necrotech Buildings, they are marked on the map in the same way as they are through Necrotech Employment. The 'flavour reasoning' is that the zombie has developed their olfactory perceptions to the point where they can recognise the smell of the fluid contained within Revivification Syringes, as Necrotech Buildings manufacture this substance they can be differentiated from other buildings via smell.
Revivification Syringes themselves cannot be detected (say to target a character carrying syringes over one without) as the syringes in question are hermetically sealed and do not allow the odour to permeate into the air. Therefore this is only of use in identifying buildings that produce syringes (or where they can be found in the context of game mechanics).
There is precedent in the current flavour (Scent Death) that the revive drug causes characters injected with it to smell differently, this merely expands it to those buildings where the chemical is present in its raw form.
Feedback from Talk:Suggestions led to me removing a clause that would prohibit this skill being trans-mortal, something I put in to prevent possible accusations of the skill being overpowered. General consensus seemed to indicate that the lack of ability to use DNA Extractors and progress up the Necrotech skill tree being enough of a downside.
I do not believe that this addition to the game is overpowered in any way as the skill is available (as was Body Building and Flak Jackets) if a zombie gains a revive and the location of Necrotech Buildings is hardly a heavily guarded secret. This suggestion seeks to complete the career zombie's skill set for a complete set of mechanics and to reduce the need of zombies to metagame, even in the simplest form of referencing the wiki.
Summary: New zombie skill that allows them to identify Necrotech Buildings.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
Votes that do not conform to the above may be struck by any user. |
The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Keep - As I said on the discussion. --Janus talk 23:09, 1 February 2009 (UTC)
- Keep - Completes the zombie skill-set. --Midianian|T|DS|C:RCS| 23:15, 1 February 2009 (UTC)
- Keep - I think he intends this to be for career zombies, so that they can spend as little time being human as possible. OK! --Blake Firedancer T E RNL? P.I.S.I.T. 00:17, 2 February 2009 (UTC)
- Keep - As Mid, although Wan makes a good point. Linkthewindow Talk 12:33, 2 February 2009 (UTC)
- keep - because a lot of career zombies do not want to be "tainted" by any survivor skills. However I would prefer it if this instead (as well?) made NT's within range show up when using scent death. --Honestmistake 14:50, 2 February 2009 (UTC)
- Keep - I agree this is not overpowered and it makes sense to include. John Ibans 21:02, 2 February 2009 (UTC)
- Keep/Change - As WanYao. Make it a sub-skill of Memories of Life. --dgw 22:13, 2 February 2009 (UTC)
- Keep - Personally I can't see anything wrong with this skill, it would be a good addition. --Michaleson CAPD 23:02, 2 February 2009 (UTC)
- Keep - I'm giving this a 'Keep' vote, because I believe that NT recognition should be included for zombies. However, I believe that the ideal choice would be for it to be included as a part of Memories of Life. --Papa Moloch 06:56, 3 February 2009 (UTC)
- Keep - Mostly only useful for people who want no survivor skills. I find no fault in that, I like the role-playing aspect of role-playing games. If somebody wants an "underpowered" skill as many of you call it then it's their choice. I say yeah, I'd get it for my zed character. - Rohndogg1 19:58, 3 February 2009 (UTC)
- Keep - It makes perfect sense to me, though maybe it would be better to combine it with memories of life. Also, I have never seen a suggestion with so much of a good explanation for the in-game flavor!--SirArgo Talk 20:21, 3 February 2009 (UTC)
- Keep - Might as well. --William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 03:32, 6 February 2009 (UTC)
Kill Votes
- Weak Kill/Change - While I really think career zombies should be able to suss out NTs on the in-game map, imo this ability fits better as an automatic function of Memories of Life. --WanYao 01:16, 2 February 2009 (UTC)
- Change - Should be trans-mortal. --Maverick Talk - OBR 404 16:33, 2 February 2009 (UTC)
- Kill - Meh, survivors need to be "tainted" by zombie skills to get the full benefit of the class, ie Scent Death. Both the NT finder and Scent Death skills aren't that amazing (to the opposite side) I say leave it. It's a meh luxury. -- AHLGTG THE END IS NIGH! 21:36, 2 February 2009 (UTC)
- Kill - It would fit better into Memories of Life, and I don't think it is overly useful. --ZsL 03:38, 3 February 2009 (UTC)
- Kill - "Scent Enemy" is a terribly misleading name. -- Galaxy125 06:49, 3 February 2009 (UTC)
- Kill - Wrong name, wrong prerequisite. I think it would make more sense if Brain Rot gave you the ability to recognise NT buildings instead. --Explodey 11:02, 3 February 2009 (UTC)
Spam/Dupe Votes
- Spam - This suggestion is dumb. Why should zombies have yet another useless skill that is a more expensive and weaker version of what survivors get? There is nothing redeemable about this suggestion.--Karekmaps?! 23:07, 1 February 2009 (UTC)
- Spam - As Karek. And to Blake: Zombies need to spend <15 seconds as a human to get needed human skills. The concept of being a career zombie and never being revived as a human ever is a mere novelty. Liberty 01:17, 2 February 2009 (UTC)
- Spam - We don't need anymore skills for the "Career Zombie", they deserve the same amount of treatment as survivors do when they die and buy ankle grab, scent fear and the works, but you don't see anyone bitching for a scent fear survivor skill do you? --Diablor1 02:20, 3 February 2009 (UTC)
- Spam - As Karek. -- Cheese 20:13, 3 February 2009 (UTC)
- Spam - As above. --Private Mark 04:07, 6 February 2009 (UTC)
- Spam - As Karek. -- THELORDGUNSLINGER 03:38, 7 February 2009 (UTC)
- Spam – As I said when this suggestion was under development, this is wasting a second tier zombie skill for a minor side benefit of a survivor skill. ᚱᛁᚹᛖᚾᚨᚾᛏ 01:49, 11 February 2009 (UTC)
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