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)
Sleeping bag
Timestamp: —The preceding unsigned comment was added by ErichZann (talk • contribs) 22:17, 12 September 2010 (BST).
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Type: Item
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Scope:
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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.
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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 TSI TKS 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. 02:50, 14 September 2010 (BST)
Fine, back to the drawingboard... —The preceding unsigned comment was added by ErichZann (talk • contribs) 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). ~ 22:25, 13 September 2010 (BST)
Necro-Chemical Recycling
Timestamp: Gat 01:54, 11 September 2010 (BST)
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Type: Zombie Skill
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Scope: Zombies
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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.
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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). 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 TSI TKS 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)
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Type: Zombie Class
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Scope: Zombies
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Description: Zombie starts with Brain Rot
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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. 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)
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Type: New Skill
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Scope: Survivors
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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.
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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)
Pistol Whip
Timestamp: TheWritingWriter 23:21, 7 September 2010 (BST)
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Type: Melee
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Scope: New Players, or Players who have run out of ammo.
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Description: Ever find yourself holding an empty weapon? Well here we have the pistol whip. You can now use your guns to attack the zombies with, but they have the same hit percentages as a baseball bat and only do about 2 damage at max. Not effected by hand to hand combat.
Zombies holding empty firearms are effected the same way.
Sorry if this was discussed before, I checked the duped suggestions and couldnt find an entry.
--TheWritingWriter 21:46, 8 September 2010 (BST)
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Discussion (Pistol Whip)
Definitly a dupe. Looking for it now. - User:Whitehouse 23:54, 7 September 2010 (BST)
More importantly than it being a dupe, it's relatively useless. It's far less efficient than an axe or knife, and guns will always be geared towards ranged combat. The only thing I see is a roleplay purpose, but I would be happy with pretty much anything in the area of purposeless roleplaying, up to the ability to paint myself like a clown and enter buildings using balloons to float.--User:Yonnua Koponen/signature2 23:56, 7 September 2010 (BST)
Younna has a good point about it only serving a roleplaying purpose. Also, there is this one which is shotgun specific: link. This one which is so unspecific it's hardly fair to call it a dupe: link. There was another one in the search results, but it had been spaminated and removed.. - User:Whitehouse 00:06, 8 September 2010 (BST)
This idea was mainly to help noobs who had choosen a firearm specific class and had run out of ammo. Or people who ran out of ammo, and the RNG hates them. Of course this would be useless to higher ranked people, but then again alot of skills are. --TheWritingWriter 21:46, 8 September 2010 (BST)
- Could also be for anyone who would rather carry an extra pistol clip rather than a knife. - User:Whitehouse 00:09, 8 September 2010 (BST)
- Well, carrying around a knife, fire axe or many other in the constant onslaught of weapons would be just as good (usually better) as this. I still see no need beyond flavour. I could like this if it was no damage and a newspaper slap dupe.--User:Yonnua Koponen/signature2 07:45, 8 September 2010 (BST)
Also, I think it fits the theme nicely. In an apocolyptic world, your going to be desperate for survival. If you are holding an empty gun, but are facing zombies or crazy people. You need something to defend yourself with. It also probably wouldnt be that much of a stretch code wise either. Its also realistic. --TheWritingWriter 21:46, 8 September 2010 (BST)—The preceding unsigned comment was added by TheWritingWriter (talk • contribs) at an unknown time.
I think I posted this suggestion a while back and it was immediatly dumped off in the developing suggestions page... So I like this idea due to the roleplaying possibilities. (and having suggested it before.) --Gat 04:35, 8 September 2010 (BST)
- I second that, this has some good flavour - Cutey's always looking for new ways to add to her collections! Chief Seagull squawkFree running! 08:45, 8 September 2010 (BST)
Instinctive Gait
Timestamp: Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)
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Type: ffs
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Scope: Starting Zombies
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Description: Why not give newbies who start as zombies Lurching Gait? They already have it pretty rough trying to find food and taking 15AP headshots, and it's not like this is any worse than giving scouts Free Running. Maybe add LG to the RM, maybe replace it, I'm not sure. Discuss. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)
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Discussion (Instinctive Gait)
Vigour Mortis is definitively the most important skill (as it's the means to gain XP at all), so it shouldn't be taken away at all. I'd be favourable towards a single extra skill for zombies, but I think it's a dupe. (One of the many suggestions for military and scientist zombies had extra skills depending on class linked to it, I think.) -- Spiderzed▋ 19:29, 28 August 2010 (BST)
- Found a dupe, although I'm certain there were more. -- Spiderzed▋ 21:14, 28 August 2010 (BST)
How about just removing the daft 2AP cost altogether?--User:Yonnua Koponen/signature2 20:38, 28 August 2010 (BST)
Well we now have a new function where we get directions to the nearest groan, why not add a follow button which when clicked moves you one step towards the groan for 1AP with or without Lurching Gait. It would help newbies be able to level without giving them another skill. On the other hand, it would suck to follow it and find a closed door, but at least you moved somewhere. - User:Whitehouse 21:15, 28 August 2010 (BST)
- +1 --VVV RPMBG 22:50, 29 August 2010 (BST)
I like the concept. Don't touch VM, but make LG more available. Maybe start with both, maybe import rage, maybe allow babahz to lurch in sync with their instincts. Either make it easier to get or make it less vital. --VVV RPMBG 22:50, 29 August 2010 (BST)
- I like the idea of using the rage mechanic, as the code for that is already around and as it helps babahs retrocactively. It also encourages to search out survivors when dead, rather than to head to the next cemetery. -- Spiderzed▋ 05:57, 31 August 2010 (BST)
This NEEEEEEDS to be done in some form. -- LEMON #1 08:58, 30 August 2010 (BST)
I might put this up then (as spiderzed just has my idea loosely represented as an option for part of it). Whitehouse, if you want to put that idea up, by all means go ahead. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:11, 30 August 2010 (BST)
I like the idea, but some folks might not if it was totally free. How about a discount? Like if you start as the Corpse class the first two zombie skills you buy are only 50 XP, after that they cost the normal 100 XP. That way they can quickly gain Lurching Gait + another zombie skill on their first 100 XP, which taken from another point of view makes LG somewhat free. --Aeon17x 01:02, 31 August 2010 (BST)
- Newbies shouldn't have to stagger feebly around malton while actually paying 2AP per sad, sad click to do so. At least, that's the idea I've based this suggestion on. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:49, 31 August 2010 (BST)
- Oh no worries, I'll keep your suggestion as is, think of my idea as a back-up plan. I just thought the double AP cost for moving simulates the slowness aspect of zombie travel. How will you represent that in-game once LG is made free? --Aeon17x 09:44, 31 August 2010 (BST)
- Slow zombies are a dying breed, and that's adequately represented by the hordes of zombies you can run past safely; they're too slow to catch you. Besides, when has anyone ever "escaped" from a zombie without using doors or barricades anyway? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:08, 2 September 2010 (BST)
Lurching Gait never made sense to me. If zombies are supposed to be slow, how did they suddenly get fast? I think they should eliminate it from the game entirely. And by IT i mean the taking 2 ap to move. —The preceding unsigned comment was added by TheWritingWriter (talk • contribs) at an unknown time.
- It's totally out of genre after all, right? 01:13, 8 September 2010 (BST)
Suggestions up for voting
Suggestion:20100908 Death by Dropped Museum Object
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