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
LEND A HAND
Timestamp: Heheevilme 12:03, 16 October 2012 (BST) |
Type: Skill |
Scope: survivors |
Description: allows for a person to give another person ammunition and weapon must be lowest weapon in persons pack only up to 2 times per day and cant supply ammo again to same person till next day can also give medpacks only 1 per person ( this is to prevent over abuse)
skill costs 100xp |
Discussion (LEND A HAND)
Super zerg-exploitable. Need I say more? Bob Moncrief EBD•W! 13:59, 16 October 2012 (BST)
Heheevilme how would this be exploited by a zerg if only a survivor can use it? zombies arent able to use medpacks or ammo unless you have met a zed with a gun
- Whoever said a zerg had to be zombie? And yes, there are zombies that could use guns. It was an awesome easter egg back in the days. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 17 October 2012 (BST)
And i can see how this can be abused however multi accounts arent they monitored so your not 2 close to the original changed it so that its 2 thabks for the insight axe hack
uh-oh... A ZOMBIE ANT 13:04, 17 October 2012 (BST)
Makeshift weapon
Timestamp: Heheevilme 13:23, 14 October 2012 (BST) |
Type: Skill |
Scope: survivors |
Description: cost would be 100 xp allows for adding spikes to Baseball Bat,cricket bat,Hockey Stick,length of pipe as well as wire this would make them more lethal depending on what you add to them spikes increases attack damage by 1 wire increases chance of hit by 5 percent of heavy objects like cricket bat and pipes and gives 10 percent if its a baseball bat or hockey stick. I got this idea watching survival horrors and gives the factorys some sort of purpose
objects you must have 1 bag of nails and following weapon bag of nails would have to be added in game and found easily like 15 to 20 percent of searches would yeild a bag of nails in a factory ammount of room it takes up the same as a book barbed wire and weapon barbed wire can be found 5-10 percent of searches in a factory and uses more room due to it being bulky and be in a factory with power ap cost 4 to make it weapon can only have 1 or the other attached cant have both as this would make it more powerful cumberance is doubled example baseball bat would be instead of 2 a 4 Discussion (Makeshift weapon)This doesn't seem too bad, and would spice up roleplay. All we need is for someone intimately familiar with hit percentages and encumbrance to balance it properly, 'coz those seem a little high to me. -- † talk ? f.u. 03:26, 17 October 2012 (BST) Suggestions up for votingThe 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.
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