Suggestion:20070610 Anti-Zerg: Revive Modification

From The Urban Dead Wiki
Revision as of 00:43, 10 April 2008 by Karek (talk | contribs) (Protected "Suggestion:20070610 Anti-Zerg: Revive Modification": A/G#Scheduled_Protections [edit=sysop:move=sysop])
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search


Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Reviewed.


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


20070610 Anti-Zerg: Revive Modification

ShadowScope 17:50, 10 June 2007 (BST)

Suggestion type
Balance Change

Suggestion scope
Zergs

Suggestion description
Zergs are evil, and while my last idea collasped, I think I came up with a good one.

If a zerger trips the Zerg flag and tries to revive someone, he gets the same message a Scientist would get if he try to revive a Brain Rotter. He loses 1 AP, and the Syringe, and the zombie does not get revived. This is the same system used in FAKs, you use an FAK, and you can not heal someone else, even if they are at a high amount, because you tripped the zerg flag.

This penatly goes away if the zerg accounts move away from each other.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - simple and reasonable --Duke GarlandTLCD SSZ 18:27, 10 June 2007 (BST)
  2. Keep - Same as above ~m T! 19:08, 10 June 2007 (BST)
  3. Keep - Seems great to me! --Hhal 19:09, 10 June 2007 (BST)
  4. Keep - There you go. Simple is better. --Magentaine 19:18, 10 June 2007 (BST)
  5. Keep - Seems Logical. --User:Axe27/Sig 19:23, 10 June 2007 (BST)
  6. Keep - Much better this time. A dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 20:00, 10 June 2007 (BST)
  7. Keep - Yup, just like the anti-zerg measure used for FAKs. armareum 21:43, 10 June 2007 (BST)
  8. Keep - Who would say no? --  AHLGTG THE END IS NIGH! 22:00, 10 June 2007 (BST)
  9. Keep - Yup. All good to me. A question though, do inactive characters (for more than 5 days, obviously) trip Zerg flags?--Seventythree 00:11, 11 June 2007 (BST)
  10. Keep - Simple solution that should work wonders-- Che -T GC X 00:30, 11 June 2007 (BST)
  11. Keep - Yeppers! --Ducis DuxSlothTalk 02:30, 11 June 2007 (BST)
  12. Keep - Simple, effective, and well...good. --Sonofagun18 02:43, 11 June 2007 (BST)
  13. Keep - Nice one. --Black Mask 02:57, 11 June 2007 (BST)
  14. Keep F***in' zergs. Jam their guns too. --Secruss 03:54, 11 June 2007 (BST)
  15. Keepify - As Secruss, but make their guns not only jam, but blow up... --Charley C. 04:31, 11 June 2007 (BST)
  16. Keep - Wonderful. --ZombieSlay3rSig.pngT 16:29, 11 June 2007 (BST)
  17. Keep - An excellent idea, lets not only make their guns blow up, but lets make their fire axes become possesed and kill them. --Casthewiz 16:45, 11 June 2007 (BST)
  18. Keep - Why not? But, are there no regulations in place for zerg revives already? I mean, I never zerged, so I can't possibly know =P. --Matthew Fahrenheit YRCT+1 22:12, 11 June 2007 (BST)
  19. Keep But what if you have mind control powers and you are just simply controlling their brains? --Slowwber 00:53, 12 June 2007 (BST)
  20. Keep I don't believe in the hordes of AI-controlled zergs, or the players manually resetting the IP every 3 minutes. But hey, if it makes you happy, I'll vote keep. - BzAli 11:15, 12 June 2007 (BST)
  21. Keep - more anti zerg controls can only help. --DonTickles 22:30, 13 June 2007 (BST)
  22. keep i see no problem with this. Of course the main problem the game faces with zergers is that of false accounts holding territory. Whether its zeds maintaining ransack or harmans giving free xp to zeds or just clogging up otherwise ransackable buildings or even lines of fake zeds at revive points. Its these passive zergs that are the biggest problem but good luck trying to stop em!--Honestmistake 09:27, 14 June 2007 (BST)
  23. Keep - Great suggestion! --JudeMaverick W! TJ! Talk Zzz... P! Nuts! 10:07, 14 June 2007 (BST)
  24. Keep - I h8 zergers. --Anotherpongo 18:20, 15 June 2007 (BST)
  25. Keep -seems reasonable. and Honestmistake has a point.-- Vista  +1  10:22, 23 June 2007 (BST)

Kill Votes

  1. Kill - Provides an easy way for Zergers to find out how to avoid tripping zerg flags, and therefor use a single IP to run more zergs, in closer proximity. Could harm innocent players. --Saluton 02:29, 11 June 2007 (BST)
    Kevan uses the same exact system for FAKs. People usually report: "Hey, how come I can't heal my buddy?" and then we know they are tripping the zerg flag, accidently or purposely. And if they are combat reviving, they may not even know that they tripped the zerg flag, since they didn't scan the zombie to know if it really did have Brain Rot or not. I won't let guns get jammed or blow up...that would reveal to the zerg that they are zerging, their only penatly is that they can't hit anything.--ShadowScope 15:47, 11 June 2007 (BST)
  2. Kill - A suggestion for the purpose of dealing with Zergs can have a lot of backlash, zergs exist it's part of the game as annoying as it may be, Bots are an issue, Zergs are just a nuissance. Which is pretty much my views on any Zerging justification for any changes. Chances are the change will hurt people who aren't cheating at all and even then a change like this effectively does nothing or very little.--karek 00:58, 14 June 2007 (BST)

Spam/Dupe Votes