Talk:Suggestions/21st-Sept-2006

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Militia

Timestamp: Funt Solo 20:06, 20 September 2006 (BST)
Type: New Skill
Scope: Humans.
Description: Survivors have realised that they face not only the zombie threat, but lawless gangs intent on murder, mindless destruction and chaos. Experienced survivors group together to set up armed militias: policing the barricades, organising the defences against zombie incursions and restraining the criminal element, with the Malton equivalent of "checking your guns at the door".


Prerequisites: Level 10
Effect: If 20% of the humans in a heavily barricaded (or above) building have this skill, and there are no zombies either inside or outside, then all human-to-human damage is halved.
Zombie Effect: None.
Gameplay: Allows organised survivors to minimise the damage dealt by zombie spies and PKers. Of course, those same people would be able to get the same protection from bounty hunters.
Role-Play: The idea is that the militia try to act as a police force, confiscating weapons from anyone coming through the 'cades, and distributing them again in the case of a zombie attack. Of course, some weapons still get smuggled through, thus the half damage.
Justification: Players are punished for attacking their own kind (human or zombie) by halving the XP gain. However, when the skill tree is complete, there is no punishment, and PKing and griefing become viable gameplay options amongst the human population with no negative side-effect for the perpetrators. This suggestion attempts to address that. (Edit --Funt Solo 21:54, 20 September 2006 (BST).)

Keep Votes
Clearly I'd vote Keep. Feedback on the idea greatly appreciated... --Funt Solo 20:16, 20 September 2006 (BST)

  1. Keep I like it. Would this be the same for generators and radios? --Grigori 21:02, 20 September 2006 (BST)
I'd be inclined to leave it just as human-to-human damage reduction for now - but if enough people thought that gennie/radio damage should be halved under the same circumstances, fair enough. --Funt Solo 21:48, 20 September 2006 (BST)
So what, when I attack does this mean instead of having a 20% chance of destroying it I only have 16%? Remember genny/radio only withstand one hit regarless of how much damage is done. Youronlyfriend 04:44, 24 September 2006 (BST)

Comments, please:

Not too bad an idea. I don't think it should matter if zombies are present or not.--Pesatyel 02:15, 21 September 2006 (BST)

I like the general idea, but one question. If a Pker purchase this skill, do they count towards that 20%, effectively nerfing their own attacks? The Mad Axeman 10:59, 21 September 2006 (BST)

Mad Axeman - you may have just found the key flaw in this suggestion. When I thought of it, I assumed that die-hard PKers simply wouldn't take this skill (in the same way as die-hard zombies DO take Brain Rot). If a PKer did take this skill then, yes, they'd be nerfing their own attacks (which doesn't fit with the roleplay very well). --Funt Solo 12:40, 21 September 2006 (BST)

Okay: A modified version is now up for voting. Cheers for the feedback. --Funt Solo 16:03, 21 September 2006 (BST)
Kill Votes
Comments, please:

Against: Though I do like the flavour of this idea, it nerfs ambiguity of PKing- any maxed out survivor without this skill is effectively broadcasting their killing status, which not all PKers actively like to do 100% of the time. 50% damage reduction is seriously nasty, howabout reducing it to granting flak protection for all survivors? I.e. anyone without a flak jacked (under militia conditions) is treated as though they have one? It's not overpowered, and it gives the impression of the strong protecting the weak- acting like an honourable militia, if you will. I'm not too sure about the 20% too, as any survivor in small groups (<5) is damn near guaranteed protection- howabout imposing a lower limit before it kicks in? I definitely like the idea behind this suggestion! Karloth vois RR 18:31, 22 September 2006 (BST)
Spam/Dupe Votes
Comments, please:


Grocery Store

Timestamp: Axe Hack 11:21, 18 September 2006 (BST)
Type: New Buildings +5 New Items
Scope: Suburbs
Description: What kind of city doesn't have grocery stores? Apparently Malton doesn't. The new grocery stores will replace any building that there are too much of in a suburb. There will only be one grocery store per suburb. This suggestion will take some items in Canuhearmenow's rooftop garden ideas. The effects of each will be as said:
  • Squash - Takes up 2 inventory spaces, heals 3 HP. Message on using it on yourself: "You eat a Squash, you heal 3 HP." Message to others: "User gave you a Squash, you eat it, you gain 3 HP."
  • Tomato - takes up 1 inventory space, heals 1 HP. Same as Butternut Squash messages only replace 3 HP with 1 HP.
  • Aloe Vera - Takes up 2 inventory space, cures Infection. Message using it on yourself: "You apply Aloe Vera to your cuts, it cures your infection" Message to others: "User applies Aloe Vera to your bruises and cuts, it cures your infection."
  • Spinach - Takes up 2 inventory space, boast your attack by 1 damage for only 1 attack. Message using it on yourself: "You eat the Spinach and feel a little stronger." Message to others: "User gave you Spinach, you eat it. You feel a little stronger"
  • Rotten Vegetables - Takes up 2 inventory space, completely useless. Message upon serving it: "This Vegetable is rotten. It cannot be served." It will waste you 1 AP.

Each has a dropdown menu just like a FAK. However, there are catches. Each vegetables will cost you 2 AP to use. 1 AP for preparing it, and another AP for serving it.

The grocery store is also a place to find beer, wine, kitchen knife, and newspapers.

The search rate for the items will be as applied: Rotten Vegetables(2%)(Powered Grocery Store Only) Rotten Vegetables(15%)(Nonpowered Grocery Store Only) Vegetables(10%) Beer and wine(3%) Kitchen Knife(5%) Newspaper(1%)

Please vote on this like as it was a real suggestion. Keep for you like this suggestion the way it is, Kill for this suggestion needs work, and Spam for this is too ovepowered. Those voting Spam/Kill leave a small example of how I should improve this suggestion.

Keep Votes
For Votes here

  1. Yeah - At least it gives newbies a place to find the kitchen knife which if others haven't noticed is only findable in the mall even though it is now supposed to be a newbie weapon. Anyway I still like it. Youronlyfriend 05:33, 19 September 2006 (BST)
  2. Keep Add more food though, like bread and meat. I don't like the idea of being in a zombie apocalypse and having to eat nothing but vegetables. --Grigori 02:30, 20 September 2006 (BST)
    • Re - Ahhh....good point. More food, check. Will add those in as well. I'm thinking of soda and other drinks as well...how bout you? --Axe Hack 02:40, 20 September 2006 (BST)
      • RE-Sounds good to me. --Grigori 04:03, 20 September 2006 (BST)
        • Re Don't add more food just replace some of the vegetables. Youronlyfriend 05:17, 20 September 2006 (BST)
          • Re - Or....I'll just add Meat and Water. Meat will restore your HP by 2 and Water will restore your HP by 1. --Axe Hack 11:40, 20 September 2006 (BST) Ah....you know what....drop the water....there's already Beer/Wine here. --Axe Hack 11:57, 20 September 2006 (BST)
  3. Keep - Replace Squash with Meat, and rename meat "Canned Meat" would be more realistic, and SPAMALICSIOUS!--Canuhearmenow Hunt! 20:43, 20 September 2006 (BST)
    • Re - Squash change to Canned Meat, check. --Axe Hack 00:22, 21 September 2006 (BST)
  4. Absolutely!!!! - Great Idea, why hasn't anyone thought of it before? I like the idea of having other methods of healing as well. About the Rotten Veg, how about Zombies can eat it and use it for healing? -- Krazy Monkey W! 22:44, 20 September 2006 (BST)
    • Re - Rotten Vegies healing zeds....I'll put that under consideration. --Axe Hack 00:22, 21 September 2006 (BST)
      • Re - let rotten food heal zombies, and to make rotten meat more risky to eat, how about adding a 20% percent chance of "Getting Sick" causing all actions to cost 2 AP for 6 AP or something, or just a HP loss. (Hey Kids! Remember, E. Coli is bad) Finally, to make Grocery Stores worthwhile to stay in make it so that it only costs 1 AP when in a Grocery Store to make and eat food.--Canuhearmenow Hunt! 00:41, 21 September 2006 (BST)
        • Re - Hm.....all these good ideas.....will put into consideration. --Axe Hack 00:46, 21 September 2006 (BST)
          • Re - Well, we all want this to pass, thats all. Its awesome.--Canuhearmenow Hunt! 00:47, 21 September 2006 (BST)
            • Re - All except for Funty Solo down at Spam'... --Axe Hack 00:50, 21 September 2006 (BST)
              • Re - Remember "If you can't say anything nice, don't say anything at all"--Canuhearmenow Hunt! 00:53, 21 September 2006 (BST)
                • Re - Ok...if there are no more votes or suggestions for this, I will post the final copy on the suggestion page. --Axe Hack 01:55, 21 September 2006 (BST)

Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here

  1. Spam - Spam, spam, spam, spam, spaaaaam - spammity spam. No tinned spam, eh? --Funt Solo 15:18, 18 September 2006 (BST)
    • Re - Hey Funty, I said to leave something that would help this suggestion. --Axe Hack 02:04, 20 September 2006 (BST)
      • Re - Sorry Hacky, but singing the Monty Python Viking spam song is more use than this suggestion. Okay, serious head on: Malton's been in quarantine for months (years?) - so why have you chosen vegetables? They'd all be rotten, and there are no farms to grow any more. Tinned food, maybe. Even then, there's already beer, wine and FAKs: so this suggestion is just cloning what already exists. Having knives in another location is the only good thing about this suggestion, and could just be a suggestion on it's own. Altogether now: "Spam spam spam spam...." --Funt Solo 19:40, 20 September 2006 (BST)
        • Re - Umm....why do you think I added Rotten Vegies? And with those extra suggestions I'm recieving under Keep, the Squash will be replaced for Canned Meat, and also in the mix, I'll toss in some Rotten Meat. --Axe Hack 00:22, 21 September 2006 (BST)