User:MrAushvitz/Mein Shiezer Works

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The Sheizer Works
  • This is the Sheizer Works, where the post-voting suggestions page are put for reworking.

This is a page for MrAushvitz

Use like

(Suggestion template - the votes)
What people liked: Use=1 (User/users), Where you find it=4, and How much it costs=2

What people didnt like: Chance to perform action=3, Strength of action performed.=5
General viewing: Not good as is, the percentages need to be changed a bit. Lower the strength of the action performed

And you could use this as a skeleton for the next version. That way, you have a solid knowledge of what they want. I believe that this will make MrA practically a suggestion god. --Gold Blade 01:34, 10 September 2006 (BST)

Funky. Well they do need input, I mean noone knows everything a lot of times people point out flaws (especially how a zombie spy would exploit it) and it's easy to miss such things.. so it's all good! Well done! --MrAushvitz 01:46, 10 September 2006 (BST)

Project #1 ~ Sassie's "Intensive Care" skill, and "Nurse" starting character class

The skinny: Sassie had made a suggestion a while ago, and she noticed that I and others before me had also made offers of a nurse as a starting character class. So she wanted to "brainstorm" and see what could be done to make it a workable suggestion which she could resubmit later (My touch is tainted, obviously and if she posted it it would get a fair shake!) So here's where we'll work on the ongoing Nurse starting character class, and the "Intensive Care" skill.

Um, call me a pessimist, but i think my suggestion is going to die a hideous and unneccessary death, but maybe you could save it? I hereby authorise you to do whatever it takes to keep it from oblivion, including removing it for alterations etc. You might need to send it back to me for re-posting, though, on the grounds that if you post it, your spamination-obsessed fan-club will drown it in a sack with some kittens they couldn't be bothered torturing.

Kind regards, Sassie 07:16, 24 August 2006 (BST)

  • Timestamp: Sassie 08:58, 23 August 2006 (BST) 08:58, 23 August 2006 (BST)

Type: Skill Scope: Scientists,Medics, all Survivors Description: Intensive Care would allow healers to apply intensive, one-on-one nursing care to a single wounded character for hours on end, using all their learning to nurse the survivor, at a cost of 1AP per 1HP gained, without the use of a first aid kit. The skill would be after "Surgery" at the end of the Healing branch of the skilltree. I'm envisioning the healer's all-night vigil over the wounded survivor, mopping their feverish brow, murmuring words of encouragement, making them chicken soup in an old tac-helmet over a hastily scraped-together fire... This skill would reflect a Healer's learning and knowledge, and allow for the fact that while field-dressings and FAK's are not always available or hard to find, a healer's knowledge alone is always of some benefit! Okay, little help please? There seems to be a fair bit of interest, some of it conditional on changes and fine tuning, what do i do here? Take it away and revise, revise right here? I'm not sure of the proper procedure. Sassie 06:45, 24 August 2006 (BST)

Okay, taking a look at this... well 1st things (1st) you're definately on the right lines with it. What I suggest is that intensive care go under Diagnosis I know that may seem strange in a way, but diagnosis allows you to see who is hurt and for how much, so for this skill to be used you'd need it anyways. Then it won't take as much of the skills tree to be filled out in order to buy this skill. (2nd) Believe it or not, it might be helpful if it costed 2 AP to use this skill and it healed 3 Life and you gained 2 XP. In that manner it's getting a 50% boost to how much it heals, and it gives you 2 XP for your efforts. (3rd) This may seem irrelevant but if you put with this skill that the healing only works on other living survivors, you can't use it on yourself, or a zombie that might get a keep vote out of 1 or 2 people because there's a couple folks out there who don't think FAK's should be useable on zombies (and some people do that, blast a zombie a few times with the shotgun, heal him for extra XP, then shoot him to death, wierd.) Other than that your skill makes a lot of sense, and it's not a building related skill like surgery, which is a very good selling point! MrAushvitz 17:26, 24 August 2006 (BST)

I actually put a little something about this on Sassie's user page. Have a look if you like. I gave it a different flavour there, but that can be changed simply by altering the description. The Mad Axeman 12:14, 13 September 2006 (BST)

Project #2 ~ "Mini-Diagnosis" to "fix" the medical classes

The skinny: Everybody bitches and moans about the fact that the doctor and medic should have started with diagnosis, but instead were given 1st aid. They are quite correct about it "not working"... it's kind of hard to heal anyone when you have no idea who is hurt and who isn't. Technically the consumer "mall rat" is a better "healer" because they can get more XP for the same amount of Life healed.. it's cheezy but it's true! The consumer even has amuch better chance to find FAK's all the time (if they make it into a mall alive.) So what can be done to correct this?

Mini-Diagnosis

  • To make the "medical" skills in this game "better" starting skills for the purpouse that they were intended. I propose that the first aid skill gain a "Mini-Diagnosis" skill of sorts. I also wish to add an "infection detection" to the diagnosis skill. This is to help doctors and medics be a better starting character class, more able to harvest XP!

Basic First Aid is in a manner of speaking assessing the person's injuries 1st before you act.. examples include: knowing all 3 degrees of burns, how bad is that person bleeding, can I move that person, are bones broken, etc.

  • First Aid ~ survivors with 25 HP or lower are shown as "wounded" (same as the zombie skill "scent fear" but less effective.
  • Surgery ~ Survivors with 13 or fewer HP will be shown as "dying" (same as the second half of "scent fear" but it takes 2 science skills to see it all, diagnosis is still better.
  • Diagnosis ~ Survivors who are infected will be shown with a red "I" next to their name. This will encourage other survivors who are sufficiently trained to recognize such things to deal with the zombie infection.

More XP gains for medical assistance Fak's already grant 5 XP for 1 healing. So there is no "reason" to be able to heal more than 5 Life a pop.. but with this suggestion, there will be a benefit to your character for being "better" at healing Life Totals.

  • FAK use that resulted in curing infection in another survivor, or a zombie +1 XP. (You don't get this XP if you cure yourself!)
  • FAK use with the "First Aid" skill +2 more XP.
  • FAK use with the "Surgery" skill in a powered hospital +5 more XP.

Simple enough it makes the "non-combat" doctor characters more defined, but also doesn't "slow" their XP progress... keeping in mind a NT character can gain XP scanning zombies, and combat characters can just go beat on them for XP.. these XP gains are definately needed. But especially the ability to see who is hurt to some degree! MrAushvitz 22:32, 6 September 2006 (BST)

I don't really like the extra XP thing, at least the numbers seem overpowered. The basic suggestion, however, I like. --Paradox244 W! TJ! 22:36, 6 September 2006 (BST)

Project #3 ~ "Restless Dead" new Zombie Skill

Your zombie has a very limited form of regeneration, not really growth of new tissue, so much as old dead tissue eventually re-attaches itself, to itself. Sometimes at all the "wrong angles" pretty disgusting to see the results at times. Especially on zombies that have taken hundreds of headshots that are barely recognizable as humanoid!

  • Subskill of "Lurching Gait", adds no bonus to your human character.
  • While at "rest" in a cementary or wasteland you recover 1 Life per AP "overage" (AP that is "missed" after you hit your AP maximum...)
  • At any other location: you recover 1 Life per 2 AP "overage"
  • (It's a zombie "healing" skill, when your zombie maxes out their AP... you start to recover life.. it is far more productive to use your zombie every chance you get, but at times you zombie may still be standing when you log on if you haven't checked on them in a couple days.) Account wise, this is a good skill to have if your zombis are you "extra" characters, you log on, make them stand up, and walk for a bit.. then log off.. etc.
  • Your zombie also gains experience whenever you walk "long distances" outdoors... every time your zombie walks 10 outdoor squares of Malton in a row you gain 1 XP. (This is a very meager bonus, but it is a reward for crossing distances and zombies "patrolling" the outdoors. Which is very indicitive of zombie behavior!)

This skill basically does 2 things, lets you heal when your AP is maxed out and allows you to get XP for doing partols. Pretty minor actually, but in all seriousness this is a decent "newbie" zombie skill, and for zombies "on the move." MrAushvitz 23:05, 17 September 2006 (BST)

I personally like it quite a bit, granted HP isn't that imoportant once you get ankle grab, but this certainly couldn't hurt. And the XP bonus is nice, it would help younger zombies if only a little. You might get a few kills saying it's worthless once you get ankle grab and a few spams for the Xp for walking part, but I like it. --Paradox244 W! TJ! 23:33, 17 September 2006 (BST)
Yeah, I'd dump the xp bonus... for one thing it feels almost like a seperate suggestion. I think that zombies do need more ways to gain experience, but I don't think that this is it. The regeneration bit is fine. The Mad Axeman 11:26, 18 September 2006 (BST)

Security Consoles

Timestamp: Canuhearmenow Hunt! 21:21, 21 September 2006 (BST)
Type: New Item.
Scope: Making forts more defensible.
Description: This would add "Security Doors" To forts, now this isn't the final version so I'll just say the basics. When a Fort is powered it activates its Security Doors, which don't respond to MoL and attacks (Survivors can get in do to a bio-scanner) before you say grief listen to this, there is a new target to attack when the Doors are locked, called The Security Console, it has the HP of a light Barricade, upon breaking it you get this message "You smash the console, a flicker of electricity bursts forth, the Doors unlock" Then it behaves like a normal door. The console stays broken until someone fixes it, they must have Construction, it costs 5 AP to fix. Won't be too big of a problem, since there is only 2 Forts and must be VS+2, and also makes them more lucrative targets.

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