Talk:Suggestions/19th-Sept-2006

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Restless Dead

Timestamp: MrAushvitz 22:49, 18 September 2006 (BST)
Type: New Zombie Skill.
Scope: Zombie "limited regeneration"/"outdoors" skill.
Description: My edit for today is gone (did an edit from yesterday's suggestion, still counts towards today's limit), so this is my 1 suggestion for today.

Restless Dead: Appears on Zombie skills tree just under "Lurching Gait", adds no benefits to your human character.

Your zombie has a very limited form of regeneration while outdoors. It works better at cemetaries and wasteland squares. You gain 1 additional XP for every 15 squares you walk outdoors.

  • 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 headshot/burn victims.
  • "AP Overage" is AP you would have gained after your character has "maxed out" or recovered all of their AP to the maximum amount. So the "AP Overage" is instead applied to another effect, in this case with this zombie skill, healing.
  • While at "rest" in a cementary or wasteland you recover 1 Life per 2 "AP overage" (Recovering 1 Life each hour, until you reach your maximum Life. So you can heal up to 24 Life a day at these locations.)
  • At any other outdoors location you recover 1 Life per 4 "AP overage" (As above, but in this case it's 1 Life per 2 hours instead of 1 Life per hour, until you reach maximum Life. So you can heal up to 12 Life at day at any other outdoors location. Good for standing outside resource buildings, after you logged out after attacking barricades.)
  • Your zombie also gains experience whenever you walk "long distances" outdoors... usually "patrolling" the streets of Malton looking for survivors to eat &/or infect. This is a "hidden count clock" on your character which goes from 0 to 15, gaining 1 each time you move to another outdoor square. Every time it reaches 15, you are awarded 1 XP and it resets to 0.
  • The XP "award" is for zombies "doing what they do" but also a reward for keeping survivors "on their toes" by covering ground. Realistically, even under ideal conditions you could only gain 3 XP a day doing this, but every bit helps.

Game Effect: Not much really, it's no ankle grab or combat buff. But this skill is good for a zombie you want to "stay put" or "move around" a lot! You can get XP for patrolling your suburb of Malton, even if you don't happen across survivors too often. And if you like to just stand you zombie up and leave them there for a few days they may still be standing when you check on them again (if someone hurt, but didn't finish killing them!) Your zombie also gets to "annoy" survivors in another way, they aren't an "easy target" for bonus XP from kills, unless they're skilled enough to kill you outright.

Keep Votes

  1. Author Keep Compared to standing up (heal 50-60 Life with the AP cost to stand up), and bite with digestion, this is a very weak heal for zombies. However depending on the conditions in your part of Malton, and how you like to play your zombies this could also be very useful! Good for players who also maybe only get to play every other day... Or if you have multiple characters on your account, and you check on your zombies last or every other day. -- MrAushvitz 22:49, 18 September 2006 (BST)
  2. Keep To me it makes a strange kind of seanse. --CrimsonD 22:57, 18 September 2006 (BST)

Kill Votes

  1. Kill - Sounds otherwise ok, but, as Rheingold said, XP for moving is just plain idiotic. --Nob666 23:33, 18 September 2006 (BST)

Spam/Dupe Votes

  1. Spam XP for moving? Where do you come up with this stuff? The fact that it's small doesn't change the fact that it's wrong. I'm more ambivalent about "Regain 1 HP every half hour while AP are maxed out" idea. Separate that out and I might vote Keep unless someone else points out to me how that's broken. Rheingold 22:59, 18 September 2006 (BST)
    • Re It's 1 per hour at cemetaries and wastelands, 1 every 2 hours all other outdoor locations. Xp for moving long distances for example if you're part of a zombie horde that moves around a lot terrorizing various parts of Malton, buying this is good. -- MrAushvitz 23:49, 18 September 2006 (BST)
  2. Spam - xp for walking? This is your second suggestion today. Remember the rules?--Gage 23:51, 18 September 2006 (BST)
    • Re No, it isn't read the top. The 1st one was an edit, which was removed. This is a new suggestion what you saw earlier was an edit, which I used for today. (Still removed last day's one in accorance to the rules.) -- MrAushvitz 22:49, 18 September 2006 (BST)
      • Re - you are only allowed to make one unique suggestion a day. You made two.--Gage 23:58, 18 September 2006 (BST)
  3. Spam - I'm getting fed up voting spam on 90% of your suggestions - can't you take a day off or something? The XP for walking is just wrong. Can my survivor get XP for searching? No. Because that would be stupidly overpowered. As for the magic healing in cemeterys (or just anywhere) - it's just that - magic - which this game doesn't have, unless my survivor can cast fireballs out of his arse when he's asleep as an auto-defence against PKers. No? Is this just a cynical attempt to try to get your zombies to auto-heal while you're not spending IP on them. Bah. --Funt Solo 02:06, 19 September 2006 (BST)
  4. Spam - Whats next? XP for sneezing? For farting?--Mr yawn 06:33, 19 September 2006 (BST)
  5. Spam -You guys forgot to mention that this nerfs Digestion.--Pesatyel 01:49, 20 September 2006 (BST)