Suggestions/24th-Apr-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
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VOTING ENDS: 8th-May-2006

Pile Up, Revised Again

Timestamp: 00:11, 24 April 2006 (BST)
Type: Improvement
Scope: Large groups
Description: Here is my latest update to prevent something like a Human simply escaping a siege on a building by leaving the building or having a horde of Zombies all pack into one area and disburse as if they were organized in a circle so they all had an easy way out. I suggested that the number of Zombies and/or Humans in any given area should affect how easily one can enter or exit that space, and through some voter suggestions I have made the following changes.

1-149 Zombies and/or Humans in a space has no affect.

150- 499 Zombies and/or Humans in a space causes anyone, Zombie or Human, to use double the AP required for them to move into or out of that space. The only exemptions is for Humans with the Free Running skill, who have no penalty attached yet.

500+ Zombies and/or Humans in a space requires that either Humans and/or Zombies in that space to be killed down to 499 in order to leave it with the double AP penalty. To enter that space, one will lose triple the AP required to walk, so that is 3 AP for Humans and Zombies with Lurching Gait, 6 AP for all other Zombies, and now 2 AP for Humans with the Free Running skill. Should there be 700+ Zombies and/or Humans in a space, that space can not be entered at all till there are no more than 699 Zombies and/or Humans left standing in that space. This will include Humans with Free Running.

All actions within the space in question have no penalty, just entering and exiting. Furthermore, dead Zombies do not count until they stand up, which has no penalty until they attempt to leave the space.

Votes

  1. Keep - Not one of my suggestions! Thought it over carefully. This would make buildings which are heavily mobbed hard to jump in and out of for humans (mainly.) But if all those zombies were willing to spend the extra AP to be there for the party, well too bad for those survivors! This is a zombie mob tactic to make life harder for those in malls (and maybe armouries!) So it will cost you more AP to jump in and out of your mall to do things in your neighbourhood, that's fair! I think what he meant is noone can enter the building until the number(s) of zombies outside goes down to 699 or less. Author, please clarify for voters. --MrAushvitz 01:21, 24 April 2006 (BST)
  2. Kill - Only for the reason that groups of 700 people would be invincible. Also I don't like penalising players for moving. - Jedaz 01:26, 24 April 2006 (BST)
  3. Keep - This is actually pretty good. A two-AP penalty both ways is hardly crippling, Jedaz, and this might alleviate some of the boredom of the feared "CAIGAR-STYLE SIEGE" by forcing the harmanz to organize themselves a little better. Plus it might, y'know, make the damn place takeable. Kill - I still like the idea, but it occurs to me that this DOES, in fact, make Caigar invulnerable: a sizeable enough "harman horde" could force the zombies to a stalemate by simply clogging up the entrance with bodies. Ironic, no? While the harmanz probably couldn't produce 700+ people per mall corner, I still have to Kill this while it keeps zambahs from huge meat stores. --Undeadinator 01:36, 24 April 2006 (BST)
  4. Keep - Much happier with this. I prefer playing my survivor, so it sucks to get caught in a Mall siege, but this would actually introduce some consequences. Love it. -Wyndal (talk)-(W!)-(SGP) 03:27, 24 April 2006 (BST)
  5. Keep Actual difficulties in dealing with zombie mobs? Winner. --Cerebrus13 03:28, 24 April 2006 (BST)
  6. Kill So let me get this straight. Caiger mall is now invincible? I can't say it wasn't the next logical step, but lets at least pretend we give a crap about zombies. --Zaruthustra-Mod 03:59, 24 April 2006 (BST)
  7. Kill - I've never liked the extra AP to do anything when there are more people ideas. Velkrin 04:58, 24 April 2006 (BST)
  8. Kill Movement is pretty balanced at 1AP. The danger of a large horde of enemies is that one of them might be active and attack you. --Jon Pyre 05:14, 24 April 2006 (BST)
  9. Kill - I actually like begginning of this suggestion, but I don't want zombies loose double or even tripple AP for moving, they already use double AP (w/o skill) (And I'm not a zombie!). If you will remove that, and allow walk through 700+, I will vote keep --EnForcer32 06:25, 24 April 2006 (BST)
  10. Kill - I don't mind a crowded areas becoming more difficult to move through but the ceiling of 699 (or any number) would allow blocks to be nullified buy zerg implants. --Spraycan Willy MalTel 08:13, 24 April 2006 (BST)
  11. Kill - 700 survivors in an armory means zombies can't get in. People can't get out, but zombies can't get in. I wouldn't like to play that way, but I'm sure it would happen. I like the idea behind your suggestion, but it's quite broken in its current state, and completely undermines your actual focus.--Wifey 08:46, 24 April 2006 (BST)
  12. Kill - Basic idea is sound, but needs changes as described by other voters. --Mookiemookie 12:15, 24 April 2006 (BST)
  13. Kill - Why is this needed? With 500+ zombies they would brake down the barricades in no time and kill mostly everybody before the could react. And if the people inside can't get out, how are the going to get the number of zombies from 700+ to 699? --Swmono talk - W! 07:32, 24 April 2006 (EST)
    Re - Caiger Mall. Last seige, they lasted weeks with a 1000+ zed mob outside a single corner, and at least 300 more spread along the other corners.--Wifey 04:18, 25 April 2006 (BST)
  14. Kill -Now this would be fun for caiger III a thousand zombies on the outside, vs a thousand survivors on the inside. both sides would be unable to get to each other. But anyway, AP is not a measure of difficulty or a measure of time, it is simply a construct meant to balance the game for everybody. and other that it is unrealistic movement cost is very balanced, multiple AP cost for movement is almost never a good idea balance wise (that includes the whole shambling gait thing.)--Vista W! 12:40, 24 April 2006 (BST)
  15. Kill -- First off this wouldn't prevent people from moving, it would just cost more. and it only effects the one square, so you can move diagonaly across that square, you would need 4000 zeds spread evenly around a block to force someone to have to spend the 3 ap. Plus who would even want this its retarted and you could never get enough of one team together in the same place to make it work and 3 ap is hardly effective. Even if it worked id vote kill --Kirk Howell 13:08, 24 April 2006 (BST)
  16. Kill -- lets take the most usefull skill in the game and make it even more uber powerfull, o wait maybe not--xbehave 14:26, 24 April 2006 (BST)
  17. Kill Let me get this straight... With 700+ people, nobody can get in, nobody can get out, so everyone's stuck there until someone gets cabin fever and resorts to PK/ZKing, thus getting everyone to turn on them and obliterate them? No thanks... --Volke 15:58, 24 April 2006 (BST)
  18. Kill - I would rather see a chance-of-failure assessed on moving into such crowded spaces. Say, 50% chance to get into that crowd of 300. The overall AP cost would be the same, but it'd be more interesting (and exciting, if you're on the run at the time). --John Ember 16:25, 24 April 2006 (BST)
  19. Kill Reasons above x 2 Timid Dan 16:47, 24 April 2006 (BST)
  20. Kill Mobility is vitalThatsnomoon 17:54, 24 April 2006 (BST)
  21. Kill - For all the reasons stated above and more..--Steel Hammer 00:17, 25 April 2006 (BST)
  22. Kill - So Caiger is the end-all-be-all of UD now? I like the idea but the numbers are just toooooo high (while the previous was just too low). If you have THAT many zombies in a square, odds are a LOT of them are online and will already take out people trying to get in/out anyway (20 zombies attacking the same guy at the same time kinda make it difficult to...not die).--Pesatyel 04:56, 25 April 2006 (BST)
  23. Kill -If only because I don't want to see newbies give up on the game because they keep getting stuck and killed because they got caught in a seige. I don't mind entering costing extra/being impossible, but exiting should always be 1 AP, giving players the option of "tagging out" on a seige without spending an impressive chunk of their AP.--Xavier06 19:20, 25 April 2006 (BST)
  24. Spam - Dear. Sweet. God. Not again. How many times people? Only Skills and Items Should Confer Gameplay Benefits. I repeat ONLY SKILLS AND ITEMS SHOULD CONFER GAMEPLAY BENEFITS! And one more time, just in case you're a little slow: "Only", that means "just these things"; "Skills and items" these are two very important things in UD, go read about them; "Should confer gameplay benefits" that means effecting the way the game is played. Stop resumbitting a bad idea that can never be balanced and has no hope of working. DavidMalfisto 21:02, 25 April 2006 (BST)
  25. Kill - One word: Zerging.--Craer 00:25, 20 May 2006 (BST)

zombie hunter diagnosis

Timestamp: 16:13, 24 April 2006 (BST)
Type: zombie hunter Skill
Scope: zombie hunters
Description: This is a version of diagnosis but you see the current HP of zombies. It would be a zombie hunter skill and head shot would be a prerequisite. The in-game explaination would be that sence you have been hunting zombies so long, you can tell the difference between what was the normal decomposing of a zombie and what was damage. I don't know what to call this skill or how much XP it would cost, so I am open to ideas.

Votes

  1. keep Author vote--Legom7 16:13, 24 April 2006 (BST)
  2. Spam Violates Zombie anonymity. Its also a dupe, but i cant be bothered to go looking for it. --Grim s-Mod 16:20, 24 April 2006 (BST)
  3. Kill - Since there's no visible list of zombies in the area, I don't see how this could work. And if you're proposing that such a list be built in, then I'm definitely killing it. --John Ember 16:21, 24 April 2006 (BST)
  4. Spam What Grim said. Random non-sequitor. Timid Dan 16:45, 24 April 2006 (BST)
  5. Dupe - [[1]] One's an item, one's a skill. Same end result though. Same bad idea too. --Mookiemookie 17:00, 24 April 2006 (BST)
    • Re - I searched though the peer rejected using key words, I'll look though it better the next time I make a suggestion. BTW this is my first suggestion and I have not been playing long.--Legom7 17:19, 24 April 2006 (BST)
      • Re - No problem dude. But one thing to remember is that zombies take their anonymity very seriously. One of the major perks of playing a zombie, in fact. Good luck with suggestions in the future. --Mookiemookie 17:47, 24 April 2006 (BST)
  6. Dupe - there have been other suggestions that made the same point, I don't know wether they got duped or not with wand of defiance. they propably were as all suffer from the fact that it would Violates zombie anonymity, probably the most important piece of flavor in game. (and also resonable important in game effects)--Vista W! 18:32, 24 April 2006 (BST)
  7. Dupe - See MookieMookie's link. Also, don't worry about the spam votes. We don't hate you, it's just we are touchy about zombie anonymity. --McArrowni 19:13, 24 April 2006 (BST)
  8. Kill- Perhaps if you can only see the HP value of the first zombie in the stack? I don't know. rework it a little bit. remove stricke-out after signing your vote--Vista W! 19:42, 24 April 2006 (BST)
  9. Dupe - What other people said. --Swmono talk - W! - SGP 03:24, 24 April 2006 (EST)
  10. Dupe - Yep. Velkrin 20:15, 24 April 2006 (BST)
  11. Dupe - what they said --Bermudez 22:11, 24 April 2006 (BST)
  12. kill - too much info, even zombies cant see your HP, not really a dupe tho tbh--xbehave 18:01, 25 April 2006 (BST)
  13. Kill -Maybe it would work better to have the skill adjust the zombie stack so the wounded ones are always on top. But then again, I'm not sure ZHers need the help.--Xavier06 19:25, 25 April 2006 (BST)
  14. Kill - How would you determine this? Would you see the HP of the top zed? Would you see the HP of every one of the 178 zeds outside the mall? While yes, it is useful, and not THAT overbalanced, it just seems like it's not properly fleshed out. Like it would need another skill that breaks the zed anonymity.--Craer 00:22, 20 May 2006 (BST)

Deadman's Switch

Timestamp: 16:14, 24 April 2006 (BST)
Type: GPS Unit feature
Scope: Dying survivors
Description: Summary: Revive points are a user-invented strategem and are easily undone by determined brain rotters. I'm proposing a way for players to signal to their comrades when they need a revive, if both parties have GPS units and have each other as contacts.

Mechanics: A player with the Civilian skill Deadman's Switch is able to "arm" his GPS unit as a caution against future emergencies. The player need only click on the GPS unit once, for the cost of 1 AP. The player sees the message:

Your GPS unit's deadman's switch has been activated. Mutual contacts will be notified of your demise.

Then, when you're killed (by humans or zombies), the GPS unit fires off a signal to everyone on your contact list. Only contacts who have GPS units themselves and also have you as a contact will receive this signal. They do not, however, need to have the Deadman's Switch skill themselves.

Those who receive the signal see this message:

You receive a distress signal from PlayerName, indicating a location 3 blocks to the west and 4 blocks to the north.

That person now needs only to proceed to the location and look for a zombie which he recognizes. Since the dead man is on his contact list, he'll be able to pick him out and stick him with a syringe. The revived player will need to arm his GPS unit again if he wants it to signal next time. (I didn't want to make this too automatic, so there is a 1 AP cost every time you want this to work.)

Should anyone get tired of receiving these distress signals from their more hapless comrades, they need only remove such people from their contact lists.

Net result: Instead of waiting in an impersonal revive queue, you'll now be waiting for one of your known associates to come and give you a hand. This seems more in keeping with the spirit of Urban Dead than revive points. While it means you're less likely to get stuck by a "career reviver," it also means you're less likely to be held up by a mischievous brain rotter.

Votes

  1. Keep - Author vote. I've never liked revive points, but I understand that human players want a way to improve their odds of getting revived. I think this would be a good alternative way of providing arranged revives. --John Ember 16:14, 24 April 2006 (BST)
  2. Keep - Perfect for those pure-RP people who don't like metagaming. --Cyberbob240CDF - Arb - W! 16:17, 24 April 2006 (BST)
  3. Kill - they are a player created stratigem so it is perfectly legit to blow them. If you have to meny rotters make a new revive point. No in game solutions to an out of game problem. You are suppose to be zombies when you die and not go activly searching for a revive. --ramby T--W! - SGP 16:18, 24 April 2006 (BST)
    • Re - Well, I agree. I'm not trying to help revive points along. I'm trying to address the problem in-game rather than through an invented mechanic. I like rotting up revive points as much as the next zed! --John Ember 16:23, 24 April 2006 (BST)
  4. Kill - Just no. This would work to destabilise the situation we have, and would serve as an unblockable revive train for which there is no counter. With revive points humans can shoot the rotters, with this, zombies cant do a thing to stop the reviving. --Grim s-Mod 16:35, 24 April 2006 (BST)
    • Re - I don't think this would make revives any more or less common. Sure, you can't block a personal revive, but there are far fewer people to provide them (only mutual contacts). It's just an alternative to revive points that seems more in keeping with the game. --John Ember 16:43, 24 April 2006 (BST)
  5. Kill First, I don't like GPS units broadcasting. Second, I don't like deadman's switch-type automatic actions. Third, I think that the current system works just fine for revives. Timid Dan 16:47, 24 April 2006 (BST)
  6. kill Becouse it makes no sence for a GPS to signal to an other GPS that you died.--Legom7 17:27, 24 April 2006 (BST)
  7. Kill On the fence about this. Maybe if it was a new item that could be found in NT buildings or forts? Vital sign indicators are a standard piece of special forces equipment, if the movies are to be believed. Remember "The Rock"?--Mookiemookie 17:49, 24 April 2006 (BST)
  8. Keep - GPS doesn't do much in this game since the advent of the map, and this would be an actual use for that button next to it.Thatsnomoon 17:53, 24 April 2006 (BST)
  9. Keep - I like it because it's smart. And your human "side" is trying to make sure he/she doesn't stay a zombie for long, that's very cool (sort of the bruce banner/hulk thing going on.) Hey, maybe you need a GPS, and a cellphone and you find deadman switches at the local Railway station. When you don't set a specific # or whatever at a certain time interval, your cell automatically dials all your contacts that you specify, and calls them to come revive you. Very cool. --MrAushvitz 18:23, 24 April 2006 (BST)
  10. Keep - I totally LOVE this idea. It's great, encourages teamwork, and if players want to go solo they dont have to use it. It's almsot perfect. Just a quick question: Is the GPS destroyed upon death or does the player keep it?--Starsaver 18:52, 24 April 2006 (BST)
    • Re - The player still has the GPS unit, but has to re-activate it at the cost of 1 AP. --John Ember 18:58, 24 April 2006 (BST)
  11. Kill - See above. Velkrin 20:16, 24 April 2006 (BST)
  12. Kill - It's a GPS, not a cell phone. A cell phone would make more sense, though. --Swmono talk - W! - SGP 03:23, 24 April 2006 (EST)
    • Re - Technically it'd have to be a cell phone with a GPS module, or a GPS device with a phone module. Rather than invent a new device, I just picked the device that seemed most in need of a new use. --John Ember 20:58, 24 April 2006 (BST)
  13. Kill - How exactly does a GPS know that you've died? --CPQD 00:00, 25 April 2006 (BST)
  14. Keep - I like this idea since the nerf on revives this will allow players who don't want to be/remain zombies signal their friends that they need help and fast. --Steel Hammer 00:11, 25 April 2006 (BST)
  15. Keep -- Great idea. as for questinos on how the gps 'knows' you have died, some people dont seemto undertand what a deadmans switch is, how this would seemingly work is once activated the user would be required to hit a triger( or code in some situations) into a device every set amount of time(say 108 minutes ), if the triger isnt hit the device assumes the user is inable to do so, and will either shut off or dowhatever the switch was designed for. On a lawnmower for example a handel must be held closed, in the event you get electricuted or injoured, your hand would release the triger thus shutting it off. Those are some examples, its a switch that once activated, will throwitself if the user can not. THus the name Deadman's Switch. --Kirk Howell 01:19, 25 April 2006 (BST)
  16. Keep -- This is awesome. Tokakeke 03:06, 25 April 2006 (BST)
  17. Kill - Make it require that the survivor have a cellphone, and that the phone mast in both the sender and the receiver's suburbs have to be on, and you'll have me. If the sender's phone mast is off, no messages are sent; if a receiver's phone mast is off, they simply don't get the message. And apparently zombies can read tagging, so one would assume they could read text messages, as well, providing justification. -Wyndal (talk)-(W!)-(SGP) 03:15, 25 April 2006 (BST)
  18. Keep - I have some issues with the realism, but it is not so unrealistic as to merit a "Kill" simply from that. It doesn't rock balance very much, either.--Wifey 04:16, 25 April 2006 (BST)
  19. Kill - I like the idea, I just think it should cost more AP. And, as far as "realism" is concerned, Realism. There are already quite a few things that are unrealistic in the game.--Pesatyel 05:05, 25 April 2006 (BST)
  20. Keep - Horay, yeah alright. It would be usless for me as i have no friends online. But i can see the merit of the idea. and it looks as it could work. I also liked the phone towers affecting it as Wyndal suggested. Nazreg 17:02, 25 April 2006 (BST)
  21. Keep -No problem here, since it essentially allows an in-game option for what you would've done in metagame anyway. I'd probably made it so it cannibalized (used up) a cell phone in the setting-the-switch action, but its a minor quibble. --Xavier06 19:36, 25 April 2006 (BST)
  22. Keep -Looks good to me. --LCpl Mendoza 04:25, 7 May 2006 (BST)
  23. Kill - The requirement for a Cellphone+GPS+Working Towers would be better; otherwise, a great ingame solution to getting a revive -- Mettaur 11:09, 7 May 2006 (BST)
  24. Kill - Change it so there needs to be a mobile mast powered to be useable and i'll vote keep. RWXSM 15:57, 7 May 2006 (BST)

Lab Expertise

Timestamp: 19:43, 24 April 2006 (BST)
Type: NT Labwork
Scope: Can save AP if you manufacture at least 2 syringes!
Description: Lab Expertise

Appears under science skills tree just under NecroNet Access, does not apply any benefits to your zombie character. As an additional prerequisite your character must also have minimum level 10+, and diagnosis in order to purchase this skill. (To represent your advanced biochemistry degrees, master's in chemistry, biomechanics, etc.)

Whenever your character is in a powered NT Building, or a powered hospital you are able to utilize extisting lab equipment to mass produce 2 Revive syringes at a time for 5 AP less than the total cost of producing 2 syringes seperately.

When at either of the 2 buildings permitted (if they are powered), there is a button that says "Manufacture 2 Revives", this allows another option for revive production if that is the main thing your character focuses on doing all day.

Additionally, even if this puts you into - AP it is permitted, but only if it would not put you below -5 AP. Otherwise the player gets a message they didn't have sufficent AP to perform this action. ("Burning the midnight oil.")

Votes

  1. Keep - Author Vote. As sickened as I am to help NT in any way, mass production of revives could make life a lot easier for such players. If you work hard for a week or two manufacturing them, you might be able to definately change a significant portion of the zombie population in your area. And it wouldn't suck so much when you lose a revive needle to a rotter. --MrAushvitz 19:43, 24 April 2006 (BST)
  2. Kill Dont mess with the revive rate. Its good as is, this would just turn it heavily against zombies... again... --Grim s-Mod 20:06, 24 April 2006 (BST)
  3. Kill There's already ONE skill to produce syringes, there's no reason for a second one. Timid Dan 20:09, 24 April 2006 (BST)
  4. Kill - There is really no need for this, not only is it broken but we dont need another way to produce Syringes. --Starsaver 20:11, 24 April 2006 (BST)
  5. Kill - First off, early reports indicate that the find rate for syringes have improved, so if you want more, try searching. Second, if survivors want to drop to negative AP, let them. Third, I don't like the hospital producing syringes. It would dramatically increase the difficulty of a major siege, due to the need to take out both NT buildings and hospitals. Velkrin 20:14, 24 April 2006 (BST)
    • Re - It's good that they increased the finding of needles, but let's be honest if your chatacter has a LOT of equipment in their inventory, they aren't going to be searching for needles anymore they'll just manufacture them. (be honest a higher level NT reviver will probably use most of their inventory for weaponry as well. For killing rotters if they find them.) That is the intention of this skill, once you're at that "level" you can mass produce the chemicals if you need to. I can see it. --MrAushvitz 21:31, 24 April 2006 (BST)
  6. Kill - What Grim s said. It's overpowered. --Swmono talk - W! - SGP 03:26, 24 April 2006 (EST)
  7. Kill - What they said. --Mookiemookie 21:22, 24 April 2006 (BST)
  8. Kill - Why do you hate game balance so?--Bermudez 22:17, 24 April 2006 (BST)
  9. Kill - ^ --CPQD 00:01, 25 April 2006 (BST)
  10. Kill - I can find two syringes in less AP than it takes to manufacture two under even these guidelines.--Steel Hammer 00:13, 25 April 2006 (BST)
  11. Kill - Stick it to the man!--Wifey 04:14, 25 April 2006 (BST)
  12. Kill - No reason why hospitals should be able to generate revive syringes, In a powered NT building can find 3 syringes with the equivalent AP cost anyway. -- Mettaur 11:13, 7 May 2006 (BST)
  13. Kill - What Grim s said. RWXSM 16:00, 7 May 2006 (BST)

Infectious Bite Upgrade

Timestamp: 19:26, 24 April 2006 (BST)
Type: Balance Change
Scope: Infectious Bite
Description: Currently, Infection is little more than an annoyance to survivors. Any survivor can say "Ohh ive been infected, well I will just use this First-Aid Kit and ill be good as new."

I propose making Infection something for survivors to be afraid of. This would require implementing a few skills to keep from being too overpowered.

Skill: New Strain-Appears under Infectious Bite on the Zombie skill tree.

      A survivor who is infected by a Zombie with this skill cannot be cured by the use of a First Aid Kit. 
      Survivors can however be cured through the use of the Surgery Skill.

Skill: Isolate Infection-Appears under Lab Experience on the Science skill tree.

      A survivor with this skill can cure New Strain of Infection while in a powered Necrotech Building by using a   
      First Aid Kit.

Skill: Rest-Appears on the Civilian skill tree as a new skill.

      Gives Survivor a new button called "Rest" each time the player presses the button he gains one HP at the cost of 1 AP.
      A Survivor cannot be harmed through Infection while using "Rest".

I believe that these skills would add a little fear when a Survivor is Infected while keeping options open for those Infected.

Votes

  1. Kill - You've got too many suggestions interleaved here. I was with you through the first skill, raised my eyebrow at the second and then rushed to Kill after reading the third. HP regen is neither realistic nor needed. At least knock that bit off if you want this suggestion to succeed. I'm fine with a beefed-up infection, but the Surgery skill should be sufficient to cure it. I don't see the point of adding the NT skill too. --John Ember 19:30, 24 April 2006 (BST)
    • Re - I suppose that I see your point, the only reason the NT and Rest skills are there are to provide other options for Infected players. --Starsaver 20:08, 24 April 2006 (BST)
  2. Kill - I don't see the need for an entire mall to migrate to a hospital or NT building if they've been broken into. BuncyTheFrog Talk GBP 19:41, 24 April 2006 (BST)
  3. Kill - I've also made infections along these lines, but most players didn't want to be "griefed" by a higher infection. Think it over, and consider a way of doing it that isn't so grand but very "do-able". I'm thinking of making a 2nd grade infection that makes survivors randomly vomit convulsively (screws up attacks 3% of the time, until cured.) but that's me. --MrAushvitz 20:04, 24 April 2006 (BST)
    • Re - Well I suppose thats part of the problem, there really isnt a way to make Infection dangerous and not be Deadly at the same time. --Starsaver 20:08, 24 April 2006 (BST)
    • Re - I know, hate to admit it but the same logic they used on me. It can be done, but I'd say go for something less than the 1 damage they're already taking, keep in mind it stacks with what is already killing them. I suggested once that it makes you take 1 HP if you try to use free running or errect barricades (exhertion), what if it made you just take 1 more HP of damage for errecting barricades. That would be useful to zombies (sorry guys, I have to run to the hospital, I'm sorry guys.. uhhh.) --MrAushvitz 02:13, 25 April 2006 (BST)
  4. Spam - Too many half-finished suggestions jammed together as one entry. Timid Dan 20:10, 24 April 2006 (BST)
  5. Kill - Author Vote. I can see the problems with this one, ill go back to the drawing board and think up something more balanced. --Starsaver 20:51, 24 April 2006 (BST)
  6. Spam - But infection is a problem. When my zombie busts into a building, groans, the nbites everyone in there once, the whole place goes down easy. Very easy.--Wifey 04:13, 25 April 2006 (BST)
  7. Kill - i like the 1st 2 ideas, however rest bad would make FAK pointless!--xbehave 18:32, 25 April 2006 (BST)
  8. Kill - It's too hard to actually find a hospital with power in the game, this would really upset the balance. -- Mettaur 11:17, 7 May 2006 (BST)

Death Groan

This suggestion has been Spaminated with 8 spams out of 10 votes --CPQD 00:05, 25 April 2006 (BST)