User:The General/Worst Suggestions/Suggestions

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Worst Suggestions/Suggestions

Midgets

Timestamp: 18:42, 8 Jan 2006 (GMT)
Type: Classes
Scope: Survivors/Zombies
Description: Urban Dead has a disturbing lack of realism and political correctness. Why aren't there any midgets in Malton? It's clear that midgets wouldn't be able to flee the city by foot because they are too slow, so the "midgets: normal people"-ratio would be way over average. There's only one solution: A new midget class.
  • Midget zombies start with Ankle Grab because their arms are closer to the ankles.
  • They can't be stopped by closed doors because there's always a hole where a midget can pass through.
  • They need to spend 3 AP per square because they are pretty slow.
  • New zombie midget skill "Knee bite", sub-skill of "Digestion": A succesful knee bite slows the bitten survivor down (2 AP per square) until he gets healed with a FAK.

Midget survivors/revived midgets have also special strengths and weaknesses:

  • They can pass through heavy barricades because they are small
  • They need to spend 2 AP per square because they are slow
  • Midget survivors can't use shotguns for obvious reasons.
  • Midgets have 65 HP because they are pretty tough (see Frodo, that little guy beat the mighty Sauron and destroyed his damn ring).
Left Queue: 23:20, 8 Jan 2006 (GMT)

Zombie Bomber

Timestamp: 00:56, 9 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: I don't know what 'line' it should go under, but here's the skill: Zombie bombs. If a zombie gets past a siege line barricade into a building, instead of just attacking until it gets headshot and thrown out, how about it blow itself up? A skill like this would NOT yield exp for the zombie, but would have maybe a 25% chance to do 3 damage to every survivor and zombie in the room/block. Coordinated, zeds could actually get into a building and do some real damage rather than being zerged by the humans inside and thrown out.

Clarification: The 25% chance is calculated for each target individually.

Uh, it'd take 1 AP (This could be changed, I dunno if it's too low or not) and would both kill the zombie AND reduce the zombie's AP to zero. It takes AP because a zombie should still not be able to do anything at 0 AP, and it reduces AP to zero to prevent a single zombie from blowing itself up 25 times in a day.

Left Queue: --08:49, 29 March 2006 (BST)

Cyborgs

Timestamp: 18:59, 6 Jan 2006 (GMT)
Type: Skill
Scope: Scientists
Description: This is a Scientist skill that allows survivors to build cyborg helpers with their own HP and AP.
  • First you need a dead body because it's the base for every good cyborg
  • Things needed to build cyborgs are found in junkyards, maybe four or five parts with names like "cyborg head" and "cyborg legs" and of course a generator
  • The cyborg is assembled in a NT building with a generator because you need computers for the programming.
  • The cyborg needs one can of fuel for 10 AP
  • It can be controlled by the survivor if it's five blocks away or closer.
  • A cyborg has its own AP, the survivor doesn't waste AP by controlling it.
  • The cyborg is has only 10 HP because it's pretty sensitive.
  • The cyborg can find and use things like pistols and shotguns. The weapons have the max. accuracy of 65 % because its targeting computer won't miss (often)
Left Queue: 07:10, 27 April 2006 (BST)

Rocket Launcher

Timestamp: 18:31, 3 Jan 2006 (GMT)
Type: Weapon
Scope: Zombies, helicopters.
Description: Basically i propose that Zombies be given rocket launchers to shoot down helicopters. Why? Because if idiots are going to keep suggesting air drop prejections then i better bloody well suggest a counter.

Rocket launchers and Rockets are found in Forts using a new button called "scavenge" for zombies, and can only be used to attack Helicopters. A Zombie has a base of 5% accuracy with it, but this is increased with Basic Rocket Launcher Proficency skill, to 30%, and by another 20% with Advanced Rocket Launcher Proficiency, and another 15% by Expert Rocket Launcher Proficiency. A Zombie would gain 50exp for taking out a helicopter, which would happen after two hits.

Basically the targetting would work like this: If a helicopter is heard overhead, a drop would be triggered an hour later. In that time a zombie has the opportunity to shoot the helicopter down, and this is accessed through the drop down menu if the zombie has a rocket launcher.

Left Queue: 07:06, 27 April 2006 (BST)

Zombie NPC's

Timestamp: 11:13, 1 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: It's become very clear that zombies are massively outnumbered by survivors and the reasons for this have been discussed extensively elsewhere. Given that this is supposed to be a "Zombie Apocalypse" game, I think we need more zombies out there! As a survivor, I'm spending more than half my turn just trying to find a zombie to attack, they're so scarce. Is it possible to introduce very simple NPC Zombies who would have basic thought patterns like moving toward a random survivor, attacking a random survivor in the same location or attacking the last survivor who attacked them?

The trend seems to be more and more toward survivors being the majority and this takes a lot of the challenge, purpose and fun/flavour out of the game. I would think the current situation will tend toward creating more PK'ers who are just looking for something to do! I realise with the anti-NPC stance that has been taken over other prejections that this is probably not going to be a popular one, but at the very least it needs to be discussed otherwise I think the game is just going to collapse with an eventual survivor "win" situation...

Left Queue: 06:00, 27 April 2006 (BST)

Paint-ball guns

Timestamp: 15:42, 19 Dec 2005 (GMT)
Type: New Wepon
Scope: Low-damage, high accuracy projectile
Description: Found in sport stores, the paint ball gun is normaly a painfull, but not deadly item, now it is. After a months of open storage, the pelits have begun to rot into a hot cerosive slime. The Paint-ball gun is always found empty and a pinfull wepon, paint-ball pelits amo for the gun are a posones and sticky substance causing a 10% chance of 1 point of damage each time you load the 40 pelits of amo into a paint ball gun. This one point is only healable by sergery. The base accuracy of a paint-ball gun in 10%, 60% with basic firearms training (due to less recoil), and 80% with Paint ball training (a civilain skill). Paint-balls do 2 damage but are spred on impact so are curable by death and FAK's.
Left Queue: 17:58, 19 Dec 2005 (GMT)

Rocket Skates

Timestamp: 05:41, 26 Dec 2005 (GMT)
Type: Item
Scope: Survivors
Description: Rocket skates are rollerskates with rockets on them. They allow survivors to move 2 squares at the expense of 1 AP. For balance sake, they can only be used outdoors.

Voter write-in--Tom mot 06:18, 26 Dec 2005 (GMT) Each time the rocket skates are used the following happens: 1. 50% chance to stumble on piece of broken barricade or corpse and fall down taking 5hp damage. 2. 25% chance of igniting trousers getting free bikini wax but suffering 10hp damage. 3. 10% chance of smacking into a wall, abandoned truck or Lamp post and knocking oneself out, 5hp damage and AP reset to zero. Don't tack options onto other peoples prejections. --VoidDragon 01:07, 27 Dec 2005 (GMT)

Left Queue: 06:41, 27 April 2006 (BST)

New Skill: Pile of Rot

Timestamp: 22:00, 2 Jan 2006 (GMT)
Type: New Skill
Scope: Zombies
Description: Pile of Rot (You can create a Pile of Rot that has 50 HP. While the pile stands, all zombies in the same square as the Pile of Rot deal 1 extra damage per attack.) You may only use this skill once every 24 hours. There may only be 1 Pile of Rot per block. The pile may not be healed with FAKs. Survivors may attack the pile, and if it takes 50 damage it is destroyed.

Votes

  • Kill --Lord Evans 03:07, 3 Jan 2006 (GMT)
  • Kill - I'm being overly generous here. - CthulhuFhtagn 03:08, 3 Jan 2006 (GMT)
  • Spam - I'm not in a generous mood. A huge pile of zombie shit that increases attacks? Looks like another one for the humor department. --Slicer 03:10, 3 Jan 2006 (GMT) - Yup, definitely- I just added Zombie Turds to Humorous Suggestions. :) Slicer 03:19, 4 Jan 2006 (GMT)
  • Comment - You people vote kill just to vote kill. You're all hateful little wretches. --Jason Killdare 03:11, 3 Jan 2006 (GMT)
    • Re: No, we vote kill because we actually think about what the consequences of doing things will be. If, in some bizarro world, this were actually implemented, the moment any zombie broke into a safehouse, it'd take a 50 HP dump on the floor (zombies aren't housebroken, you know) and start hammering away with the 4 damage hand attacks. Are you for real, or is this just some protracted troll? --Slicer 03:17, 3 Jan 2006 (GMT)
  • Kill - Maybe if it were some kinda necrotech beacon or something, but as it stands, too diablo-monster-buffer-shriney. P.S. when you try to scold someone, try not to come across as a cockney old tyme shopkeeper from the late ninteenth century. - krupintupple 22:16, 2 Jan 2006 (EST)
    • Comment - Joke is on you. I am a cockney old tyme shopkeeper from the late ninteenth century... buy something will'ya? --Jason Killdare 03:18, 3 Jan 2006 (GMT)
  • Kill - Jason, you may want to be quiet before you say something even less intelligent than you have today. --Arcos 03:21, 3 Jan 2006 (GMT)
    • Comment Boohoo, I am going to cry into my pillow now. --Jason Killdare 03:23, 3 Jan 2006 (GMT)
      • Re: - Fine, make yourself look like a dumbass; just trying you give you some helpful advice. --Arcos 03:27, 3 Jan 2006 (GMT)
      • Re - Yeah, free running modification which causes free running to cost 2AP a move,gets keep votes, but my suggestions don't. That makes a lot of sense. --Jason Killdare 03:28, 3 Jan 2006 (GMT)
      • Re - hey I liked that idea --Freakarama 18:16, 4 Jan 2006 (GMT)
  • KILL - not just no but h*** no the idea would make hords unstoppable. --RAF LT. General Deathnut 03:26, 3 Jan 2006 (GMT)
    • Re - Yeah, you know you're right. It's not as if survivors can do 50 HP worth of damage in less than 10 AP with shotguns... --Jason Killdare 03:30, 3 Jan 2006 (GMT)
      • RE - again I say HORDS you dumb ass so shut up and live with the fact that your stupid idea is killed. --RAF LT. General Deathnut 05:01, 3 Jan 2006 (GMT)
        • Re - So says the person who cant spell "hordes". --Grim s 06:25, 3 Jan 2006 (GMT)
  • Kill - This is just too powerful. Jason, I suggest thinking of skills that provide new ways of zombies to play that don't rely on simply increasing damage or attack percentages. Those add up too quickly when used by a huge crowd and unbalance things. Think of things that are useful but don't directly make anyone more powerful in combat, that's probably the right way to go. --Jon Pyre 03:35, 3 Jan 2006 (GMT)
    • ReOk, now there is a comment I can respect. --Jason Killdare 03:38, 3 Jan 2006 (GMT)
  • Kill - The problem people are havign wiht you Jason is not that yoru an idiot. You're trying and thats good, but you CONTINUALLY fail to think of the thigns covered in the Suggestion guidelines. In this case, Multiply by a Billion. If you would filter your suggestions a bit more, we wouldnt get so frustrated. I'm workign on a Skill Sugegstion for Zombies, but Im running it throguh numerous mathemeatical calculations, comparisions agains Suggestion Dos and Donts and Guidelines, AND checking the entire Suggestions section (Rviewed, Rejected, previous days, undecided, AND humourus) before I post it. It SEEMS, and maybe Im wrong, that you dont do alot of tha.t Not playign aroudn with math, I can understand.. its not everyones strenght.. but the others EVERYONE should do before makign ANY suggestion. --Jak Rhee
  • Re - Before you start telling other people to think about their suggestions before posting please proof read your own post.--The General 21:05, 3 Jan 2006 (GMT)
  • Spam - This is too silly. We should change it so steam comes from that pile of rot for full humorous effect. Rhialto 03:46, 3 Jan 2006 (GMT)
    • Re - This was NOT intended to be silly dang it! --Jason Killdare 03:50, 3 Jan 2006 (GMT)
      • Re - I understand it wasnt meant to be. But I hope you can see how it can be SEEN as silly. And, youve got to understand, we tend to be VERY critical here because we're tryign to make sure these suggestion will work, as written.. as in all Kevan has to do is code them and put them in if he should so choose. If I dont feel a suggestion is perfect or VERY close, I kill it. -Jak Rhee
        • Re: - Come on, zombie poop with FIFTY hp that increases attack dmg? Give me a break. Pleas, please Jason think before you suggest.
  • Spam - I am laughing my head off here... this is the single silliest most ridiculous suggestion I have ever read today. And the fact that the author didn't intend it to be so humorous just adds to the humor worth - I suggest that it goes straight to the humor section. --Daednabru 04:02, 3 Jan 2006 (GMT)
  • keep - I defend my keep vote by saying I feel sorry for the guy that everyone was attacking him dispite his trying. I think it is called the underdog effect. - --ramby 07:49, 4 Jan 2006 (GMT)
  • Kill - Yeah. I could have sworn I voted on this --Mikm 05:16, 3 Jan 2006 (GMT)
  • Kill - See above. -Torfin 05:24, 3 Jan 2006 (GMT)
  • Kill - "A huge pile of zombie shit that increases attacks?" Bwhahah. Send it to the humorous department based on that quote. --LtMile 05:33, 3 Jan 2006 (GMT)
  • Kill - I'm sorry, but this is completely nonsensical. -CWD 05:34, 3 Jan 2006 (GMT)
  • Kill - I take back what I said on the previous suggestion. We have not moved past awful, broken, overpoweringly stupid suggestions . Bentley Foss 06:13, 3 Jan 2006 (GMT)
  • Kill Smell that? Thats failure. --Zaruthustra 06:33, 3 Jan 2006 (GMT)
  • Comment On the plus side it gives zombies something to do other then randomly walk around and kill/smash stuff. We're all looking to make zombies more interesting to play (or at least the smart people around here are), the very least that can be said is that 50 hp dumps is "interesting". It's not entirely unbalanced as I would figure the dumps would be the first thing to go in any survivor stronghold. If this thing had even had a remote chance to pass on a second time around I would recommend making the dumps harder to make by requiring the zombie to find a zombie item (which is another type idea that always gets this kind of treatment) or to otherwise use a hell of a lot of AP to "build" it. I would also say it would be only good for a certain number of zombie attacks. That would make it similar to suvivors who spend AP searching for shotgun shells and the like so they do more damage using guns instead of an axe. That would make me vote keep on the idea not to be different but because I think it would be a good idea. As it stands it is a bit unbalanced just not as much as everyone makes it out to be. --Zombie1313
  • Kill - ramby, we know. But with 17 vote NAY and one YEA the two weeks don't matter either way. but if it makes you happy...--Vista 14:01, 3 Jan 2006 (GMT)
  • Kill - Ramby, why on earth would you vote keep? I wanted to spaminate this myself. Jason, please for god's sake take some time over your suggestions and don't just vomit all over this page. --Daxx 14:37, 3 Jan 2006 (GMT)
  • KILL - Wow...thats bad! DarthMortis Jan 3rd 3:15 pm EST
  • Kill - After reading the first sentence I knew how my vote was going to go.--The General 21:05, 3 Jan 2006 (GMT)
  • Kill - Yeah, free running modification which causes free running to cost 2AP a move,gets keep votes, but my suggestions don't. That makes a lot of sense - perhaps its because the FRM idea made sense. This idea of yours, dont. --hagnat 22:40, 3 Jan 2006 (GMT)
  • Kill - Zombie poopie is not an appropriate new attack. Also, I motion ramby's vote be removed as it is inane and is not based on the suggestion itself. --TheTeeHeeMonster 23:13, 3 Jan 2006 (GMT)
  • Kill - Obviously, I vote kill as well, but I want to say something. There's a lot of personal attacks going on in this suggestion... something that this wiki does not need. His suggestion is not unfounded, lots of RPG's have characters with some skill that boosts the skill of the other characters in the party, or similar. As presented, and due to the non-real-time nature of Urban Dead, such concepts do not work well (and the idea of zombie's taking a skill boosting crap is kinda silly) it deserves a kill, but comments such as those by Deathnut and Arcos have no place. Just let the guy make his suggestion, and vote accordingly. On the flip side, of course, it's not really appropriate to respond to each criticism, Jason. Although your first few replies indicated you were taking the abuse with good fun (as opposed to the bozo's who replied to you), it was probably safe to move on after the first 5. Ok, I've horribly abused this little block of text, I just wanted to address the unnecessary arguments. --intx13 03:39, 4 Jan 2006 (GMT)
  • Spam/Kill - This belongs in humerous. --Thelabrat 07:44, 4 Jan 2006 (GMT)
  • Spam - This is not Warcraft --McArrowni 15:27, 4 Jan 2006 (GMT)

Unrelenting Faith

Timestamp: 04:19, 1 Dec 2005 (GMT)
Type: Survivor Skill
Scope: Survivors
Description: Use of the Crucifix, as a way so that the zombie ability of scent trail doesnt work on players with the crucifix.
Left Queue: 06:00, 27 April 2006 (BST)

Zombie Bacon

Timestamp: 21:24, 2 Dec 2005 (GMT)
Type: Item
Scope: Everyone
Description: The addition of 'bait' to draw zombies. The idea is to have something that draws the zombies to you. Currently, people use flares to do notify hordes, but what about something more permenant like a 'bacon'-like object that draws zombies as an individual basis. On the zombie's screen, they can see 'You smell bacon to the north.' If they reach the bacon, they gain some sort of bonus (like extra AP or extra HP or extra attack damage or hit percentage). Zombie hunters could use this as bait to draw individual zombies into traps. Once a single zombie reaches the bacon, the bacon smell goes away, so you get singles. Zombie spys could use this to mark popular buildings, so there would have to be a mechnism to remove the bacon as well.
Left Queue: 06:02, 27 April 2006 (BST)

Urban Dead: Apocalypse (Syringes don't work for set period)

Timestamp: 3.49 AM 18.12.05 (GMT)
Type: balance change, temporary
Scope: Makes death for humans a temporary Big Deal
Description: I'll try to keep this short and sweet. Basically the prejection is a big change in the ame dynamic. Make all syringes ineffective until one of two conditions has been met:

1.) A set percentage (say 70-90%) of players have become zombies 2.) A set amount of time (say a month, maybe less) has passed

After this the game would return to normal. This would basically change the aim of the game, temporarily, and make it more fun and exciting for both sides. In order to have something to aim for, all survivors who survived until one of the conditons were met would get a special prize. If condition 1 was met, all zombified players would get a bonus and all remaining humans would also get a bonus. I am loathe to sugest ideas for what that bonus could be, but it might range form a new skill, a special item or simply an XP bonus. I favour either a new skill or item whcih is oherwise unavailable to make survival/killing all humans worth aiming for.

Obviously it would be necessary to only include players who were registered at the start of the UD: Apocalypse subgame in the stats (for calculating whether the set percentage has been reached for zombies) and bonuses. However, I recognise this would probably be the most difficult part to implement, server-wise. Its not critical to the success or failure of the idea, but without it you would have zerging to meet the target percentage and/or characters getting rewarded for doing very little (creating a new character in the final days of UD:A to cash in on the survivor bonus.) With thse problems in mind, it would likely be easier to code exceptions for new players rather than expose the server to massive zerging, creating an overload.

I think this is a good idea because it would actually create the feeling fo a 'zombie apocalypse'. Many people have complained that the game has become boring, and this would be a good way to liven it up, if done occasionally. Dead survivors would have an incentive to turn on their bretheren: getting to the set percentage not only allows those newly dead to revive again, but also gives them whatever the special 'bonus' is for zombies.

I'd be interested in any thoughts on whether this is actually workable code-wise, but I am not so interested in hearing that A.) its overbalanced (its overbalanced intentionally, but its only a temporary thing. I have mostly survivor characters and, frankly, the game is dull because death is a mere inconvenience) or B.) It's unfair on survivors (Again, intentionally, but at least the game will be fun if it has an element of danger).

I also anticipate some people may suggest this should be a 'seperate' game form uD, on another server. Unfortunately that would not work: the idea needs a pre-existing world like that of the current UD to be successful. I'm betting your survivor died in the first few weeks of playing UD, it would be just plain silly if the server NEVER allowed revives. Imagine foi the first humans on earth became zombies when they died: there sure wouldn't be a human race around today, just zombies.

The biggest problem I can see with this idea is that it is IS pretty unfair on new sign ups who want to play as survivors or those who have started them game in the few weeks before UD:A began. Any thoughts on how that issue might be resolved would be appreciated

It would also make life quite difficult for scientists, though perhaps, they can still get XP for injecting zombies, but the injections just don't work.

Happy voting and thanks for reading.

P.S. This is my first prejection and first use of the Wiki, I have done my best to keep to the guidelines but If I have made any mistakes I humbly apologise <cowers before wall of impending flames>

Left Queue: 06:29, 27 April 2006 (BST)