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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

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:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

Equipment New


Timestamp: Seventythree 09:59, 1 May 2007 (BST)
Type: New Item
Scope: Survivors, I guess.
Description: Ok, Quick quiz for you all here. You're in your hose and there's a power cut. Do you:

a) Nip down to your local branch of B&Q, steal a generator, pausing only to nick some fuel from the local garage on the way back b) Nothing. You're content to watch a blank TV screen and eat Doritos. c) Sigh. Dig out those crappy lavender scented candles that a relative gave you as an excuse for a Christmas present a few years back.

Now, I don't know about you, but most people, in an emergency are going to go for option C. The thing that puzzles me is that, for some reason, candles do not exist in the game. Seems to me that what most people would do to get light would be to dig out some candles. Now, obviously, candles are going to be easier to get hold of than the two items otherwise needed to power the lights of a building. So, here is my suggestion.

Candles (new item).Found in churches and cathedrals at 5%, Mansions at 3% Hardware stores at 2% and warehouses at 1% (I don't know, maybe you stumble across a crate of 'novelty' candles) Each candle takes up 2% encumbrance in your inventory. Once set up in a building they add a 1% to your chances of finding things.

Up to four candles can be added to gain a maximum of 4% Increased odds. Candles can be added after that but they do nothing else. The building can be seen as lighted from outside. They burn for 6 hours, with a 1% chance every half hour per candle that they will go out. If they go out, they disappear into the ether.

If a generator is placed in the building, the odds gained for searching due to candles are nullified. The candles are still there, burning away prettily, but they do sweet FA. If zombies ransack a building with candles set up the candles are destroyed. Ok, there you are. Thanks as always to the Invaluable help given by those people on the Discussion page, Blood panther, Honestmistake, Seb Weirs, saluton and pesateyl.

Notes: 19/20 Keep/Total [Optional additional - see below]
Left Queue: {{{suggest_moved}}}

Armor Piercing Bullets

Timestamp: EL Zillcho 02:39, 26 February 2007 (UTC)
Type: bullet flavor, new bullet type.
Scope: zombie slayers in search of something new.
Description: armor peircing bullets. with these bullets the effects of the flak jacket are ignored. this would be just like a pistol cilp except with a (A) next to the word pistol clip. these bullets would of course be rare. they can only be found in either of the 2 armories, and you would have half the chance of searching for them than you would with normal bullets.
Notes: 15/22 Keep/Total.
  • Some concerns that this would nerf flak jackets and help PKers.
Left Queue: 13:42, 30 March 2007 (BST)


Timestamp: 23:18, 13 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Characters with a Bullhorn would be able to amplify their voice and will be heard by anyone, human or zombie, on the map view. In other words, they will be heard on the current block as well as the surrounding square of blocks. Users inside a building will be able to hear only bullhorn users on their same block outside or inside. By the same token, if you use a bullhorn inside a building, only people in the building and outside on the same block will hear. Found in Police Stations and Fire departments. This is useful for announcing trouble, calling aid, and directing organized attacks or defence. 1AP to use. User with a bullhorn will have an additional "Bullhorn" button next to the "Speak" button. fill in the box as you would to simply talk, but click "Bullhorn" and it's broadcasted as previously stated. It has a shorter range than a flare, but is multi-use and lets you explain the specific warning.
Notes: 6/7 Keep/Total (86%). Add item earplugs to block messages. Unsure of server impact. Limit uses to 10 (at most) until re-charged with electricity. Allow players 1 block away (inside OR outside) to hear You hear someone speaking on a bullhorn to the southwest.
Left Queue: 14:49, 28 Nov 2005 (GMT)


Timestamp: Seventythree 22:45, 18 April 2007 (BST)
Type: New Static Item
Scope: Survivors
Description: Ok, revised version of CCTV cameras. Found in mall tech stores 3% of the time, police stations 2% of the time and at warehouses 1%. They take up the same encumbrance as radios and consist of 3 cameras and a monitor. These cameras can be destroyed by people outside by selecting attack cameras from the attack menu. Being fragile, cameras are destroyed by a successful hit. There is a 10 % chance of hitting a camera, and once hit and destroyed the number of cameras remaining is displayed in brackets next to the attack cameras selection. (for example Attack: cameras (2 remain)) When placed in a powered building (which takes 5AP and also sets up the cameras as well as the monitor) it creates a new button next to the broadcast button. Clicking on this button costs one AP and will display a message based on how many players are outside the building. Due to the crappy nature of the cameras and monitor it is impossible to tell weather the players are zombies or survivors, or, indeed exactly how many players are out there. The message would also state how many cameras are still operational. The message would look like this.

There are (1, 2 or 3) cameras still operational. Peering at the grainy pictures on the monitor you can detect roughly 10 to 20 indistinct figures outside

The number displayed would work like this. 1 outside - There is one Indistinct Figure outside

2-10 Outside There are a handful of Indistinct Figures outside

10-20, 20-30, 30-40 there are 10-20 (or 20-30, or 30-40) Indistinct Figures outside

40 plus There are too many indistinct figures outside to count.

The monitors set up in buildings are destroyed by ransacking and can be attacked and destroyed the same as radios. If the monitor goes, so do the cameras. If the cameras go, the monitor does too.

Notes: 14/14 Keep/Total
  • Was "CCTV revision 1".
Left Queue: --~~~~T''' 20:02, 23 August 2007 (BST)

Chunks! (Syringe Manufacture Fuel)

Timestamp: 19:07, 12 July 2006 (BST)
Type: Item use
Scope: Scientists
Description: Summary: Scientists can speed syringe manufacture by tossing in zombie tissue extracted with the knife.

Mechanics: When fighting a zombie with the knife, a survivor has a 65% chance with each successful hit to collect a chunk of flesh from the zed. Once collected, this shows as "tissue sample" in inventory. Each sample takes up 1 inventory space, and can be dropped as normal. Clicking on the object does nothing.

However, when the player goes to Manufacture Syringe in a powered NecroTech building, 1 tissue sample will be automatically "used up" in the process and added to the revivification formula. As the dna and tissue in the sample replace some of the resources needed to produce the fluid, the AP cost of the manufacture is reduced by 5 AP, making it 15 AP total.

As collecting a sample takes on average 4 AP, the AP savings will technically be about 1 for each sample collected. Might not quite justify a dedicated "harvest run," but if your scientist is combat-oriented anyway (and some are!), you could throw in a few knife slashes and reap the 5 AP reward later. It seems like a small but not overpowered incentive for scientists to get outside and start swinging steel.

The revive AP cost is completely unaffected, and would still be 10 AP. Only the manufacture cost is reduced, and even then not so much as to make it as efficient as searching for syringes.

Notes: 18/21 Keep/Total (86%). Well accepted as is.
  • Was "Chunks! v2".
Left Queue: 13:57, 26 July 2006 (BST)


Timestamp: Nibiletz 22:51, 2 February 2007 (UTC)
Type: New item
Scope: Survivors
Description: Please read before you drown me in dupe votes. Yes, Cigarettes were suggested as an item before, and shot down. The reason I am bringing it up again is because the archive was removed by the author and I want to re-visit the subject becuase I can't look at the previous developments. The reasons people didn't want cigarettes in the game is ethical, because they don't want to "encourage youth to smoke". So, we are assuming that youth will copy the actions of somthing that is done on a text-based MMORPG? If we think this, then we can also take shooting people out of the game, and axes are mighty dangerous, and people could get splinters if they attempted to build barricades! If we are allowed to preform violent actions on a harmless game, then why would it be an issue to put in fictional cigarettes that wouldn't even be visually seen?

Enough of explaining why the item shouldn't be shot down because of ethical issues. Cigarettes would come in a pack of 12, and found in pubs, mansions, and clubs. Because people holed up in malls in the initial outbreaks were pretty stressed out, there aren't any left in malls. Finding a pack of cigarettes in any of these locations is a 5% chance.

Because Cigarettes are bad for you, everytime you light up you will lose one HP. Cigarettes are just for flavor, and also have good potential as fuel for Roleplay. I think that every time somone in your building lights a cigarette a message could go up saying: Player smokes a cigaretre. This way they would actually have some use if you want to use the items for roleplay. They could bring up policies of smoking and non-smoking in some buildings, and the positions of groups. (Even a Malton anti-smoking leauge!)

Now have fun drowning me in kill votes.

Notes: 19/29 Keep/Total.
  • Was Cigarettes (again)
Left Queue: 13:56, 20 March 2007 (UTC)

City Map

Timestamp: 02:17, 7 August 2006 (BST)
Type: New Item
Scope: Survivors
Description: City Maps are a new item.
  • Locations: Found in Schools.
  • Search Odds: Fifty percent of the former "book" search results (i.e. if formerly you would have found 10 books in 100 searches, now you find 5 books and 5 maps).
  • Function: Clicking on a City Map in your inventory opens a new window taking you to the suburb map corresponding to your current location. If you clicked on your Map while in Gulsonside you would get a new window: Gulsonside's map.
  • Utility: Helpful for those who don't metagame, esp. newbies. Helpful even for those who do, since you can now instantly access a map.
  • Zombies? Yes, zombies can read a Map in their inventory IF they have Memories of Life.
Notes: 25/27 Keep/Total (93%). Well accepted as is.
  • Was "New Item: City Map".
Left Queue: 12:20, 25 August 2006 (BST)

City Map v2.0

Timestamp: 08:45, 19 April 2007 (BST)
Type: New Page / Equipment
Scope: All.
Description: First off, I believe this is sufficiently different from the Peer Reviewed City Map, so as not to be a Dupe.
  • Survivors would be able to search for and find various elements of a City Map, which can be collected (eventually) into a complete City Map.
  • Zombies with Memories of Life would be able to access a City Map, if they owned one.
  • Each character would have a new button, just like their character profile, or contacts list, that takes them to their copy of the city map. This button wouldn't exist until at least one element of the City Map is found.

  • The components of the City Map are made up of the following parts:
    • Suburb Map: shows all the buildings in a single, specific suburb (with some exceptions, described later).
    • City Suburb Map: shows the names of all 100 suburbs of Malton.

  • How it works:
    • If you find, say, a single Suburb Map, then your City Map button is activated. When you click on it, you're taken to a map page which shows the 100 suburbs (initially un-named), except for the suburb you just found, which is named and clickable. Upon clicking it, you get taken to the map for that suburb. As more suburb maps are found, the City Map gets filled in.
    • If you find the City Suburb Map, all the names of all the suburbs get filled in, even if you don't have suburb maps for those suburbs. However, you can only click on the ones you have Suburb Maps for. The rest would be greyed out.

  • Exceptions:
    • NecroTech buildings don't show up unless you find a special NecroTech Suburb Map, which lists which buildings in that suburb are NecroTech Buildings. At that point, your map would be updated, and a special symbol appear on your City Map indicating that suburb has had it's NT Buildings revealed.
    • The Zoo has its own map, so that area is left blank (apart from saying "Zoo") on that suburb map until the zoo map is found.
    • The two forts have their own map, so those areas are left blank (apart from saying "Fort [name]") on their suburb maps until the fort maps are found.

  • Where the maps are found:
    • (The City Map has 0% encumbrance. If you find a double, it just gets subsumed into your City Map.)
    • City Suburb Map: Mall Bookstore, Library, School (2%)
    • Suburb Map: Mall Bookstore, Library, School (2%) - 80% chance that it's for the suburb it's found in, otherwise it's for a random suburb.
    • NecroTech Suburb Map: only found in NecroTech Buildings of that suburb. (2%)
    • Zoo Map: only found in Malton Zoo's Reptile House or Aquarium or any stadium, hotel or motel. (2%)
    • Fort Map: only found in Fort Barracks. (2%)

  • Why bother?
    • Full maps already exist in the meta-game. I know. I wrote two myself for a laugh. Still, I think it would be cool to have this in-game. Collecting things is quite good fun.
Notes: 13/15 Keep/Total. Well accepted as is.
Left Queue: --~~~~T''' 20:14, 23 August 2007 (BST)

Digital Camera

Timestamp: Canuhearmenow Hunt! 20:36, 3 October 2006 (BST)
Type: New item.
Scope: For those who find a Kodak moment.
Description: This adds the Digital Camera to Malton, the Digital Camera is found in these locations; 4% Mall Tech Stores, 2% Clubs, 2% Schools, 1% Buildings. The Camera is a 1 inventory space item that has 5 "Shots." any more and it will erase the last picture. Upon clicking the camera it takes a picture of the current screen HTML (.txt) Which would be great for Bounty Hunting, it would produce a unfakeable picture. "Why Not just Copy and paste the Screenshot on the Wiki?" you ask, well, this works in-game without the hassle of using the Wiki, also you can display these pictures on your profile with optional Captions. You also can "Check" your favorite pictures, so that once you reach the 5 pic limit it would not delete it, and if you save all your pics, well, you can't take anymore pictures. Use? Well 1.) It allows you to save those beautiful and memorable Kodak moments. 2.) Allows you to display intel you found, be it Revive Point numbers or a PK. 3.) Allows uniqueness in the game, like it would allow customization to a character ("Look at what I took!").
Notes: 18/20 Keep/Total (90%). Well accepted as is.
Left Queue: 21:25, 17 October 2006 (BST)

Ear Plugs

Timestamp: 22:09, 1 June 2006 (BST)
Type: Item
Scope: Survivors
Description: Earplugs are a new item.
A survivor has a 5% chance of finding earplugs in a library or a 10% chance in a mall drugstore.
To activate the user clicks on the earplugs button (labeled "wear earplugs").
When the activated earplug item is in your inventory, you do not hear any radio chatter. Further, you don't hear speaks, zombie grunts, death rattle or any other audio communication. You can still see mobile phone text messages and spray paint tags.
Notes: 18/20 Keep/Total (90%). Well accepted on the condition that earplugs can also be deactivated.
  • Was "Ear Plugs v2.0".
Left Queue: 01:39, 30 June 2006 (BST)

GPS Phone

Timestamp: 03:05, 13 Nov 2005
Type: Item
Scope: Survivor Item
Description: As per my Item Combination idea, a GPS Phone is a combination of a mobile phone and a GPS module. When using this phone, your exact location in coordinates is included with your message to the receiver.
Notes: 7/8 Keep/Total (88%)
Left Queue: 14:49, 28 Nov 2005 (GMT)

Heart Monitor

Timestamp: 19:40, 27 April 2006 (BST)
Type: New item
Scope: Dying survivors
Description: Summary: A way for players to signal to their comrades when they need a revive, given certain conditions.

Mechanics: A new item, NT Heart Monitor, will be found in NecroTech buildings with the same search odds as the GPS unit (about 7%). Upon finding this item, the player can click on its inventory button for the cost of 1 AP. The player sees the message:

Your NecroTech Heart Monitor has been activated. Mutual contacts will be notified of your demise.

The Heart Monitor can be deactivated by clicking on it again, at no AP cost. Reactivation would cost another 1 AP, however. When activated, the Monitor inventory button is tagged with an asterisk to show it's working.

Then, when you're killed (by humans or zombies), the Heart Monitor fires off a signal to everyone on your contact list. Only contacts who have cell phones and have you as a contact will receive this signal. Also, cell phone coverage must be working in the suburb.

Those who receive the signal see this message:

You receive a distress signal from PlayerName, indicating a location 3 blocks to the west and 4 blocks to the north.

That person now needs only to proceed to the location and look for a zombie which he recognizes. Since the dead man is on his contact list, he'll be able to pick him out and stick him with a syringe. The NT Heart Monitor, however, is "used up" and removed from the player's inventory. Thus the player will probably want to keep several on hand, and activate a new one upon standing up as a human.

Should anyone get tired of receiving these distress signals from their more hapless comrades, they need only remove such people from their contact lists.

Net result: Instead of waiting in an impersonal revive queue, you'll now be waiting for one of your known associates to come and give you a hand. This seems more in keeping with the spirit of Urban Dead than revive points.

Notes: 26/30 Keep/Total (86.67%)
  • Suggested that Heart Monitors might also be found in hospitals.
  • Was "Deadman's Switch v2".
Left Queue: 17:06, 13 May 2006 (BST)


Timestamp: Jon Pyre 06:53, 24 April 2007 (BST)
Type: Item
Scope: Survivors
Description: Here's an idea for a flavor item. Like The Sharper Image it'd be fun if Mall Tech Stores carried jukeboxes. These could be set up in any building for 1AP and look like this when the building is powered:

A pink neon lit jukebox in the corner blares classic rock.

To change the jukebox just punch it or use a hand attack on it, a new genre of music will randomly start playing and the color of the neon lights will change. The jukebox would be listed at the bottom of the art objects present, not with the useful generator and transmitter. Similarly it can't be damaged or destroyed, but is eliminated when the building is ransacked.

You'd be able to tell a building had music playing from outside:

"Loud bluegrass music is playing inside."

Since the building would have to be lit anyway for the music to occur this wouldn't give away your position. But it would be a fun way of mocking the zombies sieging you. "Not only are we safe inside, but we're listening to jazz flute."

Notes: 24/32 Keep/Total (75%)
Left Queue: --~~~~T''' 21:01, 23 August 2007 (BST)


Timestamp: 07:57, 29 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: I think it'd be a fun flavor item to allow people to find money in banks. Bank searches could randomly turn up bills of different denominations. Like newspapers and poetry books, money would have no actual purpose. Clicking on it in your inventory would give you the following message: "That no longer has a use."
Notes: 13/16 Keep/Total (81%).
  • Expand the scope of fun useless stuff found: "You find a Best of ABBA CD", "You find a signed Antonio Banderas poster", "You find a comb" etc.
  • "Best of ABBA" CD and "Antonio Banderas" would be neat ways to hide ads in the game.
Left Queue: 16:55, 14 Dec 2005 (GMT)

Movie Posters (and other decoration)

Timestamp: Jon Pyre 07:47, 14 April 2007 (BST)
Type: Item/Improvement
Scope: Survivors, and zombies lucky enough to break indoors
Description: Artwork is nice. Makes any safehouse pretty. Gives something to search museums for, if you've got AP to spare. But sometimes you want to decorate without getting quite that classy. Howabout adding movie posters as findable items in cinemas? For example:
  • "One of the wards is decorated with a conceptual painting, a ming vase, a horror movie poster showing a shruken head, a fire-damaged painting, a western movie poster featuring a grizzled cowboy on horseback, and a romantic comedy movie poster showing a cute girl holding a puppy."

Other decorative ideas include motivational posters in offices buildings:

"...a "Perserverance" themed poster showing a salmon swimming upstream"

Targets in armories:

"...a human shaped paper cutout with concentric bullseye circles"

Disco balls in clubs:

"...a sparkling mirrored disco ball hung from the ceiling"

Flowers from parks:

"..."a bouquet of cut violets"

And beer signs in bars:

"a metal sign advertising a stout Irish beer"

Notes: 20/21 Keep/Total (95%).
Left Queue: --~~~~T''' 16:23, 23 August 2007 (BST)

NecroTech Access Key Cards

Timestamp: 00:21, 31 Dec 2005 (GMT)
Type: New Item and Skill
Scope: NecroTech Buildings, Scientists
Description: When you enter a NecroTech Building you get this description if it is powered and you have NecroTech "You are inside a NecroTech Building. The NecroTech logo glows gently above the front desk, but all monitors, equipment and laboratory access remain locked out during the quarantine." With the right access key there is no reason why you wouldn't be able to theoretically use that stuff. What this would do is grant access to a list of all the zombie profiles that have been successful scanned and are in the same suburb as the NecroTech Building if it has power.

For the following two Peer Reviewed Suggestions, Extractor Knowledge and DNA extraction gives information on previously scanned zombies, to equal the same utility they would have to BOTH be implemented and are essentially a "free lunch". This suggestion requires effort on the part of the character to access useful information. Since zombies characters are tagged by the server for extraction purposes and cross referencing them by suburb wouldn't be difficult this wouldn't adversely affect the server, especially if NecroTech Access Keys Cards were one-use items only located at NecroTech Buildings.

Using this item would require familiarity with NecroTech Security protocol, and thus require an addition level on the NecroTech Skill Tree, "Field Promotion", where due to work "in the field" (ie Malton)you are given management security clearance. This basically just lets you use the NecroTech Access Key Cards.

Notes: 28 Keeps No Kills (100%), overwhelming support.
  • Author Clarification: As written it doesn't call for historical data at all just cross referencing current suburb and extraction tag, and it would only be as accurate as DNA extraction was effective in that Suburb, which relies on In Character actions just like metagaming Scouting does. --Matthew-Stewart 00:50, 31 Dec 2005 (GMT)
  • Other possible names for Skill: NecroTech Security Protocol, Network access, Equipment Expertise
  • A voter suggested implentation of this could be used to justify the sudden emergence of Monstrous Zombies or other such things storyline-wise.
Left Queue: 00:31, 16 Jan 2006 (GMT)


Timestamp: Jon Pyre 02:36, 13 April 2007 (BST)
Type: Item
Scope: Survivors
Description: This is the first revision of the telescope idea, based on voter comments. The new mechanics are in bold. The telescope, of the five foot high tripoded type is similar to the binoculars in that it lets you see farther from tall buildings, but different. Unlike binoculars they don't have as wide a field of view. They do however have a greater magnification allowing you to see further. They'd be found in sporting goods stores, schools, and museums at a rate of 3%. Another thing that seperates them from binoculars is that they can't be used while in your inventory. Instead they must be set up in a tall building, the same way generators or artwork is. Once set up they can be used by any player at that location, until someone attacks and destroys them.

You'd have a new button on screen when in a room with a telescope, along with two text fields. It'd look like this: "(Use Telescope) +X [___] +Y [___]". Unlike binoculars which let you see a wide area telescopes would only show you a single square of ground, but with double the range (six spaces). Players would enter in x and y coordinates, from their position to the square they want to view. For instance if you want to see how many zombies are 4 north 5 west you'd put down +X [-5_] +Y [4__] before clicking "Use Telescope". If you enter a coordinate more than 6 spaces away, such as +X [8__] +Y [-2_] you'll lose an AP and get the message "That's too far to see even with magnification".

This provides a different kind of use for telescopes than binoculars. Binoculars would be best suited for newbies trying to find zombies to level up on, or for defenders watching how many zombies are massing outside their safehouse. Telescopes would instead be useful for checking up on your allies across the suburb. "I wonder how many zombies are outside the mall now", "Which revive point, the one 4 west or 5 north, has a bigger crowd", "Have a lot of zombies swarmed the PD yet", are all kinds of things you'd use a telescope for instead of binoculars. It'd be a cool new mechanic, and something else to set up and make a safe house more valuable with is always nice. With humans outnumbered I don't think a scouting tool would be overpowered.

  • Note: Voters have suggested using two drop down menus, one for X one for Y, with number options -6 through 6 instead of text boxes. This might make it simpler to use.
Notes: 21/23 Keep/Total (93%). Nearly Unanimous.
  • Was Telescope (first revision)
Left Queue: --~~~~T''' 16:15, 23 August 2007 (BST)


Timestamp: 06:48, 23 Dec 2005 (GMT)
Type: Item
Scope: Everybody with a wrist
Description: Watches! We could certainly use them in Malton. Watches would tell the time the same way GPS units tell your location. These would be useful for synchronizing strategies. Sure you can tell your allies to attack at midnight but what if in real life they're in different time zones? This way people could coordinate using Malton time, which would progress normally 1 second in game to 1 second real world. These could be found in mall tech stores and perhaps elsewhere as well. Easy to implement, simple, and useful. I'd like a watch.
Notes: 16/17 Keep/Total (93%). Nearly Unanimous.
Left Queue: 02:27, 16 Jan 2006 (GMT)