Category:Current Suggestions: Difference between revisions
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'''[[Suggestion:20100107 New Mechanics for Guns|New Mechanics for Guns]]''' | |||
:<small>by [[User:Necronomicomp|Necronomicomp]] at 17:07, 7 January 2010 (UTC) </small> | |||
The current mechanics for guns are a little unbelievable. With them you can carry a bigger arsenal than Neo and Rambo combined, but you'd have a hard time carrying ammo or reloading your weapons. This is primarily in reference to shotguns, because a single shotgun shell is 1/3 the weight of the whole shotgun, and 1/2 the weight of a whole pistol, and because shotguns take 2 AP to reload, instead of 1. Furthermore, with guns there is the ability to "save up" AP in the form of reloading a dozen guns while in relative safety before going out hunting, which I personally feel makes it a little less exciting. Therefor I propose the following changes: | |||
Increase the encumbrance of the pistol from 4% to 6% and increase the encumbrance of the shotgun from 6% to 10%, so it's harder to carry around a squad's worth of guns. | |||
Instead of finding individual shotgun shells, you find boxes of shells. A box of shells holds up to 4 shells and has 4% encumbrance (1% per shell instead of 2%, much more believable). They will show in your inventory as [Box of Shells (#)] similarly to the way ammo is displayed next to weapons now. Clicking on a box of shells will fully reload a single shotgun, starting with empty ones and then with ones that have only 1 shell left, and will reduce the number of shells in the box correspondingly, for a single AP. | |||
The search rates for guns (not counting flares) will be slightly decreased. The search rate for ammo will be slightly increased to compensate. | |||
This will decrease the ability to "store-up" AP by spending several days safely searching for ammo and loading weapons, without changing the AP to damage results of the pistol and keeping the overall AP to damage rates of shotguns roughly the same. | |||
I am aware that this puts Pistols at a ever-so-slight disadvantage compared to previously because of their increased mass without changes to their functionality. Although I don't feel this is a significant penalty, please consider my following suggestion as a partial compensation. | |||
'''[[Suggestion:20100107 Dual-wielding Pistols|Dual-wielding Pistols]]''' | |||
:<small>by [[User:Necronomicomp|Necronomicomp]] at 17:07, 7 January 2010 (UTC) </small> | |||
Forgive me if this is a dupe, but I only found dual-wielding threads on melee weapons. | |||
Essentially, it would just be an extra combat skill after Advanced Pistol Training that would allow a player with two loaded pistols the option of dual-wielding the pistols. This would have the following result: | |||
Player will fire once each from two different pistols as a single AP. The accuracy is reduced from 65% to 50%. This will result in a slightly increased possibility to hit at least once, and a small chance to hit twice, although only for the same damage as a shotgun, anyway. The downside is a slightly less efficient use of ammunition. | |||
When a player has the ability to dual wield, if he has two or more pistols in his inventory, he will get an extra drop-down option that reads "dual-wield pistols." This is so he can still choose to single-wield to conserve ammo instead of getting more damage for his AP. | |||
'''[[Suggestion:20100107 Changes to Junkyards|Changes to Junkyards]]''' | |||
:<small>by [[User:Necronomicomp|Necronomicomp]] at 17:07, 7 January 2010 (UTC) </small> | |||
Junkyards don't quite behave the way they ought to. You can't ransack them, which makes sense, and the looting potential is erratic at best, but for a "structure" that is essentially just a big pile of garbage surrounded by a fence, they function a bit too much like other buildings. As it stands right now, they're little different than pubs or banks or any other non-resource building. Therefor, I suggest the following changes: | |||
Junkyards can't barricaded beyond VSB++. It makes no sense to be able to barricade a wire fence more than that, no matter how much debris you pile against it. | |||
Junkyards can't be lit with generators; there are no lights or machinery to be powered. | |||
Junkyards are treated as ruined buildings with respect to the Free Running skill, even when barricaded, so they cannot provide entry points or corridors between buildings. It's just a big pile of trash, for f's sake! | |||
Junkyards are still useful places to hide in a pinch, since they make extremely unlikely safe points most zombies will continue to ignore them in favor of PDs, FDs, Hospitals, etc. | |||
<noinclude><!-- ADD NEW SUGGESTION ABOVE, using {{Subst:NewSug|SUGGESTION NAME}} (replace SUGGESTION NAME with the name of your suggestion), then follow the link it creates and add {{SugHead}} to the new page. --> | <noinclude><!-- ADD NEW SUGGESTION ABOVE, using {{Subst:NewSug|SUGGESTION NAME}} (replace SUGGESTION NAME with the name of your suggestion), then follow the link it creates and add {{SugHead}} to the new page. --> |
Revision as of 17:07, 7 January 2010
From the Urban Dead FAQ:
- Q. Can I send you some ideas?
- A. All players are welcome to suggest alterations and additions that they think would improve the game - we can't guarantee that they'll be implemented, but anything submitted to the Suggestions page of the Urban Dead Wiki will certainly be passed on and read, if it passes peer review. --Kevan
This page is for suggestions for new content to add to Urban Dead in the future. You are free to make whatever Suggestions you desire, but you must follow the Suggestions Guidelines when you Suggest them.
Once suggestions reach the end of their voting period they are moved to one of the following peer reviewed pages:
- Peer Reviewed Suggestions - For suggestions with a total of 2/3 or more Keep votes after 2 weeks of voting.
- Undecided Suggestions - For suggestions with less than 2/3, but greater than or equal to 50% of Keep votes after 2 weeks of voting.
- Peer Rejected Suggestions - For all other suggestions after 2 weeks of voting, or those that comply to the 2/3 Spam votes rule.
- Humorous Suggestions - For amusing suggestions that would normally get thrown into Peer Rejected, but are fun to read.
- Previous Days Suggestions - For a history of suggestions - check here first before submitting.
The Suggestion System
Advice before Making a Suggestion
- Read the Suggestions Dos and Do Nots page and the Frequently Suggested Ideas page for guidelines.
- Consider taking it to the Developing Suggestions page first. You will get a feel for how the community views such suggestions and often get some idea for fine tuning your suggestion. This step is recommended.
- Look for your suggestion in the following pages to avoid a duplicate suggestion (Use the Ctrl + F function to search for keywords):
- Repeats of Suggestions under consideration or already considered may be deleted without warning by any user unless there are substantial differences.
- New and sensitive users should be aware that voters will not always treat their ideas kindly. It may be helpful to wait a few days to get a feel for the place and the other users before subjecting your idea to any possible criticism. If you're unsure, the Discussion page is good neutral territory to suggest, gather feedback, and refine your idea before officially submitting it.
- Before submitting your suggestion, read what kind of suggestions are approved, and which rejected.
- If your suggestion is a basic functionality improvement, it will probably be accepted.
- If it makes characters, especially survivors, significantly more powerful, it will almost certainly be rejected.
- Again, read the existing suggestions before you post.
- Reading the Talk page is also highly recommended.
- Each author should not make more than one suggestion per day (i.e. in a 24 hour period beginning at 00:01 GMT). This limit does not include suggestions which the author has removed for the purpose of revision. Suggestions may be revised once per day at most. Suggestions must be removed prior to revisions being posted. Frequent removal of suggestions to avoid having them spaminated is considered abuse of the system. Removal of suggestions in order to post non-revision suggestions the same day is also considered abuse of the system.
- Suggestions created entirely for the purpose of satire, insult, or comedy are to be re-categorised into the humourous suggestions category. If you post a joke suggestion please put it on the Humorous category yourself.
Peer Reviewed Suggestions
Peer Reviewed Suggestions are not guaranteed to be implemented into the game. Suggestions that are Peer Reviewed are simply suggestions considered good and worthy by the wiki population, and being moved to that page places no onus on Kevan to implement them.
Cycling Suggestions
Please help to cycle suggestions into their appropriate categories.
Making a Suggestion
If this is your first time making a suggestion, consider taking it to the Developing Suggestions page before starting in on the voting process as described below. The friendly people there can help you avoid formating errors and will let you know if the suggestion stands a decent chance of passing a vote, has glaring problems, or (good or bad) has been made and voted on already in the past. You may also find it useful to have a look at this Sample Suggestion to let you see what you need to put into your suggestion when you make it.
To make a new suggestion:
- Copy the following code, click here, and paste it so that it's just above the last line of code:
- {{Subst:NewSug|SUGGESTION NAME}}
- Change SUGGESTION NAME to the name of your suggestion.
- Make it descriptive and different from other suggestions listed, and DO NOT include your name, signature, date, slashes (e.g. /), or quotation marks.
- Save the page. This adds your suggestion to the list below so voters can see it. You're not done yet.
- Click the link to your suggestion page that we just created. The link should be colored red at the moment.
- Copy the following code, paste it into your suggestion page, and preview the changes. Follow the instructions it gives you:
- {{SugHead}}
- Preview your suggestion before saving it. Once you save it, you basically cannot alter it. Check the policies for specifics.
Suggestions
READ THE Suggestions Dos and Do Nots and Frequently Suggested Ideas Page BEFORE YOU POST A NEW SUGGESTION.
Add new suggestions to the bottom of this list - duplicate suggestions WILL be removed.
DO NOT POST THE ACTUAL SUGGESTION HERE. FOLLOW THE INSTRUCTIONS
Current Days' Suggestions
- by Necronomicomp at 17:07, 7 January 2010 (UTC)
The current mechanics for guns are a little unbelievable. With them you can carry a bigger arsenal than Neo and Rambo combined, but you'd have a hard time carrying ammo or reloading your weapons. This is primarily in reference to shotguns, because a single shotgun shell is 1/3 the weight of the whole shotgun, and 1/2 the weight of a whole pistol, and because shotguns take 2 AP to reload, instead of 1. Furthermore, with guns there is the ability to "save up" AP in the form of reloading a dozen guns while in relative safety before going out hunting, which I personally feel makes it a little less exciting. Therefor I propose the following changes:
Increase the encumbrance of the pistol from 4% to 6% and increase the encumbrance of the shotgun from 6% to 10%, so it's harder to carry around a squad's worth of guns.
Instead of finding individual shotgun shells, you find boxes of shells. A box of shells holds up to 4 shells and has 4% encumbrance (1% per shell instead of 2%, much more believable). They will show in your inventory as [Box of Shells (#)] similarly to the way ammo is displayed next to weapons now. Clicking on a box of shells will fully reload a single shotgun, starting with empty ones and then with ones that have only 1 shell left, and will reduce the number of shells in the box correspondingly, for a single AP.
The search rates for guns (not counting flares) will be slightly decreased. The search rate for ammo will be slightly increased to compensate.
This will decrease the ability to "store-up" AP by spending several days safely searching for ammo and loading weapons, without changing the AP to damage results of the pistol and keeping the overall AP to damage rates of shotguns roughly the same.
I am aware that this puts Pistols at a ever-so-slight disadvantage compared to previously because of their increased mass without changes to their functionality. Although I don't feel this is a significant penalty, please consider my following suggestion as a partial compensation.
- by Necronomicomp at 17:07, 7 January 2010 (UTC)
Forgive me if this is a dupe, but I only found dual-wielding threads on melee weapons.
Essentially, it would just be an extra combat skill after Advanced Pistol Training that would allow a player with two loaded pistols the option of dual-wielding the pistols. This would have the following result:
Player will fire once each from two different pistols as a single AP. The accuracy is reduced from 65% to 50%. This will result in a slightly increased possibility to hit at least once, and a small chance to hit twice, although only for the same damage as a shotgun, anyway. The downside is a slightly less efficient use of ammunition.
When a player has the ability to dual wield, if he has two or more pistols in his inventory, he will get an extra drop-down option that reads "dual-wield pistols." This is so he can still choose to single-wield to conserve ammo instead of getting more damage for his AP.
- by Necronomicomp at 17:07, 7 January 2010 (UTC)
Junkyards don't quite behave the way they ought to. You can't ransack them, which makes sense, and the looting potential is erratic at best, but for a "structure" that is essentially just a big pile of garbage surrounded by a fence, they function a bit too much like other buildings. As it stands right now, they're little different than pubs or banks or any other non-resource building. Therefor, I suggest the following changes:
Junkyards can't barricaded beyond VSB++. It makes no sense to be able to barricade a wire fence more than that, no matter how much debris you pile against it.
Junkyards can't be lit with generators; there are no lights or machinery to be powered.
Junkyards are treated as ruined buildings with respect to the Free Running skill, even when barricaded, so they cannot provide entry points or corridors between buildings. It's just a big pile of trash, for f's sake!
Junkyards are still useful places to hide in a pinch, since they make extremely unlikely safe points most zombies will continue to ignore them in favor of PDs, FDs, Hospitals, etc.
Previous Days' Suggestions
The previous two weeks' suggestions, that are still open for voting, are listed below, under the heading Articles in category "Current Suggestions".
This category currently contains no pages or media.