Developing Suggestions: Difference between revisions
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===Interior Description Mod=== | |||
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|'''Timestamp:''' [[User:Necrofeelinya|Necrofeelinya]] 04:05, 30 October 2010 (BST) | |||
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|'''Type:''' Flavor/Building Status Indicator Change | |||
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|'''Scope:''' Pretty much everyone | |||
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|'''Description:''' I've been thinking lately, which is always a problem and never bodes well for the future. The first stage in this unfortunate process brought to my attention the fact that although zombies outside a ruined building get a vague notion of how long it's been ruined ("very long time", "some time", etc.), when they're inside there's no similar indication. So I thought "if we got that, that'd be a nice change", but given the troublesome nature of my thought processes, I couldn't leave well enough alone. I then got to thinking "but it makes sense that we probably shouldn't get that in <i>darkened</i> buildings", because in the dark you really can't tell how messed up things are or how long it's been that way. And then another realization set in, which is that the same basic concepts should apply to survivors somehow. So I propose that you shouldn't find out the exact AP cost to raise a darkened building until you light the place up, and shouldn't get an interior description of the ruination level of the building until you can actually see what's around you. Just estimate from the exterior description like zombies do. | |||
So the sum of what I'm suggesting here is this, though some of the effects for humans might be already implemented and I'm just too perpetually zombified to realize it: | |||
1. Zombies should get some vague indication of duration of ruination status inside as well as outside <i>except</i> in darkened buildings. | |||
2. Humans shoud have to install a genny in a darkened building <i>before</i> they find out the exact AP cost to repair it or get an indication of duration of ruination status on the inside. | |||
Also, Simon says take a shot or chug a beer every time someone posts the word "buff" or "nerf" in response to this suggestion. Ready... Set... Go! | |||
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====Discussion (Interior Description Mod)==== | |||
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===Bagman Cometh=== | ===Bagman Cometh=== | ||
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:Yes. Maybe meddle with the %, but chance is in my opinion the best mechanic, applied at time of headshot. Must follow Brain Rot, tho. {{User:Monstah/Sig}} 21:38, 21 October 2010 (BST) | :Yes. Maybe meddle with the %, but chance is in my opinion the best mechanic, applied at time of headshot. Must follow Brain Rot, tho. {{User:Monstah/Sig}} 21:38, 21 October 2010 (BST) | ||
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==Suggestions up for voting== | ==Suggestions up for voting== |
Revision as of 03:05, 30 October 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
Interior Description Mod
Timestamp: Necrofeelinya 04:05, 30 October 2010 (BST) |
Type: Flavor/Building Status Indicator Change |
Scope: Pretty much everyone |
Description: I've been thinking lately, which is always a problem and never bodes well for the future. The first stage in this unfortunate process brought to my attention the fact that although zombies outside a ruined building get a vague notion of how long it's been ruined ("very long time", "some time", etc.), when they're inside there's no similar indication. So I thought "if we got that, that'd be a nice change", but given the troublesome nature of my thought processes, I couldn't leave well enough alone. I then got to thinking "but it makes sense that we probably shouldn't get that in darkened buildings", because in the dark you really can't tell how messed up things are or how long it's been that way. And then another realization set in, which is that the same basic concepts should apply to survivors somehow. So I propose that you shouldn't find out the exact AP cost to raise a darkened building until you light the place up, and shouldn't get an interior description of the ruination level of the building until you can actually see what's around you. Just estimate from the exterior description like zombies do.
So the sum of what I'm suggesting here is this, though some of the effects for humans might be already implemented and I'm just too perpetually zombified to realize it: 1. Zombies should get some vague indication of duration of ruination status inside as well as outside except in darkened buildings. 2. Humans shoud have to install a genny in a darkened building before they find out the exact AP cost to repair it or get an indication of duration of ruination status on the inside. Also, Simon says take a shot or chug a beer every time someone posts the word "buff" or "nerf" in response to this suggestion. Ready... Set... Go! |
Discussion (Interior Description Mod)
Bagman Cometh
Timestamp: Pardus 12:53, 28 October 2010 (BST) |
Type: Science Skill (Medical) |
Scope: Hospitals |
Description: Setup Clinic: Setting up a clinic costs 30AP and grants the ability to heal at the cost of 5AP without a First Aid Kit and the ability to diagnose infections within the building, until the player dies or the building is ruined. Can only be used in a powered hospital, is mutually exclusive with Scout Safehouse
Does it need improvement? Which parts do I need to explain like I am talking to a 5yo? Suggestions? |
Discussion (Bagman Cometh)
No healing for harmanz without FAKs (or beers or wines). Limited resources are one of the defining weakspots of them that should never be undercut. -- Spiderzed▋ 13:04, 28 October 2010 (BST)
- You realise you are only arguing semantics, said "limited resources" are determined by search rate which for FAK's in a hospital is 18.9%, therefore 5ap would be spent searching. So it would in effect only increase said search rates to 25% for that single hospital after 30ap is spent. So the real net gain would be a 16.5% healing efficiency or 10ap per day devoted solely to the provess of healing, if the only thing you did was heal. -- Pardus 13:31, 28 October 2010 (BST)
- Limited resources are not just APs. (That's a limitation that holds true for both survivors and zombies.) The real bottleneck for harmanz is encumbrance. A doctor who hasn't to fill his backpack with FAKs, but can spread out at will into guns, needles, genniefuels or toolkits is at a massive advantage. -- Spiderzed▋ 13:45, 28 October 2010 (BST)
- So 3ap to make a FAK would be better in your opinion? -- Pardus 13:55, 28 October 2010 (BST)
- Limited resources are not just APs. (That's a limitation that holds true for both survivors and zombies.) The real bottleneck for harmanz is encumbrance. A doctor who hasn't to fill his backpack with FAKs, but can spread out at will into guns, needles, genniefuels or toolkits is at a massive advantage. -- Spiderzed▋ 13:45, 28 October 2010 (BST)
Scout Safehouse is already a big ol' bag of gack. Don't try specialising it more. 15:19, 28 October 2010 (BST)
- Scout Safehouse is pretty much a mallrat skill and it's a military skill, personally I would like to see more science skills and anything that makes less use of malls is an awesome thing IMHO. -- Pardus 00:32, 29 October 2010 (BST)
In addition to agreeing with everything the others have said so far, I also don't think it makes in-game sense. Scout Safehouse makes sense, since it's you memorizing the location well enough that you can move through it more quickly than others can. If you set up a clinic, however, everyone should be able to take advantage of it. I've never once heard of a clinic that only one person could see and use. —Aichon— 17:48, 28 October 2010 (BST)
- My response to that argument is simply "Ankle Grab". Or Free Running or Flesh Rot. Whilst I don't like this suggestion, it's hardly unique in making no sense flavour-wise. 22:27, 28 October 2010 (BST)
- I don't follow. All of those make in-game sense. Zombies learn to grab their ankles to get up faster (okay, so the mechanic makes no sense, but whatever). Survivors learn how to free run out of necessity. Zombies develop Flesh Rot after an extended period of time. I'm not tracking the difficulty with those. —Aichon— 22:34, 28 October 2010 (BST)
- Free Running is not that thing The Tick does to get around rooftops, it's just a sort of urban sport. Using it to leap from building to building makes no sense. With Flesh Rot, rotting further should make penetration easier (though it could be argued that endurance is enhanced through rotted nerves but it's not explained this way). And with Ankle Grab, no amount of grabbing at my own ankles gets my ass up faster, and it works without others around so it's not about grabbing someone else's. 22:38, 28 October 2010 (BST)
- See, I envision Ankle Grab as when you're on your back and grab onto your legs, then rock/roll forward onto your feet before standing up. And I know what Free Running is, but I'm thinking about it more in terms of these buildings being tightly packed (hence the lack of streets) and relatively low to the ground, meaning that you could do stuff like jump between them easily (without being The Tick) or even wall jump a bit to get into places. And Flesh Rot was something I always saw as producing a calloused, somewhat hard crustiness as a byproduct of the rot, kinda like chitinous scabs covering the zombies. —Aichon— 22:43, 28 October 2010 (BST)
- Free Running is not that thing The Tick does to get around rooftops, it's just a sort of urban sport. Using it to leap from building to building makes no sense. With Flesh Rot, rotting further should make penetration easier (though it could be argued that endurance is enhanced through rotted nerves but it's not explained this way). And with Ankle Grab, no amount of grabbing at my own ankles gets my ass up faster, and it works without others around so it's not about grabbing someone else's. 22:38, 28 October 2010 (BST)
- I don't follow. All of those make in-game sense. Zombies learn to grab their ankles to get up faster (okay, so the mechanic makes no sense, but whatever). Survivors learn how to free run out of necessity. Zombies develop Flesh Rot after an extended period of time. I'm not tracking the difficulty with those. —Aichon— 22:34, 28 October 2010 (BST)
- How would you flavour the idea? (cause clearly you are not talking mechanics) Tho you speak like we have label makers and other ways to organize things so no one else will have to learn how you organized everything. -- Pardus 00:32, 29 October 2010 (BST)
Flame thrower
Timestamp: HunButcher 08:41, 22 October 2010 (BST) | ||||
Type: New weapon | ||||
Scope: Human | ||||
Description: This would the human-type infection. Using a fuel can as an ammo (one can could be used 5 times), you could lit up a zombie, losing one HP for every action, until it could extinguish itself for 5 AP. One zombie could lit only once at a time. This weapon could be found in factories, warehouses, power plants.
Attack accuracy should be around 45% (5% higher than the zombie-s bite attack, as it needs ammo, spending AP for searching.) It don't damage for a successfully hit, and the effect fade out after death. This mostly aim for slowing zombies down a little, as that could wither a siege for a little time as they need to waste some AP. If you successfully lit up a zombie:
If you are trying to lit up an already burning zombie:
When the zombie sees it:
When the zombie extinguish itself:
Discussion (Flame thrower)No. First off, zombies would be unaffected by fire, as their nerves are dead. Secondly, it's unneeded, and the cost to remove it (5AP) wouldn't be used. Zombies would just wait until they died and stand up immediately for 1AP.--Yonnua Koponen Talk ! Contribs 08:44, 22 October 2010 (BST) FUCK YEAH FLAMETHROWERS AND ROCKET LAUNCHERS AND BOMBS AND CARS AND TANKS AND HOLY FUCK A WHALE. No. 15:33, 22 October 2010 (BST)
Hmmm, as a zombie I love this (cheap stand-up) and as a survivor I love this.. BURN! Still not sure this is worth coding tho! --Honestmistake 22:47, 22 October 2010 (BST) Here's my spin off:
--VVV RPMBG 04:50, 23 October 2010 (BST)
Wow. Suggestor completely forgets to consider how PK'ers will use this. --RosslessnessWant a Location Image? 11:33, 23 October 2010 (BST) This is already Peer Reviewed. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:49, 23 October 2010 (BST) Doesn't the fuel can+flare gun do this already?--Mtumbe Ngoube 22:36, 23 October 2010 (BST) This isnt suggested already, as I didnt thought about a new weapon like pistol, instaid a weapon that only slow down, but isnt doing any direct damage. --HunButcher 08:35, 24 October 2010 (BST) Relentless
Discussion (Relentless)
Suggestions up for votingManhandle 2.0Moved to Suggestion talk:20101019 Manhandle --RosslessnessWant a Location Image? 20:22, 19 October 2010 (BST) Lower HP by 20Moved to Suggestion_talk:20101015_Lower_HP_by_20 -- Spiderzed▋ 13:02, 15 October 2010 (BST) |