Developing Suggestions

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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

Internal Barricades for Malls

Timestamp: Mindlessidiots 22:16, 25 February 2011 (UTC)
Type: Barricades
Scope: Malls
Description: I have played Urban Dead for a long time, mostly as a survivor but I have now started to play as a zombie. In the week I have played as a zombie, I have participated in the sacking of three malls. It is my opinion that it is simply too easy for zombies to break into a mall and then take it over, with the survivors inside having little chance to rally to take the mall back. My idea is to allow survivors a better chance to hold the mall by constructing internal barricades which would block zombies from immediately entering the other parts of the mall. These internal barricades would only be able to go VSB for two reasons, one is if it went any higher survivors would not be able to move around, and two that it would be unfair for zombies to bring down what it likely EHB cades on the outside and then have to do it again on the inside to get to other areas. I think this idea would give a fair way for survivors to hold the mall longer and make for longer sieges, which judging from what I hear the old timers complain about, is something that is wanted a lot.

Discussion (Internal Barricades for Malls)

This will be shot down by all zombie players. I promise. Just to throw a few of the arguments up which will show up (since I'm a dual-nature player, playing both sides): Malls are a MASSIVE source of supplies (but are countered by the risk involved in USING them), malls usually have a TON of defenders keeping the barricades EHB anyway, zombies already have a LOT of AP drains as-is, so MORE barricades would be a pain. Eh...I'm sure there's more reasons, but I don't know them. Shadok T Balance is power 01:34, 26 February 2011 (UTC)

If a mall falls. its stupid lazy inhabitants deserve it. --    : : : : : : : : : : : : : : : : 08:40, 26 February 2011 (UTC)
Unless you are in MOB or RRF (or are following their trail), it's _not_ too easy to break into a mall. Barricades are the biggest AP saver that there is for harmanz (where harmanz spend 1AP to create a level, zombies spend 4AP to remove it), and it takes two zombies working together to bring up the APs to take down EHB cades. And with the big number of shotgun-collecting trenchies inside any mall, any break-in that isn't backed up by a large beachhead is usually quickly repelled.
Plus, mall blocks used to be separate structures, requiring multiple barricade bashings exactly as you suggested. Kevan himself has changed that for exactly the reason of being to easy to defend. -- Spiderzed 08:46, 26 February 2011 (UTC)

Firstly, how would this all appear in game? Secondly, I like seeing what's happening in the other mall corners, so I can move to bolster defences and evict zombies. I don't want to be blinded by barricades. --RosslessnessWant a Location Image? 11:35, 26 February 2011 (UTC)


Semi-Dark Buildings

Timestamp: -- | T | BALLS! | 03:37 20 February 2011(UTC)
Type: Improvement
Scope: Buildings
Description: This would be a new classification for certain buildings. A Semi-Dark Building would count as Dark if it is Barricaded to Heavily Barricaded or higher and it has no power, due to light sources such as windows being blocked off by the Barricades. The following would count as Semi-Dark: Power Stations, Forts, Auto Repair Shops, Libraries, Museums, Police Departments, Schools, Warehouses, Railway Stations, Public Houses.

Some buildings, such as Churches, Malls (skylights), Tall Buildings, etc, are exempt due to having large high windows that can be left unblocked.

Discussion (Semi-Dark Buildings)

Makes sense but over complicates things and looks like the main effect would be to NERF Pkers. --Honestmistake 12:06, 20 February 2011 (UTC)

Pkers would also have more places to hide. Sleeping in a Semi-Dark building for protection, for any Survivor, would be a lot less certain though.-- | T | BALLS! | 21:23 20 February 2011(UTC)
It would probably work both ways. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 22:05, 20 February 2011 (UTC)

Simplify it to say that any single-block building becomes dark if unlit and EHB. Multi-blocks stayas normal for the flavour reason you gave, which means PKers still have malls, stadia, mansions, power stations, and cathedrals to PK in freely. For hate's sake I spit my last breath at thee 18:39, 20 February 2011 (UTC)

Yeah, sounds better.-- | T | BALLS! | 21:27 20 February 2011(UTC)

I'm not a fan of anythign that makes EHBitching any more annoying.--Yonnua Koponen Talk ! Contribs 18:58, 20 February 2011 (UTC)

but surely this reinforces the EHBing stuff is wrong? --RosslessnessWant a Location Image? 18:59, 20 February 2011 (UTC)
That's what I was thinking...-- | T | BALLS! | 21:23 20 February 2011(UTC)
But it's mainly newbs who don't understand the problems with it that do it, so this won't stop them.--Yonnua Koponen Talk ! Contribs 21:25, 20 February 2011 (UTC)
I could even see EHBitching happening to save from both zombies and PKers. And I'm not a fan of anything that makes things even safer for survivors in green suburbs than it already is. -- Spiderzed 21:29, 20 February 2011 (UTC)
I see what you mean by making things more safe for survivors, and I am against that fully. I still vote zombies with the scent blood skill get full attack rates in any building dark or not. Granted that's a whole new suggestion that was called "overpowered" in the discussion but it'd make me more open to the idea of semi-dark buildings. Also, just a thought, when a building becomes semi-dark from EHB cades only the search rate is degraded(-25%?). The idea is that large things like furniture to rebuild cades and the human form are still easily distinguished.       02:00, 21 February 2011 (UTC)
I hate everything about this idea. We do not need more dark buildings, nor do we need semi-dark buildings. IF this was - as I had hoped against hope that it was from the title - a suggestion about making Clubs/Banks/Cinemas semi-dark if the Genny is damaged (not dented), or running low on fuel, then maybe. Keep the other buildings as they are, regardless of whether it's Survivors or PKers getting the buff. --DTPraise KnowledgePK 03:05, 21 February 2011 (UTC)
No wait, I lied. Make this apply to every building inside a Fort. Anyone who lives in a Fort deserves whatever crap search-rates they get. Hell, make the Armory Double-Dark. But keep darkness away from everything else. --DTPraise KnowledgePK 03:12, 21 February 2011 (UTC)

I can see this making life difficult for people maintaining VSB buildings. PKers will go to the VSB buildings for an easier kill, rather than waste ammo in an EHB building. - User:Whitehouse 03:53, 21 February 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.

Defile Graffiti Change

Moved to Suggestion:20110217_Defile_Graffiti_Change --

| T | BALLS! | 11:47 17 February 2011(UTC)