User:Blake Firedancer/Developing Suggestions

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Developing Suggestions

This is a brainstorming page where Blake can further brainstorm his suggestions before submitting them to Talk:Suggestions, and subsequently Suggestions.

All users are permitted to make feedback. Dupe-checking will be attempted, though should you find one please post it in the appropriate section.

Each idea has a voting section, where you vote on the potential of the idea. Keep in mind the fluidity of this page, and check often. Valid votes are Discard, to discard the idea or Keep, to make the idea into a suggestion.

Formatting is as indicated on my Idea Formatting page. Feel free to use whenever you see fit. It was originally on this page, but then freaky things were happening that really screwed with this page, so I moved it.

My biggest idea, the city of Crawforde, can be found on this page.

Ideas

Television

Type: - Item
Intention: - Flavour item
Scope: - All
Inspiration: - TV
Description:
Mainly made as a test to the formatting. I made a TV suggestion before which got rejected, but I'm sure that I could come up with a way to make it work properly.

The idea is that a TV, when powered, could be used to send messages to everyone in the building. These messages would work similarly to radio messages, but would give more information. Most importantly, it'd broadcast the senders profile link. It could also broadcast events occuring to the broadcaster during filming.

Need help with: - What else could it do?

Television Dupe Listing

List all dupes here

Television Feedback

Talk about this suggestion

Ok. How are you going to send these messages? Will the building have to be powered? Will it need equipment? Channels? Range? Local or city wide? Limit on text? Skills to operate? Cameras? Specific buildings? As in 1 building per 'burb becomes a TV station? Etc. -- Cheese 14:17, 19 July 2008 (BST)

I was thinking that there would be 2 or 3 TV stations in the city with the equipment to transmit a signal. Each would have its own channel, and be able to broadcast city-wide. Text limit would be the same as for speaking, and would require a sub-skill of the 'Radio Operation' skill called 'Broadcaster', which would allow you to transmit. The building would have the cameras and equipment already, unless it had been ruined of course. --Blake Firedancer T E RNL? P.I.S.I.T. 03:57, 20 July 2008 (BST)

My view of this is yeah, it could be done, you could think it out really well and it would be nice and whatever, but is it really necessary? Would it add anything to the game? at all? and honestly for me it adds nothing at all, scrap it imho.--xoxo 13:41, 22 July 2008 (BST)

Yes, it would. Instead of just broadcasting to people who found a radio, you could transmit to everyone in a building at the same time. Also, as it is a visual signal, you'd get a profile link to the broadcaster, which would likely cut down on the spam. --Blake Firedancer T E RNL? P.I.S.I.T. 21:48, 22 July 2008 (BST)

It really makes no sense to suggest that in the middle of a zombie apocalypse, someone is going out and laying cable. tv's would drown the fuel in the generators at a greater rate, (realistically) and as would the cameras/transmitters. no person in their right mind tries to use television to communicate in this way. its just silly, and i'll be sure to vote spam if this ever gets put up for voting. it just makes no sense. - tylerisfat 20:14, 29 August 2008 (BST)

Television Voting

Votes go here. Duh.


The Injured

Type: - Balance change, item.
Intention: - Nerf/In-genre addition
Scope: - Survivor
Inspiration: - Zombie games
Description:
Do you remember the point in some zombie themed games (and probably movies), where the guy drags his wounded body away after doing battle with a zombie, only to run right into another horde, or finally keel over before he can reach that oh-so-important health item? Well, this is to emulate that.

Essentially, survivors in a critical health situation (<12HP) take double the AP to use any action, aside from item use (including using the item to attack).

You can combat this AP cost with a new item: painkillers. You can loot painkillers from drug stores (Find rates are, in accordance with the RNL system: 6/8/12. (6% for Ruined, 8% for Normal and 12% for Lit)) and hospitals (Find rates are, in accordance with the RNL system: 5/7/10. (5% for Ruined, 7% for Normal and 10% for Lit)) respectively. This will put off the extra AP cost until either it has saved you 10AP or 2 hours have passed. Using painkillers within 2 hours of taking a previous dose will result in death from overdose. The player will receive a warning about this, like how they do with jumping out windows.

However, XP gains as a result of dealing zombies damage is doubled while critically injured, in order to reward the player for fighting until their dying breath. Obviously, the dangers of being in such low health is so great so as to avoid people purposely putting themselves into this state in order to gain this XP bonus.



Need help with: - Is this enough of a balance to keep?

Dupe Listing (The Injured)

List all dupes here

Feedback (The Injured)

Talk about this suggestion

As a whole i think the idea is pretty cool although my concern for this one is how massively painkillers would dilute FAK search rates in malls where currently they are in abundant supply. Now you might think (as many do) that FAK search rates need to be diluted in malls and that would certainly be a side-effect of this. Ummm, the XP double and the overdose are nice touches but really how often are we sitting around on under 12hp? Mostly players on 12hp are logged out and getting mauled by zombies, soon to be on 0hp. The only real exceptions to this are logging in to find yourself underattack and FAKless (very rare), logging in to find yourself FAKless and mauled by a zombie who aped out while attacking you with you under 12 and didn't groan/drag or it was so soon the cavalry haven't arrived yet and the 3rd and most common reason you'd be on under 12hp is that you've stood up after revivification and are infected, FAKless and can't find an EP. So as you can see by just carrying a FAK you can easily avoid ever being in the position of having under 12hp...--xoxo 13:49, 22 July 2008 (BST)

Good point. It may not occur often, but then that's good, isn't it? I mean, if you were constantly under 12HP, you'd be getting 2x XP like all the time. Plus, you're not always going to have a FAK on hand, are you? I mean, sure you'll want to have one, but if you run out of 'em and there are no malls/HPs around that aren't ruined, you'll be on your own for a while.
Plus, the XP double is an incentive to maybe save that FAK for later, and see how many zeds you can kill before you AP-out. --Blake Firedancer T E RNL? P.I.S.I.T. 21:46, 22 July 2008 (BST)
For anyone above about level 10 xp becomes largely irrelevant.--xoxo 07:31, 23 July 2008 (BST)

Voting (The Injured)

Votes go here. Duh.


Elite Survivor Skills

Type: Skills
Intention: - General addition
Scope: - Survivors
Inspiration: - Can't rememver
Description:
OK, we all know about the Zombie Hunter skill, and why it is so infuriating to Monroeville, right? Well, here's some more skills that I've come up with, called the Elite skills. You can buy one Elite skill when you reach level 10, a second when you're at level 20 and the last at level 30.

Headshot is the first elite skill. You all know that one.

The next is CQC Training, and would be the Military Elite skill. Essentially, if you're carrying a knife all successful hand to hand attacks would have a 25% chance of dealing double damage. Unusable if you're a zed.

The last one is Emergency Medical Training, the scientist/doctor Elite skill which, when you're in a hospital, allows you to instantly put together a FAK for 5AP.



Need help with: - Does this break the game? Also, should EMT be usable in malls, except with a higher AP cost? Should there be other restrictions on purchasing these skills (say, only being able to get EMT once you've maxed out the Scientist skills, and the same for Military)?

Dupe Listing

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ESS Feedback

Talk about this suggestion

not a fan of the sooper skills in general. also the military one (CQC or something) is chronically overpowered, unless i'm mistaken you're saying that if you carry a knife all hand2hand attacks have a 25% chance of doing double damage? That would make the fireaxe a pretty damn good weapon considering 1 in every 10 attacks with it will do 6 damage and avoid flak issues...regarding your medical questions i quite like the idea however it would have to work in non-powered hopsitals or be useless and i think it should be restricted to hospitals as malls are already superreallyawesome as it is.--xoxo 02:50, 26 July 2008 (BST)

Ah, OK. Oh, and when I said 'Hand to hand', I meant punching ONLY. --Blake Firedancer T E RNL? P.I.S.I.T. 02:28, 27 July 2008 (BST)
If it's only punching, why do you need a knife? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:25, 14 October 2008 (BST)

ESS Voting

Vote on the validity and potential of this idea. Is it ready for Talk:Suggestions?, or does it need more work?


Stereo

Type: Item
Intention: - Buff/In-genre addition
Scope: - All
Inspiration: - Emergency situation preparations
Description:
Stereos plug into generators and allow everyone in the building to hear important radio broadcasts. Of course, everyone can also change the radio station.

If you're in a mall and have Construction, you can wire the stereo to the malls intercom system, allowing all corners to hear the broadcast from one stereo. This costs 10AP though.

Found in mall electronic stores. Find rates are, in accordance with the RNL system: 4/8/12. (4% for Ruined, 8% for Normal and 12% for Lit), and they have an encumberance of 8%

Destroying a stereo nets a zombie the same XP as a generator.

Need help with: - Is this balanced?

Stereo Dupe Listing

List all dupes here

Stereo Feedback

The construction skill is not an electrician skill. The discussion of the generators as a whole has decided they are coming in a package with simple directions, and do not need specific electrician training to operate. and stereo's do not operate like this at all. you're mistaking radio stations with the radio transmitters. they operate on two completely different kind of signal, as the radio transmitters are military or sub military in origin, not the local rock station broadcasters. - tylerisfat 20:17, 29 August 2008 (BST)

Stereo Voting

Vote on the validity and potential of this idea. Is it ready for Talk:Suggestions?, or does it need more work?


Throw

Type: Balance change
Intention: - In-genre addition
Scope: - All
Inspiration: - Logical thinking, Dead Rising (videogame)
Description:
Basically, you can throw any item at a zombie.

Damage inflicted and accuracy is affected by the items encumberance. Damage done is equivalent to the encumberance rating divided by 5, and rounded.

You cannot throw generators or radio transmitters, and once an item is thrown, it is lost from your inventory.

Base accuracy for a thrown item is 15%, though I suppose there could be skills that could increase this.



Need help with: - Any special rules for throwing?

Throw Item Dupe Listing

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Throw Item Feedback

Talk about this suggestion

Throw Item Voting

Vote on the validity and potential of this idea. Is it ready for Talk:Suggestions?, or does it need more work?