Developing Suggestions
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. |
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
- To add a new suggestion proposal, copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- 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
Fashion Sense
Timestamp: JonPyre 23:02, 6 January 2012 (UTC) |
Type: Survivor Skill |
Scope: Informational skill |
Description: Fashion Sense would be a civilian skill requiring Shopping as a prerequisite.
It would grant players a 1 AP "Fashion Sense" button that allows them to instantly scope out the clothing worn by every player and zombie in the room. For example, let's say there are two other players in the room "Bill" and "Phil", and two zombies not on your contact list. After clicking Fashion Sense you might see this:
A single click would show the clothes of every other player in the room, it would not require a new click and new AP spent for each person. This does not violate zombie anonymity as it does not link to the zombie's profile (unless they're already on your contacts list) and does not reveal their playername. The main use of this is to quickly identity groups that use uniforms. For example, if the Ridleybank Resistance Front decided to adopt a chef's hat as their uniform, it would be terrifying to look at a crowd of zombies and see that 25 of them have chef's hats on. Also it would allow players to admire zombie fashion sense, even if they aren't attacked. Zombies that purchase the skill in life would also be able to use fashion sense in death. |
Discussion (Fashion Sense)
Dear god no.--Shortround 00:53, 7 January 2012 (UTC)
Urban Dead, now sponsored by Bravo.--Alice Gravesend 02:04, 7 January 2012 (UTC)
It should be terrifying to look at a crowd of 25 zombies, full stop. Sadly there are hardly any such 'hordes' left in Malton.--Mallrat TSI TKS CTD 14:05, 8 January 2012 (UTC)
Tags
Timestamp: Kelenius 15:40, 30 December 2011 (UTC) |
Type: Skill change |
Scope: Survivors with tagging skill |
Description: When someone with a tagging skill makes a graffiti, he can put his tag after it. So, there's two options: simply make a graffiti, or make a graffiti and tag it. When another survivor with this skill sees a tagged graffiti, he can read the tag.
It will look like Somebody has spraypainted ... onto a wall and tagged it if you don't have "Tagging" skill, and Somebody has spraypainted ... onto a wall and tagged it as Player if you have it. |
Discussion (Tags)
I like it.--Shortround 22:04, 1 January 2012 (UTC)
Has potential to encourage obnoxious players, but hey ho, we need to encourage players somehow. Suggest making it cost 1AP, at least.--Mallrat TSI TKS CTD 14:11, 8 January 2012 (UTC)
Recognise contacts over the radio
Timestamp: ~~ Chief Seagull ~~ talk 09:08, 28 December 2011 (UTC) |
Type: Game mechanic (minor tweak) |
Scope: Survivors |
Description: The city's radio system works fine, but it's missing one little detail: the ability to recognise just who is speaking. No big deal if it's a total stranger, but if the broadcast is being made by someone you're aquainted with (i.e. they're on your contacts list), you should be able to recognise their voice. So, instead of reading 25.92 MHz: "Hello Kitty FTW!!", you would instead see something along the lines of 25.92 MHz: "Hello Kitty FTW!!" (you recognise the voice as that of Cutey Snugglekins).
Discuss / shoot down in flames. And apologies if this has already been suggested, but I couldn't find anything in the archives. |
Discussion (Recognise contacts over the radio)
I like it. --Shortround 15:28, 29 December 2011 (UTC)
I would say unneeded, I kinda like the anonymity of radio as well. You could explain the lack of names in game by the the radio signals being distorted or something, static maybe. 18:07, 29 December 2011 (UTC)
- I could see this as a useful filter for spam, especially with extensions. --Karekmaps 2.0?! 04:09, 31 December 2011 (UTC)
I'm sure this happens already. =/ Either that or it's a dupe. -- Cheese 14:30, 1 January 2012 (UTC)
Ropes
Timestamp: Sideflanker 20:43, 20 December 2011 (UTC) |
Type: Item |
Scope: Survivors |
Description: Found in various places (have yet to put thought into search percentages), the rope is used to haul survivors into buildings with barricades over VSB+2 in the following fashion:
1: The rope is tossed out a window by a player inside (1 AP) 2a: player leaves the building somehow and ties a survivor onto the rope (1 AP + AP used to exit building) 2b: survivor ties himself onto rope (1 AP, unable to move) 3: 2 players inside the building tug rope up and untie survivor (2 AP, one action)
Humans: Throw rope out window Check rope: you tug on the rope, checking the weight (nothing, light, medium, heavy, strained) Haul up rope: only if nothing tied to it. After 5 days rope becomes unusable Pull on rope: Requires at least 2 players to doing this to haul someone up. Doing anything but speaking causes you to release rope Reinforce rope: Uses pipe, forces 1 extra zombie to pull down rope Tie self on rope: prevents movement Tie x to rope Tug rope (outside): Requires you to be attached, indication inside building Zombies: Chew rope: destroys rope, based on teeth hit percentage. Pull on rope: If 5 more zombies than player(s) pull on the rope, they will tug player(s) out window and kill them (if any players are pulling on rope). If no players on other end, requires 1 zombie (2 if reinforced)
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Discussion (Ropes)
I really like that you're providing a way for survivors without free running to enter EHB buildings. I think the idea needs to be simplified, though. Right now, it violates the "don't create multi-step skills" guideline. Yoshi54 14:44, 23 December 2011 (UTC)
as pro-survivor as i am... don't like this suggestion ...lower level zombies need "street treats" ...and Malton needs level 10+ zombies atm →Son of Sin← 00:04, 27 December 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.
There are currently no suggestions up for voting.