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:
- You lit up the zombie. Foul smell of burning flesh fill the air.
If you are trying to lit up an already burning zombie:
- The zombie is already burning. That could waste 1 AP, and a part of the fuel.
When the zombie sees it:
- You have been set on fire by *username*. Now you will lose 1 HP for every action.
When the zombie extinguish itself:
- The burning sensetion of your skin got on your nerve, until you started to roll on the ground. The fire extinguished!
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)
- As Mis. Also, I could've sworn flamethrowers were on the Do Not Suggest list, but apparently they're not. Might need to add them... —Aichon— 20:57, 22 October 2010 (BST)
- It falls under military weaponry, I would think, though it's not addressed specifically. --~ 00:06, 23 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:
- Flamethrowers cannot be found by searching. Instead, they are, quite rarely, airdropped in supply crates.
- They have ten fuel. They can never be refueled, since spare petrol ≠ jellied deflagration formula. Once out of fuel, they're automatically discarded.
- They have 50% accuracy, boosted by Basic Firearms Training to 75%.
- A successful attack would leave a target ablaze.
- Ablaze characters receive ten damage every server reset.
- Ablaze characters receive two damage following every action, except speaking.
- All speech is transformed, in a similar manner to death rattling. It would be made all caps, and periods would become exclamation points. Because no one calmly tells you that they're painfully burning to death.
- This takes effect before the zombie speech processor.
- If an ablaze zombie grabs hold of a survivor, the survivor is set ablaze.
- This cannot be transferred between zombies.
- Characters who are fuel-stained revive 15 damage upon being set ablaze.
- If more fuel is splashed on them while ablaze, they will receive an additional 15 damage.
- Beer and Wine do 5 damage to ablaze characters.
- Ablaze zombies are seen as 'ablaze zombie'. They are split into their own stack, apart from the non-ablaze zombies.
- Ablaze survivors have '(ablaze)' added after their name.
- Being ablaze is curable only by death.
--VVV RPMBG 04:50, 23 October 2010 (BST)
- I like it, but I think that every action a survivor takes while ablaze and in a building should count as a ransack, even if the building is filled with survivors. If the building becomes ruined as a result, everyone is kicked out due to the building collapsing under them, and they all take 20 damage, in addition to being set ablaze. The ruined building is labeled as being ablaze, and can only be put out via weather effects, such as dense fog or snow. Additionally (you didn't think I was done, did you?), zombies who attack barricades of ruined buildings that are ablaze become ablaze themselves. And instead of referring to them as "ablaze zombies" as you suggest, it should say "flaming zombies", just to be clearer. A final detail: headshotting a flaming zombie causes their head to fall off and roll into the nearest non-ablaze building, ruining it instantly and setting it ablaze. Thoughts? Concerns? It's not too overpowered, is it? —Aichon— 05:03, 23 October 2010 (BST)
- When the sad day comes and this game finally draws to an end, this is exactly how it should happen. A fire breaks out. It spreads. Every building is ruined and cannot be repaired. The streets are filled with smoke. Resources are no longer available. Every player is eventually burnt to a crisp, never able to stand again. The fire is finally extinguished by when the winter snow returns. All that is left is a wasteland of ash and soot and charred bones. The quarantine is finally lifted but none of Malton's former inhabitants are left to see it. The end.
- .
- .
- .
- And it all started with a flamethrower. ~ 05:47, 23 October 2010 (BST)
- Ahhh... fire. The best form of entertainment. --Aeon17x 08:50, 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
Timestamp: 20:48, 19 October 2010 (BST)
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Type: New skill
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Scope: Zombies
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Description: Relentless would be a new zombie skill, underneath Ankle Grab. Zombies with the skill who suffer a headshot have a flat 50% chance of ignoring the effects of it, and being able to stand up without the additional 5AP cost.
This would not be reflected in flavour text given to those who kill the zombie, who would still see the standard "They take a headshot and die" text. However, the zombie with the skill, if it succeeds, will see the following text:
- You took a headshot from Trenchcoat the Zombie Hunter, but your relentless drive kept you going! (10 minutes ago)
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Discussion (Relentless)
- I'd prefer a time mechanic, so if you were shot in the last hour you can ignore it. --RosslessnessWant a Location Image? 21:14, 19 October 2010 (BST)
- No, that removes its ability to counter rise tactics. Make it the other way round, the longer you wait the more the headshot damage drains away. - User:Whitehouse 21:19, 19 October 2010 (BST)
- I like that. Perhaps 5 hours? Twice the time it takes to gain the AP from headshot back, so it wouldn't be the smart decision, but it would be a relief to casual players.--Yonnua Koponen Talk ! Contribs 21:41, 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. ~m T! 21:38, 21 October 2010 (BST)
Frenzy
Timestamp: 20:48, 19 October 2010 (BST)
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Type: New skill
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Scope: Zombies
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Description: Frenzy would be a new zombie skill, unconnected to any skill tree. Zombies with the skill who kill a survivor will, if other survivors are present at the same location (inside the same building if inside, outside in the same block if outside), gain a +10% increase to their claw and bite attacks until, for any reason, there are no more survivors at the same location. This could occur through characters moving away or through all the survivors being killed. This bonus is also lost if the zombie is killed. The +10% does stack with Tangling Grasp.
Upon killing a survivor and gaining the bonus:
- You maul Benito Cereno for 3 damage. They die. You look up from the body in a frenzy.
Upon attacking with frenzy, without grasp:
- You maul Benito Cereno frenziedly for 3 damage, and grab hold of them.
Upon attacking with frenzy and grasp:
- Gripping Benito Cereno by the shoulders, you crush them frenziedly for 3 damage.
Upon losing frenzy due to lack of targets:
- There is no more flesh to gorge on. Your frenzy subsides.
Upon losing frenzy due to death (message given when standing up):
- You stand up, your frenzy subsiding.
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Discussion (Frenzy)
"You look up from the body in a frenzy." Don't like that. --RosslessnessWant a Location Image? 21:16, 19 October 2010 (BST)
- I was in a hurry. King Kong's finger was pointing. "Your hunger drives you into a frenzy"? 21:17, 19 October 2010 (BST)
- "The sight of brains...."? I'll go think. --RosslessnessWant a Location Image? 21:21, 19 October 2010 (BST)
Advanced Lab Experience
Timestamp: Aeon17x 07:15, 18 October 2010 (BST)
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Type: New science skill
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Scope: Survivors
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Description: It's easier to express the idea with the flavor upfront, here goes:
- Memo to NecroTech staff: the usage of NecroNet terminals to revivify specimens with Brain Rot can also be applied on other subjects without it to expedite the revivification process. Expert staff now have reduced revivification costs when reviving subjects without Brain Rot inside a powered NecroTech building.
Advanced Lab Experience is a new science skill which concerns revives inside a powered NT building. It costs 75 XP for scientists, 100 XP for civilians or 150 XP for military, and requires NecroNet Access as a prerequisite. It works like this:
Advanced Lab Experience - Player only spends 8AP to revive zombies without Brain Rot inside a powered NT building.
Revive costs for zombies with Brain Rot is still of course 10 AP.
I just thought this could make NT sieges a lot more fun. The invading horde should make sure to keep the generator non-existant at all times, or else they could see up to six revives per survivor per day at 8AP/revive (from the current four at 10 AP/revive) whenever they try a beachhead inside the NT. Another benefit for survivors is that it makes indoor revive points on NTs easier: just drop a genny, fuel it up and you can revive a half dozen zeds in a day.
On the other hand this does make zombies with Brain Rot more valuable for the horde, as besides the immunity from non-powered revives they also soak in more AP even when they do get revived inside a powered NT. Also even if survivors set an NT as an indoor revive point, that means it's one NT they would not sleep in and search on since if there are zombies inside it's likely to be regularly ruined too, and the horde would be more focused attacking the NTs which are resource points.
Besides that, outside of powered NT buildings this won't do much really other than a shift to longer NT sieges. And if we could have this skill at a future Blackmore siege I believe it'll be thoroughly entertaining for both sides.
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Discussion (Advanced Lab Experience)
This won't be popular with zombies and death cultists what with all the extra combat revives on offer here, but I can see a logic behind giving a slight advantage to people fighting on their 'home turf'. However, this idea has already been suggested (and passed too). ~~ Chief Seagull ~~ talk 10:48, 18 October 2010 (BST)
- Wow, d'oh for me I guess. Even the AP cost is the same. But since it's on peer reviewed already... yayification! --Aeon17x 12:00, 18 October 2010 (BST)
- I'm just wondering if this sort of idea has been suggested for other classes, such as police or firefighters. ~~ Chief Seagull ~~ talk 18:00, 18 October 2010 (BST)
- You mean, like, reduced cost for handcuffing/firehosing a zombie? ~m T! 01:15, 19 October 2010 (BST)
- Handcuffing a zombie would slow it down for a bit... well, probably for about ten seconds! Or maybe an experienced police officer could lure it down to the firing range. Anyway, as far this was concerned, I guess I was just thinking out loud - after all, surgeons get a boost from working in powered hospitals. ~~ Chief Seagull ~~ talk 10:02, 20 October 2010 (BST)
Suggestions up for voting
Manhandle 2.0
Moved to Suggestion talk:20101019 Manhandle --RosslessnessWant a Location Image? 20:22, 19 October 2010 (BST)
Lower HP by 20
Moved to Suggestion_talk:20101015_Lower_HP_by_20 -- Spiderzed▋ 13:02, 15 October 2010 (BST)
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