Developing Suggestions: Difference between revisions

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====Discussion (Regenerative Feast)====
====Discussion (Regenerative Feast)====
If you're looking for zombie defensive play, don't up the HP value.  Instead, use [[:?rise]].  Defensive, yes, but quite an IP costly tactic.  Pretty much balances itself out, you can say.  Survivors spending more AP to boot you while you spend more IP to stay in the building. --{{User:Axe Hack/Sig}} 21:16, 19 January 2012 (UTC)
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Revision as of 21:16, 19 January 2012

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.

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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

  • 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

Regenerative Feast

Timestamp: A Big F'ing Dog 18:57, 19 January 2012 (UTC)
Type: Skill
Scope: Zombie
Description: By using the digestion skill, you can increase your health to higher than your normal maximum of 50 or 60.

This excess health decreases at a rate of 1hp per half hour for every 4 health over your maximum. For example, if you're 12 health over the maximum, you'll lose 3hp per half hour. But if you're at only 1-4 health over your maximum, you'll only lose 1hp per half hour.

The goal of this skill is to make bite useful as a defensive skill. By feeding when healthy a zombie can toughen themselves up as a temporary roadblock to building fresh barricades. However since bite attacks deal less damage than hand attacks for the AP spent, this benefit comes at the cost of dealing damage. This forces zombies to make an informed tactical decision about whether they should attempt to kill survivors or resist being killed themselves. If you're helping keep barricades down for a crowd, it may make more sense to stay alive then deal damage.

Discussion (Regenerative Feast)

If you're looking for zombie defensive play, don't up the HP value. Instead, use ?rise. Defensive, yes, but quite an IP costly tactic. Pretty much balances itself out, you can say. Survivors spending more AP to boot you while you spend more IP to stay in the building. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:16, 19 January 2012 (UTC)


Consumption (Zombie Kill Streaks)

Timestamp: A Big F'ing Dog 13:24, 19 January 2012 (UTC)
Type: Zombie Skill
Scope: Zombies
Description: You can digest flesh to not only heal yourself, but also to become more powerful. Your max hp and health goes up by 1 for each survivor you kill, up to a maximum of +10. Dying or being revived sets your max health back to normal.

Zombies with this ability have a line of flavor text added to their profile indicating how long their current kill streak is. "So-and-So's jaws drip with the blood of X survivors" (or some other better flavor text that means the same thing). Even though the benefit tops out at +10 health, there's no limit to how high your displayed kill streak can go.

Discussion (Consumption (Zombie Kill Streaks))

This isn't Call of Duty, and we're not playing no Gun Wager match. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:03, 19 January 2012 (UTC)

I was figuring it would be less like a "you just got pwnd" Call of Duty type match, since it would happen over days and days. I can certainly understand why you might dislike it, but I think it'd be a fun minigame to see how high you can get the count before dying. It would also be a little bit interesting to see how that number changes depending on where you are. --A Big F'ing Dog 18:27, 19 January 2012 (UTC)

Fashion Sense

Timestamp: JonPyre 23:02, 6 January 2012 (UTC)
Type: Survivor Skill
Scope: Informational skill
Description: Fashion Sense would be a civilian skill requiring Shopping as a prerequisite.

It would grant players a 1 AP "Fashion Sense" button that allows them to instantly scope out the clothing worn by every player and zombie in the room. For example, let's say there are two other players in the room "Bill" and "Phil", and two zombies not on your contact list. After clicking Fashion Sense you might see this:

  • Bill is wearing a gasmask, a blue t-shirt, and a pair of black shoes.
  • Phil is wearing a red baseball cap, a bloodstained dark red waistcoat, and a pair of sandals.
  • A zombie is wearing a bloodstained Malton zoo T-Shirt and a bloodstained toe tag.
  • A zombie is wearing a bloodstained pair of safety goggles and a bloodstained lab coat.

A single click would show the clothes of every other player in the room, it would not require a new click and new AP spent for each person.

This does not violate zombie anonymity as it does not link to the zombie's profile (unless they're already on your contacts list) and does not reveal their playername.

The main use of this is to quickly identity groups that use uniforms. For example, if the Ridleybank Resistance Front decided to adopt a chef's hat as their uniform, it would be terrifying to look at a crowd of zombies and see that 25 of them have chef's hats on.

Also it would allow players to admire zombie fashion sense, even if they aren't attacked.

Zombies that purchase the skill in life would also be able to use fashion sense in death.

Discussion (Fashion Sense)

Dear god no.--Shortround 00:53, 7 January 2012 (UTC)

Urban Dead, now sponsored by Bravo.--Alice Gravesend 02:04, 7 January 2012 (UTC)

It should be terrifying to look at a crowd of 25 zombies, full stop. Sadly there are hardly any such 'hordes' left in Malton.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 14:05, 8 January 2012 (UTC)

Pretty sure this is a joke/impersonation of someone who left years ago. --Karekmaps 2.0?! 01:13, 11 January 2012 (UTC)

he is still active on my contacts list. --User:Sexualharrison10:54, 11 January 2012 (bst)
Yes, the original was actually a talented suggester. Can't for the life of me remember how to spell the original's name though....--The General T Sys U! P! F! 22:01, 17 January 2012 (UTC)

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.

There are currently no suggestions up for voting.