User:Dux Ducis/Archive/Sandbox

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Pwlogo.png : ART IS RESITANCE :

Silencer

Timestamp: Ducis DuxSlothTalk 01:03, 12 March 2007 (UTC)
Type: weapon change
Scope: Anyone who finds one
Description: Silencer. I know as soon as many people hear this, they will snap, scream "Trenchcoater!" and slap spam to the list in under 30 seconds. Hear me out people. I am aware of several silencer suggestions in peer rejected, however none of them were thought out well or given a chance at discussion.

What I am proposing is simple - a new pistol type, that would only be found in Fort Armories, at 0.5%/1%. Being rare stops it becoming so widespread that normal pistols are not used.

It will be labeled as (s)Pistol in your inventory, take up 2 spaces, and have an encumbrance of 4%.

How will it be different in-game? When the silenced pistol is used, only your victim can see your name and profile ID - no one else in the room will see this, only ' an unknown shooter killed "insterusernamehere" '. Yes, this goes for zombies as well.

Now people will bitch about it being used as a PK'ing weapon - well, in essence I suppose this is. However it does not make getting away with Pking any easier, as the person you shot can still report you with ease.

I didn't want to complicate this by adding in an item 'silencer' which you could attach or anything, I just wanted to keep it straight and simple. And rare. Don't forget that one. I think we need a rare weapon in UD, something to add character that is not overpowered.

I suppose really in the end, this is a flavor item that has an alternate in-game function. Sound good?

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Sewage Plant

Timestamp: Insert timestamp here
Type: New Buildings
Scope: The city of Malton
Description: Well, UD is set in the modern age, in a fairly modern city. To say that we want it realistic is certain. How about adding sewage treatment plants? Where else does all of the city's crap go?
  • building size - 1x1
  • Average building mechanics, in regards to barricading
  • however, the functionality of the building is its defining factor.
Firstly, because of the stench of the building, the following description will be shown to survivors outside within one square of the plant - A pungent odor wafts from the sewage treatment plant to your [location here].
Secondly, the odor is stronger to zombies and can be detected by them easier from a much further distance using scent death. (This is to create a building important to zombies, which they will be drawn to).
Next, suiciding in this building would be possible. There will be an option to jump into a sewage vat - you are sucked to the bottom and drown in the filthy water. Your body is then dumped outside.
Revivification inside the building is impossible, because of the infectious diseases present.
When the building is ransacked, survivors are infected on their second action inside the building (read: free running will not cause you to infect). Repairing the damage will stop this effect.
Zombies can also move survivors into the building using feeding drag (however, normal parameters such as 12hp still apply)


I have tried making a building type that will be attractive to zombies (feeding drag inside, easy suicide, smell from a distance) and repulsive to survivors (rp purpose of a smelly building, game mechanics of infection and no revivification).

(kudos to Funt Solo, zombie slayer, SoreSpore, Lachryma and Honestmistake for the ideas and discussion)

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Kill Votes
Well, last time everyone killed because of lack of items. Some I'd expect would be pipes, FAKs, knives, and perhaps generators. Also, apologies if this is in the wrong place. --Cap'n Silly T/W/P/CAussieflag.JPG 08:45, 10 February 2007 (UTC)

Dude, this is a sandbox. Hence why I don't care what people do with this place, as long as they don't delete any of my stuff. I just put my suggestion here so I could format it and make it look nice before I submitted it. I also wanted an archive copy myself. No biggie. --Ducis DuxSlothTalk 10:52, 10 February 2007 (UTC)

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Put the discussion under a heading of your user name, in alphabetical order using this code: ==[[User:USERNAME|{{c|maroon|USERNAME}}]]==

Subheadings with ==={{c|maroon|TITLE}}=== New subtopics at the bottom, old at the top.

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