Talk:Suggestions/29th-Sept-2006

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NecroTech Self-Revive Kit

Timestamp: Canuhearmenow Hunt! 21:02, 27 September 2006 (BST)
Type: New Item.
Scope: Second option to waiting for revive.
Description: First off, this adds a new item, called "NecroTech Self-Revive Apparatus" (Or NTSRA for short) that takes up 2 inventory spaces and is only found in NT buildings at a rate of 2%, it requires Lab Experience to use, and also Memories Of Life (You learn how to operate it) NTSRA can only be used if you "Load" it with at least 1 syringe (Up to 4, which is recommended) by choosing the NTSRA on the Syringe dropdown menu. This is how it works, lets say you die and you have a fully loaded NTRSA, you would click on it as a zombie and it would start and I.V. type drip, this would take 12 hours to "Warm Up" (This wouldn't replace traditional reviving after all) after those 12 hours you get a message that the NTSRA is ready and it would have a "A" next to its name to signify its ready (You can't get it ready while alive) and once you click it when its ready it consumes one loaded syringe and has a 25% chance of success (You don't have to wait another 12 hours to try again) the revive/get up costs still apply, so with Ankle Grab= 11 AP to get up and without Ankle Grab=21 AP to get up. This would be a perfect alternative to reviving if the survivor lives in a desolate and ravaged suburb.

Keep Votes

  1. Keep - Author Vote, please tell me how to improve!--Canuhearmenow Hunt! 21:02, 27 September 2006 (BST)

I like it, but maybe you should up the percentage to 25%, so if you loaded it to full you know you're going to be revived one way or another. I'm assuming this has no effect on brain rot zombies, right?--Grigori 21:09, 27 September 2006 (BST)

Ya, and I'll change to 25% now, thanks.--Canuhearmenow Hunt! 21:10, 27 September 2006 (BST)

Why not make it so that it's likely that you will stand up with about 10 damage, to indicate the zombie damaging himself while cumsily handling the large device. --Gold Blade 22:58, 27 September 2006 (BST)

More good stuff from your friends at NecroTech! --CrimsonD 08:06, 28 September 2006 (BST)
Kill Votes
Against Votes here
Spam/Dupe Votes

  1. Spam - zombies reviving themselves? Can you say out of genre?--Gage 22:39, 27 September 2006 (BST)
    • Re - But it is a extrememly inefficient way to revive, and isn't Zombies killing zombies out of Genre? People actually reviving zombies out of Genre? and as it says, it requires MoL, meaning that the zombie remembers it wants to be revived, and with Lab Experience, a required skill, it would know how to turn it on.--Canuhearmenow Hunt! 22:42, 27 September 2006 (BST)
  2. Spamination - Sorry, but I'd never vote for anything that allows self-revives - it cripples a core tenet of the game. I'd expect this to get spaminated into oblivion. --Funt Solo 22:43, 27 September 2006 (BST)
  3. Spam - Reviving yourself = bad. You rely on other people when you want a revive. --Nob666 19:01, 28 September 2006 (BST)

Reviving ISN'T supposed to be easy. Sure, this system is complicated but the "self-revive" is what is "easy" about it. "Time" is meaningless, for the most part, in UD. Use all your AP for the day, activate it, log on to be revived the next day. Big whoop.--Pesatyel 07:58, 1 October 2006 (BST)


Chaingun Turret

Timestamp: ShadowScope 20:42, 26 September 2006 (BST)
Type: Item
Scope: Humans
Description: A Chaingun Turrent can be found in Warehouses (military supplies), Armouries, and Junkyards. Chaingun Turrents can be installed in the same way that gennys and radios are installed, but they are placed on the outside of the building. Only one Chaingun Turrent per building. A Chaingun Turrent will need Chaingun Ammo (found in Warehouses and Armouries). The Ammo is loaded in the same way that one load a Genny with Fuel Cans. Every hour, the Chaingun Turrent uses 1 Chaingun Ammo to fire at the first zombie in the stack, having a 20% chance to do 5 damage. (So, basically, in 24 hours, it would do 24 damage to a Zombie.) There must be a person inside of the building, otherwise the Chaingun will not fire. The Chaingun Turrent is of Lightly Barricaded strength and can be attacked in the same way that one attacks a Barricade. A ransack automatically destroys a Chaingun Turrent. It cost AP to load the Chaingun Turrent with Chaingun Ammo and to install it.

Keep Votes
Please comment. I have a feeling I made it somewhat underpowered, so any suggestions would be good.--ShadowScope 20:42, 26 September 2006 (BST)
Kill Votes
Hey ShadowScope, haven't seen you in a while. Anyways this is wa-hay-hay-hay too underpowered. A 20% chance to hit for 5 very hour? It would be destroyed long before it even hit something. I figure somewhere around 8 damage and is a user fired weapon. Maybe a button saying "Man the guns", and you take control of the rooms turret, then fire at maybe 40%.--Grigori 21:24, 26 September 2006 (BST) EDIT Arggghhh put it in the wrong category.--Grigori 21:30, 26 September 2006 (BST)
Spam/Dupe Votes
It's the wrong flavour. --Funt Solo 21:01, 26 September 2006 (BST)

As with the suggestion we voted on, the fact that the survivor just has to be present spams this out. You mean to tell me I can be in the room, search 50 times and the zombie will STILL automatically take damage without me having to operate the turret? Uh, no. Also, we don't need Mall improvements (the other suggestion, at least, limited it to Armories). And Grigori, there are NO categories here. This is just discussion.--Pesatyel 08:05, 1 October 2006 (BST)


"Disposable" Skills for Maxed-Out Survivors

Timestamp: Squidward 21:46, 29 September 2006 (BST)
Type: New skill(s)
Scope: Maxed-out survivors
Description: So, everyone knows that a maxed-out survivor is a maxed-out survivor. We're all the same, no matter what your starting class was. Some players have massive (4000+) XP reserves built up, simply because there's nothing to use them for. I'm thinking of a new "type" of skill here. My idea is to make 3, possibly 4, new skills. A Military, a Science, a Misc. and (possibly) a Zombie Hunter skill.

Possible Skill Examples:

Military - Specialized Firearms Training: An extra 5% to hit...

Science - Field Surgery: Heal an extra 5 HP with an FAK, regardless of location. (Edit: Does not stack with Surgery when inside a powered hospital.)

Misc. Skills - Heavy Construction: 10% improvement to barricade success.

Please note that the previous skills are merely ideas, and are up for debate/change. I'm drawing a blank on a possible Zombie Hunter skill.

Now, to the second part.

Purchase of any of these "advanced" skills would require posession of ALL available non-"advanced" survivor skills. The price for these skills will be double the price you would normally pay for skills in that class. Examples: Military character buys "Field Surgery" for 300 XP versus 150, Scientist buys "Specialized Firearms Training" for 300 XP, all classes buy "Heavy Construction" for 200 XP, and civilians buy any of these skills for 200 XP.

Now, to the third part.

Players would only be able to have one of these skills at a time. If you have "Specialized Firearms Training", and you want "Field Surgery", you lose "Specialized Firearms Training". Going back would require the same amount of XP it took to acquire "Specialized Firearms Training" in the first place.

Why this is a good idea.

Because I said so! And I know my idea is better than yours! Fockers!

Seriously, though. What I'm going for here is a small, but still usable, advantage, and a never-ending way to spend XP. The other benefit is that people purchasing these skills would have a reason to stick to one basic purpose, whether it be healing, barricading, killing...without being permanently stuck with that particular role.

Final notes...

This is by no means a finished suggestion. Any and all parts, besides the basic idea, are up for debate/change. Also, I'm not that new to Urban Dead, but I am relatively new to Wiki editing. If I screwed something up, or didn't follow guidelines correctly, feel free to fix it for me. I do ask that if I made a mistake, you tell me so I can know what I did wrong. I can't seem to fix the very bottom of this - the {{{suggest_votes}}} thing. What a fucking n00b I am.

Keep Votes
Insert keep votes here
Kill Votes
Insert kill votes here
Spam/Dupe Votes
Insert spam/dupe votes here

This is certainly very workable; I like the fact that characters can switch skills since it doesn't tie them down to any particular strategy. The skills available could maybe be quite powerful, since only the high level characters could have them, even then only one at a time. If there's any interesting suggestions that were rejected because they were seen as overpowered, this could be a good framework to use to get them into the game. Also, it's not that important that the skills are equally good or balanced since if people don't like one particular skill they can always pick another one. Btw, the template had 'suggestion' at the top of the template instead of 'suggestionNew', which is why the suggest_votes thing was there. --Toejam 04:01, 30 September 2006 (BST)

Ah. Thanks for fixing it. I'll kick this Wiki thing's ass one day, but for now it's kicking mine. :) Any improvements you'd like to suggest? -- Squidward 05:49, 30 September 2006 (BST)
  1. hate to say it, but dupe of another suggestion, though the ability to switch between them is new. --Karloth vois RR 12:15, 30 September 2006 (BST)
So is it really a dupe? --Squidward 04:47, 1 October 2006 (BST)
Perhaps not! It is however, fairly pointless and overpowered- I'd just stay mainly on firearms, and switch over whenever I wanted to heal myself. IMO, barricading doesn't need a buff, 5% on firearms is dangerous and the ability to heal 20HP in a hospital is a bit strong. --Karloth vois RR 12:39, 1 October 2006 (BST)
Valid concerns, and I've been thinking along the same lines. I should have mentioned that the 5% healing bonus shouldn't stack with Surgery when in a hospital. I disagree on 5% for anything being overpowered, though. Consider what Toejam said - only the maxed-out characters would have these skills, and even then only one at a time. A maxed-out survivor with no zombie skills is Level 22. Let's assume that most maxed-out survivors will also have Lurching Gait and Ankle Grab, at least. As I'm a bit hung-over, I don't have the patience to do the math, but look at the stats page. The number of people who would be able to purchase these skills in the first place is a relatively small percentage of the entire number of active players. A few possible ideas - have a comparable skill for maxed zombies (including Brain Rot)? Lose whatever "advanced" skill you've purchased when you die, requiring you to purchase it again...? One more thing - You could switch back and forth at will for a while, but eventually you'd use up your XP reserve, and then you'd have to start earning it again. :) --Squidward 16:59, 1 October 2006 (BST)

KEEP i like this idea, mainly becaused i've almost maxed out my survivor characters. it gives a small class bonus without going way overboard (although maybe a civilian skill that gives you +2% to search probablilities would be better, barricades are pretty tough already.) keep working on an idea for a zombie hunter skill, and maybe even give a few classes (and bonuses) to the poor hapless zombies that would otherwise hate you for giving the survivors "such a ridiculous, unfair boost to their <whine whine whine whine whine>" --Kaminobob 10:06, 7 October 2006 (BST)

I hadn't thought of a search-bonus skill. Any specific ideas for that? Also, I'm still drawing a blank on the zombie-hunter thing, and the only thing zombies would really benefit from is increased %-to-hit, which they don't need. I play a zombie. I know. --Squidward 08:23, 8 October 2006 (BST)
Very similar to the Additional Advanced Classes Peer Reviewed suggestion. --Funt Solo 22:09, 8 October 2006 (BST)