Developing 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

Symbol Tag

Timestamp: --Anarchomutualist says: The state is war, ⓐnarchy is order. 18:00, 30 January 2011 (UTC)
Type: Flavor
Scope: Spraycans
Description: When graffiting "a bloodied eye" onto a wall in Borehamwood, an actual image of a bloodied eye showed up. Why not apply the same mechanic to Malton?

Spraypainting the following text will yield the following symbols:

  • Someone has spraypainted a circle-a onto a wall. Anarchytemp.jpg
  • Someone has spraypainted a hammer and sickle onto a wall. Socialist Template.png
  • Someone has spraypainted a crucifix onto a wall. Crucifix.png


Any other ideas for symbols?

Discussion (Symbol Tag)


Zombies attack in dark buildings

Timestamp:        05:10, 27 January 2011 (UTC)
Type: Adds to scent blood
Scope: Zombies
Description: It is my belief that if a zombie can smell out a persons HP level or if they're are infected said zombie should be able to pinpoint the exact location of a smelly survivor standing beside him in a dark building. I mean it's been 5 years without any showers the dead probably smell better than us living. Back on topic, the way it would work is once a zombie purchased the Scent Blood skill he/she would have the normal attack rates in an un-powered dark building. Yes its a slight boost to zombies but I don't see it unbalancing the game because there aren't an exceptional number of dark buildings in the game and it seems people love to put generators in them anyways.

Discussion (Zombies attack in dark buildings)

This is my first suggestion so feel free to tear it to pieces hence why I'm posting it here :P I did some checking and didn't come across it anywhere else but I could have missed it just as easily.       05:15, 27 January 2011 (UTC)

Doesn't work in addition to the tangling grasp boost, as zombies would become more powerful in the dark. But it would make sense if they could smell HP / presence and condition of bodies, when the sniffer is a zombie. --VVV RPMBG 05:19, 27 January 2011 (UTC)

--Well that does make sense..it'd require him to basically undo some of his work. Unless he just made it so scent blood adds a 25% attack boost in the dark?       05:32, 27 January 2011 (UTC)

Its probably too powerful in its current form. --RosslessnessWant a Location Image? 17:50, 27 January 2011 (UTC)

I wouldn't say zombies getting full attack power in dark buildings would be too powerful. There aren't a whole lot of them compared to the other buildings in Malton and most survivors prefer to stay in TRPs and Malls. As dark buildings are normally the last targets on the list they are still safer than the average building when a horde rolls in. Unless you'd say set up shop in RidleyBank but not much is going to save you there..       04:47, 28 January 2011 (UTC)
On the contrary, many suburbs are jammed with dark buildings. Especially central Malton. Lukinswood has just as many dark buildings as it has TRPs, Richmond Hills has nearly double the amount of darks as TRPs and South Blytheville has 12 dark buildings, more than any other suburb. Now while it may be true that your average squatting survivor will pick a PD or Hosptial over a Cinema or Bank or Club, the mobile survivor groups use them quite often, as do hostile survivor groups. Dark buildings have saved me many times while in an unsafe suburb. I don't think the current dark building system creates an imbalance at all. The tangling grasp update a few months back even tipped the scale a bit in zombie favor IMO but still left it mostly balanced. I say leave it alone. ~Vsig.png 05:19, 28 January 2011 (UTC)
I was talking as buildings in a whole but there are some suburbs where dark buildings make up 1/4-1/3 of the buildings present. My survivor alts sleep in dark buildings almost exclusively and it has saved me quite a few times so I know the safety they provide. Here's the thing..you aren't suppose to be safe anywhere when zombies get inside your building. Ah but I suppose I'm just an old player looking to make the game a tad more difficult.       13:06, 28 January 2011 (UTC)

Yet another fire suggestion

Timestamp: --Anarchomutualist says: The state is war, ⓐnarchy is order. 02:46, 27 January 2011 (UTC)
Type: New feature
Scope: Buildings
Description: When a generator is destroyed, a fire starts. There are five levels for a fire, going from one to five. A building on fire has this message added to its description: There is a [minscule/small/medium/large/blazing] fire in the building. A building on fire cannot be scouted as a safehouse, for obvious reasons. Every action taken in a flaming building takes away 1 HP per level of fire (like a location-based infection; a level 3 fire would take 3 HP per action), except with Fire Safety (see below). Fire increases by one level every 30 minutes. Once the fire passes level 5, the building is ruined. The fire stops, and has a 12.5% chance of spreading to each adjacent building.

A new item, Fire Extinguisher, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguishers, when used, would have a 30% chance of reducing fire by one level. They are one time use only. Each successful use yields 5 XP. Firefighting (see below) would increase this change to 75%.

The fire skill tree (Civilian class) would be:

  • Fire Safety - negates all fire damage.
    • Firefighting - increases fire extinguisher accuracy to 75%.

And of course, the firefighting class would now get Firefighting on start.

Discussion (Yet another fire suggestion)

I'm sure building fire is a dupe. I'll see if I can find it... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:56, 27 January 2011 (UTC)

Yep, it's a dupe. Almost as old as the game itself. ~Vsig.png 05:17, 27 January 2011 (UTC)
Why thank you Vapor. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 06:04, 27 January 2011 (UTC)
Yeah, I know. I'm trying to improve the concept by making a better version of Fire. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)

How do the levels grow? Nothing to be done! 02:57, 27 January 2011 (UTC)

Meant to add that. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)

Does fighting fire grant XP? Fireman class already starts with axe profeciency. Don't take it away. How many uses does a fire extinguisher Have? Nail down the details and don't be too suprised if it is a dupe. I know for sure it has come up in DS before though it didn't leave it. I like the idea of burning buildings but this suggestion needs work. ~Vsig.png 03:22, 27 January 2011 (UTC)

Working on it. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)

Bank Vault

Timestamp: BlackAttack 19:21, 23 January 2011 (UTC)
Type: New Building(subset)
Scope: survivors
Description: Fallout Inspiration! So banks are kinda of a dull building, so I think that once you enter a bank, you have the option to enter the bank vault. The vault, when sealed(takes one AP to open and close) will be extremely heavily barricaded. You cannot free run into or out of a vault. Zeds and other can either destroy(temporally) the vault door to open it, or they know the Vault lock combination(Can be changed with a vault encoder). This vault won't have any items, just a place for a group(they can share the vault combo amongst themselves) to rest or for other survivors to rest easy for the night, unless a whole group of zeds are "knocking" on the vault door.

Discussion (Bank Vault)

Another EHB layer would make survivors nearly invincible against zombies, and it would especially make PKers/BHers virtually impossible to kill without a large zombie posse. If you want bonus protection, sleep in a death trap fort building (which already follows a similar principle, but isn't nearly as untouchable as the bank vault you'd suggest). -- Spiderzed 19:27, 23 January 2011 (UTC)

I'm going to agree with Spiderzed here. I still wish that bank vaults were good for something... ----Anarchomutualist says: The state is war, ⓐnarchy is order. 23:22, 23 January 2011 (UTC)
As one of the few Dark building location types, Banks are very useful and not as dull as you suggest. In fact, I like to think of the vaults as the reason why the banks are dark. As Spidey, too overpowered. ~Vsig.png 07:32, 25 January 2011 (UTC)

Improvised Flamethrower

Timestamp: Anachomutualist 18:19, 21 January 2011 (UTC)
Type: New skill tree, new weapon
Scope: Science class, PKers (possible buff)
Description: Yes, I know, both concepts have been suggested before. But here's my version, which hopefully is different form both alone.

The flamethrower would be a new weapon, found in vehicle depots. (Searching the workbenches, you find an obsolete flamethrower.) It would take 15% encumbrance, do 4 damage and have a base accuracy of 15%. Its ammo would be "Napalm," (found in fort arsenals and vehicle depots), which takes up 5% encumbrance and gives two shots per reload. The flamethrower could hold four shots, but would not be counted as a firearm. Also, the flamethrower would do one extra point of damage to human characters. This could be a buff to PKing (adding a new "mad scientist" type character), and the logic is that zombie flesh is already rotting away.

There would also be a new skill tree under the science class. Because forts are so rare and hard to hold, the player would be able to synthesize fuel.

  • Physics - +15% accuracy with the flamethrower
    • Engineering - allows player to build flamethrowers (see below)
      • Thermodynamics - +20% accuracy with the flamethrower
    • Chemistry - allows player to make Napalm (see below)
      • Recycling - gives the player four shots per Napalm instead of two

A player with Chemistry could synthesize fuel when in a (powered) auto repair shop or fort vehicle depot. If they have a Beer and a Fuel Can, there is a button to "Synthesize Napalm." Selecting it removes the Beer and Fuel Can, and gives the player one Napalm. (Using some spare equipment and your knowledge of chemistry, you combine beer with gasoline to make napalm.) A player with Engineering would build flamethrowers in a similar fashion. If they are in a powered auto repair shop or vehicle depot with a Flare Gun, length of pipe and Spray Can, a button to "Build Flamethrower" would appear. Selecting it removes all three items and gives the player a flamethrower. (Using the flare gun as a trigger, the pipe as a barrel and the splay can to hold fuel, you build an improvised flamethrower.)

There could even be a new scientist class, starting out with a flamethrower, physics and chemistry, and spawning in factories. (Before the outbreak, your worked as a chemist for a factory in suburb...Following the advice of the authorities, you've barricaded yourself in. Now you wait with a makeshift incendiary weapon, ready to strike at any zombies.)

Any suggestions, constructive criticism, hate mail?

Discussion (Improvised Flamethrower)


  • Whoops. Sorry about posting this in the wrong page. Mistake corrected. --Anachomutualist 18:33, 21 January 2011 (UTC)

Hat Mail - The flamethrowers in Malton are obsolete by our standards, but to the trapped citizens, it's the best flamethrower technology they've ever seen. --VVV RPMBG 02:46, 22 January 2011 (UTC)

  • Other than that, any problems? --Anachomutualist 02:50, 22 January 2011 (UTC)
I have a few questions. Why would they run on napalm? Also why would beer and fuel make napalm, when the alcohol would actually dilute the fuel, instead of performing the necessary thickening required to create napalm? Also what is the point of another ranged weapon? Nothing to be done! 02:51, 22 January 2011 (UTC)
Here are the answers to your questions, in handy list order:
"Napalm" is just the placeholder for the name of whatever fuel it would run on.
It's accounting for game mechanics (Beer can be found in the same place as fuel), but if you'd like to suggest any other consumable item that would work with it, I'd actually be happy to hear it.
I think that the science class is underpowered and underdeveloped, and I found a way to expand it while incorporating the "mad scientist" stereotype. --Anachomutualist 02:59, 22 January 2011 (UTC)
Just use fuel cans. Also the way to go about the "mad scientist" thing is to use science, not weaponry. Brainstorm something using DNA extractors, needles, etc, rather than something military based. Nothing to be done! 03:02, 22 January 2011 (UTC)
One of the advantages a scientist would have would be the ability to build stuff the average yokel can't. Mad scientists are usually portrayed with some kind of special weapon, and zombie fiction includes its fair share of mad science. Also, I'd like to see the science class move away from NT and into "conventional" science. --Anachomutualist 03:14, 22 January 2011 (UTC)
This. Pistol vs. Shotgun is the most balanced part of the game. Do not disturb the balance. --VVV RPMBG 02:56, 22 January 2011 (UTC)
See above; I think that the science class is underpowered and underdeveloped, and I found a way to expand it while incorporating the "mad scientist" stereotype. --Anachomutualist 02:59, 22 January 2011 (UTC)
Scientists are the most powerful harman class. Needles and FAKs outperform guns and claws with ease - just ask The Big Prick. (Just as a side remark until I get around to read and think through the suggestion.) -- Spiderzed 13:07, 22 January 2011 (UTC)

After having read through it, fucking against. It's an useless weapon that takes up as much encumbrance as 2.5 shotguns, uses ammo that weighs 50% more than shotgun shells, and does as much damage as a pistol - it would never be a feasible choice compared to the existing guns. Plus, it violates the distinction between scientists and militaries - militaries get all the combat stuff, scientists all the humanitarian skills. -- Spiderzed 19:32, 23 January 2011 (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.

No suggestions from here are currently up for voting.