Developing Suggestions

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NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Suggestions

Awesome Suggestion Guy's suggestions

Time:Awesome Suggestion Guy 00:24, 18 July 2011 (BST)
Name: Tear Gas Canister
Type:Survivor.
Scope:Survivor Skill and an Item.
Description: So I thought this would be a fun little idea. You could essentially loot Police Departments for tear-gas. What it would do is reduce the attack and search rates of a building to that of a ruined

one when deployed. So, for example, if there is a zombie break-in, one could deploy tear gas to have a better chance of survival. PKers could use it to kill someone and then remain reasonably secure. Zombie spies/Death Cultists could use it to troll survivors. It would dissipate after a certain number of actions taken by players as it fizzes out and disperses.

Spam.jpg        03:34, 18 July 2011 (BST)


Time:Awesome Suggestion Guy 00:15, 18 July 2011 (BST)
Name: Scent Bombs.
Type:Survivor.
Scope:Survivor Skill and an Item.
Description: Pretty simple. Survivors would be able to drop scent bombs to interfere with the zombie "Scent" skill trees, particularly the one where if you interact with a zombie they can magically

track you down across ten blocks with their Godlike sense of smell. They would of course be single-use items and require an additional skill. Real-life criminals use it to distract police dogs, so it should work with zombies, who evidently have evolved to have a similar sense of smell.


This could be pretty cool! --Karloth Vois ¯\(°_o)/¯ 00:45, 19 July 2011 (BST)


Time:Awesome Suggestion Guy 00:03, 18 July 2011 (BST)
Name: Hang Glider.
Type:Survivor.
Scope:Survivor Skill and an Item.
Description: The Hand Gliding skill would be a subset of the Free-Running skill. It would also require that one search a Mall Sports Store in order to find one. Essentially, survivors would get Hand Gliders and be able to use them to jump off (repaired) tall buildings like Mobile-Phone Masts, Towers, and some Hotels. It would work in many ways like the binocular skill, where you choose a direction to glide to. You would then glide maybe like five or so blocks to the location that you picked. If you land on the street or a ruined building, you will take damage from injuring yourself. If you land on a regular building, you will be fine. If you land on another tall building, you will hit the wall and fall and take two times the damage from your fall. Overall, this could be a fun addition to the game as you would have to plan and gives you an element of risk vs reward: If the building I was planning on gliding to is ruined or I hit another tall building, I'll take damage, whereas if I am correct, I will save AP on movement.

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

No suggestions from here are currently up for voting.