Suggestions/RejectedJune2006
This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.
Notes for Editors
Those who are placing Suggestions on this page should do so under the following procedure:
- Take the entire template and paste it into this section.
- Remove the entire suggest_votes field.
- Add the field suggest_moved, and then timestamp it with ~~~~~.
- replace "suggestion" with "prejection.
So, the new template should look like:
===Suggestion Name=== {{prejection| suggest_time=Old Timestamp| suggest_type=Original type| suggest_scope=Original scope| suggest_description=Original description| suggest_moved= 04:30, 22 Nov 2005 (GMT)| }} ----
Peer Rejected Suggestions
1st June 2006
Advanced Rotting Mortification
Timestamp: | 12:14, 31 May 2006 (BST)~ |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | Zombie appears to be 4 zombies from neighboring blocks. (Or maybe 2 zombies or 5 zombies, whatever. You decide.) |
Left Queue: | 00:27, 1 June 2006 (BST) |
Field Surgery Version 2
Timestamp: | 20:37, 27 May 2006 (BST) |
Type: | New Skill/New Item |
Scope: | Survivors |
Description: | Ok, Since you guys didn't like my Surgeon Skill or the old Field surgery skill, I will go with what you said and change it:
New skill: field surgery Field surgery is a skill under the First Aid/Surgery skills tree. It costs 100 experiance points for civilians, 150 experience points for Military and 75 experience points for scientists. The Field Surgery skill enables you to perform the benefits of surgery, so long as it is in a powered building and the user has a scalpel and a first aid kit in their possesion. Because you need a scalpel to perform Field surgery, I propose a new item: New Item: Scalpel The scalpel can be fount in a Hospital at a rate of 2%. If you have a scalpel in your pack then you can perform Field surgery. Whenever you use Field Surgery then you automatically use up one scalpel with the first aid kit. This is because you cannot sterilise a scalpel after you use it, making it dangerous to use again. You cannot use the scalpel as a weapon due to its size.
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Left Queue: | 00:54, 1 June 2006 (BST) |
Drag Corpse
Timestamp: | 10:20, 31 May 2006 (BST) |
Type: | Skill Tree under Body Building |
Scope: | Survivors |
Description: | This skill would require body building and allow for a survivor to drag a corpse at the cost of 2 ap per move.
Dropping a body at a cemetary would result in a gain of 1XP for each space the body was dragged. (For instance I pick up a body and drop it at a cemetary 3 spaces away I would gain 3XP). Corpses already located at a cemetary are considered burried and cant be dragged (to prevent picking up and dropping bodies at the cemetary to farm XP). Corpses are not allowed to be dragged into buildings with other survivors in it to prevent players from standing up in a crowded building to start attacking people. Trying to do so would result in a message similar to "The survivors here have refused to allow you to enter with a dead body." Bodies inside a building can not be dragged obviously untill they have been dumped outside. Any player who is being dragged would find "stand up" option replaced with the "bite" option. This would give a one time bite attack 100% success (infections bite would also infect if the skill is present),and would leave the zombie standing at no AP cost. In the case that the body had been revived prior to being dragged the player would still simply stand up. |
Left Queue: | 03:10, 1 June 2006 (BST) |
Expanded transmitor bandwidth
Timestamp: | 23:38, 1 June 2006 (BST) |
Type: | Slight item change |
Scope: | Radio Transmiters |
Description: | Okay, I know radios just came up, but I saw it as less of a hassle to change the current transmitor than add a new item.
This suggestion simply implies that instead of the limit of 26-28, transmitters, due to their higher quality, can emit and receive lower waves, say 25-28. This simply adds an actual bonus for staying in the same building as a transmitor, as right now just living close to one makes sure you can sue it for all transmitting needs. I understand these just came out, but I just thought it'd be better this way... |
Left Queue: | 01:32, 30 June 2006 (BST) |
2nd June 2006
Zombie talk understanding
Timestamp: | 12:30, 2 June 2006 (BST) |
Type: | Balance |
Scope: | Talking and Radios |
Description: | I would reccomend that Zombies wont be able to fully understand survivor speaking either from natural voice or radios, for them that should be only just like a noise. For example if I say "There is a Z!!" the system should translate it to "Blahblahblah!!" keeping exclamation or interrogation marks and number of letters. Pherhaps this should be modify with the "memories of live" skill. |
Left Queue: | 21:56, 2 June 2006 (BST) |
Broadcasting AP Cost
Timestamp: | 02:16, 2 June 2006 (BST) |
Type: | Balance |
Scope: | Radios |
Description: | I would reccomend that the AP cost for broadcasting over a radio be increased to 5AP. While not too prohibitive for important broadcasts, the cost of 2.5 hours of AP would hopefully deter much of the spam that currently is clogging the airways. The current system is overly cluttered and I would hope that this could remove some of that clutter. |
Left Queue: | 01:42, 30 June 2006 (BST) |
Electronic Repair
Timestamp: | 11:36, 2 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | A new skill called Electronic Repair with Construction as a PreRequesite allows a survivor with Wirecutters to attempt to repair a recently destroyed transmitter or generator. This would only work if the building was not Ransacked and a new generator or tranmitter had not been set up. The destroyed Transmitter/Generator will only stay in place for one server cycle which I think is 24 hours. There is a 50% chance of repairing the transmitter/generator and a 50% chance of failing to repair it. If you fail there is a 10% chance that you will break your wirecutters and a 10% chance you will damage the generator/transmitter beyond repair. |
Left Queue: | 01:42, 30 June 2006 (BST) |
Radio Log
Timestamp: | 18:24, 2 June 2006 (BST) |
Type: | improvement |
Scope: | Wiki Users |
Description: | It would be nice to have a log of what is said on each channel funneled somewhere on the Wiki. To discourage cheating, the logs should only be accessable a week after they are saved. This would allow trend studies of how the radios are used.
It could be a page that just has each individual radio station on it. Clicking on one takes you to the archives, arranged by year, month, week. Every 24 hour cycle, everything broadcast on a particular frequency is saved as a text file, compiled into a file named channel-week, for example: 2715-June-1-2006.txt 2715-June-2-2006.txt 2715-June-3-2006.txt 2715-June-4-2006.txt 2715-July-1-2006.txt
I'm sure the actual mechanics of this are not that difficult. This is a suggestion mostly for the data crunchers in world. |
Left Queue: | 01:42, 30 June 2006 (BST) |
Ear Tuning
Timestamp: | 18:31, 2 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | After hearing only static from radios before, some zombies due to a mutation (seemingly caused by the radio waves themselves) have adapted their hearing to be able to hear the human radio broadcasts. This skill appears in the Memories of Life Tree and allows zombies to hear the radio messages sent by survivors. Like all zombies skills it will cost 100XP. |
Left Queue: | 01:42, 30 June 2006 (BST) |
3rd June 2006
Executions
Timestamp: | 19:16, 3 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | Excerpt from Proboards(not my idea):This is essientally some (sp?) flavour text for non-gun kills. Also, Executions differ from Headshot by making the killed player stand up at 20 HP, not spend an extra 5 AP.
For example: Lead Pipe: You attack [target name] for 2 damage, your opponent staggers from the force of the blow before you strike a hit to the side of the head, knocking them down. You stomp on the head, killing the enemy. They die. Fire Axe: You attack [target name] for 3 damage. The last blow is a deep vertical cut to the enemy's forehead. As you tug the axe out, your opponent slumps to the ground, dead. They die. Baseball Bat: You attack [target name] for 2 damage. Your enemy is knocked to the ground by the force of the blow, you then finish your enemy off with a few more overhead strikes while they're prone. They die. Kitchen Knife: You attack [target name] for 2 damage. You sink the knife into your enemy's chest with a forceful stab. The immense blood loss and heart wound kills the enemy very quickly. They die. Fist: You attack [target name] for 1 damage. The blunt force tramua disorientates your enemy long enough for you to get behind them and break their neck with your bare hands. They die. Does headshot as it is now apply to when you kill a player when you're a zombie? Cause if so, we could do the same thing for claws and teeth. Comments? Ideas? |
Left Queue: | 01:26, 4 June 2006 (BST) |
Sense Infestation
Timestamp: | 22:47, 3 June 2006 (BST) |
Type: | Skill |
Scope: | New Zombie Hunter skill. Player would have to be level 10 to get this. |
Description: | This skill would allow Zombie Hunters to spot zombies that have Brain Rot specifically. Zombie Hunters will only be able to spot rotter zombies in the same block as themselves. Rather than saying "a zombie" on the dropdown attack list, it would say "A rotting zombie".
This skill would allow Zombie Hunters to specifically target the zombies that quite possibly pose the greatest threat - as hardcore serious zombies. At the moment there is no differentation between zombies when attacking them unless they happen to be in your contacts list. If there are multiple rotters it will still only say "a rotting zombie" once, just like for other zombies. But why should they be able to spot rotters? If a zombie's brain is rotting, you would expect the head to be a bit mouldy! An experienced survivor would be able to spot this amongst the other wounds and general scars. This skill would not affect the living who posses Brain Rot. A survivor's immune system will suppress the outward signs of brain rot such as 'mouldyness'. This would add an extra skill to keep Headshot company in the abismally empty Zombie Hunter skill 'tree'. |
Left Queue: | 01:29, 4 June 2006 (BST) |
Brain Rot death rattle
Timestamp: | 22:57, 3 June 2006 (BST) |
Type: | Skill alteration |
Scope: | Revived players with Brain Rot |
Description: | I just had a random thought. Brain Rot zombies can be revived now, sure. But their brains are supposed to be partially decomposed. How are they acting like normal humans? NT serum, aided by the capabilities of a lab, might be able to regenerate brain tissue, but surely they'd lose memories and such? To reflect this and because i think it'd be good flavor, how about human players with Brain Rot talk through the Death Rattle filter from now on. Limiting player's abillities isn't generally a great idea, but I think if you're going to get brain rot and then try to play as a survivor, this kind of little inconenince is pretty much to be expected.--'STER-Talk-ModP! 22:57, 3 June 2006 (BST) |
Left Queue: | 01:46, 30 June 2006 (BST) |
4th June 2006
Journalism
Timestamp: | 02:22, 4 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors who have a beef with other surivors |
Description: | The Journalism skill would help survivors who have a beef with other survivors, but who do not wish to resort to actual player killing. Those with the Journalism skill would gain a new attack, "allege", which they could use against their enemy. The effect of a successful attack would be cumulative. The first two "allege"s would simply make it harder to do one's job, by reducing attack and search probabilities. Three-thru-five "allege"s would make one more of a target to zombies by causing one's name to always appear first in the zombies list of targets, even if one just entered a room full of players. Finally, six "allege"s would force an "immediate redeployment" - that is, the play would be removed from Malton, and made to wait in the "Committee Cloakroom". As this simulates waiting out the results of an investigation, the only action which may be performed in this room would be "pace". So the sake of server performance, a single click of the "pace" button would burn all of the clickers AP. Each "allege" eventually wears off at a rate of <TBD> AP-per-allege, slowly allowing the target to restore functionality. The probability of a successful "allege" should be small - perhaps 3% - unless the target is military. In that case, the probability of success should be 25%. |
Left Queue: | 04:57, 4 June 2006 (BST) |
Cremation
Timestamp: | 2:30 (BST) June 04, 2006 |
Type: | Skill |
Scope: | Humans above level 10 |
Description: | I suggest a Zombie Hunter skill called 'Cremation'. It works in a way similar to the Headshot skill. When you kill a zombie, you can click on a button labeled 'cremate'. For 5 AP and possibly a fuel can(depending on whether or not people think that's too much), you light the zombie's body alflame, causing them to have to spend extra AP to get up (I'm not sure what a good amount of AP would be, so suggestions would help). |
Left Queue: | 05:02, 4 June 2006 (BST) |
Caffeine Pills
Timestamp: | 14:35, 4 June 2006 (BST) |
Type: | New Item |
Scope: | Survivors |
Description: | Heals the survivors AP by ten, is found in Mall stores and Hospitals. This would help survivors fleeing from zombies to get away faster,and it would be especially useful for new players. It would be impossible to raise AP above 50, maybe a system should be implented to prevent people from using them more than once every 24 hours, so we dont have people with 100 AP walking around town gaining expierience like nobodie's business. |
Left Queue: | 14:54, June 4, 2006 |
Climb Trees
Timestamp: | 04:18, 4 June 2006 (BST) |
Type: | Skill? |
Scope: | Survivors |
Description: | Egads! Some malodorous miscreant has heavily barricaded your entry point, and now you are left to the tender attentions of the ravening horde of zombies crawling about this forsaken city. But wait! What's that there in yonder parkland? It's a stately and noble oak, with grand, spreading branches into which you can cravenly scurry while you recouperate enough to look for a new hiding place... or atleast rip yourself open a new one. You are saved! (or are you...)
Not really a skill as I don't think it warrants spending XP, but I suggest that survivors be able to climb trees in order to potentially save themselves from peril should they become locked out of their safe houses and lack the AP to look for another or break into one. By spending perhaps two AP in a park, a survivor can scurry up into a tree. The survivor will still be invisible to adjacent blocks, as if she'd entered a building, but be visible to anyone standing in the park. Flavor text-wise, people entering the park would see "Player X, Player Y, and Player Z are cowering in the trees". Zombies and PK-ers in the park can choose to attack the tree to knock the player down to the ground, causing about two HP of damage and making the survivor then vulnerable to further attack. Each strike of the tree will have a chance of knocking down *each* person in the tree, so a particuluarly fortuitious strike could bring down survivors like candy from a piñata. In mechanics it should be about as effective a three-success barricade. Thus, a zombie with Vigour Mortis and Death Grip would have to make two strikes at 25%-ish accuracy to knock someone out of a tree. Each survivor would have their own pool of 'barricade points'. Thus, Survivor A climbs into a tree. A passing zombie manages to remove two barricade points, but then gives up. Survivor B climbs into the tree as well. Another zombie drops by, manages another lucky strike, and Survivor A falls out of the tree, while Survivor B manages to cling on for dear life. Hopefully for Survivor B the zombie will give up shaking the tree and start feasting on poor Survivor A. |
Left Queue: | 01:58, 30 June 2006 (BST) |
Advanced Ineventory
Timestamp: | 07:45, 4 June 2006 (BST) |
Type: | improvement |
Scope: | anyone carrying stuff |
Description: | OK well i found that having stuff is complicated, you could have 12 shotgun shells littered all over your inventory and mistake the shells for a shotgun and click the wrong thing, same goes for pistol, DNA exttractors, wirecutters in the clutter of a large inventory its difficult sometimes to function
i think a system should be made were anything you have that is the same will be filed as such like a gun shows its ammo--- Shotgun Shell(8) or Flak Jacket(2) that would help |
Left Queue: | 01:58, 30 June 2006 (BST) |
Zombie Not-Talking Communication
Timestamp: | 07:39, 4 June 2006 (BST) |
Type: | Skill, balance change, improvement, Ron Burgundy, etc |
Scope: | Zombies attempting to horde |
Description: | I'm Ron Burgundy, here's what I'm suggesting on your suggestions page, tonight:
I just submitted this, but I'm changing it because it seems pretty close to a dupe and Jimbo Bob pointed out a problem. The new part is now in italics. Since I'm changing it, I guess I should remove the votes for the old one. I'll do that, but here they are for the sake of thought:
The zombie numbers keep falling and someone above me suggested high level zombies be able to talk to other zombies without translating everything into gra and mhr and such. The reason behind this, of course, is to allow zombies to work together and horde more easily (if you'll notice, the vast majority of groups in the game are survivor groups). The zombie's strength is fighting, zombies are better in groups, zombies can't communicate well enough to make groups. Allowing them to talk effectively makes them humans, so to hell with that! Give them a skill to signal and gesture to other zombies. This skill/balance change/improvement would appear as "A zombie gestures frantically to the east" or "A zombie points west," depending on how far the target is. Players would be able to pinpoint targets by entering the coordinates into a box similar to the speech box. It should require users to be at the 10th level to cut down on spam and make sure that only high level characters are able to form and direct hordes. To prevent survivor abuse, it should require brain rot. Hell, if we're going to have the zombie equivalent of survivor zombie hunters, they should be zombie players all the way! This will also make brain rot a more desirable skill. If you're worried about how zombies with rotted brains could gesture at things, consider this: the more rotted a zombie, the more hungry! Zombies with brain rot should be the most aggressive. This sort of thing may not be of use to large hordes that work in the meta-game, but it should be good for groups that are just starting out, ferals that cluster together, or groups trying to snowball. It'll basically allow the zombies to work together and maybe make playing a zombie more fun! After all, "more zombies in game" translates to "more zombies for the Channel 4 News Team to put under the knife." Of note: This ain't no clear cut dupe! The first one was just a skill that says "a zombie beckons 1 block south 2 blocks east." This gives non-specific "follow me here" directions to zombies. It also requires brain rot- finally, a reason to buy a skill that shoots you in the foot! |
Left Queue: | 01:58, 30 June 2006 (BST) |
Radio work for Scouts
Timestamp: | 23:11, 4 June 2006 (BST) |
Type: | Class improvement |
Scope: | Scouts |
Description: | Given that Scouts currently start off only with Free Running and a flare gun, they have an extremely difficult time gaining their first few levels. Free Running helps keep them alive, but even Consumers arguably have an easier time leveling because their Shopping skill allows them to find more useful items.
What I propose is giving the Scout Radio Operation in addition to Free Running and a radio receiver instead of the useless flare gun. It only makes sense a soldier assigned to recon work would have a means of communicating with his home base. I realize that "realism" as a justification for a suggestion is a slippery slope (I.E. why do privates have pistols instead of M-16s?). I also know this would make life only marginally easier for Scouts, and that two starting skills would be unprecedented. But at least it would make playing as a Scout a tad more interesting and encourage people to try it over one of the combat classes. |
Left Queue: | 01:58, 30 June 2006 (BST) |
5th June 2006
Dropping & Picking Up Items
Timestamp: | 18:09, 5 June 2006 (BST) |
Type: | Improvement |
Scope: | Humans |
Description: | When a person drops an item, it shows up in the 'since your last turn:' area as:
Player X Dropped a(n) (insert item here). Then there is a button next to that that says pick up (insert item here). Think about it, when a person drops an item, obviously you know about it, and also, you are obviously going to know it's there, so why can't you pick it up? So if you pick the item up, it shows Player Y picked up the (insert item here). Now, most people don't go around dropping pistols full of ammo, so it wouldn't make the game very inbalanced, because even if you do pick up that dude's empty pistol, you still have to find ammo for it. This could also lead to humans 'trading' or 'giving away' items, and which could lead to groups, for example The Salvation Army giving away items on certain days of the year. Now, if you try to pick up the item, and someone else already has, you would waste an AP, and get the message You tried to pick up the (insert item here), but it appears someone else already has.. I'm sure it could go much, much deeper, but I'll leave the possibilities(which are nearly endless) up to you.--20m813 18:09, 5 June 2006 (BST) |
Left Queue: | 20:20, 5 June 2006 (BST) |
6th June 2006
Radio Message Experience
Timestamp: | 13:36, 6 June 2006 (BST) |
Type: | Experience Boost |
Scope: | Survivors |
Description: | You have all seen how many radio messages there are every hour, and how much AP is going to waste because of it. I suggest that we should reward all those hard working people with nice experience boost from each message.
I think that 1 XP on free 28.01-29.00 MHz range would be nice. Those who are experienced radio operators can get 2 XP per message on 26.00-28.00 MHz range. Sweet huh? I know that few of you might disagree, because you say it would "increase spamming on the radio" or "overpower survivors" and stuff like that, but in reality people would just learn to express themself better. And lets face it, most of them have some real issues with that. Also it wouldn't hurt balance, because many survivors would stop barricading with their AP to use it messaging. |
Left Queue: | 16:20, 6 June 2006 (BST) |
Zombie burning
Timestamp: | 16:13, 6 June (BST) |
Type: | Balance Change |
Scope: | Survivors and Zombies |
Description: | Zombies are killed and then they just stand up. Wouldn't it be nice if you could rid your zone of them? Many zombie books and movies suggest the only way to truly be safe from them would be to burn them. What if you could find a gas can and burn the zombie body. You kill the zombie, pour gas on the body and light a match. It would cost 10 Ap or so, but this would rid your suburb of that zombie. And for the character playing the zombie, he's not dead entirely, but he's respawned in a cemetary suburbs away (random). This only temorarily kills the zed, but it feels more productive for the humans that burned him. Sometimes it just seems pointless to kill them, they just stand up 1 day later. |
Left Queue: | 03:26, 7 June 2006 (BST) |
Smaller radios
Timestamp: | 07:42, 6 June 2006 (BST) |
Type: | Item |
Scope: | Radios |
Description: | I think handheld radio receivers should be smaller. I don't see why they should take up 5 inventory spaces. This is unprecidented (no other item takes up so much space), and doesn't really make much sense in terms of realism or balancing.
It just doesn't seem to make sense for a radio receiver to be twice the size of a portable generator or a double-barrel shotgun. I don't know much about ham radios or military radios, but I know my AM/FM receiver can fit in the palm of my hand. Also, in terms of game balance, radio receivers don't seem overpowered to justify having them be so bulky. They don't let you send messages, messages you receive are limited to one frequency at a time, and quite frankly a lot of what's out there is just idle chatter at best, or STREETS IS WATCHING at worst. I don't see how having them take up fewer inventory spaces would grief zombie players. Revive syringes, ammo, or guns seem much worse in that regard. I understand how Kev might want to keep err on the side of caution in terms of balancing, since radios are new, don't benefit zombies yet, and haven't been implemented alongside a corrisponding zombie benefit like the Ransack skill. Still, I think 5 inventory slots is a bit excessive. |
Left Queue: | {{{suggest_moved}}} |
Death Grasp
Timestamp: | 15:50, 6 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | My idea is a Skill following Tangling Grasp on the skill tree. This skill would mean that when a Zombie "grabs hold" of a Survivor and the Survivor logs back on before the Zombie "looses his grip" the Survivor would have to spend 2AP to Break Free of the Zombie's grip.
I think that this would be a good way to simulate a Zombie horde attacking a Survivor. |
Left Queue: | 02:15, 30 June 2006 (BST) |
Non-duplicatable items
Timestamp: | 18:50, 6 June 2006 (BST) |
Type: | Game convenience enhancement |
Scope: | Players |
Description: | Short and to the point: I suggest that when searching, if you find an item which you already have one of (of a type which confers no benefits when having more than one), that it be automatically dropped, to the tune of something along the lines of "You found a GPS unit; however, you already have one." Obviously finding another Pistol Clip or FAK would not be affected. The list of items which I suggest be non-duplicatable in a player's inventory follows:
1. GPS unit 2. Mobile phone 3. Fire axe 4. Wirecutters 5. Crowbar 6. Baseball bat 7. Length of pipe 8. DNA extractor 9. Knife |
Left Queue: | {{{suggest_moved}}} |
Searchable profiles (improved)
Timestamp: | 20:08, 6 June 2006 (BST) |
Type: | Game convenience enhancement |
Scope: | Player profles |
Description: | Ever get PKed and stand up only to realize you forgot to add the bastard who killed you to your contacts to better pursue your revenge? Ever get revived by a kindly passerby and absentmindedly click away before you can take down their profile so you can recognize them and help them out in return if you ever have the chance? I know I have. Sure, if you think of it right away, you can use your browser's back button, but that doesn't help when you're checking on your characters first thing in the morning and only think of it after your coffee an hour later when it's too late. UDTool partially solves this problem by allowing you to tag players names with color regardless of whether they're in your contacts, but that's no help to non-Firefox users.
What I propose is to make the player profiles searchable by player name and group affiliation. Type in the name of the person you're looking for as best as you remember it, and the engine brings up a list of all the closest matches. Type in a group name, and the engine lists all players who have that group listed as their affiliation and have not opted to make their names non searchable. Players would have the option of making their name not appear in group searches to discourage griefers from targeting all members of a particular group.
|
Left Queue: | 02:15, 30 June 2006 (BST) |
7th June 2006
Using Experience Points to Buy Items
Timestamp: | 12:12, 7 June (GMT+0930) |
Type: | Improvement |
Scope: | Humans |
Description: | Allow users to use experience points to buy items. Something like 100exp for a pistol clip, 25/50 for a shotgun shell, etc. This would be really useful for high level users that don't want to waste time looking for stuff and have 1000+ exp points with no skills to spend it on. |
Left Queue: | 07:53, 7 June 2006 (BST) |
Attack Delay
Timestamp: | 04:44, 7 June (BST) |
Type: | Improvement |
Scope: | Attack, everyone |
Description: | In the current build of this game a player can cause an attack action to take place several times before the attack is implemented via clicking the attack button repeatingly. I suggest that a delay of one second be placed on attack actions so that players (zombies or humans) cannot spam-kill a given target.
This suggestion has nothing to do with connection speeds nor does it deal with a problem resulting from connection, it is a result of any player being able to repeat a single attack many times over the course of a few seconds. |
Left Queue: | 09:48, 7 June 2006 (BST) |
Generator Explosion
Timestamp: | 21:49, 7 June 2006 (BST) |
Type: | Generator Destruction effect |
Scope: | Survivors and Zombies |
Description: | When a generator is destroyed, often it's by a temporary zombie who gets themselves revived, destroys the generator, until they're killed (often by annoyed survivors). The only way of stopping generator-destroyers - killing them - doesn't bother them much; they want to be zombies anyway. There's essentially no real detriment to this.
So here's the suggestion; the person who attacks the generator with the destroying blow is caught up in an explosion; You destroy the generator. It explodes in your face. Being caught in the generator explosion kills the destroyer, and causes so much damage that it takes them three days to recover; they are unable to stand up and continue for three days. It'd be a detriment to those destroying the generator (losing three days playing time) and isn't unbalancing. It's not a major change, just a minor discouragement. It's also more true to life - I don't think you could whack a running generator to destroy it and not risk it blowing up in your face. |
Left Queue: | 23:47, 7 June 2006 (BST) |
Moltov Cocktails
Timestamp: | 22:18, 7 June 2006 (BST) |
Type: | New Item |
Scope: | Surviors |
Description: | I was orriginally thinking about giving the Military classes grenades, but that seemed like it would have some major abuses. So, I came up with this idea:
Allow the players to create a moltov cocktail. A Moltov cocktail (I'm unsure of spelling) is usually a glass bottle with a flammable liquid in it, and a rag stuffed into the mouth. One ingnites the rag and throws the bottle as a fire-bomb. Rather than making a super-area-of-effect weapon, you could make it so that it deals a certain amount of damage to 3 random enemies in that square. I would suggest 12-15 HP damage. A player would create one of these by finding 3 beers and a 'rags' item. The rags would be found in any building, with a very low probability. (so that you wouldn't end up with an inventory full of rags.) When you click on the Rags item in your inventory, in creates the cocktail at the cost of 5 AP. The explanation would be that it takes a certain amount of time to distill the alchohol from the beer. This would add a practical value to the beer and wine items, as well as giving the survivors another option for weapons. |
Left Queue: | 23:51, 7 June 2006 (BST) |
Vomit
Timestamp: | 09:24, 7 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | I have seen several "Vomit" ideas before, this is different from them in how it works and only shares a name Please don't vote Dupe unless you can link to one that works the same way as this.
Vomit would be a Skill under Digestion. When the Zombie vomits it targets 1 person in specific, however because of the splatter there is a chance that the 2 nearest people could be hit as well. The 2 nearest people would be whoever is 1 above and 1 below in the "actives stack" Attacking the top or the bottom of the stack will not get any Splatter in that direction. Also note that the Splatter might be human or zombie depending on when they were active. The Vomit Attack would do 1 damage to each person it hits for 20% ACC. That makes it .6 Damage per AP spent. Another Skill under Vomit called Putrid Bile would cause the damage done to the selected target to become 2. Those hit by the splatter are not affected. This translates into .8 Damage per AP One last skill also under Vomit called Forced Expulsion would add 15% to the ACC of the vomit making it 35%. This without Putrid Bile would turn into 1.05 Damage per AP. With the whole thing maxed out it would do 1.4 Damage per AP. However it is spread out over the 3 people hit. As far as gaining XP goes, I don't think Vomit would allow quick XP gain because you are spreading out your attack and unlikely to get the Kill bonus unless the they were near death when you found it. Comparing it to Claws and Bite I feel it has its pros and cons. Claws average more Damage-per AP and provide the tangling grasp bonus. Bite does more damage, but it can heal the zombie and infect the survivor. Vomit would do as much overall damage as Bite (with the higher ACC), but it would not have a chance to kill a full health survivor due to its nature of spreading the Damage. As far as the fun factor goes, I feel that this would quickly become a favorite among Zombie players who want to "Share the love" and hurt as many people as they can. The attack would be fun to use and still not be underpowered or overpowered. |
Left Queue: | 02:18, 30 June 2006 (BST) |
Blood Trail
Timestamp: | 19:57, 7 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | This skill would go into the skill tree as follows:
scent death -> scent fear -> scent blood -> blood trail It would add a new command to the zombie menu: "sniff blood", and return the location of the nearest wounded survivor (less than 25 hp) within a 5 block radius (same range as NecroNet). This skill would allow a zombie to sniff out a wounded survivor even if they are hiding inside a building. The message required would be something like: You smell the scent of fresh blood 5 blocks to the North and 1 block to the East. or You smell nothing unusual. if there are no wounded survivors within a 5 block radius. Even with feeding groan, it's still tough for a zombie to find a honest meal around here. With the addition of radio to help survivors communicate and coordinate, I think it's only fair the zombies get a new radar skill as well. Because "sniff blood" will only display the location of a single survivor, and only if that survivor has been wounded, I don't think it's overpowered. Heck, the survivors have NecroNet to show the location of ALL zombies nearby. Also, the zombie would still have to crack open the barricades to get at their meal. If survivors are worried about wounded survivors giving away the position of their safehouses, they can just heal the poor saps. |
Left Queue: | 02:18, 30 June 2006 (BST) |
Construction - Expert
Timestamp: | 23:45, 7 June 2006 (BST) |
Type: | Skill, improvement |
Scope: | Applies to survivors |
Description: | In the city of Malton, survivors are able to gain the skill "Construction (Player is able to barricade buildings.)". Many times during my stay in the city I have seen tags from players saying barricades VS+2. My suggestion would be to add another skill under the construction tree that would allow players to see at what level the barricades are at. Sometimes the barricades may have been put up at an earlier time in the day to VS+2, but later due to zombie attacks those barricades may be down to just VS. An expert in construction would be able to determine those levels and adjust them accordingly. |
Left Queue: | 02:18, 30 June 2006 (BST) |
Refuse Revive
Timestamp: | 23:49, 7 June 2006 (GMT) |
Type: | Balance change |
Scope: | Zombies |
Description: | Random revives are too much of a problem. Not only does it constantly annoy zombies, but it's also bad for survivors. What's more dangerous? A full level zombie, or a full level survivor? Definately a survivor. But unfortunately, we have too many people doing random revives that it's throwing the game out of balance. Zombies should stay zombies unless they WANT to become a survivor.
A quote from Big Vic on the Brainstock.tk forum: "One of my zombies is in a horde and it seems like everyday six or more of us have been combat revived, and a buddy of mine once said well it is the most ap effcient way to take care of zombies." There have been numerous other complaints on the forum regarding how annoying being randomly revived is. My suggestion is to allow zombies the choice to be revived or not. Just one more button at the bottom of the screen saying "Resist the revive," and have the player remain a zombie. For flavor text, Kevan could work it in that the virus has made regular zombies more resistant to the revive, or that the virus has amped their brains, etc. |
Left Queue: | 02:18, 30 June 2006 (BST) |
8th June 2006
Stench of Evil
Timestamp: | A little before 02:10, 8 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Stench of Evil would be a special attack performed by Zombies. A Zombie would first need to make a successful attack and grab hold of a survivor. A zombie with this skill would then have the option to expell its nasty breath through a bite attack at a survivor. The attack would have the chance of causing the srvivor to "faint" for a period of time. If the special attack "hits" then all attacks would increase by +10% until the effect wore off the survivor. This effect would stack with hand grab, so a zombie could potentially increase its attacks by +20%. |
Left Queue: | 02:31, 30 June 2006 (BST) |
Binoculars
Timestamp: | June 7th,2006 9:23 PDT |
Type: | Item |
Scope: | Survivors |
Description: | Binoculars would be used to determine the current barricaded state of an adjacent area. This would cost 1 AP and would cost as much as moving there, however, a survivor could see if they can get in before committing to moving there. |
Left Queue: | 02:31, 30 June 2006 (BST) |
Get An Education
Timestamp: | 06:19, 8 June 2006 (BST) |
Type: | Rule change |
Scope: | Human Skills |
Description: | One of the things that has really got me is the way that humans in Urban Dead gain skills. It seems that at any moment, as soon as a player gains the appropriate XP, they can become good -- for example, suddenly learning how to fire a shotgun, build a building, or perform major surgery, or even how to have a job at NecroNet, as they hack through zombie hordes. This doesn't make sense, and considering that humans get the most skills aready, it may even be a bit overpowered.
My suggestion: Skills have to be learned, not spontaneously developed. Each skill has a certain set of thematically appropriate locations where it ma be learned. Specifically, these locations are:
Additional locations could be added, as necessary (or as Kevan desires, it IS his site). When you have the XP free, you would have a new button, "Learn Skill," with a drop-down box of all available skills and their XP costs next to it. Learning a skill would take 10 AP. For note, zombies would NOT be subject to this change -- they could simply buy a skill whenever they want. They benefit by not having to search for equipment or education to learn and use their best skills.
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Left Queue: | 02:31, 30 June 2006 (BST) |
New zombie Skills
Timestamp: | 18:28, 8 June 2006 (BST) |
Type: | Skills |
Scope: | Zombies |
Description: | Recently zombies have been getting the short straw when it comes to new skills. I think zombies need more powerful attacks. Survivors can take down a zombie very quickly if they have several loaded shotguns and Advanced Shotgun Training. Its 10 damage per hit at 65% accuracy, the best a zombie can do is 3 damage at 50% accuracy (60% accuracy with Tangling grasp). Not exactly frightning. Zombies should get skills that increase their combat effectiveness. Basically, more brain eating for your AP. Here are my ideas for new combat skills for zombies.
I play as both survivors and zombies. I find that the zombie characters are much less equipped and what is needed is a)Stronger Combat Skills and b)a way to lower those pesky barricades. |
Left Queue: | 02:31, 30 June 2006 (BST) |
9th June 2006
Zombie Fix with IP hits!
Timestamp: | 20:58, 9 June 2006 (BST) |
Type: | Balance change |
Scope: | Everyone! |
Description: | Most people play three characters, to make full use of their IP hits, and they play all or mostly survivors because survivors are more entertaining. If they were given more IP hits, they'd play more survivors, so here's the plan:
There will still be 150 hits for all the earlier alts, regardless of whether those alts are survivors or zombies. Someone who already has three survivors will be encouraged to make two zombies, someone who already has two survivors and one zombie will be encouraged to make one survivor and one zombie or two zombies. The same holds true for the zombie players, so this would cancel itself out if there were an even split between zombies and survivors. Because there is not, there will be a net gain on the zombie side. One might object to this by saying that more players will kill the server. It won't; the game has lost players and the server worked just fine before. |
Left Queue: | 02:34, 30 June 2006 (BST) |
Flailing Limbs
Timestamp: | 14:03, June 9, 2006 (BST) |
Type: | Skill Addition, Under Memories of Life |
Scope: | Zombies |
Description: | I went though all the suggestions and couldnt find this. I cant believe its not yet suggested so if infact its a dupe Im sorry. Basically this skill would make it so that a zombie is capable of using those useles pipes, crowbars, bats, and fireaxes however not to the same extent that a survivor uses them. Knives would be useless to a zombie. Basically they could just use a weapon and have it do 1 more damage than their strongest hand attack reguardless of the weapon but drop the percentage of the hit by 2.5% or 5% (a fireaxe has to be held/swung correctly to do max damage so we will just lump all the weapons together for the same damage). For instance a zombie with Vigour, Deathgrip, and Rend flesh, attacking with one of the above mentioned weapons would have a 47.5% or 45% chance of hitting with 4 damage. This would allow advanced zombies to do almost as much damage as a survivor with full pistol skills with slightly less percentage of hitting. |
Left Queue: | 02:34, 30 June 2006 (BST) |
10th June 2006
Drag Victim
Timestamp: | 20:45, 10 June 2006 (EST) |
Type: | Balance Change, Skill, & Improvement |
Scope: | Zombies and Dead Bodies |
Description: | Please read the whole suggestion and the voter/author comments before making your vote…
“We all know that many zombies can be grabby, and often choose not to let go of certain possessions they had when they were alive. As zombies continue to attack and feed on humans, for whatever reason they do, their perspective of their victims seems to have changed. People must appear to be a needed possession in the clouded eyes of a zombie. It has been witnessed lately that zombies have started to grab their recent kills and drag them into nearby buildings. The reason why they do this is unclear, as they often seem to leave the bodies there, intact. It was thought that they were storing the bodies for later consumption, but some view this as a kind of parental instinct to protect their “offspring.�? Needless to say, most of those types of views are generally shot down, as the belief that zombies are mindless cannibals, incapable of any form of compassion, culture, or organization, continues to prevail.�? Ok, how it works: This is a zombie skill that must be acquired, unlike the human version of Dump Bodies, which can be done by any living human. To get the skill the zombie must spend (100 XP) and have the prerequisite skill, (Tangling Grasp.) This skill allows a zombie to drag dead bodies that are laying right outside a building in with them as they break into that building. Once inside, the bodies are dropped and will (stay there till either the body stands up or humans dump the bodies outside again.) Zombies can only drag bodies into the building they are laying in front of. Zombies who have this skill will have the button option to spend (1 AP) to “Grab Dead Bodies.�? That zombie will then have grabbed all the bodies in the square that were there at that time. New bodies will not be auto grabbed, and can be grabbed by any zombie who has the skill too. Should the zombie who has grabbed the dead bodies be killed, leave the square not entering the building, or the bodies they are carrying stand up, the bodies are dropped where they were picked up. (In the case of bodies standing up, only the ones who stand are dropped, the rest are still held.) All remaining bodies are dropped inside should the zombie who grabbed them make it into the building while they are still grabbed. (Bodies being grabbed and those who witness either the bodies being grabbed or dragged and dropped into the building will get messages stating that has/is happening.) (If the bodies stand while still grabbed, the zombie who grabbed them will get a message stating that they lost their grip on a body as it began to move.) I feel this skill should be implemented to help balance the human ability to dispose of bodies before they stand back up. Just to help it‘s implementation, the parts of the suggestion that are in ( ) can be altered or even removed to make the suggestion more acceptable. |
Left Queue: | 02:49, 30 June 2006 (BST) |
11th June 2006
Wake Up From Revival In A Safehouse
Timestamp: | 23:56, 10 June 2006 (BST) |
Type: | Revival improvement |
Scope: | Recently revived survivors |
Description: | When a player gets revived, 9 times out of 10 he's logged out when it happens, just sitting in a revival square waiting to be brought back to life is far too time consuming for everyone I think you'll agree. So when you ARE revived, lo and behold you find yourself the lone human in a square full of zombies. This is clearly biased towards the zeds because they take advantage and kill you again.
I know a lot of survivors ignore the "revival square, do not kill zombies here" spraypaint so why should the undead hordes obey a similar message? "please do not eat any recently revived players" that's too much to ask. Sure, it's common sense that a survivor in a revive square full of zombies stands a good chance of holding a syringe and is there to help. Why eat him? And yet it happens! What I propose instead is when you're injected with a syringe, the game realises you're not in that square to revive others and you're moved to a nearby safehouse. A simple message such as "you stumble into the firestation to recover from your ordeal" would be fitting. Whether or not the building you've been moved to is barricaded is a much better risk to take than standing amongst a crowd of zombies with a sign around your neck saying "I'm logged out, eat me while you can." |
Left Queue: | 00:17, 11 June 2006 (BST) |
Accurate XP
Timestamp: | 02:54, 11 June 2006 (BST) |
Type: | Change to XP |
Scope: | Survivors |
Description: | Someone's going to say this is a dupe of "Extra XP for Extra Healing", I know it. But that suggestion is different - it says people healing 6-10hp should get 10xp. This suggestion is that HP heals always match up with XP gain - you heal 6 hp, you get 6 xp. |
Left Queue: | 04:39, 15 June 2006 (BST) |
Tougher Zombies
Timestamp: | 05:46, 11 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | I think this idea would help zombies a lot, by providing them with an AP drain on Humans that want to kill them. By wasting Humans' AP, they become weak and will be unable to take out the Zombies. Here are 2 Zombie skill that can boost the HP of Zombies.
Lack of Pain: The zombie can take more punishment, +10 HP Rotten Flesh: Bullets and blades pass right through the zombie, +5 HP. They stack with Body Building, meaning that a Zombie has a max. health of 75 HP. These two skills do not carry over if you get Revived. The zombies' main strength is the ability to withstand punishment and assemble into hordes. This way to withstand punishment before falling will be able to assist the Zombies out in the future. Zombies don't need added health to begin with...they can live forever because they stand up. But this way makes Suriviors lose AP when killing zombies, and an AP lost is an AP that cannot be used to barricade or escape from the claws of the hordes. I'm open to suggestions |
Left Queue: | 02:54, 30 June 2006 (BST) |
12th June 2006
Necrotic Fever Epidemic
Timestamp: | 06:03, 12 June 2006 (BST) |
Type: | New Zombie Skill, With Associated Changes (incl. New Building!) |
Scope: | Zombies & Survivors |
Description: | Please do not auto-dupe simply because this is “yet another�? disease suggestion. I am aware that this bears several similarities to other suggestions, including the peer-reviewed Plague Bite. But not only do I believe that this suggestion is sufficiently different to be original, I think it’s better, more flavorful, and more fun than Plague Bite and its cousins. Judge for yourselves - read first, then vote.
A new disease has been popping up on the streets of Malton: Necrotic Fever. It’s caused by bacteria which have evolved in a new habitat: bodies which have been undead for long periods of time. The bacteria are symbiotic; they don’t harm their zombie hosts, but they can infect nearby survivors. The disease isn’t fatal, but it’s extremely contagious and can make survivors vulnerable to brain-munching undead hordes…
Zombies with at least 10 levels can purchase a new skill, Necrotic Symbiotes. This grants them a new attack, Infected Breath, at a base 10% chance to hit. The Brain Rot skill now gives +10% to this attack thanks to the prolonged and obstinate unlife of these zombies. A successful hit on a survivor inflicts no damage and grants no XP, but the survivor gains a new state tag, Necrotic Fever.
A survivor who has a Fever loses 1 HP per action, just as if he had an Infection. If he has Fever and Infection, he still loses only 1 HP per action. The Fever is nonfatal: if an HP loss from Fever would cause the survivor to die, he doesn’t take damage from the Fever (he can still take damage from an Infection). Fever is cured by the application of antibiotics, found in First Aid Kits. If a survivor has both Fever and an Infection, the FAK only cures the Fever; another FAK must be applied to cure the Infection.
Any time a survivor does an action in the immediate presence of one or more Fever patients, he has a very small (0.0001% per patient) chance of coming down with the Fever themselves. Thus, a survivor who spends one full day (50 AP) in the presence of ten untreated Fever patients has a cumulative probability of nearly 5% of becoming ill. This so-called Base Risk is increased or moderated by surrounding conditions which affect the transmissibility of the virus. These are rather intuitive: Factors Which Increase Contagiousness (ordered from most effective to least)
Factors Which Decrease Contagiousness
Unlike Infection, Necrotic Fever dissipates upon death (the tag is discarded). This is because the bacteria is symbiotic with zombies, so it is harmless in corpses. Also, one nondescript building in each five-suburb District becomes a Sewage Treatment Plant. A generator-powered Sewage Treatment Plant is the #1 way to decrease the risk of contagion in the area. Finally, the Surgery skill now detects which players are Infected or Feverish, just as Diagnosis detects HP levels.
Necrotic Fever makes the game more fun for zombies. It increases the attractiveness of Brain Rot, it gives the undead a new way to harm survivors, and it helps veteran zombies “soften up�? a target for younglings. It’s very flavorful - breaking into a mall and just spreading disease everywhere instead of directly attacking survivors is a new potential tactic, and terrorizing harmanz is what being a zambah is all about. Necrotic Fever presents new, fun challenges to survivors. The “critical mass defense�? strategy is no longer totally invincible, especially if survivors cannot organize an effective response to looming epidemics. Surgery becomes much more attractive, the Doctor class is in higher demand, and two previously useless items (Beer and Wine) find uses. The game “landscape�? becomes more detailed as certain buildings are now Clean or Dirty and affect the risk of disease. Finally, the Sewage Treatment Plants become new battlegrounds between the live and undead forces; controlling and powering them gives the survivors a nice boon. While Necrotic Fever undeniably gives a new advantage to zombies, it is not overpowered. It is only available to higher-level zombies, it does not do combat damage, it does not grant XP, it does not stack with Infection, and it cannot kill survivors. It weakens them and makes them more vulnerable in the event of a big break-in. If zombies can’t break in, they can’t harm the survivors. Moreover, since Fever is easy to cure, only disorganized defenders are truly at great risk.
Please note: any joke referencing a potential new "Cowbell" item will be struck out with extreme prejudice... ;) |
Left Queue: | 02:55, 30 June 2006 (BST) |
Sense Horde Movement
Timestamp: | Boxy 13:38, 12 June 2006 (BST) |
Type: | Skill |
Scope: | Zombie |
Description: | Zombie players who don't meta-game need a skill to help them keep in track of any pseudo-group they may form. I suggest that a better way of allowing them to follow along when the horde moves, without being told the next target, is for them to be able to sense which location most of the zombies from their block have moved to since their last turn.
Similar to Scent Trail, if two (number negotiable) or more zombies that were present last time the player checked in have since moved to another square together, a message appears telling the zombie where the greatest number went, for example... Since your last turn: It would count the movement of any zombies that were standing, or dead bodies (who had since stood up as a zombie) when you had your last turn. I think this would be more useful than Scent Death, as it would allow low level zombies to keep up with a group of zombies, once they find one that is successful. Scent Death seems to lead toward large groups, and hard targets, this one would be useful for small/medium groups too, that can target easier buildings. |
Left Queue: | 02:55, 30 June 2006 (BST) |
13th June 2006
Parasitic Tentacle v2.1
Timestamp: | 08:16, 13 June 2006 (BST) |
Type: | Skill |
Scope: | Brainrotted zombies |
Description: | This is an improvement upon my first (and second) Parasitic Tentacle idea(s) (it/they was/were shot down in flames). My new idea is as follows:
Parasitic Tentacle (appears under Brainrot tier): When standing up, Headshot zombies have a 50% (all number are negotiable) chance to grow a parasitic tentacle. This tentacle would act as a secondary attack. Whenever a zombie performs a claw or bite attack, there is a 20% chance of simultaneously attacking with the parasitic tentacle to inflict an additional 1 damage. Upon death, the tentacle dies/disappears, but can return if headshot again. Unlike my first parasitic tentacle idea, this new ability does not inflict a retroactive penalty on headshot users, as the skill does not do immediate harm to the attacker. Also, with its current stats, the attack would only add an additional .2 damage to zombie attacks. However, this .2 only activates half of the time after being headshot. I just checked the stats page, and currently, only slightly more than half of all standing survivors are zombie hunters, which means that this ability would activate only with 25% of all kills. It gives brainrotted zombies a decent skill that adds an extra punch without being over the top and without inflicting immediate penalties. |
Left Queue: | 17:45, 13 June 2006 (BST) |
Knowledge of the Streets
Timestamp: | 08:16, 13 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | As the survivors attack the infection in town they become used to their route and the surrounding area. As such they begin to notice shortcuts more easily, giving them a 10% (up for debate) chance that it takes them 0 AP to move to the next building or street. I'd suggest this to be a level 15 and up skill, but thats also up for debate. |
Left Queue: | 03:02, 30 June 2006 (BST) |
Sawblades
Timestamp: | 10:20, 13 June 2006 |
Type: | Item |
Scope: | Humans/Barricades |
Description: | Many of you see sawblades, and think "Kill." Well this isnt some hyped up weapon. Its for barricading purpouses. It is found in factories, junkyards and mall hardware stores. It can be used for skipping from (I have decided to change that as Ember was right. It is too much of a jump from light to heavy. It now should be that it goes up the normal way, for people who have no construction skill, and need barricades. I have seen that problem, and its killed me many a times.)It is for cutting metal and wood to fit the door/window.
So saying, a sawblade cannot be used forever, only 3 or 4 times. Zombies are unable to use this, of course. There should be atleast a 7.50% chance of picking one up from the areas mentioned above. I understand that the barricades keep people alive, so Im thinking about taking the part about taking them down with it also.(I have taken the part about takeing them down also)(So what, I take this down and put another one up again with a better system?) |
Left Queue: | 03:02, 30 June 2006 (BST) |
Sawblades (Revised)
Timestamp: | 18:12, 13 June 2006 |
Type: | Item |
Scope: | Barricades |
Description: | After a much needed thought, I have come up with a new Sawblade version.
The sawblades arent just the blades, but the actual power tool. Ive figured that people without construction skills need barricades. Sawblades are just the way to get them. The stats are:
Sawblades are of short usage, and proabably should not be able to be found easily. The sense of it is, people who do not have the skill, cut the stuff they cannot move with it and push it against the door. They are a simple item, and once their used up, they automatically dissapear from the users invetory. It is not too much of where you dont need the skill anymore, but it should keep you alive for a short time. It should be enough time to recharge AP and leave without getting eaten alive. Theres NO change in the barricading skill, so no jump from light to heavy just very lightly to lightly to whatever comes next. |
Left Queue: | 03:02, 30 June 2006 (BST) |
14th June 2006
Zombie Classes
Timestamp: | 07:55, 14 June 2006 (BST) |
Type: | Balance Change |
Scope: | Zombies |
Description: | Survivors get more incentives to be one, starting items, game organization, easier XP gain, and there are more of them, again. Of course, we don't want them to be underpowered against zombies, but starting zombies need more incentive. So, the zombie starting class corpse would be removed, then replaced with these:
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Left Queue: | 00:23, 15 June 2006 (BST) |
An Idea For A New Zombie Attack
Timestamp: | 09:02, 14 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | I think a new attack would make zombies considerably more fun to play. Here's my take on the disease/vomit attack type ideas that have come up before but have generally been overpowered.
When a zombie eats flesh except for the little digested to regain health mostly goes unused and builds up. Eventually the zombie vomits up this foul brew of rotting meat and stomach acid as their stomach becomes too full. Gastric Contagion would be a subskill of Digestion granting zombies a new Vomit attack option. This attack starts with a 0% accuracy and rises as the zombie uses it's bite attack, increasing 5% with each sucessful bite to a maximum for 50% (60% with Tangling Grasp). Each time the Vomit attack is used its accuracy drops by 10%. In that sense the attack would give zombies a sort of ammunition and resource management. The attack deals a mere 1 damage but gives survivors a Diseased status. A diseased survivor isn't infected with the zombie plague and does not lose health per turn, it's a mundane illness. They instead have increased difficulty performing certain tasks that require a steady hand or acute senses. This has two negative effects.
The diseased condition can be removed by use of a first-aid kit. If the player is also Infected it'll cure both conditions. However unlike Infection the administration of antibiotics doesn't instantly end the illness. The disease must still run it's course, and the player will continue to suffer the ill effects for the next 20AP they spend after being treated. I believe this skill is balanced, and provides a fun kind of resource management in that the zombie will have to mix up their hand attacks with some bites in order to continue using their Vomit attacks. The penalty to survivors is not crushing but at the same time worthwhile to the zombies. It would give zombies a new level of strategy. Letting them choose between focusing on hand attacks to kill survivors or use bites and vomit (along with a hand attack for tangling grasp) to weaken defenders. |
Left Queue: | 03:10, 30 June 2006 (BST) |
Book Learning and Lecturing Version 1.2
Timestamp: | November7 09:16, 14 June 2006 (BST) |
Type: | Edited skills suggestion |
Scope: | All players |
Description: | Well gentlemen and ladies, today is my birthday. And in honour of it, I shall post my revised version of a previous suggestion with better feature and balance. Enjoy.
The first suggestion of these skills was something of a fishing for construcive criticisms of the suggestion. Thanks to the helpful folk at the wiki, I have adjusted the numbers and features on this skill in the hope that it'll be better, and thus accepted now. Anyway, into the breach: Comphrension: (Science skill) The chance of gaining EXP from reading a book or listening to a lecture is increased by 10%. Keen Study Habits (Requires Comphrension) [better title?] +1 EXP when gaining EXP from successfully reading a book or listening to a lecture (2 EXP for non-science characters, 3 EXP for science characters). Lecturing (Requires Keen Study Habits [hence referred to as KSH from now on].) [This idea was partly inspired by the suggestion "Preach."] You can now hold lectures in places for whoever will listen. Lecturing works like this: You need a book in your invertory and 5 AP. Click the button "Lecture" when you have these, you'll then be in "lecture mode." Only one player can lecture in a block or building (one can lecture OUTSIDE a building when a player is lecturing INSIDE, though) at any one time, after 5 hours of lecturing you will stop lecturing. Being attacked or performing any action will also make you leave lecture mode. You lose the book and 5 AP for entering lecture mode. While lecturing, you will show in the room description as "[player name] is holding a lecture here.", and other players can click the button "Listen to the lecture" for 1 AP. Listening to the lecture is kinda the same thing as reading a book in your invertory. Thus, your Comphrension and KSH skills (if you have any) come into play when listening to lectures. Successfully listening to a lecture nets you the same EXP as reading a book then with the same rate of success (w/o KSH: 1 EXP or 2 EXP for science, w/ KSH: 3 EXP or 4 EXP for science). Zombies with Memories of Life can also listen to lectures, with Comphrension and KSH skills coming into play. Lecturing uses up a book EACH in your invertory, so 3 lectures require 3 books. If someone gains EXP from a lecture, the lecturer gains 1 EXP for each one, i.e. 6 people gain EXP, the lecturer gains 6 EXP. This is a cap on this EXP gain, with a max of 30 EXP gained from a single lecture. You gain the EXP on the spot, even if you're interrupted afterwards. If you lecture in a cinema, school, office, pub or club, you gain 2 EXP for each successful EXP gain by students (same EXP gain cap) and your students' chances to gain EXP from listening is increased by 10% (due to lecturing on eye catching stages present in these buildings). And a Zombie skill: Inspiring Frenzy (Under Memories of Life) Zombie can now "lecture" (RP Flavour: actually, rally a primal hunger into taking action) other zombies similar to the way humans can. Humans cannot try to learn from zombies, zombies follow the "lecture mode" rules humans do and only zombie with Memories of Life can listen to the "lecture." Zombie "lectures" cannot get the same chance and EXP bonuses for lecturing in a cinema, school, office, pub or club, but they can "lecture" in the same place as a human is lecturing. They show up in the room description as "A zombie is moaning and failing about here." Same EXP gain for lecturing applies but no extra gains from the human KSH skill (Comphresion skill applies, though). Clicking the "Inspire a frenzy" button to start "lecturing" costs 3 AP for zombies. Any more suggestions would be appreciated. |
Left Queue: | 03:10, 30 June 2006 (BST) |
Revive Change
Timestamp: | 19:37, 14 June 2006 (BST) |
Type: | Skill |
Scope: | Revivers |
Description: | The game was changed a while back to make reviving a zombie take 10 AP from one. It now takes FIVE HOURS to revive a zombie. I would like to propose a new skill called "Advanced Lab Experience" or something like that so it only takes 5 AP or something to revive a zombie, and half the normal AP to manufacture syringes. It required all the necrotech skills in game to date and 150xp regardless of class. NOTE:Yes I did edit this, but nobody had voted yet. |
Left Queue: | 03:10, 30 June 2006 (BST) |
Follow Me!
Timestamp: | 20:30, 14 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | A Level 10+ only skill on the Zombie Hunter set, purchasing this skill gives you the "Follow Me!" option. When selected, for 10 AP every survivor in the room recieves a Scent Trail-like effect centered on the user. When another Survivor uses Follow Me in the same room, the previous message is overwritten.
Follow Me is carried over to zombies with an alternate message, but can only be purchased as a Survivor. |
Left Queue: | 03:10, 30 June 2006 (BST) |
XP Gain Issues
Timestamp: | 17:50, 14 June 2006 (EST) |
Type: | Balance Change |
Scope: | Humans |
Description: | After making a suggestion that brought up an issue of XP farming, I read through the Sources of XP gain for humans and Zombies.
As it stands: Both Zombies and Humans gain XP equivalent to the damage they do to an “enemy�? (halved if the attack is on an “ally,�?) plus a 10 point bonus for making the final kill. However, Humans can also gain 5 points for healing either a zombie or a human with a FAK, 4 points for using a DNA extractor on a zombie, a whopping 10 points for reviving a zombie, 1-2 XP for spray painting a message in certain places, 1 for dumping bodies out side, 1 point for repairing a ransacked building, and a 10% chance of gaining either 1 or 2 points of XP from reading a book (depending on if they are a scientist or not.) Many attempts have been made to try to balance this by giving alternative ways for zombies to gain XP. All of these have been Rejected so far. So in response, I suggest that the XP gain on already beneficial skills and tasks be removed to some degree. For instance: Combat will be left alone even though zombies are still being short-changed by the fact that humans are often hidden behind barricades and zombies are forced to attack each other, however this is the core of the game so it must stay. Reviving zombies will also not be touched, even though any smart military would see bringing zombies back to life to help fight off the remaining ones as priority one, but as it is the only way to allow zombies the chance to play as a human without making a new character. Book XP can stay to help keep the humans from getting cabin fever and start killing the other survivors, while they are hiding behind their barricades. DNA extractors, should not gain XP since they aid in telling where those Zombies are without having to get out from behind your barricaded NecroTech building to find them. Tagging Should not get XP as it is a way to leave a lasting message for your allies/enemies to see. Repairing a Ransacked building so it will be easier for you to find needed equipment should not be a source for XP too. And lastly, Dumping bodies that could potentially stand up and attack you again while you are busy fixing your broken barricades should not be an XP source. This is my opinion and not all of these changes need to be implemented, but unless zombies gain more ways to earn XP, this remains the only way to balance this out without making all zombie skills cost less. |
Left Queue: | 03:10, 30 June 2006 (BST) |
15th June 2006
Defense
Timestamp: | 12:57 am, 15 June 2006 Arizona Time |
Type: | Game Mechanic |
Scope: | Resting characters |
Description: | Characters can defend themselves if attacked while players are offline. Before logging off, the player may check a box, "defend until next action." If the character is attacked while the player is offline, it counterattacks once each time it is attacked. The cost for each counterattack is 1 AP, the same as if the character were attacking normally. If the character runs out of AP due to counterattacking, it cannot continue to counterattack. |
Left Queue: | 14:53, 15 June 2006 (BST) |
Sample Contamination
Timestamp: | 24:27, 15 June 2006 (EST) |
Type: | Balance Change & Skill |
Scope: | NecroTech Employees |
Description: | Story time:
“To all NecroTech Staff, we have been coming across issues with the latest DNA samples obtained from our “subjects�? in Malton. We have found that the prolonged use of the revivification serum and constant secondary infections have affected our studies on the progression of the virus. As a result we are uploading instructions to the NecroTech computers and granting those with the proper access the ability to manufacture the virus in it‘s original form. BE WARNED, this is severely hazardous and by no means should you allow this to fall into unauthorized hands. Your new mission will be to inject this new serum into a living host and observe their transitions. This will give a better understanding of the viruses original effects that we were unable to obtain during the initial test of the virus, mostly because the employees performing the test never managed to conveyed their results for obvious reasons. We do not wish to risk another break out, as we are having enough trouble covering this one up. This is why it must be done by you. It is not recommended that this test be done often, but we understand that multiple testing can be necessary. Good luck on your new task.�? Now that that is out of the way, it‘s nitty-gritty time: This is a level (20) Necrotech Scientist skill and has the prerequisite of (NecroNet Access.) This skill allows the player to manufacture, only, a syringe filled with the “Original Virus.�? It takes (20 AP/syringe)(with a 20% chance of failure, resulting in a normal infection that can be cured with a FAK.) This “Viral Syringe�? is ineffectual on zombies, but spending (10 AP) to inject it into humans, it will cause the subject to die/change into a zombie. The reward for doing this is (15 XP.) Coming to the issue of possible XP farming, I recommend that zombies that are made in this fashion (can not be revived within 48hrs. of the injection.) Disclaimer: As usual with my posts, Everything that is in ( ) is very open to alteration or deletion for the sake of the suggestion. Please keep any and all Kill or Spam votes constructive and be sure to read all voter and author commentary for possible changes. |
Left Queue: | 19:44, 15 June 2006 (BST) |
Gastric Contagion: A New Attack Option For Zombies
Timestamp: | 07:02, 15 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | A new zombie attack should make the undead side more fun to play. This is an idea for a new skill designed to add an additional layer of strategy for zombies, reworked from my earlier idea for a variable accuracy zombie attack. Gastric Contagion would be a subskill of Digestion giving zombies a new "Ichor" attack. As the zombie lunges trying to grab and bite vile fluids drip from its mouth as it salivates. An unfortunate survivor might get some upon themselves.
Ichor attacks would start with a 6% probability to hit and rise 4% with each successful bite attack performed (increasing as additional materials are digested and turned into drool) up to a maximum of 50% (60% with tangling grasp). Each time the Ichor attack is used it drops in accuracy 8%. In this regard they'd give zombies a kind of resource management/ammunition storage based not on how many attacks they can perform but what their odds of hitting are. DAMAGE THROUGH A STATUS EFFECT, NOT DIRECTLY The attack causes no damage on it's own but would give survivors a new Diseased status. A Diseased survivor has their maximum health lowered by 10hp (down to 40hp normally, 50hp with bodybuilding). A completely healthy survivor's health will drop 10hp to meet the new maximum but one already injured below that point will not suffer damage. A survivor can only be diseased once and further Ichor attacks will not affect them. A first-aid kit does not cure Disease. It'll only heal them up to their new maximum health. Before you get alarmed this Diseased status is very easy to cure by leaving it on its own. All the survivor has to do is spend 1AP on any action. This restores their max health to normal and automatically restores any hp they lost from their Disease. WHY THIS ATTACK IS A GOOD IDEA This attack is both useful and balanced. The many AP spent biting (and missing) to raise attack percentages balances out the fact this attack can deal shotgun caliber damage if used as the initial blow. In this regard it's a good first move when starting on a new target. It can also be used to weaken a survivor you know you can't kill. It'll reduce the amount other players will be able to heal them, making them a little more vulnerable to the next zombie that breaks in. This utility is balanced by the fact the condition automatically ends the next time the survivor logs in and does anything. This skill should give zombies new attack strategies, whether to use Ichor to start off a kill or to weaken survivors, whether to give up the additional damage caused by hand attacks in favor of bites to recharge your Ichor attack, and so on and so forth. It should add a lot of fun to playing a zombie without overpowering them. |
Left Queue: | 03:20, 30 June 2006 (BST) |
Sound of Shots
Timestamp: | 12:33 am, 15 June 2006 Europe Time |
Type: | Game Realism |
Scope: | Survivors and Zombies |
Description: | Shots are a loud thing in real life a shot can be heared in nearby bloqs (much more if there is no traffic), my suggestions is that shots of pistols and shotguns should be reported to all players in that bloq, inside and outside the building and to adyacent bloqs. To do not spam, players should read a small report of what happened (one shot, some shots, great quantities of shots and the direction where the sound came from |
Left Queue: | 03:20, 30 June 2006 (BST) |
Skin Decay
Timestamp: | Milo 18:37, 15 June 2006 (BST) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | This is a resubmit of "crumbling flesh," probably the first skill to be spaminated. Anyways, that was back in the days when nobody gave reasons with their votes, and the only comments I got were to the effect of "zombies couldn't crumble so much that they would be hard to pick up"(which I sort of agree with, so I've changed that a little,) and "I don't understand." So, let's try this again.
The zombie's skin has begun to dry out, and frequently flakes off when pressure is applied. Humans attempting to move its body find that it often slips out of their hands, making the process take much longer. Thus, if you have this skill, and you die inside a building, it costs 5 AP to dump the bodies. |
Left Queue: | 03:20, 30 June 2006 (BST) |
Frenzied Attack
Timestamp: | 1:51 PM, 15 June 2006 (MST) |
Type: | Skill, improvement, etc |
Scope: | Zombies |
Description: | This skill would go under the Vigour Mortis skill tree. A zombie would have to have all the skills under this tree before this skill (Frenzied Attack) could be purchased. Current skill tree is as follows.
You have Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.) ·Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.) ·You have Death Grip (Zombie gets an extra +15% to hit with hand attacks.) ·You have Rend Flesh (Hand attacks deal an extra 1 damage.) ·You have Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.) ·You have Frenzied Attack (If a zombie lands a successful attack the zombie automatically scores another successful attack.)
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Left Queue: | 03:20, 30 June 2006 (BST) |
16th June 2006
Grapling Hook
Timestamp: | 00:51, 16 June 2006 (BST) |
Type: | improvement |
Scope: | People without free running |
Description: | This isn't some crazy over-powered thing that totaly nerfs free running, read carefully, then vote. Ok here is how it goes. Grapling hooks can be found in police stations, armouries, and fire stations, With a 8% chance of finding one, 10% in an armoury. Heres how it works. You throw it to an adjectant building for 1AP, and theres a 50% chance it won't hook onto something, and you have to try again for 1AP. Once you make it, 5 people can go across it with a 20% chance of falling. If it's a tall building, (one survivors can jump from) that chance is increased to 30%. Falling from a normal building will knock off half your current HP, Falling from a tall building has a 50% chance of killing you, otherwise it just knocks off half your AP. Once 5 people go across, the hook comes loose and is deleted from the game. It works both ways. People can also go from the other building. If you have body building, it takes away 5% of the chance of falling from all heights. It wouldn't nerf free running, because with free running, there isn't a chance you could die. All variables can be changed if after some reviews, people want them to be changed. |
Left Queue: | 17:13, 16 June 2006 (BST) |
Lead the Horde
Timestamp: | 00:56, 16 June 2006 (BST) |
Type: | Skill |
Scope: | High-level zombies |
Description: | "A lone zombie, mutated and decayed, shuffles through the crowd, and lets out an inhuman howl that echoes for miles around. The wandering dead begin to shuffle towards the source of the cry, eager to join in the bounty discovered by their new leader..."
Zombie skill, requiring Level 10+ and Brain Rot as prerequisite. After purchasing this skill, the option "Horde" becomes avaliable. When selected, for 10AP all zombies in a 3 X 3 area of blocks gain a Scent Trail-like affect focused on the user. The effect lasts until the user logs out. The Horde effect is overwritten if the same zombie is affected by it again; however, if the call is made by the same person as the previous message while you are active, nothing is displayed. EDIT: Points for voters: this is not a dupe, read the goddamn suggestion. Also this is not a Pied Piper skill: "Whether with humans or zombies, the ability to be carried along in your "sleep" without spending AP (a potential violation of the "Free Lunch" principle) is not worth the potential headaches in abuse and game mechanics." Not only is this incredibly ironic what with the new skill, it does not describe this skill in any way. |
Left Queue: | 07:35, 30 June 2006 (BST) |
Bite Mastery
Timestamp: | 05:56, 16 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Prequisite Skill = Neck Lurch
Exp Cost = 100 The zombie has learned how to best attack with its teeth. By focusing on it's prey, a zombie can use bite attacks more effectively and accurately. How it works: By spending AP to focus on its victim, a zombie can increase its bite damage and accuracy. A zombie can only invest a 2 AP limit to charge this skill and can only begin charging the skill in the presence of a survivor. Once charging has begun, any other action other than charging or attacking with a bite will cause the stored AP to be lost. For the first charge, zombie gains +25% and +1 bite damage. The second charge gives an additional +15% and +1 bite damage. For example - A zombie with this skil is in the same block as a survivor. He has maxed attack skills and Bite Mastery. For 1 AP, the zombie focuses on the survivor, gaining +1 bite damage and +25% accuracy. For 1 more AP, the zombie continues to focus, gaining another +1 bite damage and +15% accuracy. After that, the zombie has met its limit and must now do a bite attack or lose the AP it has invested. Seems pretty powerful. Here's the math. Say the zombie has Tangling Grasp in effect. Normally, the zombie has 40% to do 4 damage. At one charge, that becomes 65% to do 5 damage. At two charges, it is now 80% to do 6 damage. BUT, remember that the zombie has invested two AP (one charge, one to attack) or even three AP (two charges, one to attack) to do this. The average damage per AP is almost exactly the same! 1 AP at 40%, 4 damage = 1.6 2 AP at 65%, 5 damage = 1.625 3 AP at 80%, 6 damage = 1.6 Flak jacket reduction applies. I thought of this a couple days ago. Wasn't sure how it would go over, but thought it worth a shot. Hope it makes sense. |
Left Queue: | 07:35, 30 June 2006 (BST) |
Kill Points
Timestamp: | 19:03, 16 June 2006 (EST) |
Type: | Improvement |
Scope: | High Level Characters |
Description: | When you are a high level, you don't have much more fun anymore, like me (96900) so I decided to suggest this system. Kill Point (KP) is gained when you kill a opposite creature. EG, Human kill Zombie and Zombie kill Human. When it's gained, it may be used to buy some skills. Some skills for high levels. When you buy the skill with KP, it will also cost you 500 XP. Anyway, for zombies, it should be after Brain Rot, to prove that these people are high level people.
Skills such as "Instinctive Movement" (Other name suggestions accepted) where when zombies buy this skill, they will get 5% more hit with all the weapons. (This should cost 500XP and 10 KP) Other skills such as " " ( I don't know what to call it but I want it to be something like "Instinctive Weakness Find" or soemthing). This skill will allow you to hit 1 more when you bite. As, if it makes both attacks 1 more, bite will be unbalanced. (This should cost 1000XP and 20KP) This won't be a big factor but it will be something fun because people will try to kill more people and it shows other players that they are good at killing things. There should be human skills such as "Concerntration" ( obviously this is after the Headshot skill). This skill gives 5% more hit rate with ranged weapon. This makes sense because, since you have killed like 10 zombies already and is experienced at it, you know how to hit them. (This skill should cost 500XP and 10KP). Another skill should be "Aim". This skill will increase your shotgun and pistol hit rate by 1. This won't even count if the zombie is wearing a armor. Just means that you know where to shoot zombies to hurt them.... BAD. (This skill should cost 1000XP and 20KP). Lastly, another human skill should be "Double Shoot". Beside the "Attack" button, you should be able to shoot twice ( only with pistols ). This will only cost 1AP but will reduce the hit rate by 5%. This makes sense because in movies, you don't use 1 pistol. People usually use 2 pistol shooting randomly. ( This skill should cost 1250XP and 25KP ). Also, KP cannot be traded. Like, when you have 15 Human KP and you die, you will have 0 Zombie KP (Unless you were zombie before and have killed a human). This will reduce PKing and ZKing. BTW, these skills only work on the opposite creatures. So, a human can't use Aim on another human. But Doubleshoot works on another human. And this gives high level players a goal to achieve. :) |
Left Queue: | 07:35, 30 June 2006 (BST) |
Unload Clips
Timestamp: | 21:45, 16 June 2006 (BST) |
Type: | Improvement |
Scope: | Humans |
Description: | Humans should be able to unload clips or shells from pistols and shotguns. It only makes sense, seeing as how a lot of people have to drop full pistols to save space in their inventory. There could be a button that says 'Unload' with a dropdown arrow containing all the weapons that can be unloaded. The clip or shell(s) automatically go into your inventory, and then you can drop the weapon. Unloading could cost no AP or 1 AP, depending on the people's reaction here. --Sgt. 20m813 (MPD) 21:45, 16 June 2006 (BST) |
Left Queue: | 07:35, 30 June 2006 (BST) |
17th June 2006
Ransack Barricading!
Timestamp: | 00:02, 17 June 2006 (BST) |
Type: | Skill, Balance change |
Scope: | Zombie hunters. |
Description: | Lots of people are uneasy about this new "no-baricading-ransacked-buildings" thing. Personally, I think it's going to be wild, but survivors could use something to counter it on some level to make it all the more interesting! Zombies need a boost, but this may be a bit much and we've always been needing another zombie hunter skill, so why not add one regarding this?
I suggest survivors of level 10 or higher be able to get a new skill to allow them to barricade ransacked buildings while zombies are present- but only to "quite strongly barricaded" or thereabouts. I know, I know, zombies need a boost and suggesting changes to recent updates is a bad idea, but a coordinated group could use this to take whole suburbs fairly easily and what I'm suggesting isn't changing the zombie update directly. |
Left Queue: | 07:13, 17 June 2006 (BST) |
Kill Points 2.0
Timestamp: | 17 June 2006, 2224 (EST) |
Type: | Skill improvement |
Scope: | Survivors |
Description: | From the comments on my suggestion from yesterday, the skills I suggested are too powerful. So this time, I thought of new things. Kill Point (KP) is gained when you kill a opposite creature. EG, Human kill Zombie and Zombie kill Human. When it's gained, it may be used to buy some skills. Some skills for high levels. With these, you may buy new skills. KP are same thing as XP except, it can be only gained through combat rather than using FAKs, DNA extracting or Reviving.
A human skill I suggest is "Aim". This skill allow you have 10% of nullifying the effect of Flak Jacket. This skill does not COMPLETELY nullify Flak Jacket because it's only 10%. It's just so when you are outside killing a zombie, it will cost less ammo and less time. ( This skill should cost around 30KP ) A zombie skill I suggest is "Shred". This skill will hit a target with a hit rate of 5%. When it is succesful, it completely destorys the target's Flak Jacket (assuming they have one). This is good because normally, when someone gets a Flak Jacket, they never need another one. This will make people carry few around. This isn't that much of a advantage to zombies, because none of their attacks go over 5, meaning whether humans have FJ or not, it won't matter. It will just make the target waste AP. ( This skill should cost around 30KP.
KP cannot be transferred from Human to Zombie and Zombie to Human. Like, when you have 10 KP as a human and die, you will start with 0KP (unless you have killed a human as you were a zombie before). Thanks for your time. EDIT: That's what I meant, that only Zombies can use it on Humans. |
Left Queue: | 01:10, 1 July 2006 (BST) |
Dump Bodies Balance change
Timestamp: | 18:43, 17 June 2006 (BST) |
Type: | Dump Mechanics change |
Scope: | All Survivors |
Description: | Basically
I believe the "Dump bodies" ability of survivors is a very unbalancing game effect. Throwing out two or twenty Undead at a time for a cost of just 1 AP is overpowered. Just think about it, have you ever thrown out someone who was sleeping or otherwise incapacitated? People are heavy. It takes a major effort to move or even lift someone, let alone carry them up X flights of stairs and throw them out a window... My idea is to change 'dump' to work in a more realistic way: For 1 AP you can throw out only one body at a time, starting with the least 'active' body or just one picked at random. This action grants the standard 1 XP. As a side bonus, low level characters can get XP very cheaply in large Sieges without endangering themselves. --M-Type 18:46, 17 June 2006 (BST) |
Left Queue: | 01:10, 1 July 2006 (BST) |
18th June 2006
Non-combat experience reajustment
Timestamp: | 02:36, 18 June 2006 (BST) |
Type: | balance change |
Scope: | Survivors |
Description: | Several days ago a suggestion was made saying that almost all non-combat actions should grant no experience. It was a good suggestion IMO, but it nerfed DNA extractors. The submitter didn't resubmit it with the requested changes, so im doing it. Im going to keep most of the original text as it was on the original version, so don't just vote Dupe because you think its a dupe (doh). It a resubmission, nothing else, of XP Gain Issues made by Savat
Both Zombies and Humans gain XP equivalent to the damage they do to an “enemy�? (halved if the attack is on an “ally,�?) plus a 10 point bonus for making the final kill. However, Humans can also gain 5 points for healing either a zombie or a human with a FAK, 4 points for using a DNA extractor on a zombie, a whopping 10 points for reviving a zombie, 1-2 XP for spray painting a message in certain places, 1 for dumping bodies out side, 1 point for repairing a ransacked building, and a 10% chance of gaining either 1 or 2 points of XP from reading a book (depending on if they are a scientist or not.) Many attempts have been made to try to balance this by giving alternative ways for zombies to gain XP. All of these have been Rejected so far. So in response, I suggest that the XP gain on already beneficial skills and tasks be removed to some degree. For instance: Combat will be left alone even though zombies are still being short-changed by the fact that humans are often hidden behind barricades and zombies are forced to attack each other, however this is the core of the game so it must stay. Reviving zombies will also not be touched, even though any smart military would see bringing zombies back to life to help fight off the remaining ones as priority one, but as it is the only way to allow zombies the chance to play as a human without making a new character. Book XP can stay to help keep the humans from getting cabin fever and start killing the other survivors, while they are hiding behind their barricades. DNA extractors should still gain XP since they are the only means to level up for a whole class (the Necrotech class). Tagging Should not get XP as it is a way to leave a lasting message for your allies/enemies to see. Repairing a Ransacked building so it will be possible for you to barricade it and easier to find needed equipment should not be a source for XP too. And lastly, Dumping bodies that could potentially stand up and attack you again while you are busy fixing your broken barricades should not be an XP source. The main logic on wich this suggestion is based is that the "nerfed" actions should not grant experience as the consecuences itself of these are reason enough to carry them on. |
Left Queue: | 01:56, 2 July 2006 (BST) |
19th June 2006
New Zombie Hunter Skill: Horde Recognition
Timestamp: | 05:36, 19 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors, Zombie Hunters |
Description: | The player knows about zombie horde patterns and can recognize differences between different zombie groups on sight. When they see a crowd of zombies they can tell what the largest group present is and how many members there are. Only one group would show up. It'd look like this:
There are 27 zombies here. 14 of them belong to the Ridleybank Resistance Front. This wouldn't hurt the horde since there's really no reason to treat a particular group of zombies differently. You'd still just barricade, revive, and heal per normal. But it would inspire fear in survivors. Imagine that scene in a western where a group of outlaws rides into town and everyone panics. This would be the zombie apocalypse version of that. Survivors would say to each other "Oh crap, that isn't just 20 random zombies outside it's the (group name goes here)!" And they'd be able to identify the horde if they're wiped out, adding to the prestige and fame of the zombie group. This would not tell you which zombies belong to that group or target that group specifically or anything ridiculous like that. Zombie anonymity isn't touched. This is just a way for zombie groups to get credit for their grisly work. This would also be a crossover skill. |
Left Queue: | 08:49, 3 July 2006 (BST) |
AP Gain Change
Timestamp: | 06:04, 19 June 2006 (BST) |
Type: | Improvement |
Scope: | All Players |
Description: | When I first started playing NexusWar I was wondering what it was going to be like to gain AP at twice the rate of UD. As I played, I found out that there really isn't much difference other than one getting twice as much opprotunity to play. Here's how it goes:
This change would cause AP gain Rate to change from one per half hour to one per fifteen minutes. The Maximum AP would still stay at 50, but that max would be reached twice perday instead of once per day. Also, in order for this to be fair to people who aren't satisfied with one or two characters, the IP hit limit would be raised to compensate, at Kevan's discretion. Now, I know messing with AP is often considered Taboo, but as this would affect all players, It wouldn't threaten game balance at all, and it certainly couldn't be any worse than playing UD in real-time. |
Left Queue: | 08:49, 3 July 2006 (BST) |
"List Names" Improvement
Timestamp: | 0836, 19 June 2006 (GMT) |
Type: | Improvement |
Scope: | Everyone |
Description: | This is regarding the "List Names" function when there are too many survivors. I understand that it helps the page load faster, but I have a slow computer and a survivor alt that lives in a mall, so it's getting somewhat tedious to always have to click "List Names" to find out if anyone needs a heal. I suggest that there instead be an option to toggle "List Names/Do Not List Names". When "List Names" is active, regardless of the number of survivors in a building, they will always be listed. When "Do Not List Names" is active, you just see "There are X survivors here". This also reduces the server pings somewhat. |
Left Queue: | 08:49, 3 July 2006 (BST) |
20th June 2006
Mastercraft Items/Zombiecraft Items
Timestamp: | 21:00 20 June 2006 |
Type: | Skill |
Scope: | Higher-Level Survivors and Zombies. |
Description: | I've been thinking that there should be a slight change to items and weapons in Urbandead, and I stumbled upon this page and it led me to an idea:what if you could improve items? It would be a civilian skill since there are crafters in real life. The skill would work like this:A person with the mastercraft skill would be able to improve items and weapons by spending a certain amount of AP and EXP to improve the item. You would select from a drop-down menu of what you want to improve. Some examples follow. (Note:Survivors can't use the Zombicraft Skill & Zombies can't use the Mastercraft Skill.)
Survivor:[Mastercraft]Pistol:Add Sight;+5 To-Hit Shotgun:Narrow Blast;+5 To-Hit Flak Jacket:Fortify;-1 more ranged dmg Baseball Bat:Spikes;+2 or +1 damage. (Depends on balance.) Zombie:[Zombicraft]Claws:Wood Spikes;+1 Damage Claws:Metal Spikes;+1 More Damage(Have to have Claws:Wood Spikes) Mouth:Rock Fortified Teeth;+1 Damage Normally, It would cost 25AP and 50EXP (or less) to make an item, but with the specialization skill you would decrease the amount needed to 15AP and 35EXP (or less depending on the normal amount). But, you could only purchase one of the total listed. For example, survivorbob purchased the Mastercraft skill and decided he wanted to use less AP and EXP on weapons since he mastercrafts a lot of ranged weapons, so he purchases the Ranged Weapon Specialization skill, which decreases the total AP & EXP needed. He found out that he used it on more melee weapons, and he wants to swich, but too bad! You can only buy one specialization skill, so he has to learn to cope with the wep craft specialization skill. To clarify what I mean, Here's the skill tree. Mastercraft (Allows crafting better items) Ranged Weapon Specialization (Reduces AP & EXP needed to improve ranged weapons) Melee Weapon Specialization (Reduces AP & EXP needed to improve Melee Weapons) General Item Specialization (Reduces AP & EXP needed to improve other items) Now, zombicraft is a little different, as zombies can actually make items from scratch! (To balence it a little more balanced) Zombies, because of their inability of really doing delicate crafting, need to spend 55EXP and 30AP to make or improve something. The Skilled Craft Skill decreases the amount to 20AP and 40EXP. The zombicraft skill can improve the weapons of zombies and make special items usable by zombies only. Examples of zombie items: Fortified rags:-1 damage from melee attacks & -1 damage from ranged attacks. Weighted gloves:+5 Accuracy on hand attacks (Like claw and weapons) Well, that's about it! Feel free to suggest any improvment or modification in your votes! |
Left Queue: | 06:05, 21 June 2006 (BST) |
See Who's Barricading(v2)
Timestamp: | 19:17, 20 June 2006 (BST) |
Type: | Player Interaction Improvement. |
Scope: | All Characters. |
Description: | This will add a button to the action menu, "see who has barricaded" If there are some barricades in the building, and if you were in the building at the time of the 'cading, you can see who added to the level of the barricade and to what level it was 'caded to. Pushing the button will not cost AP and the button will not show up outside a building. This will make you opt-in to see the page of spam, but doesn't force you to view it, like the radio.
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Left Queue: | 09:12, 4 July 2006 (BST) |
21st June 2006
Cannibal Instinct (2)
Timestamp: | 21:00, 21 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Cannibal Instinct would be a skill in the Digestion tree, on the same tier as Infectious Bite. The general idea is that zombies can extract HP from a dead body by feeding off it, much like the usual Bite attack. The difference is, it's a dead body not a living one. You would get 4 HP and 4 XP each time you hit, just like a normal Bite attack, and the hit probabilities would be the same.
Only dead human players could be attacked. Those dead bodies that are 'dead' zombies are not worth eating. If you try and bite a dead zombie the zombie will not loose an AP (because they are essentially sniffing the body to see if it is fit to eat), but no HP will be taken. Also, biting the body would increase the AP requirement to stand up by 2 (so as not to be too harsh) and reduce the HP of the victim when they stand up from 25 to 15 (or from 30 to 20 with Body Building). The body can be bitten multiple times by 1 zombie, so long as they remain on the block. Once that 1 zombie has had his or her fill of tasty flesh, the body will not be edible again. Trying to bite a body that has already been bitten will cost an AP. So this provides a means of gaining HP at the same time as harming survivors when they stand up. As such this is not a dupe of the previous similar suggestions. These would be the on-screen messages (up for debate): "You cannot feed on this body because it is decomposing." - If you try and bite a dead zombie. "<a zombie> fed on your body as you lay dead." - Message greeting victim when they log in. "<a zombie> fed on your body as you lay dead, you feel weakened." - When victim stands up. "This body has already been chewed at." - If the body has already been attacked. So this skill is not a dupe of other feeding-on-bodies suggestions. Not only does the zombie get a HP gain, but also harms the survivor in the process. Please note the inclusion of XP now! |
Left Queue: | 09:03, 5 July 2006 (BST) |
22nd June 2006
Brain Dead
Timestamp: | 18:10, 22 June 2006 (BST) |
Type: | Skill |
Scope: | hardcore zombies |
Description: | The skill Brain Dead would be a subskill of Brain Rot, and would appear in the skill tree as such:
The zombie's brain is dead and has been for some time. No ammount of medical magic can revive him, because he has simply been dead too long. Because he is brain dead, he no longer cares whether he is shot in the head. Now I know what you are going to say: OMFG YOU NERFED HEADSHOT!!!! my response: Only the most hardcore zombies take Brain Rot as is, because of the dismal chance of ever being a survivor again (the fun side). I forsee even less people taking this upgrade because it completely eliminates the chance of ever being a survivor. Even if you get headshot everyday (which isn't the case) this would only give the Brain Dead zombie an extra 5 AP every day (maybe enough to knock down one more barricade level). This would also cut down on combat revives in powered NT buildings (which believe it or not IS a problem). |
Left Queue: | 18:55, 22 June 2006 (BST) |
Brain Dead 3.0
Timestamp: | 20:50, 22 June 2006 (BST) |
Type: | Skill |
Scope: | harcore zombies |
Description: | a new skill to be placed under Brain Rot in the Skill tree
Brain Rot (Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access.)
I have removed the reduced/eliminated headshot affect only because you people don't like it. I really think this skill needs some extra effects, so message me if you have any ideas. |
Left Queue: | 09:20, 6 July 2006 (BST) |
Vanity Publishing
Timestamp: | 00:33, 23 June 2006 (BST) |
Type: | Item Improvement, Color |
Scope: | Survivors |
Description: | When discovered, 25% of books are described as follows:
The player may inscribe the cover, add a line of description for the book's contents, and place an amount of his own XP in the book as a gift to the next reader. If the book is dropped in a library, at a school, or in the street, it likely reappears at a random library or school the next day. There is an N% chance it will be lost where N equals the level of the XP donor or the amount of XP, whichever is lower. The player who next finds the book will see:
Reading the book causes the new owner to receive the previous owner's XP gift. The book is not used up, but if read again there is no reward, and one of the following is returned:
Without changing its contents or appearance, the book's new owner may add an xp gift from his own reserves before dropping it at a library or school or in the street, or he can drop it elsewhere to destroy it. Reading a personalized book that contains no XP gift results in one of the following:
This offers higher level survivors something amusing to do with their XP reserves, and allows for a mild flow of experience from older to newer characters while decreasing the total XP invested by survivors citywide. Also adds color and spruces up libraries & schools. |
Left Queue: | 09:20, 6 July 2006 (BST) |
Giving Items
Timestamp: | 21:05, 22 June 2006 (EST) |
Type: | Improvement |
Scope: | Items, Gameplay |
Description: | I Suggest implementing a feature that enables Survivors to give items they hold to another survivor. This would require 1AP (open to debate!). A menu similar to the "attack" menu would be used in this manner ([GIVE] [>PISTOL(1)] to [>NUB]). Once given, the player would receive a message saying "You gave a pistol(1) to nub", and the one receiving would have a similar message "player gave you a pistol(1)". This does not significantly buff survivors, as anyone can search and find items. This would add a whole new dimension to the game and future developments and skills could be based on this.
To prevent cheating, characters sharing the same IP could not give items to each other. |
Left Queue: | 09:20, 6 July 2006 (BST) |
23rd June 2006
Panic
Timestamp: | 01:07, 23 June 2006 (BST) |
Type: | zombie ability |
Scope: | evens out playing field for zombies |
Description: | This is a 100XP skill for zombies, called Horrifying gaze what it does is that the very appearence and revolting decomposition, including the blood-soaked teeth, induce a panic among survivors targeting the particular zombie. All survivors attacking this zombie suffer a 5% loss in hit probability. This requires no previous skills, although I can imagine if this was implemented more skills be added to it. This is mean't to be realistic, if you were attacked by a blood-soaked zombie, you would be pretty freaked out. (note: This is not based off the Fear suggestion, please inform me if that was ever voted on yet, and notify me if this sounds too similar. And thanks.) |
Left Queue: | 12:04, 23 June 2006 (BST) |
New Zombie Skill (Overlord v2.0)
Timestamp: | 20:25, 23 June 2006 (GMT +5:30) |
Type: | Zombie Skill |
Scope: | Higher Level Zombies |
Description: | This is a revised version of a previous post earlier this day, called Overlord - 'can Rally Scourge'
Suggestion is to give something for Higher Level Zombies to spend their XP on, after having purchased every skill in their tree. A new Overlord skill, which needs atleast Level 10 to purchase. The details are given below: Overlord
When an Overlord uses this skill, all active zeds within the range (players who are logged on as zeds) will receive an alert, of the form: 'Overlord (player name) commands a scourge on (Overlord's current position).', followed by a button (like that of 'Game News' button) to accept the command. For Example, Overlord JZk4S commands a scourge on Dunell Hills Police Department [Join Scourge (button)] The Zombie can now choose to either accept the call, or to continue doing whatever it was doing. If the Zombie answers the call, it will be immediately transported to the Overlord's position, during which the Zombie will spend as much action points as it would normally require. For example, if a Zombie 2W, 3S of the Overlord's position accepts the command, it will lose 3 APs. Notes
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Left Queue: | 18:32, 23 June 2006 (BST) |
Additional Penalties for Zerging
Timestamp: | 01:43, 23 June 2006 (BST) |
Type: | Improvement |
Scope: | Zerging characters |
Description: | Zerging characters can be detrimental to the game, because they create an unfair advantage for one player or group of players. While the game has some built-in penalties for zerging already, I propose that three more should be added to more actively discourage zerging, and make zerging a less effective tactic.
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Left Queue: | 09:11, 7 July 2006 (BST) |
Gun Jamming
Timestamp: | 02:50, 23 June 2006 (BST) |
Type: | Change to guns |
Scope: | Guns |
Description: | All guns found start with a base 0% chance to jam. Every time the gun is fired it gains .05% to jam. When the gun jams it has to be cleaned out for 1 AP before it can be fired again. You can clean all of the guns you're holding for 1 AP, but if any of them are jammed you have to clean those seperately and individually. For simplicity's sake, no items are needed to clean a gun. |
Left Queue: | 09:11, 7 July 2006 (BST) |
Recently Revived Survivors
Timestamp: | 05:47, 23 June 2006 (BST) |
Type: | Game Mechanics |
Scope: | Revived survivors that are infected |
Description: | Revive changes are frequently suggested, but most have one serious flaw. They usually make reviving easier on the reviver, allowing him/her to do more revives in a day. This suggestion is made to help survivors who are killed while infected, without making revivification itself any easier.
What this suggestion proposes to do is have revivification syringes temporarily delay the effects of infection on a newly revived survivor. For the first 5 AP spent by the character after standing up, the character takes no damage from infection, but is still told he is infected and should seek first aid (or whatever message Kevan deems appropriate). OOC Reason:This will make life easier on newbies and the forgetful, because if this can quickly become a repeating cycle. You are infected and die. You get revived and have 25/30 AP to get to the nearest hospital/mall and search for a first aid kit. If you fail, (which newbies who don't know about the map of malton likely will as the die searching for a place to get a first aid kit) your dead again and it starts again. IC Reason: It makes sense that the anti-bodies, gypsie magic, orphan blood, or whatever powers the syringes should be able to fight of the survivor virus, atleast temporarily. This goes along those lines without weakening |
Left Queue: | 09:11, 7 July 2006 (BST) |
Limited edition skills
Timestamp: | 12:15, 23 June 2006 (GMT +1) |
Type: | Skill |
Scope: | Everyone |
Description: | Note: this is a VERY generic suggestion. I've noticed that there are lots and lots of players who reached the top level and are amassing XP they can't spend anymore. Every couple weeks or even every month, a very very powerful skill could be released at the cost of thousands XP - only to be retired the next week/month - becoming forever unavailable to wohever didn't take the chance to buy it. Players would get a strong reason to keep on playing after they max out all the basic skill trees. They would also get the thrill of waiting for the next special skill to come out, deciding whether to buy it or wait for the next one, and so on. An interesting option: Special Skills could require a minimum XP amount and level to be accessed, and then burn ALL the player's XP to be bought. |
Left Queue: | 09:11, 7 July 2006 (BST) |
Antibiotic
Timestamp: | 17:04, 23 June 2006 (BST) |
Type: | Improvement |
Scope: | Survivors |
Description: | It is well known that alcohol is an Antibiotic. Why not make it so liquids with alcohol in it (Ex. Wine and Beer) act as so. Seeing as how the military suggests drinking small amouts of tequila when stationed in south america, this makes sense. The suggestion is to make it so using alcohol cures infection. This would give purpose to Wine, and Beer and such. To balance this, no health will be restored. Any player who cures the infection of another will gain no EXP also. |
Left Queue: | 09:11, 7 July 2006 (BST) |
Journals
Timestamp: | 03:50, 23 June 2006 (BST) |
Type: | new item. |
Scope: | RP pruposes, keeping track of things |
Description: | This adds a new item, an empty journal, to the things you can search and find. You have a 2% probability to find it in libraries and a 4% probability to find it in a mall bookstore. This, upon clicking it in your inventory, gives you two options, to read an existing entry or to write a new entry. upon choosing to write a new entry you can write a 250 character passage, and upon finishing you click "done" and the game automatically writes the date, all this would cost 0 AP for choosing reading an entry or writing an entry, and 1 AP for writing or reading an entry. An example entry might be "June 29th, 2006 08:27: Their dead. All of them. The zombies broke through the barricades, I barely escaped with my life." upon clicking "read journal entry" you get a chronological list of all the entries and for 1 AP you can read one by clicking its date, like with the June 29th entry you would click the entry dare June 29th, 2006 08:27. Also, if you are attacked and/or killed while writing or after writing you read this, I will first write it like a normal journal entry "Holy... Their inside! The zeds broke through! I need to get out of he-" then you read "The writing abruptly stops, there is a spatter of blood on the page." This item could add a nice touch to the game, possibly can even be used as a sort of "Urban Dead History Book" Giving a first hand account of whats going on. Also, if this passes and gets implemented maybe I might put up a suggestion about how you can drop this and players finding it to read, but doen't take this into account right now. ( I searched to see if this might be a Dupe, and I found nothing, please tell me if it is, and give me some advice by putting a message on my discussion page if you have anything I can do to improve this if it doesn't make it or is a Dupe. Thanks! |
Left Queue: | 09:11, 7 July 2006 (BST) |
24th June 2006
Mutually Exclusive Branches of Skills
Timestamp: | 09:03, 24 June 2006 CET |
Type: | skill tree |
Scope: | high level characters |
Description: | This may be moved to discussion, as it is not directly a single skill, but rather an overall idea.
In a previous suggestion, the high level characters and their problems to spend experience points was adressed. I propose a different approach. Each character starts in a "class" which causes different costs for skills. Then we have a high level "prestige class" with only one skill in its tree. I suggest that new high level skills can be introduced, at a significantly higher cost of 1000 exp. These skills (or trees of skills) are mutually exclusive. An example: Say we create a new skill "zombie hunter plus" and a "necro tech science plus" skill. In case you take one, you will never be able to take the other (the feeling will be known to players who have taken Brain Rot). The Fluff/Reasoning behind it: If you are a sepecialist of one thing, it is exremely uncommon that you become a specialist of another thing (I want to see a martial arts expert adjust a laser system to trap ultracold atoms - or an atom optician to reach the final round in the olympic 100m sprint etc. etc.). The exclusiveness of skills and trees would reflect such a specialisation. The side effect is that the specialisation allows to introduce more powerful singular skills, as synergy effects with other high powered skills are impossible. |
Left Queue: | 21:48, 24 June 2006 (BST) |
Crushing Grasp
Timestamp: | 17:33, 24 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | With 100 XP a zombie is able to buy Crushing Grasp, a skill under Tangling Grasp, so in the skill tree it would be as:
A zombie with this skill would cause 1 HP worth of damage every time a survivor is writhing in the zombie's grasp, as the zombie has learned to use Tangling Grasp more efficiently. And just to clarify: grabbing, losing the grasp and hitting and biting while holding a grasp are not affected. |
Left Queue: | 07:24, 8 July 2006 (BST) |
25th June 2006
Tactical Body Armor
Timestamp: | 01:22, 25 June 2006 (BST) |
Type: | Item |
Scope: | Survivors |
Description: | [Bulletproof vests] may be augmented with metal (steel or titanium), ceramic or polyethylene plates that provide extra protection to vital areas. These hardarmor plates have proven effective against all handgun bullets and against specific rifles using specific ammunition. Normally referred to as tactical body armour, these types of vests have become standard in military use, as soft body armour only vests are ineffective against most military rifle rounds. - from Wikipedia
The flak jacket is currently the survivor's only defense against hostile fire. I'd like to see it boosted, but not in such a way that makes it harder for survivors to kill zombies. I'd just like it to be a little harder for humans to kill each other. Tactical body armor would be an "upgraded" flak jacket found in police stations at half the odds of the flak jacket currently. Powered searches seem to come up with a flak about 3% of the time; tactical body armor would thus have a 1.5% find rate. There are three main things to note about tactical body armor:
What this last point means is that, if you live in a dangerous area, you may have to scrounge up this item more than once. But those who need the protection will spend the AP to get it, and probably be able to go longer without dying (and thus, without losing their armor) once they do have it. So I think it's a good balance. I expect that the votes on this are going to be highly polarized, with folks falling on one side of the PK divide or the other. So let me say this: I've PKed. A lot. And I find it's too easy. Survivors can barricade against zombies but they have next to no defense against hostile humans. I don't think PKing was intended to be as much a part of the game as it's become, and I think this suggestion would provide a bit more protection against it while carrying with it some drawbacks to balance the advantages. |
Left Queue: | 08:23, 9 July 2006 (BST) |
Radio Destroy Static
Timestamp: | 06:53, 25 June 2006 (BST) |
Type: | notification improvement |
Scope: | Radios |
Description: | This would be a simple but handy improvement to radios. The case: a zombie (or human, for that matter) destroys a radio on x frequency. The reaction: all radios on x frequency would hear a crackling sound when the radio is destroyed. Something similar to "A loud crackling sound erupts from the radio over x MHz and the line silences." would suit well.
This adds to roleplaying, as well as what's going on where, a good amount. Imagine a safehouse is being raided by zombies. The survivors are calling for help over the radio, and they're screaming for help and of pain, then all of a sudden, there's an electric crackle and the line goes dead. |
Left Queue: | 08:23, 9 July 2006 (BST) |
26th June 2006
I shall set you ablaze
Timestamp: | 03:41, 26 June 2006 (BST) |
Type: | new attack. |
Scope: | people who like incendiary weapons. |
Description: | First, you need a fuel can and a flare gun. Upon dousing the enemy by attacking it with the fuel can for a 90% accuracy (The gasoline stays on the target till it expends a total of 10 AP) then, when you hit the target with the flare gun FHOOSH! it immediatly gets +3 damage, loses 2% hit probability (all the smoke) and loses 1 HP for every AP spent, the target stays on fire till it expends 10 AP. Downside? the enemy gains +2 damage potential to all melee attacks, while it has a 10% probability of setting the target its attacking on fire. This is mean't to give the fuel can a weapons role, and also a somewhat humorous "You set ablaze so and so" Or "You have been set ablaze by so and so." or someone saying dialouge like "Burn you zombie B*******s Burn!" . |
Left Queue: | 15:36, 26 June 2006 (BST) |
Brain rott power
Timestamp: | 12:50, 26 June 2006 (BST) |
Type: | Skill |
Scope: | brain rott zombies |
Description: | as zombies become brain rottten they have discovered that the fact their brain has decayed has actually increase their zombie skills. a new skill tree has opened up. the BRAIN ROT skill tree has many new powerful skills only avaliable to brain rot zombies, these include specialization of zombies to paticular tasks e.g. scouting, infecting survivors etc. |
Left Queue: | 15:42, 26 June 2006 (BST) |
Beer Bottles
Timestamp: | 13:58, 26 June 2006 (BST) |
Type: | New weapon, new skill. |
Scope: | People who like barfights. |
Description: | My idea is that one can use the beer, because its probably in a bottle, as a weapon much like people use them in barfights. The beer bottle does 2 damage and has a durability of 4 hits, But upon breaking it becomes a broken beer bottle, this does 3 Damage due to the sharp edge, this would eventually shatter after hitting something 5 times. This weapon would first have a 10% accuracy with no skills, 25% with the hand-to-hand skill, and finally 45% accuracy with the new civilian skill Barfighter which costs 75XP for civilians, 150XP for scientists, and 100XP for Military. This attack is more or less to make beer more then just restoring 1 HP. The hit message could be "You hit so and so over the head with a beer bottle." and upon being hit,"So and so hit you over the head with a beer bottle." You could guess what the broken beer bottle messages would be. |
Left Queue: | 09:57, 10 July 2006 (BST) |
Engineering (rewrite of Electronics)
Timestamp: | 15:26, 26 June 2006 (BST) |
Type: | Skill |
Scope: | Humans |
Description: | As we all know Kevan introduced Radio Operation to try and cut down on radio spam. It didn't really work because now everybody has Radio Operation. What I propose is that there is an electronics/engineering skill tree.
Engineering allows you to repair generators. The way this would work is that a generator is assigned a certain amount of 'health' when made - let's say 10 HP (debatable). This would obviously change the current system of attacking generators where you have a 20% chance of destroying it with 1 hit. So if the generator is reduced to 0 HP it is obviously destroyed forever. But if it has not been destroyed, but simply damaged, it can be repaired by somebody with Engineering. Using 1 AP will repair the generator to full 'health' and give a reward of 1 XP.Radio Operation would be expanded to allow you to repair damaged radio transmitters in the same way. If you attack a generator or transmitter, normal weapon hit probabilities would apply. However, gun attacks would only do 3 damage (same as axe), and zombie bites would do nothing. This is because bullets do a lot of damage to flesh...but they aren't really that effective at taking out big pieces or mechanical equipment. And the idea of biting a generator is quite stupid - you're more likely to electrocute yourself that do any more damage than tooth-marks. If a generator or transmitter has been damaged, it will simply say damaged generator or transmitter in the room description. The attacker of the generator/transmitter would not be announced unless they actually destroy it. Obviously this would mean that a lot of people will have Radio Operation without Engineering. I am not proposing how to deal with this. |
Left Queue: | 09:57, 10 July 2006 (BST) |
Throwing
Timestamp: | 23:29, 26 June 2006 (BST) |
Type: | Item |
Scope: | Survivors |
Description: | What I am suggesting is that survivors are able to throw beer or wine bottles. This would add a use to these 2 items that are currently fairly redundant. There would be a simple change to the bottles as a result of this - when you drink a bottle, it remains in your inventory as an empty bottle. Empty bottles should be more accurate (less heavy, so less likely to go hurtling off course) - say, 15% accuracy. Full bottles should have an accuracy of 10%. Both should do 2 damage.
This seems like a pretty pathetic attack, no? But this would leave option open for some sort of 'throwing skill' that would significantly increase the accuracy of this attack. There could also be other items that could be thrown as weapons. It may seem stupid to throw the bottle when you could hit soembody with it at much greater accuracy. However, this would logically create a chance of hurting yourself - which is definetly not desirable. |
Left Queue: | 09:57, 10 July 2006 (BST) |
27th June 2006
Beer Bottles version 2.0
Timestamp: | Canuhearmenow 18:57, 27 June 2006 (BST) |
Type: | New weapon, new skill. |
Scope: | People who like barfights. |
Description: | My idea is that one can use the beer, because its probably in a bottle, as a weapon much like people use them in barfights. The beer bottle now does 1 damage and has a durability of 4 hits, But upon breaking it becomes a broken beer bottle, this now does 2 Damage due to the sharp edge, this would eventually shatter after hitting something 5 times. This weapon would first have a 10% accuracy with no skills, 25% with the hand-to-hand skill, and finally 45% accuracy with the new civilian skill Barfighter which costs 75XP for civilians, 150XP for scientists, and 100XP for Military. This attack is more or less to make beer more then just restoring 1 HP. The hit message could be "You hit so and so over the head with a beer bottle." and upon being hit,"So and so hit you over the head with a beer bottle." You could guess what the broken beer bottle messages would be. |
Left Queue: | 19:36, 27 June 2006 (BST) |
Engineering
Timestamp: | 05:08, 27 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | This is an idea for a balanced suggestion to fix destroyed generators/radio transmitters. First generators and transmitters when destroyed (with the current difficulty), will no longer "break beyond repair". They will merely break. In the room description you'd see it as "A generator has been set up here. It is broken." A broken generator/transmitter can be attacked further to break it beyond repair, taking it off the screen. Attacks on a broken device to permanently destroy it would have a 10% success rate.
I did say it was balanced? A broken genny/transmitter is exceedingly difficult to repair. You need the Construction subskill Engineering, wirecutters in your inventory, and repairing either would cost 20 AP. This cost is high (high enough to make a syringe!) but still worthwhile considering the cost of traveling to a mall, searching, and then returning. This should have a few positive effects for the game as a whole, such as making humans less dependant on malls and letting them use transmitters in suburbs where they are hard to find. This should make humans easier targets for leveling zombies by luring survivors away from megamalls into less populated areas. It also gives a use to the long defunct wirecutters. |
Left Queue: | 13:29, 11 July 2006 (BST) |
Wirecutters-Sabatoge
Timestamp: | 17:05, 27 June 2006 (BST) |
Type: | improvement |
Scope: | Wirecutters |
Description: | It was partially inspired by the above suggestions in the past that wanted to have wirecutters be used to fix gennys. It was voted down because it was unbalanced. I decided that prehaps people are going about it the wrong way.
Wirecutters may be used to repair, but what if they are used to destroy. I propose that Wirecutters may be used to destroy a genny. In fact, it would be twice as effective as using any other weapons to destroy a genny, allowing any Death Cultists or GKer to destroy Gennys easier. Yes, I know that it beniefts "greifers". But this change has already been allowed with Kevan letting crowbars be used to destroy barricades easier. It provides a use for the wirecutters, and it does not boost gennys (it actually nerfs them). And the idea of having the wirecutter being twice as effective is referring to the crowbars being twice as effective in smashing barricades. I do not know if crowbars can be used to smash generators, and at a higher success precentage. If so, the suggestion could be to just give Wirecutters a 5-10% chance higher above the crowbar. |
Left Queue: | 13:29, 11 July 2006 (BST) |
28th June 2006
Brain rot reject (Couldn't get up with a name)
Timestamp: | 17:44, 28 June 2006 (BST) |
Type: | Skill |
Scope: | Zombies |
Description: | Have some of you zombies regreted that you bought brain rot? Well it would great if it was a new skill that would remove the brain rot. But since this could "unbalance" the game, it could cost a huge amount of xp... (I didn't use alot of time on this) Please vote. =) |
Left Queue: | 18:35, 28 June 2006 (BST) |
Maintenance & Engineering (revised)
Timestamp: | 00:39, 28 June 2006 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | This is an idea to create two skills based around generators and transmitters. Currently there is no skill related to setting up public equipment, which is a field many players specialize in. This is an idea for two linked skills that will make setting up equipment more convenient.
A survivor with the Contruction subskill Maintenance takes good care of their equipment and when set up leaves it in top shape. When attacked generators and transmitters they've set up are not destroyed but merely damaged and non-functional. It'd appear like this "A portable generator has been set-up here. It is broken." Once broken gennys and transmitters could not be targeted for further attacks. They are automatically cleared for good if the building gets ransacked or if damaged in a ransacked building, and also if replaced by a working device. Additionally a survivor would be able to further attack a broken device when they are the only survivor present and have an 100% chance of clearing it. The Maintenance subskill Engineering would allow survivors to use wirecutters to repair a broken generator or transmitter at a cost of 20AP. Also the generator would need to be refueled, regardless of how full it was when damaged. While 20AP is cheaper than the cost of finding a new generator it is balanced by the fact that you aren't finding other items while you search, such as fuel. In that regard this is a useful skill when you have already have fuel but no generator. This skill is useful but not overpowering by any means, and serves a similar purpose to Necronet Access in eliminating the need and server hits of searching. It makes survivors less dependant on clustering together near malls for rare equipment and encourages spreading outwards to smaller less well-stocked safehouses. And it has the nice perk of making Wirecutters do something again. |
Left Queue: | 09:19, 12 July 2006 (BST) |
29th June 2006
Adrenaline Syringe
Timestamp: | 03:21, 29 June 2006 (BST) |
Type: | Item |
Scope: | Survivors |
Description: | An item that has a small chance of finding in a Drug Store of a mall. Using the Syringe will gain 5 AP, but cost 1 AP to use, so it will only gain you 4 AP. Other humans can use them on other survivors, but it should stay fairly balanced if the find rate is pretty low. |
Left Queue: | 09:40, 29 June 2006 (BST) |
Flashlights
Timestamp: | 02:34, 29 June 2006 (BST) |
Type: | New item. |
Scope: | slightly improves search rates. |
Description: | This would add a new item, the Flashlight, to the game. The find rates are as follows, 3%-Mall hardware Stores, 2%-Police stations, 2%-Fire Department, 2%-Warehouses, 1%-Junkyards. The Flashlight would be like the Flak jacket, it just is there and helps you without clicking it. The flashlight would improve searches inside powered buidlings by 1%. While searches inside unpowered buildings are as high as 3%! This item would more or less be used by people trying to keep a low profile inside a unpowered building (to not attract zombie attention) and also even for people just trying to get better odds inside a powered building. |
Left Queue: | 15:32, 29 June 2006 (BST) |
Track Zombies
Timestamp: | 18:27, 29 June 2006 (BST) |
Type: | Skill |
Scope: | Suvivors |
Description: | I am sure many of you have had times where you have been killing zombies and run out of AP’s. This suggestion works similar to the skill Scent Trail: Zombie is able to sense the new positions of survivors it's had recent contact with. A survivor would need to have the Zombie Hunter skill to be able to track a zombie they have had recent contact with. |
Left Queue: | 19:40, 29 June 2006 (BST) |
Radio Tracking Tags
Timestamp: | 13:50, 29 June (EST) |
Type: | Two Items, possible xp gain |
Scope: | Useful to Zombie Hunters, PK Hunters, and Barricaders. |
Description: | I propose two items - Radio Tags and Tag Scanners.
Radio tags would be attached...okay, stapled, onto zombies. They would then transmit a signal via the cell phone towers, indicating the position of the zombie to anyone with a properly tuned scanner. Radio tags could be made/found at Necrotech buildings, would require 1 AP to attach to a zombie (this could be a percentage chance - failure means another attempt but the Tag isn't lost like say, pistol ammo), and would continue to function until the zombie is revived. Tagging a zombie could give a 1 EXP reward, as incentive to tag early and often. Tag Scanners would be the recievers for the transmitters, and would have several settings - switching between them would be like retuning a radio, and would cost AP. It could be tuned to a specific zombie - working like the zombie's scent tracking skill - very useful to PK Hunters and Zombie Hunters. It could be set on wide-spectrum, indicating a number of tagged zombies within, say, two blocks. This could give barricaders an indication that a horde is approaching, or massing outside. It could set to a direction, indicating number of zombies to the north or south.... The Tag Scanner would also pick up signals from inside buildings. Tag Scanners would NOT be "Zombie Detectors" since it wouldn't indicate untagged zombies. They would not be infallible, since zombies could take out the cell phone towers, and render all tags in that area inoperable. They would not be over-abused, since the transmitter tags would be slightly harder to come by than Revive Syringes - they would represent time and effort in scrounging or manufacture. A Tag would vanish on revivication, giving career zombie players an incentive to try being a survivor at least every so often. I would suggest implementing Tags and Tag Scanners as items that anyone could use, but restricting the Scanner's ability to home in on a specific target to Zombie Hunters, requiring a "Fine-Tuning" skill on their tree. Tags would be available at zoos or police stations (using animal beacons or ankle tethers), while Tags and Scanners could come from Necrotech. The items would represent the Necrotechnicians' effort to adapt existing technology to identify zombie hotspots and migration habits. |
Left Queue: | 19:43, 29 June 2006 (BST) |
Mrh? Improvement
Timestamp: | 17:40, 29 June 2006 (BST) |
Type: | Improvement. |
Scope: | Newbies killed. |
Description: | While playing Urban Dead I noticed that when a newbie is killed they usually aren't able to enter most NT buildings (most are EHB+2 and if they aren't the newbs do not have MoL.) and they are too inexperienced to write for a revive on the Wiki. This is mean't to give Mrh? and only Mrh? the ability to be heard within buildings. For example "You are inside Necrotech building, You hear the sound of Mrh?ing outside." This is a simple improvement to let NT employees know their are Newbs outside and they need a revive. |
Left Queue: | 09:26, 13 July 2006 (BST) |
Flashlights and Batteries
Timestamp: | 19:14, 29 June 2006 (BST) |
Type: | New Items |
Scope: | Survivors |
Description: | Here's my attempt at a workable version of the flashlight suggestion.
Summary: Flashlights can be found and used to help searching in dark, unpowered buildings. They do not help the already-high search odds in powered locations, as there is already plenty of light. Flashlights require batteries, which expire after a while. Mechanics: - Flashlights would be a fairly rare item with find rates like the portable generator: Factories (3%), Fire Stations (2%), Power Stations (2%), Mall Hardware Stores(1%/2%). Batteries would be a bit more common, being found in Power Stations (8%), Mall Hardware Stores (4%/8%), and Junkyards (4%). Flashlights would not be found with batteries already inside. For a flashlight to be useful, it must first be loaded with a new battery. Clicking on the battery inventory button powers the flashlight and removes the battery from inventory (1 AP). The flashlight item will show an asterisk to indicate it's powered. When searching in an unpowered building with a powered flashlight in hand, search odds go up by half the powered building search bonus. (I.e., if a generator would have gotten you +5%, the flashlight will get you +2.5%.) After 20 searches in an unpowered building, the flashlight's battery dies (the asterisk disappears) and search rates return to normal. Searches in powered buildings would not count against the battery's lifespan. The flashlight is assumed to be switched off while in the lit location. Searching definitely doesn't need a boost, which is why I'm not suggesting the rates go any higher than the current powered search rates (and rates with the flashlight are only partly boosted). However, I like giving survivors more things to juggle in their inventory, as it forces them to decide what's really essential for their gameplay style. |
Left Queue: | 09:26, 13 July 2006 (BST) |
30th June 2006
Whisper
Timestamp: | 03:09, 30 June 2006 (BST) |
Type: | Change. |
Scope: | Secret strategy, perfect for conspiracies!. |
Description: | What this would add is the ability to "Whisper" a message to a selected person. This would help if you want to warn people at risk of a PKer in their midst, but doesn't want to alert the PKer that he/she knows. An example of recieving a whisper would be "So and so whispered "I see dead people" to you" One aspect to this is that all surrounding people would recieve this message "So and so whispered something to so and so" This would help fight PKers while adding to the paranoia factor for PKers, like "Is he warning people, or just filling them with Spam?" |
Left Queue: | 07:27, 30 June 2006 (BST) |
Construction Sites
Timestamp: | Canuhearmenow 17:38, 30 June 2006 (BST) |
Type: | New building. |
Scope: | Purpose for wastelands and streets, diversity.. |
Description: | I have found a use for all those worthless little blocks, like streets and wastelands, I propose changing at least 18 of ALL streets and wastelands to "Empty Construction Site" The outside description would be, "You are outside a construction site, scattered equipment lay around the foundation of a building." upon searching you would have a 3% chance of finding a crowbar, 2% chance of finding a fuel can, and a 1% chance of finding beer. |
Left Queue: | 08:58, 14 July 2006 (BST) |