Developing Suggestions

From The Urban Dead Wiki
Revision as of 22:18, 6 February 2011 by Spiderzed (talk | contribs) (→‎Makeshift Weapons: fixing fucked up headers)
Jump to navigationJump to search
NOTICE
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.

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

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

NecroTech adrenaline shot

Timestamp: BlackDragon2026 22:11, 6 February 2011 (UTC)
Type: new item
Scope: survivors
Description: Another product created by NecroTech, this needle contains chemicals, hormones, and other fun stuff that opens up different synapses, and gives the user 5 AP's. However,each use of the shot degraded the persons health( -5 HP) and when it was discovered that overuse could lead to death, the FDA insisted that NecroTech install a simple blood reader on all adrenaline shots. The blood reader will see if the user has taken the shot in the last 12 hours, if so, then the item will not allow the shot to be administrated to the user.

Discussion (NecroTech adrenaline shot)


THE JOURNEY BACK

Timestamp: Laffayette 01:51, 6 February 2011 (UTC)
Type: Skill Change
Scope: Brainrotters who wish to became fully human again
Description: The main goals of this suggestion are:
  1. To make brain rot reversible
  2. To do so in a way that does not trivialize this reversal
  3. To add fun game mechanics that help with 2

So, the suggestion:

If a human with brain rot so wishes, he can go to a NT and receive a treatment (presumably, from a player with NecroNet Access) so that he can start a "quest" to lose brain rot

The quest might be:

  • Gain 500 XP points without dying (the ingame justification would be like Physical therapy for Alzeihmers: The guy is learning to make his brain work again)
  • Kill 10 rotters without dying (the ingame justification would be some substance in the rotters brain, that the player is collecting, possibly with the help of a DNA extractor)
  • Stay alive for 2 months (without inactivity) and find the doctor who started the treatment, so he can finish it (the ingame justification would be that this is the way treatment works. Would be way more fun if it wasn't possible to coordinate using other means)
  • Some other fun idea

After the quest is completed, the player looses Brain Rot, and Flesh Rot becomes inactive till he buys Brain Rot again }

Discussion (THE JOURNEY BACK)

Hate the idea personally. You buy the rot you don't go back, it is a commitment for a reason. Besides most players who get the rot have a survivor alt or at least one that doesn't have the rot.       05:44, 6 February 2011 (UTC)

I like the idea of a quest system but not if the only reward is that I get brain rot reversed. Also, the tasks presented seem more difficult than actually going to RRPs when you become dead and want to be alive again. ~Vsig.png 07:18, 6 February 2011 (UTC)

Having a huge (perhaps disproporcionate) cost to get rot reverse is kinda the point. Laffayette 07:28, 6 February 2011 (UTC)


Makeshift Weapons

Makeshift Weapons

Timestamp: Pathetic Bill X February 1, 2010 15:28
Type: Weapons, Items, Skills
Scope: New skills that would allow a character to create temporary items/weapons by combining items.
Description: New items that would need to be introduced include: box of nails (uses=3), duct tape (uses=4), lighter (uses=3), and bundle of wires (uses=2).

Basic Makeshift Skill: Allows you to make simple items using the toolbox.

Advanced Makeshift Skill: Allows you to make better items. Acc with makeshift weapons raised 5%.

Engineering: You can make even better items. Acc with makeshift weapons raised 5%.

Advanced Engineering: You can make the best items. Acc with makeshift weapons raised 5%.(Note: Basic Makeshift is needed for the other three skills, both basic and advanced makeshift is needed for engineering skills. Basic engineering is required for advanced)

How it works

With these new skills, you'd be able to combine various objects that would normally not be very helpful into useful tools. However, the items that you use have a 40% chance of breaking each time they are used. You would combine items by clicking on the toolbox(if you have one). A small menu, similar to when you're using a cell phone would appear, with six drop down menus and a create button. You would select your items from the drop downs, then you click the button and your new item will appear in your inventory. How many skills you have in makeshift weapons and engineering determines what you can make and how accurate you are with them. Weapon skills will affect accuracy. Here are some examples:

Spike Knuckles: Duct tape + Box of nails, increases punch damage to 2. Acc the same as punching.

Nail Bat: Box of nails + Baseball bat, Dmg 3 Base Acc 20%.

Spear: Length of pipe + duct tape + knife, Dmg 3 Base Acc 30%

Battle Axe: Fire Axe(x2) + duct tape(x2), Dmg 5 Base Acc 15%

Flamethrower: Spray can + duct tape + lighter, Dmg 15 Base Acc 10% uses=3

That was just some weapon examples, now here are some examples of non weapon creations:

Armored Vest: Length of pipe(x2) + duct tape + Flack Jacket, 40% damage reduction. (Note: Does not stack with a normal flack jacket)

Zombie Alarm: portable generator + DNA extractor + radio transmitter + bundle of wires + duct tape, the zombie alarm is set in a particular area where it will broadcast to whatever radio freq it was set to. It will broadcast how many zombies are at its location every hour. It needs fuel to work, and it can be destroyed.

Torch: Lighter(x2) + length of pipe + duct tape, allows you to search a unlit building as if it were lit. Runs out quickly.

Thats all I can think of for now, I couldn't find this in the over suggested stuff, so I hope to get some constructive feedback.

Discussion (Makeshift Weapons)

See also: Dead Rising 2? Strength is just an accident arising from the weakness of others 22:07, 1 February 2011 (UTC)

Exactly what i was thinking, now I want a sledgehammer as well :D--Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 16:48, 2 February 2011 (UTC)

Not a dupe. Just worth pointing out. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:08, 1 February 2011 (UTC)

No portable light sources - they are a huge can of worms that would need to be tackled on its own. (And even then, it would be better to let it be.) -- Spiderzed 22:10, 1 February 2011 (UTC)

I'll gladly drop the portable light source thing, because I can see where you're coming from Spiderzed. But I have to disagree with Misanthropy and Axehack, Dead Rising 2's makeshift weapons are quite over the top and most wouldn't be very practical. I'm simply refering to things that could just give you a temporary edge in a pinch, like making your punches do more damage. Or if nothing else, provide for a bit more flavor. As for Cap'n Silly's rejected idea, his suggestion seems to be more like perks than actually making a new weapon, I can see why it was rejected. I think that maybe if I bounced the idea around a bit, I could clean it up some. Besides the torch, is there any other problems? Pathetic Bill X February 2, 2010 11:47

I'd support the idea except the armored vest and zombie alarm they seem to strong. The make shift weapons would bring a little bit more humor to an aging game. Not to mention some interesting kill messages "Player### was speared by a javelin" or "PlayerXX head shot you with a makeshift battle axe". I don't see any of them would be used regularly in the long run because a fire axe is still the best melee weapon and you don't need any skills or tools to make it. Eventually they would fall into the same group as sports equipment weapons once the novelty wore off, relegated to flavor kills which isn't necessarily a bad thing. Also nail down what the encumbrance for those weapons would be as it would be an important factor.       04:02, 3 February 2011 (UTC)

I think for now, I'd say we've discussed it enough. I'll come back with a revised version later. I'll work on it, and try to make some improvements to make it more useful and stuff. I appreciate the constructive critisism guys. Pathetic Bill X February 4, 2010 21:58

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. And post-apocalyptic fiction includes examples of religious or political symbols in graffiti. Why not apply that to Malton?

Spraypainting the following text will yield the following symbols:

  • Someone has spraypainted a circle-a here. becomes Someone has spraypainted a large Ⓐ here.
  • Someone has spraypainted a hammer and sickle here. becomes Someone has spraypainted a large ☭ here.
  • Someone has spraypainted a crucifix here. becomes Someone has spraypainted a large † here.


Any other ideas for symbols?

Discussion (Symbol Tag)

A better approach would be for some sort of tags (say asterisks) to cancel the italics in spraying - so "*a hammer and sickle*" would come up as Someone has spraypainted a hammer and sickle here. instead of Someone has spraypainted a hammer and sickle here. Strength is just an accident arising from the weakness of others 19:06, 31 January 2011 (UTC)

Ooo, ooo! You know, I was always curious about the bloodied eye, and now that I saw it I don't like it. Bummer. Neither do I like the other images, they comlpletely break the look of the game (even with UDTool running). I'd like smaller, black-and-green (or something else, similar to the UD look) symbols instead, which look like they were actually painted on the wall (like the circle-a). Misanthropy has a nice idea, too. I'm fond of spraypainting... erhm, 'something'... all around town, having it merge with the block description would be plain AWESOME. ~m T! 04:21, 1 February 2011 (UTC)
Yeah, the pictures I did were a little stopgap. I would assume that a finalized version would include include more..."blendy" pictures. Or maybe ASCII characters? Like if you type in, "a circle-a" it comes up as Someone has spraypainted a large Ⓐ here. without the italics. I believe that there are ASCII crosses, hammers and sickles, and a variety of other political/religious symbols to choose from. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 14:07, 1 February 2011 (UTC)
That would win you an internets, sir. ~m T! 23:30, 2 February 2011 (UTC)
Look what I found: ☭, †. Someone has spraypainted a large ☭ here. Someone has spraypainted a large † here. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 17:26, 6 February 2011 (UTC)

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? Strength is just an accident arising from the weakness of others 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)

Great idea. But annoying to have to carry an extra inventory item - perhaps minscule/small fires wouldn't require an extinguisher. Any bigger and you'd be told that fire is too big to put-out without extinguisher, or whatever.

Also, would prefer if extinguishers ran out in a similar way to spray-cans, rather than being one use only. Otherwise, even a skilled-firefighter would require many 'guishers to put out a large fire = annoying to search for, and carry. Stinguishers would be a nice melee weapon addition too.

Also fire should increase in size much slower. Every 30 minutes would suck. Perhaps the same rate as ruin-repair. And 3AP to attempt to put-out a fire sounds shitty. Changing % of success surely better than costing more AP.

Also what would happen to someone sleeping in a burning building? --    : : : : : : : : : : : : : : : : 12:07, 6 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.

No suggestions from here are currently up for voting.