Suggestions/24th-Aug-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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Tracking Gun

Suggestion withdrawn by author to be revised.


CHAINSAW

Timestamp: MrAushvitz 18:19, 24 August 2006 (BST)
Type: New "very noisy" close combat weapon
Scope: Does more damage than the fireaxe, but it's risky
Description: The lovely, hard-working, "we all want it", chainsaw... but we want it done right! Let's see if what I have is the "paletable" version we've all been looking for.

Chainsaw

  • Close combat weapon that uses fuel cans like "ammo" to be able to attack or keep running. Your chainsaw has to be "turned on" in order to attack.
  • Base To Hit: 5%
  • Hand To Hand 30%
  • Chainsaw Tactics 40% (New Civilian Skill: +10% to hit with chainsaws, refueling now only costs 1 AP to use.)
  • Damage: 7 (6 to flak jacket)(better than a pistol bullet, much less than a shotgun blast)
  • Fuel Resivoir: 20 Units of fuel (each fuelcan adds 20)
  • Refueling cost: 3 AP, or 1 AP when "skilled"
  • Weight: 5 Inventory spaces (heavy duty chainsaw)

Search Chances: Mall Hardware Store (5%/6.25%), The City Zoo (3%), Mansion (2%), Auto Repair Shop (1%), Junkyard (1%), Warehouse (0.5%) It's best suited for outdoors, but not so easy to get your hands on so easily without getting into a mall. Then again the fuel is very easy to find outside of malls! You only ever need to get one chainsaw and you're ready.

  • When found: a chainsaw has partial fuel in it (10 of 20)

Action buttons with chainsaw:

  • "Start Saw" 1 AP ~ 1 fuel Turns on saw. ("you got your saw started!")
  • "Kill Switch" 0 AP ~ 0 Fuel! Turns off saw.("You hit the kill switch on your chainsaw.."), chainsaw will automatically shut off when logged out... or you are killed, or moved with auto running, or it runs out of fuel.
  • Attack Zombie/Survivor ~1 AP & (1 Fuel for a miss, 2 fuel for a hit!) (minimum 2 fuel to make an attack)
  • Attack Barricade Or Item (Generator, radio, etc.) ~ 1 AP & (1 Fuel for a miss, 3 fuel for a hit!) (minimum 3 fuel to make an attack)
  • Every minute your saw is running = uses 1 fuel (start 1F+19F running=19 mins per full tank even if you never attack)
  • When your saw runs out of fuel you get a message ("Your saw sputters out!") and saw shuts off.

Advantages

  • Saws deal DOUBLE damage to all barricades, and equipment! (Goodbye.. radio!)
  • Indoors... Saws are NOISY AS HELL! For each chainsaw that is running at an indoors location: there is a culmative 20% chance of nullifying each feeding groan attempt, and 10% chance of nullifying survivors and zombie speech! They still spend their AP but "Your attempts to verbalize are drowned out by chainsaw noise!" This means that with 5 running chainsaws at an indoors location all feeding groans will automatically fail! and with 10 running chainsaws at the same indoors location all attempts at speaking will also automatically fail. The chainsaw is very effective at killing, but can definately make combat co-ordination difficult for others. Chainsaws being used outdoors may be noisy, but regular speech and feeding groans are still possible (and can be heard.) "What?"

Disadvantages

  • The "heavy duty" chainsaw takes up 5 inventory spaces, you'll only ever need one.
  • Chainsaws cost 3 AP to refuel, 1 AP if you have the Chainsaw Tactics skill. This skill implies your chainsaw is now in excellent condition, well oiled, just the right gas/oil mixture and you spend a lot of your free time sharpening the chain. Your chainsaw when found was probably in nowhere near as good of working condition (especially if you found it at the junkyard!)
  • If you use free running at any time while your saw is running, it shuts off! (It is assumed you may need both hands for free running, and no maniac is going to jump from rooftop to rooftop with a running chainsaw in their hands.)
  • Survivors and zombies can see with the room's description the name(s) of those who have their chainsaws running. Ex: "Johnny Jo Jo has a chainsaw running." or "Maliscious Man, Deliscious Fist, Dr Kavorkean, and Street Preacher all have chainsaws running." So because of this those using the chainsaws may be targeted more often (even the dead cannot ignore all that damn noise.)
  • Saws are BAD to use indoors without a light source! If you are in a non-powered indoors location, and you miss with a chainsaw attack there is a 2% chance you get an "auto hit success" on the barricade at that location (if there is one)... and chainsaws do double damage! 1/50 misses will nail a barricade for 2 points, so those with lower hit accuracy will hit the barricade that much more often. "Dammit!"

Why? In order to balance the killing potential of a chainsaw, it needed a low hit %, and several disadvantages to make it accurate. This weapon also is a nuisance to other survivors when used indoors at a location, but especially if it's not at a powered building! You may ignore your fellow survivors cursing you, or you may take your zombie hunting outdoors if you wish. But tactically speaking this weapon is better suited for outdoors combat. Even then, it is still very effective at what it does.. and if you find yourself stuck outside and need to get into a particular VH barricaded building... not a problem. If you're "on a roll" and keep hitting with it, it will burn through fuel very quickly... but that is why the damage is so high and it can hold 20 "units" of fuel.

Votes

  1. Author Keep - Try as I might, I just had to include the verbal "dampening effect" of the chainsaw, it makes a lot of sense, and cuts down on abuse of this weapon. "Get the hell out of here with that thing! This is a hospital!" Please be fair when voting, the chainsaw can't be "just another close combat weapon" it's use is inherently risky.MrAushvitz 18:19, 24 August 2006 (BST)
  2. Spam - Chainsaw suggestions made by Mr Aushvitz FTL--Gage 18:23, 24 August 2006 (BST)
    • Re - I'm not worried, some elements of this version may be used by others when they make their chainsaw suggestion.MrAushvitz 18:19, 24 August 2006 (BST)
      • Re - when my policy passes you will be worried about wasting our time like this. Jerk.--Gage 18:29, 24 August 2006 (BST)
  3. Kill - Chainsaw drowning speech? If that happens, some useful information from other survivors will never pass on! Axe Hack 18:38, 24 August 2006 (BST)
  4. Spamtarded Zombie spies wielding chainsaws to bring down cades! WHY DIDN'T I THINK OF THIS? Hats off to you Mr. A, hats off to you. Rheingold 18:39, 24 August 2006 (BST)
    • You Wrote (Below): Re - Gee, let's spam the crowbar then.. oh wait, it makes sense how it toasts barricades, same for chainsaw. MrAushvitz 22:43, 24 August 2006 (BST) The crowbar is still less efficient than the zombie claw attack. Know the existing game weapons before you suggest more. Rheingold 04:01, 25 August 2006 (BST)
  5. Kill - I liked where this was going for a little while, then it got bad. I don't think it should be 'on' or 'off', none of the things tied to that really add much to the game. Most of the 'on' effects would be encountered scarcely, and tying it to time elapsed rather than AP can make it un-fair based on connection speed. --Burgan 19:00, 24 August 2006 (BST)
  6. Spam - We've got enough chainsaws without your help, you know? It makes my heads hurt.--Thari S T F U 19:15, 24 August 2006 (BST)
  7. Kill - Chainsaws doing double damage to generators, radio, and barricades doesn't make a whole lot of sense. Generators and radio only need one hit to be destroyed, and with baricades, all damaging attacks do the same amount, 1 level. I assume you mean it brings it down two levels. That would make greifers and zpys very happy (don't have that). Also, get rid of the noise part. That is realistic, but bad in this game. Also, please, just take out the whole part where you can accidentally hit barricades. --Gold Blade Hunt! 19:17, 24 August 2006 (BST)
  8. Spam - Double damage to barricades = Spamination. --Nob666 20:17, 24 August 2006 (BST)
    • Re - Gee, let's spam the crowbar then.. oh wait, it makes sense how it toasts barricades, same for chainsaw. MrAushvitz 22:43, 24 August 2006 (BST)
      • Re - No. As the Melee Weapons page says: "Crowbars are twice as likely as other attacks to cause damage when attacking barricades when wielded by survivors." Not double damage, but double chance to damage barricades. There's a difference --Nob666 09:36, 25 August 2006 (BST)
  9. Spam - Too complex, plenty of better chainsaw ideas --Mookiemookie 20:26, 24 August 2006 (BST)
  10. Spam - Fucking retarded. – Nubis 21:56, 24 August 2006 (BST)
  11. Spam - Spam doesn't taste good Rhys Parker 9:12, 24 August 2006 (BST)
  12. Spam - No. Too complex and unneeded. --Sekoku 01:25, 25 August 2006 (BST)
  13. Spam -Overpowered and too complex. This is better.--Pesatyel 02:49, 25 August 2006 (BST)
    • Re - Yeah, problem is that one isn't exacting with the damage.. lol. Can't believe it made it.. but all good. I'm just offering a different way of doing it, a more specific version anyways. --MrAushvitz 03:19, 25 August 2006 (BST)
  14. Spam - Overpowered, and sweet jesus, overly complex. I feel like I've already forgotten more of the myriad rules surrounding this than I can remember. --Rgon 06:32, 25 August 2006 (BST)
  15. Kill - Maybe there is room for a chainsaw but surely not just as a griefing tool, generator killing, barricade dropping. P'raps lose the genny/radio stuff, yes a chainsaw would hammer barricades, but the auto hit 'cades? You must be joking so if yuo're in building you kill the generator (shouldn't cost more than 2 AP) then if you try to lower the 'cades you've already got 40% chance to hit, now if you miss you've a further 50% chance to hit, that's all kinds of wrong, if you want to add an element of danger to it make it a 50% chance of hitting yourself. I mean that's more likely than hitting a barricade isn't it. --Cockbeard 06:55, 25 August 2006 (BST)
  16. Spam TLDR. Well, not true. I read up the part about it drowning out people's speech. --Jon Pyre 21:45, 25 August 2006 (BST)
  17. Spam - If your suggestion will take up more than the entire screen on a 1280 X 960 resolution, it's too fucking big, and is probably overcomplex and very, very bad. - CthulhuFhtagn 02:12, 26 August 2006 (BST)
  18. Kill - The 1ammo per miss/2ammo per hit was genius... then it suddenly went to hell. Close, definetely reworkable. Basically, delete everything after the ammo cost --Gene Splicer 16:47, 26 August 2006 (BST)
  19. Spam - Spamatize it Captain --Officer Johnieo 16:50, 26 August 2006 (BST)
  20. Spam - "Chainsaw Tactics"? Hell no? The Badman Bob06! 12:44, 6 September 2006 (BST)

Hail Of Bullets

Spaminated with 8/10 Spam votes--Gage 22:40, 24 August 2006 (BST)


Dual Wield

Timestamp: 22:15, 24 August 2006 (BST)
Type: Combat skill
Scope: Survivors, Kinves/Pistols
Description: Dual Wield: You have become so proficient with the use of certain weapons that you are able to wield two of them at the same time. However, the accuracy of certain weapons decreases somewhat.

Dual Wielding allows your character to use two small weapons at a time (for example, two knives or two pistols). In addition to the standard attack options, the following options would appear in the "attack with" menu, so long as the character has at least two of the weapons in question:

  • 2 or more Kitchen Knives: Dual Knives (4, 35%)
  • 2 or more Pistols: Dual Pistols (8, 60%)

(If there are other weapons that might work for dual wielding, please let me know.)

Votes

  1. Author Keep - Hey, why not? I've always wanted to do the old gunslinger routine: the fearless fighter calmly blazing away with a revolver in each hand . . . besides, with all the pistols and kitchen knives you find in amlls these days, why not make having more than one of each practical? --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 22:15, 24 August 2006 (BST)
  2. Explain - This is too vague as of now for me to really vote. How about using dual DNA extractors? --Gold Blade Hunt! 22:35, 24 August 2006 (BST) Invalid vote. You may remove the strike (and this comment) when you change it. --A Bothan Spy Mod WTF U! B! 22:39, 24 August 2006 (BST)
  3. Kill - This is slightly similar to the "Hail of Bullets" one. --Axe Hack 22:40, 24 August 2006 (BST)
  4. Spam - incomplete, but what is looks overpowered--Gage 23:03, 24 August 2006 (BST)
  5. Kill - You're on the right lines, allows variety but here's what I suggest: using 2 of the same weapon... buff the damage by 50% instead of double, so it's more reasonable, then make it the "end skill" for that skills tree ex. after last pistol skill "Dual weild: pistol", and make it a drop down menu item (not automatic) you can do a single attack or the dual attack.. makes sense, dual gun attacks should use 2 rounds of ammo, and finally dual attacks should cost 2 AP, but only -5% to the regular hit % (I know, I know.. but since they can do more damage in less time, it's fair..) But it could be fun for sure, going apeshit on someone with 2 knives, I know Riddick looked cool doing it, and that guy in the 2nd Conan movie.. --MrAushvitz 23:08, 24 August 2006 (BST)
  6. Kill - as Mr. Aushvitz --Kiltric 23:50, 24 August 2006 (BST)
  7. Kill Needs a lot of work and to be actually understandable... At least you didn't say Duel though.--Mnbvcx 00:55, 25 August 2006 (BST)
  8. Kill See above...Good idea, but needs a lot of work. - Nicks 01:54, 25 August 2006 (BST)
  9. Dupe -I know the "pistol" part has been spammed out, but I haven't found the link yet. The "2 or more" part is funny. How many arms you got?--Pesatyel 02:56, 25 August 2006 (BST) Edit - I found the pistol part.--Pesatyel 03:24, 25 August 2006 (BST)
  10. Kill - Kinda imcomplete, and rather overpowered. Also, bad flavour (too superhero-ish) --Rgon 06:28, 25 August 2006 (BST)
  11. Kill - Jesus Christ, I think Aushvitz has another Peer Reviewed idea there. --Xoid 07:29, 25 August 2006 (BST)
  12. Kill - Maybe he does, but I've filled up Peer Reviewed with more suggestions then anyone else ;) - Jedaz 14:42, 25 August 2006 (BST)
  13. Kill Vague. --Jon Pyre 21:47, 25 August 2006 (BST)
  14. Kill - Ditto --Officer Johnieo 14:45, 26 August 2006 (BST)
  15. Kill - What Pyre said. --Max Grivas JG,T,P!,Bob06! 08:48, 30 August 2006 (BST)
  16. Kill - LOVE dual wielding knives, please resuggest something along those lines! Karloth vois RR 03:20, 5 September 2006 (BST)
  17. Kill - It could be a good idea, but it's overpowered. The Badman Bob06! 12:49, 6 September 2006 (BST)

Tracking Gun 2.0

Timestamp: 10:10, 24 August 2006 (BST)
Type: Non-combat gun
Scope: Everyone
Description: I decided to remake this, since people gave some feedback.

Tracking Gun would be found in Nt Buildings(0.5%) and Zoos(3%). Its ammo (tags) would be found there as well, with 1% and 5% chances respectively. It is found fully loaded, and holds two tags. Once a zombie or player is shot with a tag, the person who shot them can click their gun to see a list of all their targets' general direction and location (ie, "Player is far to the east." "Player2 is close to the south-west"). Note that it does not have to be the same gun.


If a survivor is shot with a tag, he or she can remove the tag for 1 AP. Upon removing the tag, it shows the current GPS location of the tagger (to prevent griefing, since tagged players can go to the tagger and pummel them). The tag will run out of battery after the tagged uses 40 AP. Additionally, for both survivors and zombies, upon death (or redeath, or revivify) the tag is destroyed and the tagger's location is not shown.


There are actually some cases where a survivor will want to stay tagged. For instance, a scout going into a dangerous suburb to find a safe building. If he dies, the tagger will alert everyone.


Tracking guns take up the normal 2 inventory spots. With no training, the gun has a 50% chance to hit (after all, you have to get close to tag someone). With Lab Experience, it has a 60% chance to hit. Why Lab Experience? Well, if you've been in the lab you've had to have tagged some stuff before. Especially a company like NecroTech.


Tracking guns are loaded like shotguns, with each tag taking 1 AP to load. Each person can only have 5 tags stored in ther gun's memory, after that each new tag replaces the oldest one. (The tagged gets a message "Your tag stops flashing and grows dim", or something.) They also get the message if the tagger dies, so he loses all his tag data.


Oh, one more thing. When someone is tagged, their status below the map shows up as Tagged. Otherwise you might forget.


This suggestion will make the game more interesting, I think, and will give a useless building (Zoos) something to do. Some people may think that 40 AP is too much... I personally don't. Any less than that and it would be useless for tracking purposes... by the time you log in the next day, the person will have easily used 20 or 30 AP.

Votes

  1. Author Keep - I think it's better with the changes. I made it so that survivors don't lose HP for pulling the tag out, too.Leeksoup 19:48, 26 August 2006 (BST)
    • Note: Unsigned vote struck. –Xoid STFU! 13:03, 26 August 2006 (BST)
    • Re: Okay, yeah, it was late last night. Fixed it.Leeksoup 19:50, 26 August 2006 (BST)
  2. Kill - Hey look, if we want Malton to be a zoo, we'll let it be a zoo. --Axe Hack 03:27, 26 August 2006 (BST)
  3. Spam - Your idea got spammed last time because it sucked all together. --Sonny Corleone WTF RRF ASS DORIS Hunt! 04:21, 26 August 2006 (BST)
  4. Keep - I personally like the idea, and i like this better than v1. --Gold Blade Hunt! 04:24, 26 August 2006 (BST)
  5. Dupe -I believe you are SUPPOSED to remove the previous version before submitting a revision. I still don't see how this would be used for anything other than griefing. There have been MUCH better suggestions involving the GPS (making use of an existing item rather than adding a new one) that does, basically, what you want THIS suggestion to do.--Pesatyel 04:27, 26 August 2006 (BST)
  6. Keep - I like it. --W3c 04:39, 26 August 2006 (BST)
  7. Kill - The 40AP makes it useless, unless it displays last known location. I don't see how tracking provides any benefit besides your scenario. --Burgan 04:47, 26 August 2006 (BST)
    • Re: Version 1 got spammed because it told the tagger the GPS location of his tags. Also, why is 40 AP useless? Make it less or more?Leeksoup 19:50, 26 August 2006 (BST)
  8. Spam - If I wanted someone to know where exactly I was, I'd friggin tell them. There's no real good point to this entire concept. Now can we let it die? --Mookiemookie 09:26, 26 August 2006 (BST)
  9. Spam - Same reason as last time. This game does not need a tracking gun, period. –Xoid STFU! 13:03, 26 August 2006 (BST)
  10. Spam - Become a zombie. Get Scent Trail. Play the other side once in a while. – Nubis 14:02, 26 August 2006 (BST)
    • Re: Scent Trail never works. :PLeeksoup 19:50, 26 August 2006 (BST)
  11. Spam - Spamatize it Captain! .... also, sign your vote moron! --Officer Johnieo 14:30, 26 August 2006 (BST)
  12. Spam - No. Fucking. Tracking. Guns.--Thari S T F U 00:38, 27 August 2006 (BST)
  13. Kill - Bad idea to begin with. Hate it being tied to the tagged party's AP! --Max Grivas JG,T,P!,Bob06! 08:52, 30 August 2006 (BST)
  14. MMMMMMM SPAM - If this gets implimented Ill shoot you in the Arse with one Blazefire 07:20, 4 September 2006 (BST)
  15. Spam - Just... no... The Badman Bob06! 12:53, 6 September 2006 (BST)