Developing 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

Subway Tunnels

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:15, 9 July 2010 (BST)
Type: Tunnel System
Scope: Malton
Description: First off, this is not a clear cut dupe of this. As much as the possible dupe suggests the same thing, I have made some changes that will not categorize my suggestion as a dupe.

Of course, I suggest a subway tunnel system for Malton (tube for those of you that are Brits). My proposed route plan will look like this:

Subway Map.JPG

Legend
Light Blue and Red - Subway Tunnel
Brown - Train Station
Yellow - Mall
Green - Fort
Blue - Power Stations
Grey - Zoo

The subway tunnels cannot be barricaded, nor will you be able to see any of the buildings above you. To enter them, one must be outside the Train Stations scattered throughout Malton. The survivor or zombie must enter and exit from the respective train stations.

Now you may be wondering, what about powering the lights in the subway stations? This is where the map's legend of Light Blue and Red comes into play, as well as Malton's two Power Stations. Krink's will power the Light Blue routes, and Tolman will power the Red routes. All corners of the Power Stations must have a genny in order for the Subway Tunnels to be lit. If the Subway Tunnels are not lit, being inside them will have the same results as being in a dark building. Every accuracy of any sort will be halved, HP values won't be shown, etc.

Subway Tunnels cannot be barricaded, And you cannot enter another subway tunnel that is not connected perpendicularly to the current subway tunnel you are currently in.

If a Train Station is Ransacked or Ruined, the entrance to the Subway Tunnels will also be blocked, meaning survivors and zombies trying to enter/exit from that particular station cannot enter/exit until someone repairs the Train Stations. You cannot repair the Train Station if you are already in the tunnel.

Discussion (Subway Tunnels)

It's a work in progress. So...Anyone wanna give some ideas? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:16, 9 July 2010 (BST)

WANT. ᚱᛁᚹᛖᚾ 05:14, 9 July 2010 (BST)
Cut the blue/red lines on a different point than the vertical line you use now (maybe a NW-SE cut, done by suburb?). It won't get rid of the problem of subway/tube lines being affected by a power station that is the entire city away from where some people are, but it will at least mitigate the issue a bit by having more of the line within a few suburbs of the power stations. Also, this. Aichon 05:52, 9 July 2010 (BST)
The way I see it, cutting the blue/red line on a diagonal axis gives Tolman more tunnels to power, something which I kinda want to avoid since it's 1x2. It wouldn't be fair if the tunnels were distributed almost evenly among Krinks and Tolman, now would it? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:45, 9 July 2010 (BST)

Why? Sure, it would be really neat to have a whole new area to explore, but what then? How would this improve the game at all? A smaller Malton means more regional loyalty, more random encounters with the same person, and more dramatic battles. As the remaining population inevitably dwindles, people will only become more spread out, and this would only worsen the problem. --VVV RPMBG 07:13, 9 July 2010 (BST)

+1. If anything, we need a smaller city, not a bigger one. -- Spiderzed 13:43, 9 July 2010 (BST)
I see it this way: Urban Dead needs a big enough update that would bring more people into the game. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:45, 9 July 2010 (BST)

I like this. Alot. I see the power station thing as one of the distingishing features which makes this not a dupe, as well as the map you included. I personally love the idea of seeing someone kill your friend, and then going after them in a Sherlock Holmes style chase through the sewers. Alright, the underground, but that isn't the point. I also like any improvement to the Power Stations, which to me seem to be the most unloved buildings on the map.--Yonnua Koponen Talk ! Contribs 07:38, 9 July 2010 (BST)

I like it but you'll have to get rid of the trainstation ruin/blocking entrance part. If I'm a zombie and I go into a tunnel looking for food and then some survivors seal the train station behind me I'm basically permanently trapped with no way out - potentially in the dark - with little hope of escaping or gaining XP. Talk about frustrating. It would only be slightly less frustrating for survivors to get trapped in this manner, unless they didn't have their own generator and fuel and toolbox and the means to survive with no barricades.--GANG Giles Sednik CAPD 10:38, 9 July 2010 (BST)
Only zombies can seal it. The station being ruined does that--Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 13:54, 9 July 2010 (BST)

Nice work Axe. Especially with the map. I'd say keep, but I think there is a serious issue with getting locked up in the subway, if too many train stations get ruined.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:48, 9 July 2010 (BST)

You do bring up a good point. I have 2 solutions for this in mind: the first, allow people to exit from the subway tunnels, but not enter if the respective Train Stations are ruined. The second, allow repairs to be made from the tunnels, but however at double the AP cost. Which would you vouch for? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:45, 9 July 2010 (BST)
I'd prefer the second, but I honestly prefer it without. Then again, the majority seem to want a fix for it.--Yonnua Koponen Talk ! Contribs 15:52, 9 July 2010 (BST)
Being able to exit without entering would be an interesting tactical wrinkle.--GANG Giles Sednik CAPD 18:22, 9 July 2010 (BST)
How about you can enter and exit even if it is ruined, but from how bad is the ruin the cost to get in the Railway Station (or into the tunnels) would be increase?--Kralion 07:59, 10 July 2010 (BST)

Turn it into a new city. The stations are underground stations, and the whole system is closed. However The powering of the power stations in malton still control the lights down here. Make the tunnels unruinable, and add some random supply depos (factories) Nectrotech deep storage facilites and ammo dumps. The only way you can pass through stations is if they are vsb or less if alive and dwo if dead. Fewer resources, fewer players, and siege mechanics being key. Individual tunnels would need to be fought over to stop the undead advancing or encircling. --RosslessnessWant a Location Image? 18:41, 9 July 2010 (BST)


Flashlight

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:25, 2 July 2010 (BST)
Type: Attachment
Scope: Firearms
Description: No, this is not this, this, or this, and is definitely not a 100% dupe of this.

No. What I propose may be slightly similar to the last link, but it's different.

These Flashlights are like the flashlight attachments that you can equip to firearms. They will increase the accuracy of firearms in Dark buildings by 10%, and only 10%. And they can only increase the accuracy of firearms. In dark buildings. Only.

The downside? The Flashlight will increase the encumbrance of the firearm by 4%. Also, when you use the equipped firearm, anyone outside the building will notice the light from these Flashlights.

The Flashlights base encumbrance is 2%. They can be found in Armories , Police Departments, and Mall Gun Stores, all at 2% base search percentage.

When there are Flashlights is in your inventory, there will be a dropdown list to equip it to one of the firearms in your inventory. Equipped firearms will be marked (marked with an E), and they cannot be unequipped. This will cost 1AP to equip. Attempting to equip the Flashlight when all your firearms are already equipped with them will waste you an AP.

The equipped Flashlight will only last for 30 3 shots for Pistols and 6 1 shots for Shotguns, afterward, it becomes useless. However, they will not be unequipped from the firearm, meaning that the firearm still takes up an extra 4% of your Encumbrance. The only way to get rid of a pistol with a dead Flashlight (marked with an *) is to drop the firearm completely.

Discussion (Flashlight)

Doomguy didn't have this capability on Mars in the future. Nothing to be done! 02:27, 2 July 2010 (BST)

Yea, yea...Spam the suggestion...But if you do the math, the chance for a fully leveled survivor to hit with a firearm is still less than 50%. And also, I'm just suggesting this because the amount of suggestions these days have been staggering... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:30, 2 July 2010 (BST)
I genuinely don't like the idea of anything that counteracts dark buildings. Sowwy. Nothing to be done! 02:31, 2 July 2010 (BST)
Even with most of the Cons of this suggestion? And the limitness of what weapons they can only be used on? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:33, 2 July 2010 (BST)
Yes. While this will be of little use to the average fire-and-forget trenchie, well-equipped and intelligent survivors will have a massive boon at clearing dark buildings of zombies, PKers, and non-hostile survivors at an encumbrance cost much lower than a fuel can and a generator. You'd need something like 7 augmented weapons just to equal the weight of a single-use generator/fuel pair. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:55, 2 July 2010 (BST)
Then allow me to kill the item even more. Cut the number of shots usable to 3 for pistols, 1 for shotguns. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:58, 2 July 2010 (BST)
See, now it's gone from being OP to UP. Look, here's the classic suggestion's conundrum:
Hole.png Logic Hole
This idea has run into the fundamental catch-22 of most new ideas: if its effects are strong enough to impact the game, a currently balanced mechanic or state; if it is nerfed to reduce its impact, it will have little to no effect and become a useless suggestion.
Lelouch vi Britannia is teh suxs 23:53, 2 July 2010 (BST)

Kill - Dark buildings should differ in that everything takes twice as long, not that only survivors can fully exploit them. Also, KISS. --VVV RPMBG 06:54, 2 July 2010 (BST)

Interesting, for certain. Not sure how I feel about it, but very much interesting. --Maverick Talk - OBR Praise Knowledge! 404 08:20, 2 July 2010 (BST)


Zombie Class Change

Suggestion has been moved to voting. Discussion has been moved to Suggestion talk:20100629 Zombie Class Change. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:46, 29 June 2010 (BST)



Unique Weapons

Timestamp: Mindlessidiots 18:12, 3 July 2010 (BST)
Type: New Weapons
Scope: Human/Zombie
Description: If you ever played Fallout 3 you have encountered at least one of it's unique weapons, which is like a normal weapons except stronger. What I am suggesting is that there should be unique weapons of some of the Melee weapons, such as the crow bar, baseball bat, length of pipe, and all sporting weapons so zombies can also use them. The unique weapons will not be incredibility powerful, just have a small stat boost. Let me give you an example

Lord Alner's fencing foil

Lord Alner was a dedicated fencer, so he had a special foil created for him which was thought to be one of the best foil's ever created.

Damage: 3 points

Base accuracy: 15%

Starting Skill: 20%

Hand to Hand combat: 30%

Location: Alner Manor

As you can see, it only has a small boost compared to a normal foil. The object of this is not for it to be some weapons that slaughters everything it touches, but more of a personal trophy to have. Since the item is unique of course, only one can be found. Now, it would be kind of unfair if the person was able to keep it forever so when the person dies the weapon would spawn back at it's unique place.

Discussion (Unique Weapons)

New player xXxZombieSmasher0001xXx signs up, finds Bob the Builder's Toolbox, plays for two days and idles out forever. Unique weapon irrecoverably lost. Nothing to be done! 18:17, 3 July 2010 (BST)

True, I can only think of two way's to fix that, one would be that weapons disappears after a certain period of time or if the item respawns if the character idles out. But ether is not a exactly a perfect fix.--Mindlessidiots 18:26, 3 July 2010 (BST)

I can see this working somewhat like the seasonal clothing and items. Dislike the idea of one-of-a-kind items – one-in-a-million acquisition odds, perhaps, but everyone should be able to find one with sufficient tenacity/luck. ᚱᛁᚹᛖᚾ 11:21, 9 July 2010 (BST)