Developing Suggestions: Difference between revisions
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|'''Scope: The location of Trewekee Mall''' | |'''Scope: The location of Trewekee Mall''' | ||
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|'''Description:''' Trewekee Mall has, for time immemorial, been in the hands of local Zerger zombies. It has served no real purpose in the Northeast and is frankly a boring building, your typical Mall where survivors flee at the first sight of a zombie insurrection. I, however, have come up with an idea. Gentlemen, I present to you a proposal that shall save Urban Dead from its declining userbase and its monotony. I ask you to consider the '''Super Dimension Fortress Yonnua'''. It would be a special building in Urban Dead, namely that it would have several game unique game features attached to it. First and foremost, new barricade levels would be able to be set for it, requiring up to 60 successful attacks to break down the barricades. These barricades would also have razor wire attached to them, hurting the zombies who dare attack the Super Fortress. Survivors would also maintain machine-gun nests capable of shooting multiple zombies at once through the barricades, with unlimited ammunition. Sniper rifles could be found here, and would allow survivors to attack any zombie up to six blocks away from Fortress Younna, and would use .50 caliber ammunition that bypasses Ankle-Grab and forces zombies who purchased that skill to spend 10 AP standing up. If the barricades are breached, there will be several | |'''Description:''' Trewekee Mall has, for time immemorial, been in the hands of local Zerger zombies. It has served no real purpose in the Northeast and is frankly a boring building, your typical Mall where survivors flee at the first sight of a zombie insurrection. I, however, have come up with an idea. Gentlemen, I present to you a proposal that shall save Urban Dead from its declining userbase and its monotony. I ask you to consider the '''Super Dimension Fortress Yonnua'''. It would be a special building in Urban Dead, namely that it would have several game unique game features attached to it. First and foremost, new barricade levels would be able to be set for it, requiring up to 60 successful attacks to break down the barricades. These barricades would also have razor wire attached to them, hurting the zombies who dare attack the Super Fortress. Survivors would also maintain machine-gun nests capable of shooting multiple zombies at once through the barricades, with unlimited ammunition. Sniper rifles could be found here, and would allow survivors to attack any zombie up to six blocks away from Fortress Younna, and would use .50 caliber ammunition that bypasses Ankle-Grab and forces zombies who purchased that skill to spend 10 AP standing up. If the barricades are breached, there will be several IEDs(Improvised Explosive Devices) which kill the first ten zombies breaching the building. There will also be a fail-safe protocol, which the survivors could activate if the Fortress is fully powered. It would focus an orbital Ion Cannon on the building, which would fire and wipe out the Fortress and everything within a radius of 10 blocks around it, ruining all buildings, killing everyone in the fortress and setting the rest of the people in the vicinity "On-fire", which causes 5 damage per AP until death or until one heads to a fire station and is hit with a fire extinguisher. | ||
There would also be a lava pit surrounding all but one entrance of the Fortress, killing anyone trying to cross it. You would have to cross and enter via a single bridge. Survivors would be allowed to enter all the way up until the "Fortress of Doom" barricade level, which would require 40 successful attacks to destroy. | There would also be a lava pit surrounding all but one entrance of the Fortress, killing anyone trying to cross it. You would have to cross and enter via a single bridge. Survivors would be allowed to enter all the way up until the "Fortress of Doom" barricade level, which would require 40 successful attacks to destroy. |
Revision as of 00:15, 18 July 2011
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
Time:Yonnua Kopunen 00:36, 18 July 2011 (BST) |
Name: The Super Dimension Fortress Yonnua. |
Type:Building |
Scope: The location of Trewekee Mall |
Description: Trewekee Mall has, for time immemorial, been in the hands of local Zerger zombies. It has served no real purpose in the Northeast and is frankly a boring building, your typical Mall where survivors flee at the first sight of a zombie insurrection. I, however, have come up with an idea. Gentlemen, I present to you a proposal that shall save Urban Dead from its declining userbase and its monotony. I ask you to consider the Super Dimension Fortress Yonnua. It would be a special building in Urban Dead, namely that it would have several game unique game features attached to it. First and foremost, new barricade levels would be able to be set for it, requiring up to 60 successful attacks to break down the barricades. These barricades would also have razor wire attached to them, hurting the zombies who dare attack the Super Fortress. Survivors would also maintain machine-gun nests capable of shooting multiple zombies at once through the barricades, with unlimited ammunition. Sniper rifles could be found here, and would allow survivors to attack any zombie up to six blocks away from Fortress Younna, and would use .50 caliber ammunition that bypasses Ankle-Grab and forces zombies who purchased that skill to spend 10 AP standing up. If the barricades are breached, there will be several IEDs(Improvised Explosive Devices) which kill the first ten zombies breaching the building. There will also be a fail-safe protocol, which the survivors could activate if the Fortress is fully powered. It would focus an orbital Ion Cannon on the building, which would fire and wipe out the Fortress and everything within a radius of 10 blocks around it, ruining all buildings, killing everyone in the fortress and setting the rest of the people in the vicinity "On-fire", which causes 5 damage per AP until death or until one heads to a fire station and is hit with a fire extinguisher.
There would also be a lava pit surrounding all but one entrance of the Fortress, killing anyone trying to cross it. You would have to cross and enter via a single bridge. Survivors would be allowed to enter all the way up until the "Fortress of Doom" barricade level, which would require 40 successful attacks to destroy. Fort Younna, along with a survivor attempting to Free Run into it, but not being able to thanks to the lava flows. In the backround spewing smoke and fire is the headquarters of the D.I.T.P.S, Anne General Hospital, which was turned into an active volcano due to Fort Younna's Survivors deciding that the best way to deal with the Angry Vaginas was to destroy the rest of Dulston by repeatedly firing an Ion-Cannon into the Earth's surface until lava began to flow from it, which would also serve to insulate the Fort from zombie attacks.
Some of you might say this is overpowered, unrealistic, a dupe, or completely unnecessary. I disagree. It will draw every single Trenchcoater and Zerger in Malton to it, allowing the rest of the game to be played in a fun, healthy manner. It will also be wickedly fun. |
Time:Awesome Suggestion Guy 00:24, 18 July 2011 (BST) | |
Name: Tear Gas Canister | Type:Survivor. |
Scope:Survivor Skill and an Item. | |
Description: So I thought this would be a fun little idea. You could essentially loot Police Departments for tear-gas. What it would do is reduce the attack and search rates of a building to that of a ruined
one when deployed. So, for example, if there is a zombie break-in, one could deploy tear gas to have a better chance of survival. PKers could use it to kill someone and then remain reasonably secure. Zombie spies/Death Cultists could use it to troll survivors. It would dissipate after a certain number of actions taken by players as it fizzes out and disperses. |
Time:Awesome Suggestion Guy 00:15, 18 July 2011 (BST) |
Name: Scent Bombs. |
Type:Survivor. |
Scope:Survivor Skill and an Item. |
Description: Pretty simple. Survivors would be able to drop scent bombs to interfere with the zombie "Scent" skill trees, particularly the one where if you interact with a zombie they can magically
track you down across ten blocks with their Godlike sense of smell. They would of course be single-use items and require an additional skill. Real-life criminals use it to distract police dogs, so it should work with zombies, who evidently have evolved to have a similar sense of smell. |
Time:Awesome Suggestion Guy 00:03, 18 July 2011 (BST) |
Name: Hang Glider. |
Type:Survivor. |
Scope:Survivor Skill and an Item. |
Description: The Hand Gliding skill would be a subset of the Free-Running skill. It would also require that one search a Mall Sports Store in order to find one. Essentially, survivors would get Hand Gliders and be able to use them to jump off (repaired) tall buildings like Mobile-Phone Masts, Towers, and some Hotels. It would work in many ways like the binocular skill, where you choose a direction to glide to. You would then glide maybe like five or so blocks to the location that you picked. If you land on the street or a ruined building, you will take damage from injuring yourself. If you land on a regular building, you will be fine. If you land on another tall building, you will hit the wall and fall and take two times the damage from your fall. Overall, this could be a fun addition to the game as you would have to plan and gives you an element of risk vs reward: If the building I was planning on gliding to is ruined or I hit another tall building, I'll take damage, whereas if I am correct, I will save AP on movement. |
More useful Melee weapons
Time:Awesome Suggestion Guy 01:16, 16 July 2011 (BST) |
Name: More useful Melee weapons |
Type:Survivor |
Scope:Survivor Skills and Items |
Description:Presently, zombies have the best melee attacks in the game. The fire-axe simply cannot compare to the zombie's claw attacks or their bite. It is also pretty much the only melee weapon worth using. Everything else is a joke in combat. I propose that new melee skill trees open up to allow survivors a bit more variety and effectiveness in melee combat. It's rather quite stale at the moment. Maybe buff the bat a little bit, or add in some swords or a chainsaw. Make it worthwhile for survivors to use something besides the fireaxe for all but the finishing blow. |
Discussion (More useful Melee weapons)
Fix'ed your formatting. Secondly I'm sure there is a dupe and a half just by looking at your proposed melee weapons. 03:48, 16 July 2011 (BST)
No. Survivors already have access to the best weapons in the game, buffing all their weaponry is fucking stupid. 03:48, 16 July 2011 (BST)
Survivor melee is fine apart from blunt weapons are a bit useless, but you'll find that every man and his dog has already suggested fixes for that. Sure, survivor melee isn't as good, but then again zombies can't operate shotguns.--Cap'n Silly T/W/P/C 04:15, 16 July 2011 (BST)
you are a dumbass--User:Sexualharrison05:03, 16 July 2011 (bst)
First, specifics.
Second, very likely a dupe. (And sadly peer-rejected.)
Third, that survivor melee is inferior is sensible from a balance POV and from the POV of UD's conception. Survivors have the upper hand when they have easy access to consumables and need to be effective on short term (i.e., firearms). Zombies have the upper hand in prolonged wars of attrition, as their basic permanent weaponry is superior. It is also what makes it bad news when zombies break in, as the zombies can potentially do more damage and need less AP then the survivors trying to expel them. -- Spiderzed█ 11:45, 16 July 2011 (BST)
Plus there's a sword already in game. --Rosslessness 12:43, 16 July 2011 (BST)
Nah, not happening. Here's the way it works: Melee weapon have the advantage of not requiring AP and this is balanced by the lower damage per AP that they do. If melee weapons were as good as ranged weapons then guns would be obsolete and people would start making suggestions to give a "bit more variety and effectiveness in ranged combat".--The General T Sys U! P! F! 07:50, 17 July 2011 (BST)
- Please do not vandalize this wiki with your asinine comments. Continuing this behavior may lead to having your balls ripped off by wild horses.-JohnnyCakes 10:16, 17 July 2011 (BST)
- Please do not vandalize this wiki with your retarded suggestions. Continuing this behavior may lead to forced castration.-JohnnyCakes 10:16, 17 July 2011 (BST)
Drag Dead Body
Timestamp: Ddarling 05:31, 15 July 2011 (BST) |
Type: Survivor possible action |
Scope: Survivor |
Description: When a survivor enters an outside square that is occupied by a dead body, a button is presented under the possible actions heading. The button says ,drag body to, also there is a pull down menu available to select the location to drag the body to, which is one of the 8 adjacent blocks. Then in brackets afterwards there is an indication of the cost, which is 5 AP. This is similar to dragging and dumping a body outside the gatehouse of a fort, except you can only drag the dead body 1 city block for a cost of 5 AP. Both the survivor and the dead body move simultaneously. This will allow for the survivor strategy of emptying a suburb of all zombies by removing the dead bodies. The high AP cost ensures that this cannot be done quickly, so the zombies still have a chance to re-animate and move back in at a faster rate then the survivors can kill them and then drag out their newly killed corpses, unless of course the survivors vastly outnumber the zombies in the suburb. But that just puts a concentrated meal plan in one place for the next large zombie horde... |
Discussion (Drag Dead Body)
Seems like a useless waste of AP, to be honest. You use 15 AP moving a corpse 3 blocks, he stands up and uses 3 to undo all your hard work.--Cap'n Silly T/W/P/C 06:07, 15 July 2011 (BST)
Two words: Zerg flags. They are triggered by proximity, and any way to move players around against their will could unvoluntarily trigger them. -- Spiderzed█ 06:49, 15 July 2011 (BST)
- You think that's bad? Consider what a zerg army with this skill could do. ᚱᛁᚹᛖᚾᚨᚾᛏ 06:54, 15 July 2011 (BST)
Dupe, dupe, dupe, dupe, dupe, dupe, dupe, dupe, dupe, dupe, dupe, and dupe. Next time, spend some time searching to see if your suggestion, or something similar, has been suggested. --AORDMOPRI ! T 14:46, 15 July 2011 (BST)
what kind of moron would waste so much AP outside and gain nothing for it? i might as well go back to shooting zombies in the street.--User:Sexualharrison14:48, 15 July 2011 (bst)
Necrotech Enhanced Bullets
Timestamp: 10:33, 14 July 2011 |
Type: Weapon/Survivor Skill |
Scope: Survivors |
Description: It is incredibly unfair that only zombies get a damage-over-time attack. Survivors should have one too. I propose that a new item enabling one to coat their weapon in a substance that does damage-over-time to zombies, weakening them to the point of death but not actually killing them since this would actually benefit zombies. These would come from Necrotech Buildings and be single-use and the substance wears off after striking a zombie once. It would also be at the bottom of the Necrotech Skill tree, requiring that one pick up all of the skills down to Necronet Access before one can obtain and use the item. |
Discussion (Necrotech Enhanced Bullets)
The idea is cute, and probably not even a dupe too. Though I think it's too overpowered. At the very least you should come up with a way how zombies can cure themselves from the effect, like survivors can with a FAK. -- Thadeous Oakley Talk 10:36, 14 July 2011 (BST)
- Oldest DS dupe in the history of mankind. Usually the zombie comes back as a human. Unsurprisingly, it's almost always yeled down on this page, and from what I can see, this would be more OP than some of the others.--Yonnua Koponen T G P ^^^ 13:00, 14 July 2011 (BST)
- Oh, well, it's pretty obvious I almost never visit developing suggestions, forgive my lack of knowledge. -- Thadeous Oakley Talk 14:32, 14 July 2011 (BST)
- MEh, not visiting DS is a pretty healthy choice imo. Also, I didn't mean to be responding to your comment, and in retrospect, it does look a bit like I was attacking you. :P sorry about that.--Yonnua Koponen T G P ^^^ 14:35, 14 July 2011 (BST)
- Didn't took it like that, so no worries. As for not visiting DS, it's mainly because, like most fan-suggestions for any kind of game, you're wasting so much time on something that doesn't go through 99.99% of the time. I can see why people are drawn towards it, but seriously, even the genuine good suggestions that go beyond a simple modification never make the cut. -- Thadeous Oakley Talk 15:18, 14 July 2011 (BST)
- MEh, not visiting DS is a pretty healthy choice imo. Also, I didn't mean to be responding to your comment, and in retrospect, it does look a bit like I was attacking you. :P sorry about that.--Yonnua Koponen T G P ^^^ 14:35, 14 July 2011 (BST)
- Oh, well, it's pretty obvious I almost never visit developing suggestions, forgive my lack of knowledge. -- Thadeous Oakley Talk 14:32, 14 July 2011 (BST)
Survivors have lots of skills that zombies don't have, so giving them a pseudo-infection skill isn't evening anything up -- boxy 03:54, 15 July 2011 (BST)
Overpowered and totally illogical. Also good solution to that disgusting spam on the page boxy.. 04:01, 15 July 2011 (BST)
Semi-auto shotguns
Cycled to a user sub-page as there had been no real progress in the discussion for weeks -- boxy 03:45, 15 July 2011 (BST)
Suggestions up for voting
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
Suggestion:20110630_Character_creation_daily_limit_and_Captcha