Developing Suggestions: Difference between revisions
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==Suggestions== | ==Suggestions== | ||
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===Halve all hit points=== | |||
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|'''Timestamp:''' {{User:Spiderzed/Sandbox/Sig}} 12:45, 19 September 2010 (BST) | |||
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|'''Type:''' Value change | |||
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|'''Scope:''' Everyone | |||
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|'''Description:''' Let's go crazy and halve all hitpoints. These would be the concrete effects: | |||
*Starting humans and zombies have 25HP. | |||
*[[Bodybuilding]]/[[Flesh Rot]] just grants +5HP rather than +10HP, giving a total of 30HP. | |||
**Revived humans have 12/15HP (depending on if they have Bodybuilding or not.) | |||
**[[Feeding Drag|drag-eligibility]] still gets triggered at 12HP, putting freshly revived humans without FAKs at great risk (and giving bodybuilding actually some tangible benefit, as even infected bodybuilders aren't draggable right off the bat) | |||
*damage from weapons and infection remains unaltered | |||
*damage from failed [[Freerunning]] into ruins is halved to 2HP, rather than 5HP (17-20% of total possible health for stumbling over rubble would be a bit extreme, wouldn't it?) | |||
*healing still heals 5/10/15HP depending on circumstances and skills, and digestion still grants 4HP per bite | |||
*XP for healing and attacking remain the same | |||
Why go that crazy? Because of these beneficial effects: | |||
'''Zombies''' | |||
*Lone ferals get a far better chance to break in and still have the AP to drag/kill someone, making even lone ferals dangerous. | |||
*Cheap revive costs become far less of an issue in balance, as they are closer to kill costs, without the need to raise the AP costs for reviving to a ridiculous amount | |||
**At the same time, combat revives remain a viable tactic, as they work reliably for exactly 10AP and just use up a single 2% item (unlike melee weapons, which probably use more than the 10AP, and unlike guns, which clog up more than 2% of encumbrance). | |||
*Eating corpses becomes a viable tactic, as the AP costs to do so are close to that of receiving a headshot and rising again with full HP | |||
'''PKers''' | |||
*PKers would need far less HP to kill, allowing further away bolt-holes and epic striketeam mass homicide | |||
*PKers could actually make some impact, as the kill costs are so close to revive costs | |||
*OTOH, the halved HP would put also PKers at greater risk, as even [[dark]] places aren't a darn safe protection from every lone wolf without a genny and fuel. A bodybuilding PKer with a flak jack could be killed with a pistol for 20AP on average (((30HP / 4 damage)/65% hit probability)/50% darkness penalty). | |||
**Carrying genny+fuel for PKer hunting would still be a sensible option, as it allows a.) to "bank" AP in advance that later make it easier to hunt PKers and b.) it allows to collect multiple bounties in dark places swarming with PKers | |||
**This would also give bounty-hunting/retribution kills some sense, as the costs for doing so aren't so much ridicoulously higher than the costs to revive the PKers (although it would still remain somewhat less AP-efficient than ignoring PKers and putting the APs rather into reviving the victims) | |||
'''Survivors''' | |||
*Survivors get a far better chance to break a cade block, as they can kill and dump multiple zeds per individual AP cycle. A survivor loaded with pistols could repel a rotter for 10AP on average, allowing him to kill and dump 4 zeds at once and still cade a bit if he is fully rested. (((30HP / 4 damage)/65% hit probability = 10AP, +1AP for dumping = 11AP per pop) | |||
*Survivors can fill up their inventory mostly with FAKs, syringes, a toolbox and maybe also a genny and/or fuel, and still put enough guns into their spare encumbrance for them to actually have an effect. A single revolver and a spare clip for a total of 6% would be sufficient to repel a single fully healthy rotter | |||
'''Flavour''' | |||
*3-4 shotgun blasts or 5-8 revolver bullets would be all what it takes to send someone to the boot hill, rather than the ridiculous amount of abuse that folks can take right now before they die | |||
The beneficial effects would probably be slightly more in favour of zombies than survivors (as the imperative of zombies is to attack whenever possible, while survivors usually only fight when things have gone wrong), but it would offer something for both, and it would especially nerf the dreaded cade blocking without removing it entirely. | |||
I'm aware that it's crazy and extreme, but I see a lot of merit in this. Discuss. | |||
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====Discussion (Halve all hit points)==== | |||
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===Airstrike=== | ===Airstrike=== |
Revision as of 11:45, 19 September 2010
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. |
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
- To add a new suggestion proposal, copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- 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
Halve all hit points
Timestamp: Spiderzed▋ 12:45, 19 September 2010 (BST) |
Type: Value change |
Scope: Everyone |
Description: Let's go crazy and halve all hitpoints. These would be the concrete effects:
Why go that crazy? Because of these beneficial effects: Zombies
PKers
Survivors
Flavour
The beneficial effects would probably be slightly more in favour of zombies than survivors (as the imperative of zombies is to attack whenever possible, while survivors usually only fight when things have gone wrong), but it would offer something for both, and it would especially nerf the dreaded cade blocking without removing it entirely. I'm aware that it's crazy and extreme, but I see a lot of merit in this. Discuss. |
Discussion (Halve all hit points)
Airstrike
Timestamp: -Dezonus- (talk) 01:41, 19 September 2010 (BST) |
Type: Skill, extension of radio Operation |
Scope: Survivors, level 25 or above (20 if military) (Subject to change) can buy the "Call in Airstrike" skill at a cost of 500XP |
Description: Airstrike, called in by radio on a specific frequency (probably only available at Forts). When the player with the Call in Airstrike skill broadcasts "Requesting Airstrike [xx,yy]" on the correct frequency, it will instantly return the message "Airstrike Request, Location [xx,yy]: Location name, Please confirm.", to which the player can confirm for 20AP, or cancel for 0AP. The frequency will then broadcast "Airstrike [xx,yy] ETA 24hrs", and will periodically rebroadcast the time remaining. Any player with the Call in Airstrike skill can abort the airstrike up to 1 minute before impact, even if they didnt call it in. They would broadcast "Abort Airstrike [xx,yy]" on the same frequency (But does not need to be the same location.
Only one Airstrike can be called in at a time for the whole of Malton, and once a successful Airstike takes place, another cannot be called in for another week ("Requesting Airstrike [xx,yy]" "Airstrike unavailable for another (time remaining)) Airstrikes will deal 40 damage to everybody, regardless of whether Zombie or Survivor on the block of impact. And building will be ruined with "Explosion damage", and take a lot more AP to repair. Surounding blocks will randomly take damage up to a 5 block radius. Airstrikes cannot be called in if any part of a fort is within that 5 block radius. Examples: "Requesting Airstrike [19,27]" "Airstrike Request, Location [19,27]: Caiger Mall (North West Corner), Please confirm." Confirm Airstrike (20AP) "Airstrike [19,27] ETA 24hrs"
If the bomber flies over you:
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Discussion (Airstrike)
Please note: I suggested this earlier, with some who sort of liked the idea, but thought it needed development, so now it's here -Dezonus- (talk) 01:42, 19 September 2010 (BST)
- No one said it needs development because it really is an overpowered suggestion. Heck, if you take it to voting again, I will not be surprised if one of the Ops use their SysOp spaminated power. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:56, 19 September 2010 (BST)
- Aye, you're getting to attached to your suggestion. The suggestion is hopeless; Distance yourself from it, and your reputation will remain largely intact. Remember, your goal here should be to increase the quality of suggestions that Kevan reads, not to have him read your own. --VVV RPMBG 02:42, 19 September 2010 (BST)
The fuck is this shit. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:32, 19 September 2010 (BST)
Instead of making the long post I made in suggestions up for voting, I'll keep it simple, and sumarize it in one word... NO! --Gat 02:36, 19 September 2010 (BST)
Ugh, No --TheWritingWriter 04:14, 19 September 2010 (BST)
Carpenter
Timestamp: --Scout talk!!!!! 20:39, 18 September 2010 (BST) |
Type: Starting class |
Scope: Survivors |
Description: The Carpenter starting class would start with a toolbox and the Construction skill. |
Discussion (Carpenter)
To make this suggestion complete: Where would Carpenters spawn? What would their Welcome Message be? -- Spiderzed▋ 20:46, 18 September 2010 (BST)
- The above doesn't matter because we have Engineer, a character class which starts with Construction, in Peer Reviewed already. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:11, 18 September 2010 (BST)
- Also, Suggestions/RejectedApril2006#Construction_WorkerConstruction Worker, which is the exact same thing, was duped because of the Engineer eons before it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:12, 18 September 2010 (BST)
booby trap skill
Timestamp: Naughteous Maximus 17:40, 17 September 2010 (BST) |
Type: survivor & zombie skills |
Scope: survivors and zombies |
Description: This is a more refined version of a previous proposal by another player (11th-Nov-2005 Booby Trap) to implement a Military skill under the construction section called booby trap. This is a very limited skill which would allow for a survivor to implement a single booby trap in a building that is barricaded. It is a single firing booby trap. Buildings which are not barricaded can not have booby traps. A barricaded building can not have multiple booby traps.
Like all other construction skills, it would require having a toolbox and maybe another object, such as a length of pipe, which is consumed for the trap. The booby trap would go off to impact only the person to "bring down the last of the barricade." This could be either zombie or survivor. It would do a small amount of damage, maybe 5 or 10 hp. I would suggest that it take considerable AP to set up a booby trap, maybe 5 or 10 AP. Because it does take so many AP, if someone tries to booby trap an already booby-trapped building, they should be told before the AP expenditure that "A booby trap has already been set here." Maybe it could be part of the description of the barricade, but only from the inside of the building. In addition, to balance the skill, zombies could have a recognize booby trap ability in their Memories of Life section. That could either work outright to avoid the trap, or have a high percentage chance to avoid the trap. Unskilled zombies would be unable to avoid triggering the trap. I believe this is in character with the apocalyptic zombie survivor mentality, and I think it would be a fun addition to the game. Additional suggestions for this idea are welcomed. |
Discussion (booby trap skill)
Duped, Shooting Through Barricades, Multiply it by 1000. No. And how is 5-10 damage in one hit a "small amount of damage"? No single attack in this game does more then 4. --TheWritingWriter 20:14, 2010 September 17 (BST)
- Did you forget a weapon? Shotgun (Damage 10 points (8 against a flak jacket.)) Ontaru 20:47, 2010 September 17 (BST)
- It is not "shooting through a barricade" if you'd read the entire suggestion carefully. The amount of damage is supposed to be more than any weapon can do, but a single shot. There is no "multiply by 1000" because you can only set up one. Period. Per building. And it only hits one target. —The preceding unsigned comment was added by Naughteous Maximus (talk • contribs) at an unknown time.
- 30 damage is the maximum damage it is possible to inflict with a single ap. Many issues here, notably, zombies (who will be the only players this will target), don't really care about hp, how does a pipe inflict so much damage, it can be used a a griefing tool against rot revive clinics, its ap inefficent, booby traps are triggered by someone destroying the cades, but not entering the building? How does that work? --RosslessnessWant a Location Image? 21:12, 17 September 2010 (BST)
You cite a dupe, say that it's more refined, but then, as far as I can tell, have not made any substantial changes aside from making it less powerful. That suggestion was killed by nearly everyone for a reason, and I don't see anything here that changes my mind. It effectively allows survivors to "bank" AP by investing it in the trap, which can later be spent to do damage. See also: Dos and Do Nots (the point about pinning down details), Auto Attacks, and the list of frequent suggestions (check the entry for "Traps"). —Aichon— 21:07, 17 September 2010 (BST)
Well, the suggestion of tying it to a barricade was really more to limit the places where they could be set up, but I understand what you are saying about banking AP. I did think it was much more thought out, not unlimited in scope as the previous suggestion. The idea behind it is that the length of pipe "rests" on the barricade and when the last layer is taken out, whoever is underneath gets beaned by it. The trap is gone after that. And remember, it may not be a zombie. There are those survivors who choose to work for the dark side of the force! But you are right, the essence of the concept has not changed. I will certainly understand if, for that reason, it is not implemented. Naughteous Maximus 21:31, 17 September 2010 (BST)
- While booby traps fit the zombie apocolyptic setting, they would fall under so many dupes that it's pointless to uggest one. Still, why would it do 5-10 damage instead of the regular pipe damage? --Gat 22:27, 17 September 2010 (BST)
Oh yeah, I forgot about the shotgun. Sorry. And its multiply by 1000 because EVERY safehouse is going to have one of these damn things. And whenever it runs out, people will keep making more of it. I'm pretty sure there's a rule against uber powerful single shots.--TheWritingWriter 04:16, 19 September 2010 (BST)
The Machete
Timestamp: --Ben834 03:35, 16 September 2010 (BST) | ||||||||||||||||||||
Type: Weapon | ||||||||||||||||||||
Scope: Survivor/Zombie | ||||||||||||||||||||
Description:
No new skills, just uses the Hand-to-Hand Combat skill and the Knife Proficiency skill.
+15%(Hand-to-Hand Combat skill) = 40% +15%(Knife Proficiency skill) = 55% Damage: 2
junkyards 1%(junk) armories 5% police departments 2%(evidence lockers) warehouses 5%(maybe manufactured or military surplus) mall sport stores 2% (you know how they have everything in that secret room you stumble upon on your way to the restroom...after a two hour long trip to the sports store...with a jumbo-extra-extra-large-COW-I-MEAN-RAT-MEAT-QUADRUPLE-POUNDER-AND-A-HALF-BIGMAC(even the kids are eating it these days)and finally realize they have a "SECRET ROOM" BUT NO RESTROOM!??!?!RAAAAAAAAAAAHHH!!!!!!*explodes*)
Discussion (The Machete)No. Not even if Danny Trejo asked. 03:44, 16 September 2010 (BST) Was it because of the absence of a restroom? :D--Ben834 03:47, 16 September 2010 (BST) Peer Reviewed Dupe. And it's from 2005. If Kevan hasn't implemented it in the past 5 years, he's never going to implement it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:47, 16 September 2010 (BST)
I want knife throwing. Can we have knife throwing? --Aeon17x 03:49, 16 September 2010 (BST)
Whoa. You guys are pretty quick at crushing people's dreams. I give props and cookies!!!--Ben834 03:58, 16 September 2010 (BST)
Hmmm...I always wondered what that was for.--Ben834 04:04, 16 September 2010 (BST) Digestion update
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