Developing Suggestions

From The Urban Dead Wiki
Revision as of 07:37, 3 October 2010 by Chief Seagull (talk | contribs) (moving discussion)
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

Manhandle

Timestamp: RosslessnessWant a Location Image? 11:40, 30 September 2010 (BST)
Type: Zombie Skill
Scope: Sub Skill of Feeding Drag.
Description: Simply put, if you're feeding dragged out of a ruined building it causes you damage, as you get scratched and ripped by the broken glass and rubble. The amount of damage is directly affected by the Decay level. So if you're dragged from a recent ruin, it causes you 1 damage, if its been ruined for more than 70 days, 10 damage. if you are killed by the drag, you die outside. XP wise, zombies gain no xp for the drag damage but do get the xp bonus if you are killed as a result.

Discussion (Manhandle)

First manhandle Joke goes to.... --RosslessnessWant a Location Image? 11:41, 30 September 2010 (BST)

This is severely underpowered. 70 days should do 70 damage! --Aeon17x 11:55, 30 September 2010 (BST)

Minus HP.... Now how would that work?--Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:57, 30 September 2010 (BST)
Well, repairing ruins could bring you into minus AP so I thought it was kinda fitting if it was possible to die while inhabiting one on minus HP. Maybe it could be expressed through significantly more clothing damage? Or the body becomes ineligible for feeding because of all the embedded shrapnel? --Aeon17x 12:59, 30 September 2010 (BST)
You're dead, you're dead . Simple as that. --RosslessnessWant a Location Image? 18:43, 30 September 2010 (BST)
There's no such thing as negative HP anyway. Killing damage doesn't roll over >_> RinKou 07:31, 1 October 2010 (BST)

Good enough. Hiding in ruines has an additional risk. Makes sense. Keep. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:57, 30 September 2010 (BST)

I like it, but you'd need to specify how the damage scales with the decay level. Strength is just an accident arising from the weakness of others 14:38, 30 September 2010 (BST)

I guess he's thinking something along the lines of:
  • Level 1 (1 day) = 1 HP
  • Level 2 (2 to 5 days) = 2 HP
  • Level 3 (6 to 10 days) = 3 HP
  • Level 4 (11 to 20 days) = 4 HP
  • Level 5 (21 to 30 days) = 5 HP
  • Level 6 (31 to 40 days) = 6 HP
  • Level 7 (41 to 50 days) = 7 HP
  • Level 8 (51 to 60 days) = 8 HP
  • Level 9 (61 to 70 days) = 9 HP
  • Level 10 (71+ days) = 10 HP
Seems about right to me. Keeping this in line with the existing decay levels would make this easier to implement. Chief Seagull squawk 15:03, 30 September 2010 (BST)
Exactly as that. I'd also make it a Malton exclusive as its a one shot kill in the perma death cities. --RosslessnessWant a Location Image? 18:44, 30 September 2010 (BST)

I like it. It's kind of a dupe from erm...Duped Stuff but more to the point. --~Vsig.png 15:35, 30 September 2010 (BST)

Hey nobody think this could be a little overpowered? This is more than twice the damages a Zed could do normally. --DiSm ~ T 21:30, 30 September 2010 (BST)
Alternative Suggestion on damage levels? --RosslessnessWant a Location Image? 22:06, 30 September 2010 (BST)
The most obvious alternate would be:
  • Level 1/2 (1 to 5 days) = 1 HP
  • Level 3/4 (6 to 20 days) = 2 HP
  • Level 5/6 (21 to 40 days) = 3 HP
  • Level 7/8 (41 to 60 days) = 4 HP
  • Level 9/10 (61+ days) = 5 HP
But frankly, I like it as it is. I've just taken part in the first time I have ever dragged a survivor from a ruined building, so I don't think it would occur enough to be a major OP. I like the 10-stage instead of a 5-stage.--Yonnua Koponen Talk ! Contribs 22:22, 30 September 2010 (BST)

As I said before, this should cause non-fatal damage, like falling from a ruin does. The only reason the zombie is dragging in the first place is because he wants the survivor to survive until a babah comes along. Zombies may not want to buy a skill that forces them to kill the almost dead. That said, I don't think it needs to be a skill at all. It should just be a part of feeding drag, since it's such a trivial thing. --VVV RPMBG 23:19, 30 September 2010 (BST)

Now thats not true at all. The only reasons I drag survivors is either A) Its Dark and I want to claw them properly, or B) I want the place ruined ASAP. I'm not helping others, just myself. Im so selfish. --RosslessnessWant a Location Image? 10:17, 1 October 2010 (BST)
Then you are not a true zombie, you are merely a survivor who isn't breathing. Eating people does not immediately mean you have seen the divine light of barhah. --VVV RPMBG 00:43, 2 October 2010 (BST)

Not needed, potential for screwing over those who have no other choice. - User:Whitehouse 23:30, 30 September 2010 (BST)

I like it, but Triple U has a point. Perhaps it cannot take a survivor below 1 HP? --Gat 00:11, 1 October 2010 (BST)

Trips nailed it. It needs to cause non-fatal damage, otherwise it's useless except in dark buildings. Also, the damage it causes shouldn't be too high anyway (Yonn's numbers are reasonable), since it's a 100% chance to hit and only costs 1-2AP (1AP to drag, 1AP to re-enter). That said, I'd have it do a base damage for the drag, and then add on extra damage for ruined buildings. Maybe 2HP base damage for Feeding Drag, even from unruined buildings, followed by some extra amount based on Decay (e.g. +0 for decay levels 1-4, then use Yonn's numbers as a guide for levels 5+). Aichon 00:13, 1 October 2010 (BST)

I'm still wavering towards a ruin only effect. But I'm never conceding on the "Non Fatal Damage" in a world where I can be killed with a tennis racket. How about 3 for ruined, 5 for a ruin cost over 30, and 7 for a ruin cost over 70? --RosslessnessWant a Location Image? 10:25, 1 October 2010 (BST)
Honestly, the fatal damage aspect is a killer for me. Don't get me wrong, the point you make about dying from practically anything is valid, but so many of us do drag to help others, and it's the core purpose of the skill, so neglecting it in that manner is unacceptable. As for the other damage you mention, I'd be okay with it. Were I picking numbers, they'd be just a smidgen lower, again because of the 100% chance to hit, but those ones are acceptable to me. I wouldn't vote kill on them alone. Aichon 12:08, 1 October 2010 (BST)
Hmm. Well as zombies only have 3 attacks, why not make this a fourth? Base accuracy, and tangling also affecting it? Then you have a choice of a non damaging drag at 100%, or a damaging one at about 50. --RosslessnessWant a Location Image? 16:27, 1 October 2010 (BST)
Often, I leave my dragee at the lowest health practical. Even if it's a choice between feeding drag or fatal drag, I'm still going to be clawing them post-drag. Nothing will have changed if I can't knock off some heath and still leave them on a silver platter. --VVV RPMBG 01:30, 2 October 2010 (BST)

I don't think we should be making it harder to retake ruined areas - anything that is going to nerf survivors should focus on those survivors that hang out in the green zones Sanpedro 06:53, 1 October 2010 (BST)

I don't see how it makes retaking ruins harder. You're only hiding in ruins if you're running. If you were planning to retake the ruin, you would've suicide repaired, right? So no damage from feeding drag. Besides, an additional 10 HP off isn't going to make much difference. If you got dragged outside, you're dead anyway. Almost 100% guaranteed. RinKou 07:31, 1 October 2010 (BST)
Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --RosslessnessWant a Location Image? 10:22, 1 October 2010 (BST)
I don't really think this hurts babah zambahz too much. If it were damage from drag from ANY building then yes but from ruins only, the impact is much less substantial to those without Memory of Life. And if the damage is nerfed down a bit, it effects them even less. They'll still likely be alive but with less HP then they might have if without drag damage (unless you wait until they're below 7HP to drag them out). --~Vsig.png 14:10, 1 October 2010 (BST)

Hide in the Dark

Timestamp: Red Eyes-Dezonus-Red Eyes (talk) 05:17, 30 September 2010 (BST)
Type: Skill
Scope: Survivor skill, can be used by Zombies too
Description: A dark building currently doesn't really serve any great purpose. Search rates are next to none, Attack rates halved, and Zombie grip is twice as effective (Or at least thats what I read). What if, for 5AP, you could find yourself a hiding place inside that dark building? You don't show up on the map unless another survivor or Zombie finds you...
  • When a player enters a building, they have a 10% chance of finding you.
  • Survivors Searching the area have a 50% chance of finding you
  • Players performing an action will always have a 10% chance of finding you until found.
  • Players with this skill can Think of places to hide, and so have an extra 10% chance to find you on top of that
  • Zombies can hide too, if they really want to
  • If the lights come on They will see you "The lights come on and you see that <name/a zombie> was hiding in the dark"
  • Because its dark, you have a 5% chance of failing due to tripping/crashing into something, this wastes 1AP only.

Discussion (Hide in the Dark)

Nope, hiding is bad. Also as far as Kevan is concerned you've only hidden successfully if you manage to stay perfectly still for five days. --Aeon17x 05:33, 30 September 2010 (BST)

No. Aichon 06:18, 30 September 2010 (BST)


Urban DnD

Timestamp: Gat 03:55, 30 September 2010 (BST)
Type: random
Scope: Everyone!
Description: We should totally have either...


A. A tabletop version of Urban Dead following DnD 3.0 core rules, but using THACO instead of AB

B. Have an online DnD version of Urban Dead.

Or C. Replace the RNG with a D20

Agreed, Dissagreed?

Discussion (Urban DnD)

Umm...is this actually a serious suggestion? Red Eyes-Dezonus-Red Eyes (talk) 05:26, 30 September 2010 (BST)

No. Aichon 06:18, 30 September 2010 (BST)


Riot Shield

Timestamp: Mattiator 02:56, 30 September 2010 (BST)
Type: Item
Scope: Survivors and Zombies
Description: Some of you might remember my infamous suggestions of olde (Dropping and Flare Six-Shot, anyone?), and I haven't suggested much in quite some time. So here we go with something I know I'd like to see. The item is known as a Riot Shield, found in Police Departments. The Riot Shield acts, in essence, as a secondary Flak Jacket when equipped, reducing damage from ALL attacks over 1 damage by 1 damage (so in essence, it doesn't make punches more worthless than they already are). To equip the Riot Shield, click on it, and for 3AP it will become equipped until you die. When you die it will remain in your inventory. Both survivors and zombies can utilize the Riot Shield. However, while the Riot Shield provides several advantages, it also has several huge disadvantages, which apply to both humans and zombies.

1. You cannot use Free Running while having a Riot Shield equipped, due to the awkwardness of holding it out while leaping between buildings.

2. All movement costs are increased by 1 AP (essentially making you as slow as a zombie without Lurching Gait)

3. Accuracy with all weapons (including claws, punch, and bite) is decreased by 10% while the Riot Shield is equipped.

4. Zombies cannot attack barricades when the riot shield is equipped

5. Zombies cannot use Tangling Grasp or Feeding Drag with a riot shield equipped

6. Survivors cannot use Syringes when a Riot Shield equipped.

7. When either a zombie or a survivor dies, the Riot Shield is automatically unequipped.


Essentially, the Riot Shield is used for defending a position. Survivors can use it for increasing the effectiveness of meatshielding, while zombies would be able to utilize it to reinforce barricade breaches, especially when coupled with a well-timed ?rise.

TWEAK #1: Encumbance would be 10%, because it's a large object.

TWEAK #2: Now only affects attacks that do ABOVE 2 damage, to reduce newbie nerfing.

Discussion (Riot Shield)

Dupe. Trupe. Quadrupe. Add it to the spam stack too, since this item effectively halves claw attacks from newbie zeds. --Aeon17x 03:08, 30 September 2010 (BST)

RE: Just read through the dupes. Don't exactly see how my suggestion is the same aside from the name. I do agree with the comment on newbie zed nerfing. You think I should perhaps make the item break, or perhaps only work on damage above 2, so as not to nerf newbies. Sorry if I wasn't clear, but the disadvantage affects the person utilizing the shield, not the person attacking the person holding it. Any other ideas for improvement? Mattiator 04:23, 30 September 2010 (BST)
If you make the item break, then that makes it even more of a dupe of the first one. And if you set it to only work on damage above 2, then claw attacks from even veteran zombies with Rend Flesh would only be as effective as that of newbie zombies. Even knives would have higher damage per AP output. --Aeon17x 04:35, 30 September 2010 (BST)

Hmm, Feeling like MW2 and/or hippy days much? --Gat 03:50, 30 September 2010 (BST)

Zombies using items makes no sense. Since meatshielding isn't nearly as important to survivors as forming a beachhead is to zombies, and this doesn't affect the latter at all once you disallow its use for zombies, it effectively becomes useless in practice, and more of a nuisance than an enhancement to the game. Aichon 06:20, 30 September 2010 (BST)

RE: But zombies CAN use items, it's just generally useless because their standard attacks are waaaay better. Honestly, I think a zombie would be smart enough to think "Hmmm. I don't want to get shot, so I'll hold this big board-thing in front of me." Also, perhaps have a skill for zombies under the Brain/FleshRot tree so that they aren't screwed over if they didn't get one while alive? Perhaps Memories of Life should be required to use one? And one of the primary reasons for survivors to use it is, say, when they run out of AP in their chosen safehouse, they use a bit of AP to equip their riot shield (like, say, putting over them while they sleep) so that they have more protection, however to do that effectively (unequip in the morning to do things, and put it on at night) would require the survivor to use 6AP, a little more than 1/10th of their full AP capacity. So it's in essence a trade-off, primarily for survivors who are simply camping out in one spot, as opposed to moving around. I'm just trying to continuously improve this suggestion, because I think with a lot of tweaking it could actually work really well. Mattiator 19:05, 30 September 2010 (BST)

3 AP is a little low. Eventually, basically everybody would have a riot shield, and your last AP will always be used to equip it. Killing people just got a lot harder for no reason. Unless it's unequipable after it's equipped, but that doesn't really make any sense. RinKou 07:18, 1 October 2010 (BST)


Martial Arts

Timestamp: Red Eyes-Dezonus-Red Eyes (talk) 10:31, 27 September 2010 (BST)
Type: New Skill
Scope: Survivors, Maybe Zombies too
Description: An extension of the Hand to Hand combat skill, survivors can buy a Martial Arts skill. This raises punch strikes to 50% accuracy, gives kick strikes: 2 dam, 30% accuracy, and like a special "Finisher" 3 dam, 25% accuracy, 2 additional AP to stand up (on top of headshot) Maybe the finisher can be another skill, don't know. Also, Zombie Fu! Maybe? Like just as a joke though, I dunno.

Sorry if this gets suggested a lot, I just thought it would be cool.

Discussion (Martial Arts)

Alright, so the first major thing to look at is this: This allows survivors to piss on newbie zombies even more? No thanks. 16AP is not a reasonable amount when the newbies need AP the most. Shadok T Balance is power 10:54, 27 September 2010 (BST)

As above, hell no to taking more AP away from zombies. User:Whitehouse 13:00, 27 September 2010 (BST)

What the fuck is this shit Strength is just an accident arising from the weakness of others 17:58, 27 September 2010 (BST)

Martial arts is a huge dupe. --RosslessnessWant a Location Image? 18:37, 27 September 2010 (BST)

Someone's been playing Street Fighter a little too much. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:58, 27 September 2010 (BST)

You had me until the miniature headshot -_- I personally think it would be awsome for harmanz to use their natural weapons instead of conventional weapons! --Gat 00:14, 28 September 2010 (BST)

I've crossed out the AP, thoughts now? Red Eyes-Dezonus-Red Eyes (talk) 00:17, 28 September 2010 (BST)

One word... Yes. --Gat 07:48, 28 September 2010 (BST)

Too trenchie. This game is supposed to be about the struggle to survive, not the quest to kill scores of zombies with your bare hands. Also, I'm against any unarmed survivor attack. --VVV RPMBG 02:56, 28 September 2010 (BST)

Only if attacking infects you, in which case this crosses from completely useless survivor skill to completely overpowered DC buff.--Yonnua Koponen Talk ! Contribs 07:54, 28 September 2010 (BST)

No, When in zombie movies have you ever saw someone going toe to toe with zombies? Nowhere, because that would be suicide. Going up to a zombie is just asking to get eaten. I mean at least with baseball bats and stuff you have some distance away from the zombie, and these weapons will hit harder then you ever will. I dont care if you took 20 years of karate, If I bash you in the head with a baseball bat, or hack at you with a fire axe, or hell even stab you with a knife, you are dead/greiviously injured. Also, theres a reason punches only do one damage. THEY CANT HIT HARD ENOUGH TO PENETRATE THE ZOMBIES SKIN.--TheWritingWriter 01:15, 30 September 2010 (BST)

If you want to pull a DnD thing there... Well then baseball bats, fire axes, and similar blunt and or slashing/blunt weapons should only do half damage :P --Gat 03:52, 30 September 2010 (BST)


Drill and String

Timestamp: Gat 15:30, 25 September 2010 (BST)
Type: Decoration
Scope: Survivors
Description: Auto repair shops/warehouses now feature portable drills, an item that can only be used to harm oneself, and used for its specific purpose.

All buildings now have string/yarn, with office buildings having a higher search rate for it.

When a player has an item, they can drill a hole in it, and run string through it. They can proceed to decorate the house with the item, and the description would say something along the lines of There's a (insert item) hanging from the ceiling/wall

The items could not be used once drilled through.

Obviously you can't string up a portable generator/museum piece/toolbox unless you have a lot of string.

Discussion (Drill and String)

If I string up a dead body and its owner doesn't log in for five days, does it turn into a human skeleton? --Aeon17x 15:43, 25 September 2010 (BST)

That would be epic, but would probably need a lot of string :P --Gat 21:25, 25 September 2010 (BST)

I do like it, but think it is probably a little over the top... Red Eyes-Dezonus-Red Eyes (talk) 00:18, 28 September 2010 (BST)


Junk Sculptures

Timestamp: Gat 15:30, 25 September 2010 (BST)
Type: Decoration
Scope: Survivors (mostly)
Description: I was looking around a bit, and noticed that junkyards, stadiums, car parks, malls, they all have one thing in common... They have a lot of metal junk!

So I got an idea, what if, people could collect the metal benches in stadiums, and metal wires/coat hangers/etc. laying around in car parks/junkyards, and make sculptures out of them?


I haven't thought up any specific way to do this, or what kind of items, but the sculptures and such would be kinda like Musuem pieces you can place in buildings and such. Perhaps a metallic representation of a zombie, or a tree, I dunno.

Does anyone else think it would be interesting to "recycle" the metallic bits laying around Malton to make beautiful works of art?

Discussion (Junk Sculptures)

The metal junk was contaminated! (You have tetanus -- you'll now spend an additional 1AP for every action you take, except speaking. Tetanus can be cured with a first aid kit.) (30 minutes ago)
Alternatively it can have normal AP costs for everything except speaking, which costs 10 AP per message -- it's called lockjaw after all. --Aeon17x 16:00, 25 September 2010 (BST)

Only if I can make a statue like this. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:56, 26 September 2010 (BST)


Duct Tape

Timestamp: --~Vsig.png 09:00, 25 September 2010 (BST)
Type: Item
Scope: Survivors/Zombies
Description: I was going to put this in humorous but thought it might warrant some legitimate additional development. Duct tape of course has a million uses. I will spare everyone include all of the more ridiculous uses we discussed in IRC tonight and then some.

Duct Tape can be found inside factories and mall hardware stores. A roll of duct tape has 6 uses (like pitol clip). Once used six times, it disappears from your inventory. Once you find a roll of duct tape, all other inventory items are instantly dropped. The reason for this is that your character has found a single replacement for all other items; they no longer feel the need to encumber themselves with them.

Possible (somewhat serious) uses for duct tape

  • Can be used on players to slow their progress (all movement takes 2 AP as if zombie without Lurching Gait) until removed (costs some AP to remove).
  • Hold corpses to the ground. It takes extra AP to stand up.
  • Can be used like metal pipes, able to cade buildings up to loosely barricaded.
  • When used on ruined buildings, decreases the rate of ruin.

More humorous uses for duct tape

  • Mend broken pool cues
  • Tape player's mouths shut. They cannot speak, broadcast groan or bellow until duct tape is removed.
  • Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape)
  • Create a blunt weapon of it by wrapping it around the end of a newspaper.
  • Can be used as clothing.
  • Zombies can make duct tape helmets, negating the effects of Headshot.
  • Create a life sized mannequin that can be placed at the top of a stack of dead bodies. Revive attempts fail.
  • Carparks can be converted to duct tape forts. It is a loosely barricade building.
  • Christmas trees can be decorated with it.
  • Apply duct tape to the end of a crucifix to make a hammer. Replaces toolbox.
  • Can be used at parks to construct a hammock. Allows you to sleep outside without concern of attack.
  • Zombies can duct tape a human to themselves, giving tangling grasp an 80% boost in probability.


Again, most of this is humorous. Some of it warrants a bit of disucussion perhaps.

Discussion (Duct Tape)

Negates headshot on kiddie zambahs. Look ma, no more holes! --Aeon17x 11:08, 25 September 2010 (BST)

Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape) Only when Ravenous Bugblatter Beasts of Traal get added to UD. -- Spiderzed 11:22, 25 September 2010 (BST)

Only if Duct Tape is a universal weapon of choice that can do basically everything any other weapon can, from duct tape catapults, to turning a car park into a duct-tape fort! ... ... ... Cause, you know, Duct Tape is epic! Also duct tape dresses/suits >.> --Gat 15:19, 25 September 2010 (BST)

Heh this is probably going to end up being a humorous suggestion. I'm going to keep adding to the possible uses to see how many I can get. Feel free to add a bullet if you think of something to add. --~Vsig.png 17:11, 25 September 2010 (BST)

If there's no duct tape on future-Mars, I don't know if I should support duct tape in Malton. Strength is just an accident arising from the weakness of others 20:01, 25 September 2010 (BST)

The more this becomes humorous, the more I want to post this link Humorous_Suggestions --Gat 06:12, 26 September 2010 (BST)


A wild Fun Police appeared!
Fun Police stole your carpenter's chainsaw polearm!
You cried like a little girl!
Fun Police laughed at your misery!
You unrolled a yard of duct tape, grabbed the loose end, and used the roll as a morning-star! But it missed, tapping your two hands together!
Fun Police attacked you with carpenter's chainsaw polearm for 3 damage!
You club Fun Police with your taped-together arms! But it missed! The duct tape roll, following the momentum from your attempted attack, wrapped from the top of Fun Police's head to his crotch, and circled around a few more times, taping your arms to his face!
Fun Police attacked you with carpenter's chainsaw polearm! But it missed!
Using the tape as support, you climb up Fun Police's body until your feet meet your hands upon his head, and you strangle him with your feet for 10 damage.
Fun Police attacked you with carpenter's chainsaw polearm for 3 damage!
You jump off Fun Police's head, and use the tape to slam your feet into his head! But it missed, and you flopped onto the ground for 10 damage!
Fun Police attacked you with carpenter's chainsaw polearm! Critical hit! 6 damage!
From your horizontal position, you throw Fun Police over your head and down the stairs for 50 damage! They die! You fall down as well for 20 damage!
You say "TF! I forgot I was taped to his face!"
You say "How am I supposed to dump the body!?!"
Fun Police rose from the dead as a zombie!
You say "O.o"
You drag the zombie into the bathroom!
The zombie mauled you for 3 damage!
You search and find nothing!
You search and find nothing!
The zombie mauled you for 3 damage!
You search and find nothing!
Searching the area, you find hairspray!
The zombie mauled you for 3 damage!
You search and find nothing!
The zombie mauled you for 3 damage!
You search and find nothing!
You search and find nothing!
The zombie mauled you for 3 damage!
Searching the area, you find a lighter!
You attack the zombie with flamethrower for 5 damage! The zombie is now aflame!
The zombie mauled you for 3 damage! You are now aflame! You will take 5 damage for every action, except screaming!
You panic! You burn for 5 damage. You toast.
VVV RPMBG said ":P" (20:21, 26 September 2010 (BST))

Wait a second... Why does the survivor get 65 HP >.> --Gat 01:46, 27 September 2010 (BST)
Simply having duct tape in your inventory grants an extra 5HP ~Vsig.png 03:36, 27 September 2010 (BST)
Uhm, ok so I've moved this over to Humorous Suggestions. What's next? Do I delete it from DS? --~Vsig.png 14:50, 28 September 2010 (BST)
If you want to, it'll get cleared out within a week or so anyways though. --Gat 23:00, 28 September 2010 (BST)

Be Able To Look At Map

Timestamp: Gat 00:58, 25 September 2010 (BST)
Type: Changes
Scope: Game Mechs
Description: Alright, this is just a small suggesting regarding the map, but I think it would be useful if people could see the map/actions taken even if at 0 AP.

Since one can randomly check in on how things are going as long as they have 1 AP, and even see the area when they have been killed, it makes sense that they could look at the map...

In all actuality, only way this could be seriously abused is if done by a structured group, and someone was on watch for zombies/PKers/etc. Even so, it would only be abusable via meta-gaming with out-of-game sources since this was mainly so one could see the map if they are at 0 AP.

I got this idea when I ran out of AP, and wanted to simply watch what was going on between the survivors and zombies, how it was panning out.

Discussion (Be Able To Look At Map)

I never knew everyone slept with their eyes open. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:11, 25 September 2010 (BST)

Apparently you can see everything when you're dead too, your ears just loose the ability to pick up non-groan sounds. :) --Gat 01:22, 25 September 2010 (BST)

I never really bothered to read what happens when you run out of AP, I just thought you're so exhausted your consciousness returns only when you're back to positive AP and you literally cannot do anything else... except get naked, apparently you can still change your clothes in the profile when out of AP. --Aeon17x 01:42, 25 September 2010 (BST)

Nudity is a primal instinct. Strength is just an accident arising from the weakness of others 20:31, 26 September 2010 (BST)

No Chance - This was how it worked in the early game. It was changed deliberately. It's not going to be changed back. ᚱᛁᚹᛖᚾ 07:24, 28 September 2010 (BST)


Unlimited AP

Timestamp: TheWritingWriter 02:56, 24 September 2010 (BST)
Type: Game Change
Scope: Everyone
Description: Ok, I know this has no chance of ever happening, but it's still fun to discuss the possibilities. What if Urban Dead had Unlimited AP? You could play it like a normal MMORPG.And like a normal MMORPG, once you log out, your character dissapears and wont reappear untill you log back in. I think this idea would be fun, I know it doesnt have a chance in hell of ever happeneing, and would require ALOT of work and possibly an entirely different server, but what do you guys think?

Discussion (Unlimited AP)

...Get out. Now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:06, 24 September 2010 (BST)

Your wish is granted, but as expected the current server won't take the load. Kevan sets it up in a new city on another server, this time it's pay to play. Only $15 a month! --Aeon17x 03:22, 24 September 2010 (BST)

With unlimited AP I wouldn't get off, and that would be a problem... Still, it could be an interesting concept. 15$ a month though is outrageous though, minecraft only charges 10$ once >.> --Gat 04:36, 24 September 2010 (BST)

Oh, you play Minecraft? I heard a lot about that, it's very popular on the LUE forums at present. Hopefully our creator gets some ideas from his playthrough of it. --Aeon17x 07:54, 24 September 2010 (BST)

There'd be some lovely seiges, but, as mentioned above, the vast majority of the wiki regulars and a massive number of others in game would never log off. This suggestion would ruin too many lives.--Yonnua Koponen Talk ! Contribs 08:26, 24 September 2010 (BST)

How do you decide when someone logs off? By the actual log out action, or something else? How would zombies find anyone to eat? How would buildings remain intact with no one there to meatshield? How would zombies hold ruins with no one there to block repairs? A change like this essentially makes the game much more boring and much less meaningful, since you'd see far less people and would interact with those that you did see in a much MUCH more volatile environment, which is bad for everyone. Aichon 08:40, 24 September 2010 (BST)

Also, barricades would become meaningless, since they would serve no purpose, but survivors would still have to wait on others before they could be revived, so while zombies could go on rampages and kill every survivor in the game with essentially no way for the survivors to defend, survivors couldn't even get revives going without some level of advanced coordination. Aichon 08:43, 24 September 2010 (BST)
Ah! But then we could introduce NPCs to do those things for us! And to sort out the flavour issues of having no zombies or survivors at any given time, we could reset it in a fantasy theme. That would also get rid of the need for revives; everyone would be a living human! We wouldn't have buildings or barricades, we'd just have a big map with a couple of towns and loads of creatures! So yeah, basically Runescape.--Yonnua Koponen Talk ! Contribs 08:46, 24 September 2010 (BST)
Sounds more like scroll wars with the monsters and everyone being human, well assuming it remains with the similar system to right now. (played that game once, it was ok...)--Gat 23:13, 24 September 2010 (BST)

Eh, it was just an idea I thought it would be fun. I wish Urban Dead was like runescape though, that would be interesting.--TheWritingWriter 20:34, 24 September 2010 (BST)

I wish Runescape was like urban dead.--Yonnua Koponen Talk ! Contribs 20:51, 24 September 2010 (BST)
I wish Urban Dead was like Pokemon. =P --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:35, 26 September 2010 (BST)

Stockpiles

Timestamp: Tabbitha Duo 12:20, 23 September 2010 (BST)
Type: building add-on
Scope: all, mainly aimed at siege warfare
Description: Right, this was inspired by economics.. so uhm... I sorta have to go into the theory behind it a bit, I promise not to bore you too much. Currently, in UD, if a survivor wants something, they must provide it themselves, they physically, must go to the TRP and search for that object, then go back, this is somewhat of a.... waste of AP, in terms of how effecient it could be really. So instead of trying to be a subsistence economy, where survivors work purely for themselves (heals cades and gennies excluded) what about having a 'stock pile' item, maybe call it a storage locker, and make it show up in factories, malls and auto-repair locations with a percentage chance equivelent (roughly anyway) to the generator search percentage at this location.

And here's how it works:

Upon using a storage locker in a location without one the message will be displayed: 'you clunk down the locker to help keep supplies fresh and off of the floor' and on a tangent you can have errors for dark and ruined buildings: 'you can't find anywhere stable to put the locker down' (ruined) 'in spite of trying to put it down, no one can actually see supplies in the locker' (dark)

Then, when set up, it essentially acts like a public inventory. It costs 1AP to deposit one item, and one AP to withdraw (and anyone can withdraw, it's a public service)

Now, before you go off saying that doesn't make sense, imagine if you had a hospital under seige. So, you have a group ready with ammo to repel any break throughs, but off course, after every break through, they have to go back to the PD, spending AP, search, spending AP and then return, spending AP that they may well need to just do their job and fight. So you set up a supply locker instead, and can get someone without a real job as it stands (ie, lower level players)to go fetch the ammo, saving AP for the actual matter at hand.

It even works in the same location, say a hospital, if you have one surgeon taking FAK's out of the locker while another two helpers just hunt down the FAK's the surgeon has spent less AP.

So basicly, it's a suggestion aimed at making it so survivors working together, are more effecient.

The final part I would put is that if anyone takes out an item you put in (IE something useful and needed) you gain a single XP, this is to positively enforce placing useful goods inside rather than trash that wastes space (without say, forcing people who REALLY want to have a newspaper collection locker, to give up their bizzare dreams)

Thank you, first suggestion so I hope I filled in the form okay.

Discussion (Stockpiles)

Is there anything that stops a jerk taking all the supplies? Is there anything that will stop multi abuse (I create two level 1 characters and supply them with my level 40+ character)? User:Whitehouse 13:53, 23 September 2010 (BST)

While this might be the sort of thing that would happen in a real-life zombie apocalypse, having stockpiles in this game would lead to multi-abuse, as Whitehouse has already pointed out. You could specify that only members of your group could store/take items form a particular pile, but even then that could still be abused as the zerger could add his little pets to the group (see User:Rosslessness/Hmm). If there was a way this could be prevented, this may be worth looking into. ~~ Chief Seagull ~~ talk 14:25, 23 September 2010 (BST)

Can I burn the stockpile and kill everyone in the room from asphyxiation? --Aeon17x 14:34, 23 September 2010 (BST)

Try playing Shintolin. It has stockpiles. They are broken. It's not so much of an issue with zergers, as much as it is an issue with them promoting raiders and bandits. Shintolin doesn't punish bandits for what they do, so they absolutely flourish in the game, since they can roam from village to village, raiding and pillaging as they go along. I'd expect the same to happen here. Aichon 17:34, 23 September 2010 (BST)

Good Idea, however it has to much potential for abuse.--TheWritingWriter 20:22, 23 September 2010 (BST)

This idea is getting a lot better feedback then went I suggested it! (it got turned down by about 5 people in the first couple hours) --Gat 04:38, 24 September 2010 (BST)

Right... to stop abuse, part of that is the 1AP cost, which means that aggressive survivors still have to pay some cost to pick items up (while it doesn't prevent multi, to be honest, if I have to argue how a suggestion in UD can't be abused by multi, I'm gonna loose XD). As for locking it... hmm, I dunno, only if you could have multiple (say 3) supply lockers in an area, and make it so they disappear if empty and uninteracted with for a certain period. Yes, PKers could destroy stock piles as well, but as for burning htem... naaah :P --Tabbitha Duo 15:45, 24 September 2010 (BST) (and apologies Kakashi, I wasn't aware it had being suggested)

I like the idea in theory but as stated above, it has potential for abuse. I can't really think of a way around that. The 1AP cost wouldn't be too much of a deterrent, I'm afraid. If you develop a way around potential abuse, I think it would be a decent suggestion. --~Vsig.png 16:58, 24 September 2010 (BST)

Oh uhm... pass word the locker? Or... sigh... UD's groups aren't exclusive (in game terms) to use them to lock stuff away really. But, in the same way gennies are a public service to keep going, so would lockers be, these aren't lockers for just you, it's for everone involved in that building. In other words, I have no idea of a method that would eliminate abuse without simultaneously prevent them being used for what they should be. Which I suppose would (in the case of implementation) be just something you'd have to deal with, you needn't put down things in a stockpile unless you feel the need and if your co-ordinating with group members there's nothing to stop you from either both being on at the same time to essentially 'trade' items or to designate an out of the way building as an emergency supply and politely graffiti the consequences of people stealing from your stock pile (you could, as unfluffy as it would be, make it so the stockpiles setter can always see who used it). On the note of zergers providing for their mini zergers, I'll say (and stress) that zerging is a pretty big factor in UD, and it's difficult for me to really well... fix my suggestion against that flaw. One way I suppose you could do it is count the players locker as that player for IP detection and anti-zerg measure purposes. --Tabbitha Duo 20:28, 24 September 2010 (BST)

Alright, on a brighter note... It's a community chest basically, like featured in some nwn servers. It would be filled with complete junk players wanted to get rid of, and would have the occasional valuable item... Could be interesting, and those types of things have been useful in the past games I've played. --Gat 23:17, 24 September 2010 (BST)

Couldnt you put some sort of limit on it? Like the locker can only be acessed X amount of times from the same IP address?--TheWritingWriter 23:58, 24 September 2010 (BST)

The IP address is a good idea, but uhm... it'd have to be at least 50 times a day so a guy with just 1 char could use it however much he wanted. As a point to junk being there, that's one of the reasons it gives XP when someone removes your items to encourage more useful items while still not preventing people having odd collections of things (because to me an integral part of UD is how much random the community inspires when presented with the mechanics)--Tabbitha Duo 10:34, 25 September 2010 (BST)

Too abusable - This game would need anti-zerging countermeasures of Nexus War's calibre before anything like this can be implemented. (Hint, hint, Kevan. Talk to Jorm!) ᚱᛁᚹᛖᚾ 07:32, 28 September 2010 (BST)

i could be talking something no sense but i heard that if a zed with a "zerg flag" try to destroy a barrier it becomes a lot harder to him do it...so if there is an zerg flag something like that it could make impossible to use the stockpile-omada {17:35 ,29 september 2012 (est)}

Yeah, but most zergs use proxies, so they're unaffected.--Yonnua Koponen Talk ! Contribs 22:39, 29 September 2010 (BST)

Like below, trying out several ideas at once

Timestamp: Strength is just an accident arising from the weakness of others 03:43, 23 September 2010 (BST)
Type: Several
Scope: Wide-ish
Description: Just a few tweaks/new skill ideas I'm throwing out in case one or two is worth looking at:
  1. Feeding drag in reverse - maybe a new skill, lets zombies pull weak zombies (<13HP) inside uncaded buildings, maybe only into ruins. Aids squatting.
  2. Holiday addition - during the Christmas period, turned on and off at the same time as snow/decorations/trees etc, add the letter J to death rattle and remove it when the season's over. Why? Jangar barrz.
  3. Addition to gesturing - allow gesture to function like newspapers, giving the option to "gesture beckoningly" at someone, or maybe worded better, allowing them alone to see it, like papers.
  4. Zombie 'graffiti' - allow zombies with a new skill, under memories, to replace graffiti with gore and filth, giving the message Someone has smeared gore and filth across here instead of the graffiti text. Cost would be 2AP a time to balance out lack of item.
  5. A skill under construction allowing barricading of ruins for either double cost (2AP per attempt) or half the success rate, mostly for culting but also for aiding reclamation of ghost towns.

Discussion (Like below, trying out several ideas at once)

Squatting Drag - Yes. You! Stoopid! Get on point!
Holi-J - Meh.
Gesture Under Table - Double meh. Use your claws.
Zombiti - No. Zombies don't need the ability to spam lies. Plus it would make life culting far overpowered.
Ruin cading - Are you insane? Ruins are underpowered enough as it is, don't make them half-pointless. --VVV RPMBG 04:27, 23 September 2010 (BST)

Easy pinatas is the point. Pehaps giving zombies the ability to lay pipes would serve the same purpose better. Strength is just an accident arising from the weakness of others 04:38, 23 September 2010 (BST)

Reversed Feeding drag could be useful, maybe if a zombie has recently killed a survivor, they could "tag" certain buildings with bloody hand prints, but nothing serious. Not big on the others. --Gat 04:33, 23 September 2010 (BST)

Bullet pointed lists like this are why Santa cries (yes, Santa) when you make multiple suggestions at once.

  • Drag - No. Zombies that want to be outside, rather than squatting in buildings, should be allowed to stay outside to hear groans, not get pulled inside where they can't.
  • Holi-J - Only if it mentions that their tongues are frozen. Otherwise no.
  • Gesturing - No.
  • Graffiti - In addition to graffiti, yes. In place of, no. It needs to be cleanable as well by survivors.
  • Construction - No.

My opinions are irrefutable. Aichon 04:47, 23 September 2010 (BST)

Well yeah, the implication was that zombie smearing would be paintable over just like other graffiti is. Strength is just an accident arising from the weakness of others 05:15, 23 September 2010 (BST)

You know how you can use a UV light to see whether there have been... bodily fluids in an area, whereas normal humans won't see a thing?
What if zombies have that same kind of vision, such that when they graffiti or whatever you call the zombie equivalent only the fellow undead can see it? --Aeon17x 05:26, 23 September 2010 (BST)

Putting on my devious hat. Say I'm in borehamwood, I could suicide repair a 500ap repair, get a friendly zombie to drag me outside, ruin the place, then drag me back inside. Passing zombies would just see a ruin as I idle safely out. The graffiti thing is an age old dupe, probably katthew. --RosslessnessWant a Location Image? 14:07, 23 September 2010 (BST)

I think the drag's only for pulling zombies inside. And, as Aich, that only hurts zombies who are outside to hear groans. Holiday J would be a cute addition, no harm there. Nothing wrong with beckoning either, though I don't know what it'd be used for. Ruining graffiti, very yes. I'm so tired of any zombie genre game having every square surface covered with stupid things. Cading ruins a definite no on account of them being uncadable for a reason. RinKou 01:08, 24 September 2010 (BST)

RE (2): -!z -Zhingarh Bah!!z-, gramma-bangar! ᚱᛁᚹᛖᚾ 07:36, 28 September 2010 (BST)


Duped stuff

Timestamp: Gat 02:36, 22 September 2010 (BST)
Type: Skills
Scope: Zombie
Description: *Small Concentrations of zombies have been found with increased speed, strength, and lust for blood. They roam the streets with renewed hunger, adapting in unimaginable ways... (some of these are ridiculous, just so you know ahead fo time!)


Bellowing Rattle

Survivors swear they can understand the screeching of zombies at night, claiming they seem to be speaking out to the horde...

Found under bellow, if a zombie locates a large group of survivors, they can let out a bellowing rattle for 10 AP. This skill lets a zombie let out a death rattle that can be heard by any zombie/survivor outdoors and/or in a building without a door for up to three blocks away, and counts as a regular bellow


Strong Lungs (Or strong throat)

The zombies biological structure has been altered slightly over time, the large bellowing, and groaning sounds it produced have increased the amount of air it can suck ino its deteriorating lungs, and a tougher throat allowing it to make loud noises easier.

Found under Bellow after reaching level 10, if a zombie uses the bellow skill, they have a reduced cost to only 5.


Likes it Rough (name is more or less a joke)

The undead have become even more relentless in their attempt to find easy food. Showing almost a parental mentality, the older zombies have been found dragging survivors out of their safe houses with even more strength, slamming them into objects and clawing up their skin as they drag them...

Requires feeding drag/tangling grasp(?) If the zombie has grabbed hold of the survivor, and all requirements have been met for "likes it Rough", then when using feeding drag, there is a chance of harming the survivor in the process, granting the equivalent EXP as if they had hit them. 25% chance of harming the survivor for 3 HP in a lit building 50% chance of harming a survivor for 3 HP in an unlit building 50% chance of harming a survivor for 4 HP in a ransacked/ruined building

This last one seemed realistic since we drag humans into the streets all the time for baby zombies, then it would make sense for the zombie to attempt to pulverise them while they are exiting. Even if the zombie wasn't attempting to do that, flavor text points to the survivors trying to get out of their grasp.

These three ideas I'm sure are dupes, but seemed like good suggestions when I thought on them. In fact, there's rarely an idea which hasn't been duped before XD

Discussion (Duped stuff)

No on Bellowing Rattle. Feeding groans are only good because they never lie, unlike the otherwise overpowered radios (disinformation is a surprisingly effective tactic). If one could bellow Zaan, nah marh harmanz haarh. (Soon, no more survivors here.), even when they're the first to breach a building with 100+ survivors, they could trick the less than immediate listeners into not following the next few bellows from there. A key difference between zombies and survivors is that zombies needn't worry about trust, they just help each other kill. Don't let them lie to 4.4% of their zetheren all at once.

Yes on Strong Lungs. Perhaps make it still cheaper, as in 1AP. Easy to counter, just sleep in groups of 24 or less. Also encourages coordinated cultists to work together as a team to allow one of them to bellow; Teamwork is fun.

Yes on Likes it Rough. However, make it just as effective in lit, unlit, and dark buildings. Perhaps even have it do 5 damage in ruins, there's a lot of rusty nails and broken glass in those. But absolutely make it non-fatal, like falling from a ruin. No sense buying a skill that might unintentionally kill your friend's meal. --VVV RPMBG 02:51, 23 September 2010 (BST)

Not terrible. Basically, I'd have two skills. Banshee Wail (Bellow Costs Reduced to 5) and Forced Removal, successfully feeding dragging a survivor causes them to lose 3hp, 5hp if the building is ruined. --RosslessnessWant a Location Image? 09:23, 23 September 2010 (BST)


Clean Clothes

Timestamp: V darkstar 14:47, 21 September 2010 (BST)
Type: Clothing
Scope: Humans
Description: Kinda lame but... I think I need to clean of my blood stained and torn paper crown so for a few AP you can clean you cloths and sow them up?

Discussion (Clean Clothes)

You can change your clothes by clicking the Settings button. Different types of clothes are available depending on sort of building you are in (as long as it isn't ransacked or ruined). See our page on Clothes for more. Cheers, ~~ Chief Seagull ~~ talk 15:23, 21 September 2010 (BST)

Its also a kind of dupe. Launderettes were also suggested. --RosslessnessWant a Location Image? 15:32, 21 September 2010 (BST)
Some clothes (like the party hat) were available for a limited time so I can see the usefulness, but if it's a dupe its a dupe. --~Vsig.png 15:41, 21 September 2010 (BST)

Don't like it - needing to completely replace clothes gives value to some buildings that otherwise would have none, such as Mansions and Stadiums. If you want new football shoes or diamond necklaces, then repairing them is the only solution - which gives an incentive to leave your mall in the green suburb and to do something, which is good in my books. -- Spiderzed 17:21, 21 September 2010 (BST)

Suggested a million times, and while clothes are cool, I personally think having ripped up bloody clothes is more flavorful, and realistic, then having neat, tidy clothes. (washing them would be pointless compared to using that water to drink for another day, think of it that way.) --Gat 02:39, 22 September 2010 (BST)

You can also clean bloodstains with fuel. The More You Know!™ ᚱᛁᚹᛖᚾ 07:39, 28 September 2010 (BST)


DNA Extractor Reveals Approximate HP

Timestamp: -- LEMON #1 12:29, 21 September 2010 (BST)
Type: Balance
Scope: Survivors
Description: As a newbie trying to ration AP whilst outside to getting any possible last hit on random zombies, or just finding out what HP is on that last zombie on your last few AP in a siege, there are many situations where I'd like to know what HP a zombie has without having to use a bullet/shell or swing with an axe.

I'd like a more definite way to find out the HP of a zombie at the top of a pile, and I think DNA Extractors are somehow the answer.

It doesn't have to be a definite answer, it could be flavour text which just approximates the zombie's health in the 0-20, 20-40, 40-60 region.

All of this concept and flavour text (fucking hell I hate you flavour nazis) are all up for discussion. Thoughts?

Discussion (DNA Extractor Reveals Approximate HP)

In every case, it should require Diagnosis additionally. Would seem odd if you can estimate zombie HPs while you have no clue if a normal human being is hurt. -- Spiderzed 12:57, 21 September 2010 (BST)

I disagree with the flavour. The Flavour must be Cinammon. --Yonnua Koponen Talk ! Contribs 14:53, 21 September 2010 (BST)

Just hit them once with an axe. Same ap, the only time I would extract to find hp if it was a new zombie I'd never encountered . --RosslessnessWant a Location Image? 15:33, 21 September 2010 (BST)

well not exactly the same AP due to hit percentage, but yeah. Also agree that Diagnosis would need to be required. Not a bad suggestion, though. --~Vsig.png 15:38, 21 September 2010 (BST)

I dislike this. It's bad for flavour reasons (I'm not even particularly keen on attacks telling you a zombie's HP), and I feel it'd be a minor (not huge, but noticeable) downer for zombies. Strength is just an accident arising from the weakness of others 16:13, 21 September 2010 (BST)

That's not a bad idea. Survivors without diagnosis can't see zombie heath when attacking. Perhaps indicators when they reach 25 or 12 health, such as You shoot at the zombie for 4 damage. Coagulated blood begins to flow from their wounds. and You shoot at the zombie for 4 damage. Their many wounds reveal shattered bone and tattered muscle. You could still find the exact health values, you'd just have to work a little for it. --VVV RPMBG 02:32, 23 September 2010 (BST)

The only value in something like this would be to let you see the HP values of zombies that aren't at the top of the stack, but that would be overpowered. It makes no flavor sense (yes, I'm a flavor nazi) that you could find out the HP of the zombie at the top of the stack without finding out the values of those beneath it. In the end, just use an axe. Aichon 22:24, 21 September 2010 (BST)

I have no problems with this, not a big fan, but if it went into suggestions I've vote keep for it... As long as the DNA scan had the high failure chance when it comes to rotters! --Gat 02:55, 22 September 2010 (BST)

i kinda like it.. it's kosher flavored.----sexualharrisonStarofdavid2.png ¯\(Boobs.gif)/¯ 03:27, 22 September 2010 (BST)

Overpowered. Just knife 'em. --VVV RPMBG 02:32, 23 September 2010 (BST)

/thread. ᚱᛁᚹᛖᚾ 07:40, 28 September 2010 (BST)

Sorry, I forgot about posting this :S But thanks to all for the feedback, UUU had some good points, a knife is pretty good I guess. I might leave this here for a bit to see if anyone else has any opinions on changes and stuff, then maybe just throw her away if I don't consider putting it to voting etc. -- LEMON #1 11:39, 23 September 2010 (BST)


Halve all hit points

Timestamp: Spiderzed 12:45, 19 September 2010 (BST)
Type: Value change
Scope: Everyone
Description: Let's go crazy and halve all hitpoints. These would be the concrete effects:
  • Starting humans and zombies have 25HP.
  • Bodybuilding/Flesh Rot just grants +5HP rather than +10HP, giving a total of 30HP.
    • Revived humans have 12/15HP (depending on if they have Bodybuilding or not.)
    • drag-eligibility still gets triggered at 12HP, putting freshly revived humans without FAKs at great risk (and giving bodybuilding actually some tangible benefit, as even infected bodybuilders aren't draggable right off the bat)
  • damage from weapons and infection remains unaltered
  • damage from failed Freerunning into ruins is halved to 2HP, rather than 5HP (17-20% of total possible health for stumbling over rubble would be a bit extreme, wouldn't it?)
  • healing still heals 5/10/15HP depending on circumstances and skills, and digestion still grants 4HP per bite
  • XP for healing and attacking remain the same

Why go that crazy? Because of these beneficial effects:

Zombies

  • Lone ferals get a far better chance to break in and still have the AP to drag/kill someone, making even lone ferals dangerous.
  • Cheap revive costs become far less of an issue in balance, as they are closer to kill costs, without the need to raise the AP costs for reviving to a ridiculous amount
    • At the same time, combat revives remain a viable tactic, as they work reliably for exactly 10AP and just use up a single 2% item (unlike melee weapons, which probably use more than the 10AP, and unlike guns, which clog up more than 2% of encumbrance).
  • Eating corpses becomes a viable tactic, as the AP costs to do so are close to that of receiving a headshot and rising again with full HP

PKers

  • PKers would need far less HP to kill, allowing further away bolt-holes and epic striketeam mass homicide
  • PKers could actually make some impact, as the kill costs are so close to revive costs
  • OTOH, the halved HP would put also PKers at greater risk, as even dark places aren't a darn safe protection from every lone wolf without a genny and fuel. A bodybuilding PKer with a flak jack could be killed with a pistol for 20AP on average (((30HP / 4 damage)/65% hit probability)/50% darkness penalty).
    • Carrying genny+fuel for PKer hunting would still be a sensible option, as it allows a.) to "bank" AP in advance that later make it easier to hunt PKers and b.) it allows to collect multiple bounties in dark places swarming with PKers
    • This would also give bounty-hunting/retribution kills some sense, as the costs for doing so aren't so much ridicoulously higher than the costs to revive the PKers (although it would still remain somewhat less AP-efficient than ignoring PKers and putting the APs rather into reviving the victims)

Survivors

  • Survivors get a far better chance to break a cade block, as they can kill and dump multiple zeds per individual AP cycle. A survivor loaded with pistols could repel a rotter for 10AP on average, allowing him to kill and dump 4 zeds at once and still cade a bit if he is fully rested. (((30HP / 4 damage)/65% hit probability = 10AP, +1AP for dumping = 11AP per pop)
  • Survivors can fill up their inventory mostly with FAKs, syringes, a toolbox and maybe also a genny and/or fuel, and still put enough guns into their spare encumbrance for them to actually have an effect. A single revolver and a spare clip for a total of 6% would be sufficient to repel a single fully healthy rotter

Flavour

  • 3-4 shotgun blasts or 5-8 revolver bullets would be all what it takes to send someone to the boot hill, rather than the ridiculous amount of abuse that folks can take right now before they die

The beneficial effects would probably be slightly more in favour of zombies than survivors (as the imperative of zombies is to attack whenever possible, while survivors usually only fight when things have gone wrong), but it would offer something for both, and it would especially nerf the dreaded cade blocking without removing it entirely.

I'm aware that it's crazy and extreme, but I see a lot of merit in this. Discuss.

Discussion (Halve all hit points)

I figured the reason why everyone's so tough to kill in this game is because we're all descendants of Keith. So having everyone literally miss half of their life is more than a bit... unsettling. --Aeon17x 13:43, 19 September 2010 (BST)

MAKE IT SO Strength is just an accident arising from the weakness of others 18:39, 19 September 2010 (BST)

It's an interesting idea. I could see the benefits of it but also see how it would be much less beneficial to survivors. Ultimately I think it would drive away players, especially those that play strictly as survivors. Therefore I would likely kill vote it if it comes up in the suggestion portal. --~Vsig.png 18:53, 19 September 2010 (BST)

It's not like a survivor has to put up with a lot of death, unless he seeks it out. The last three times a survivor of mine died was when I purposefully slept in red zones and in Blackmore NT. Remember also that this suggestion does nothing to cades - they remain the roadblock that they are right now, and probably even more so, as it becomes possible to break a cade block. It just makes things more exciting when the cades actually break (which is rare enough). -- Spiderzed 19:33, 19 September 2010 (BST)

The main issue I see here is Dealt in lead syndrome. Once somebody dies, they'll die again so quickly that the game loses loads of its playability. Griefing becomes ridiculously overpowered, not to mention zerging. Ultimately, it's steps to speeding up the game, the same thing as doubling AP would do. Too much could happen while somebody was offline for this to be a completely logical decision.--Yonnua Koponen Talk ! Contribs 19:04, 19 September 2010 (BST)

That's what you should carry FAKs for (and they aren't really hard to find, unlike healing items in DiL). Even my PKers carry at all times at least 1 FAK, and more likely 2 or 3 of them. If you are really more concerned about being killed than anything else, then sleep in the dark. -- Spiderzed 19:33, 19 September 2010 (BST)
Damages newbs. Newbs are the future. --RosslessnessWant a Location Image? 19:54, 19 September 2010 (BST)
Ross is right, especially when you consider that flaks would now be twice as effective, and lots of newbs don't have them.--Yonnua Koponen Talk ! Contribs 21:02, 19 September 2010 (BST)
I can see Ross' point about survivor newbs. They'd probably need something to partially offset the hardships of this suggestion, such as free Lurching Gait by the rage mechanic, or bonus healing items (FAKs, beers, wines) at the start. That would be a different suggestion, though. (And linking this suggestion with an unrelated suggestion would most likely greatly diminish the chance to get this through the suggestion system. I'm open to be convinced to the contrary, though.)
OTOH, babah zambahz would greatly profit from this. The early ZKing becomes far more profitable, as the 10XP kill bonus is more often handed out. (This also goes for newb survivors who gain their first levels by killing zombies in the streets.)
Don't see the point about flaks, though. Most honorable PKers don't target newbs at all, and even if they target newbs, PKers are the least sorrow of newbs compared to zombies. -- Spiderzed 21:31, 19 September 2010 (BST)

I don't like it, I think it will reduce fun. - User:Whitehouse 21:06, 19 September 2010 (BST)

Coming from a survivor/PKer/zombie background, I have to say that I like it. Granted, it'll hurt survivors that end up in the crosshairs/claws of their enemies, but it'll help smart survivors, since it'll let them clear buildings more quickly, and it shouldn't hurt them much, since barricades are still there. That it buffs PKing is a nice fringe benefit. Aichon 21:36, 19 September 2010 (BST)

I'm a new zombie. Every time I die it takes me 10 to 15ap to stand up. Halving my HP is not a good thing. --RosslessnessWant a Location Image? 21:42, 19 September 2010 (BST)
To paraphrase the Prophet, zombies don't have 50AP. They have 44AP. Learn to accept it and embrace it. Though, in your case, it's a bit less. :P Besides, this won't increase the rate that you're killed very much at all for the simple reason that they can't kill you twice. When I first started out, I woke up dead as often as not (come to think of it, not much has changed...), but until I stand up again, they can't kill me again, which means that you'd still be starting off each day with 35-40AP, just as you are now. Aichon 21:50, 19 September 2010 (BST)
Except now instead of knocking down a single newbie zombie per venture outside, I'll be knocking down two. - User:Whitehouse 22:04, 19 September 2010 (BST)
It's not the number of times you die, but the chance of waking up dead I'm worrying about. Looking at this its things like, a level one private being able to kill me on his own, or a dedicated survivor able to deliver a one shot kill --RosslessnessWant a Location Image? 22:07, 19 September 2010 (BST)
This is really my only real concern with the suggestion. I could most certainly go for lowering the health of survivors and zombies across the board, but the possibility of a one-shot kill due to a fuel+flare gun combo seems too much. Raise the health to a level where a rezzed survivor doesn't have that issue and then I would vote for this. --Maverick Talk - OBR Praise Knowledge! 404 08:56, 21 September 2010 (BST)
*blinks* Uh, rezzed survivors already have that issue. Potentially. A freshly rezzed survivor in fuel-soaked clothes who wears no flak jack can be one-shot killed by a flare. Not that this is bloody likely, or effective compared to other weapons. Still, a slight increase (such as reducing max HP to 30/40 rather than 25/30) would probably help this suggestion to go down better. -- Spiderzed 16:04, 25 September 2010 (BST)

It encourages people to travel in large groups instead of the 1-5 survivors all huddled in a building barricading/the lone zombies trying to tough it out. Also encourages people to be a little smarter in their actions... I like it for the most part, even though there are a few ways this could be bad. (such as has Ross has mentioned, new players. --Gat 04:44, 20 September 2010 (BST)

Yeah, right. Seems like newbs are the big roadblock that this suggestion has to deal with. Ideas on goodies that could be linked with this suggestion and are still minor enough to not kill it? Personally, I'd be inclined to give new zombies Digestion for free, and to give new survivors 1 bonus FAK and 1 wine/beer for free. Importing the Rage mechanic could also work to help both kinds of newbs (and would be easy-peasy, as the code already exists and would just need to be applied to Malton). -- Spiderzed 08:52, 20 September 2010 (BST)

Becomes way to easy to max out your characters. Firemen and Corpses basically become gods with this implementation. I'll admit it would be fun for awhile, but whats the point of making max characters so easily? also, it would be easy to grief people like this, just stand in revive points like cemeteries and kill everything, which because of the half life, becomes much easier.--TheWritingWriter 23:50, 20 September 2010 (BST)

At best, it means 20XP per day more, as the 10XP kill bonus is handed out more often. There are still 50AP, and base XP for attacking remain the same. In the case of newbs it are probably even far less then those 20XP, as they don't have the hit% to kill effectively. -- Spiderzed 08:01, 21 September 2010 (BST)

I like the idea in theory, in practice, not so much. Everybody's listed a bunch of good reasons, so I'll add another voice to those, but the thing that gets me most is "The limit of 50AP per 25 hours is to keep the game balanced and to stop too much from happening overnight; if we doubled the recharge rate, it'd mean people getting in a hundred APs' worth of actions while other players were offline, which is enough to cross the city or deal an easily fatal amount of combat damage."

Ignoring the bits about movement and barricades, there's still the point that while ferals and small groups would gain a lot of benefits, large-scale engagements won't be happening again. At least not as we know them. They'd end way too quickly. RinKou 05:30, 21 September 2010 (BST)

Large-scale engagements? What large-scale engagements? There haven't been any since cade blocking has been introduced. The last two things to happen that were close to large-scale engagements were No Escape and Blackmore 404, and they were more save-or-die affairs that turned into hopeless slaughterfests as soon as the beachhead stood. Less HP for everyone might even counter that, as it becomes thinkable to put a serious dent into a beachhead (alone, or in a small ad-hoc strike team in case of groups using IRC), so that cading becomes possible again. -- Spiderzed 08:01, 21 September 2010 (BST)

In a new city? Yes please. In Malton? Noooooooooooo. Call me conservative -- LEMON #1 12:20, 21 September 2010 (BST)

The suggestions specifically says that UD is intended to have a slow pace, health is a big part of this, I'd kill this suggestion, sorry mate. --Tabbitha Duo 13:49, 23 September 2010 (BST)


Airstrike

Timestamp: Red Eyes-Dezonus-Red Eyes (talk) 01:41, 19 September 2010 (BST)
Type: Skill, extension of radio Operation
Scope: Survivors, level 25 or above (20 if military) (Subject to change) can buy the "Call in Airstrike" skill at a cost of 500XP
Description: Airstrike, called in by radio on a specific frequency (probably only available at Forts). When the player with the Call in Airstrike skill broadcasts "Requesting Airstrike [xx,yy]" on the correct frequency, it will instantly return the message "Airstrike Request, Location [xx,yy]: Location name, Please confirm.", to which the player can confirm for 20AP, or cancel for 0AP. The frequency will then broadcast "Airstrike [xx,yy] ETA 24hrs", and will periodically rebroadcast the time remaining. Any player with the Call in Airstrike skill can abort the airstrike up to 1 minute before impact, even if they didnt call it in. They would broadcast "Abort Airstrike [xx,yy]" on the same frequency (But does not need to be the same location.

Only one Airstrike can be called in at a time for the whole of Malton, and once a successful Airstike takes place, another cannot be called in for another week ("Requesting Airstrike [xx,yy]" "Airstrike unavailable for another (time remaining))

Airstrikes will deal 40 damage to everybody, regardless of whether Zombie or Survivor on the block of impact. And building will be ruined with "Explosion damage", and take a lot more AP to repair. Surounding blocks will randomly take damage up to a 5 block radius.

Airstrikes cannot be called in if any part of a fort is within that 5 block radius.

Examples: "Requesting Airstrike [19,27]" "Airstrike Request, Location [19,27]: Caiger Mall (North West Corner), Please confirm." Confirm Airstrike (20AP) "Airstrike [19,27] ETA 24hrs"
"Payload delivered [19,27] at 04:21, 17 September 2010 (BST)"
"Requesting Airstrike [83,92]" "Airstrike request declined, too close to Fort Perryn"'

If the bomber flies over you:
You see a External Military Bomber plane heading [direction] (for military and or people with the skill
You see a plane heading [direction] (for non military, or those who dont have the skill)
You see a big pretty flying thingy (for Zombies)

Discussion (Airstrike)

Please note: I suggested this earlier, with some who sort of liked the idea, but thought it needed development, so now it's here Red Eyes-Dezonus-Red Eyes (talk) 01:42, 19 September 2010 (BST)

No one said it needs development because it really is an overpowered suggestion. Heck, if you take it to voting again, I will not be surprised if one of the Ops use their SysOp spaminated power. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:56, 19 September 2010 (BST)
Aye, you're getting to attached to your suggestion. The suggestion is hopeless; Distance yourself from it, and your reputation will remain largely intact. Remember, your goal here should be to increase the quality of suggestions that Kevan reads, not to have him read your own. --VVV RPMBG 02:42, 19 September 2010 (BST)

The fuck is this shit. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:32, 19 September 2010 (BST)

Instead of making the long post I made in suggestions up for voting, I'll keep it simple, and sumarize it in one word... NO! --Gat 02:36, 19 September 2010 (BST)

Ugh, No --TheWritingWriter 04:14, 19 September 2010 (BST)

No auto-hit. Ever. --Maverick Talk - OBR Praise Knowledge! 404 08:59, 21 September 2010 (BST)

Sorry, just no, doesn't work, isn't interesting, is open to greiving, is over powered. Would be more interesting to me maybe if the military randomly called in strikes with a warning going out to anyone in the radius, but as a player controlled method, just no. —The preceding unsigned comment was added by Tabbitha Duo (talkcontribs) 16:26, 24 September 2010 (BST).

I think the military hasn't just nuked/bombed Malton cause their afraid it will make the zombies stronger. :P --Gat 23:20, 24 September 2010 (BST)

Suggestions up for voting

Darts

Moved to Suggestion talk:20101003 Darts --~~ Chief Seagull ~~ talk 08:37, 3 October 2010 (BST)

Moaning Zombies

Moved to Suggestion talk:20101002 Zombie Moan SIM Core Map.png Swiers 06:25, 2 October 2010 (BST)