Suggestions/11th-Mar-2007

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Free Running Is NOT Bridges

Timestamp: Mia Kristos 05:00, 11 March 2007 (UTC)
Type: Skill, Gameplay Change, Etc.
Scope: Zombies, Survivors, and Newbies!
Description: For those of you who aren't aware, the actual sport that the skill "Free Running" gets it's name from takes a great deal of skill. It involves acrobatics and all kinds of junk, and has nothing to do with bridges, as most of the UD Community seems to think. It almost certainly can't be performed while loaded down with heavy equipment. At the same time, it's a bit painful for newbies not to have this almost vital skill.

Thus, I propose the following, a new Skill: Bridge Building. This would fall under Engineering (or whatever the barricade skill is called). It allows the user to be able to use the same materials they use to make barricades to instead make bridge links between one building and another. This would allow anyone, with or without free running, to cross from building to building.

Bridges would be built in levels, similar to barricades. However, any level less than the Bridge equivalent of "Heavy" would result in a chance (lower the higher the level of the bridge) that the bridge would be destroyed after someone crosses it (collapses under weight). A message would indicate that the bridge has collapsed.

Zombies can also use the bridges (they can't build them), if they so choose. If they do, this is double their normal movement cost, and survivors will be alerted that zombies are coming in from the bridges, since it seems to me that such a thing would be obvious.

A bridge can be destroyed from either end by anyone who feels the need (say a building is falling to zombies. QUICK! Burn the bridges!) This would, of course, be noticed by those at either end of the bridge. The bridges can be destroyed similiar to barricades, however, since bridges are no doubt flimsier than barricades (And probably designed to be destroyed quickly in case of zombie use, each attack on a barricade with an effective weapon (axe, crowbar, etc.) would have a 90% chance of tearing a level from the bridge (the 10% chance is to allow for those random "How did you miss?!" moments).

Why Survivors should like this: Easier access between buildings, especially for newbies. Groups like the DEM can build bridges to allow those without free running access to malls and such. Can be torn down in the event of a zombie invasion.

Why Zombies should like this: Hint - Entry points just became so much more awesome.

In the unlikely event that this skill is accepted and implemented, I propose that there be a suggestion to nerf Free Running slightly. However, such a thing is NOT covered by this suggestion!

Keep Votes

  1. Keep - I'll tell you what Mia, I'll vote keep for this one. I don't like the idea of zeds bypassing 'cades, however you seem to have some safeguards against this, namely the collapsing bridges and such. I'm sure that survivors will not build bridges/destroy them immediately to certain buildings anyway. Watch out though, I'm sure the community will spam this like nothing else. (plus your timestamp is wrong - it's the 10/11th of March, depending on where you live today) --Ducis DuxSlothTalk 03:16, 11 March 2007 (UTC) (edit: fixed) --Ducis DuxSlothTalk 05:06, 11 March 2007 (UTC)
  2. Keep - Those poor, poor newbies, forced to shift through mounds of worthless junk in constantly attacked resource buildings...and you "ZOMG, zombie spies!" people should just set up a "Mall Bridge Destroyer Group" if it bugs you that much.--Lachryma 05:33, 11 March 2007 (UTC)
  3. Keep - This is a change that could help everyone. Zombies got a game update that encouraged newbies to take up the undead lifestyle, why can't survivors? Low level players just can't get around until they get free running. They can't get into buildings to get ammo to get exp. They can't get into EHB buildings to actually survive the night. With this, they can. On the other hand, the new barricade-smashing zombies can hop across entry point bridges, adding some more tactics to survivors in a suburb under siege. People would have to care about all the buildings connected to their own. Additionally, a 90% chance to smash should easily trump any real fears about zombie spies abusing it. A few hits down to below 'heavily' and it starts to crash down as they cross, limiting how many zombies could take advantage of it, so long as you're paying attention. --Craer 05:54, 11 March 2007 (UTC)
  4. Keep - Author Vote, Heh. --Mia Kristos 05:56, 11 March 2007 (UTC)
  5. Keep - I would vote kill for reasons below, but not all survivors are zombie spies.--Labine50 MH|ME|'07 06:21, 11 March 2007 (UTC)
  6. Keep - This allows for a whole new range of strategies to develop for survivors and zombies... Me like! --Ashadoa 12:06, 11 March 2007 (UTC)
  7. Keep - helps new players, doesn't hurt old players much. give zombies a higher chance to collapse the bridge to try and make the trenchie retards stop screaming 'OMFG CADE NERF!!!1!'--Ropponmatsu 13:35, 11 March 2007 (UTC)
  8. Keep - Adds realism, additional strategy and makes room for additional upgrades/nerfs that I would also support. --Adrian Jeshua 15:50, 11 March 2007 (UTC)
  9. Keep - Given that bridges would be so easy to destroy, attacking barricades in the conventional manner (which is provenly effective) seems like it would remain the better zombie strategy. For one thing, you can only use Feeding Drag if you tear down all the barricades. --S.Wiers X:00x-mas tree dead pool 17:08, 11 March 2007 (UTC)
  10. If you hate using the Bridges that Sirens says, remember, you still have your Free Running skill. You can do your leap across buildings and jump into the sewers. But can newbies do super-human powers?--ShadowScope 17:39, 11 March 2007 (UTC)
  11. Beer - As Swiers. I sorta feel dirty voting keep on this. If I hadn't made improvement suggestions to it that you put hard work into implementing, I would still dislike the idea of bypassing barricades. Why the hell not. Keep --Ev933n / Talk PPGC 18:23, 11 March 2007 (UTC)
  12. Keep - Though I was initally wary about this idea, I love that it has a chance of breaking after use. Perhaps zombies have a much higher chance to break bridges? --The Supreme Court RR 19:17, 11 March 2007 (UTC)
  13. Keep - OMG ZOMBIE SPIES.... This suggestion is almost as cool as my siggy, and thats way cool. And practical. Christ people, Zombie spies can "ruin" anything. Killing a good suggestion just because zombie spies can ruin it, hell.. we might as well remove barricades as well.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 19:55, 11 March 2007 (UTC)
  14. Keep I guess that would be a good Idea --Carrie Cutter 20:13, 11 March 2007 (UTC)
  15. Keep I am totally voting to keep this of my own free will, no guns to my head. --Prophet - FVZA Commander
  16. Keep Sounds as good as Christmas Trees. --Akule Akule News. 20:40, 11 March 2007 (UTC)
  17. Keep ZOMBAI ZPIES - It's useful will help out the newbs. Spies is a dumb reason to kill this - they'll spy on you whether or not there's a free running alternative. --c138 RR - PKer 21:06, 11 March 2007 (UTC)
  18. Keep - If it helps out the newbies, it's good enough for me. --Banana reads Scoundrell for all of Yesterday's News, Today! 21:56, 11 March 2007 (UTC)
  19. Keep - Opens new tactical ground and makes it easier for low level char without free running to access needed supplies. Zeds'd still need to crack the 'cades anyways. Besides, I like the image of desperate survivors setting a bridge ablaze as they flee an overrun safehouse.--Dread Lime 14:19, 12 March 2007 (UTC)
  20. Keep - Involves more tactical thinking, blah blah blah, refreshes the game past cade, kill, dump, heal, blah blah blah. Yeah, I like it.--TheKnownBoarders 05:03, 13 March 2007 (UTC)

Kill Votes
Against Votes here

  1. Kill - Think of the Zed spies especially during a siege--Zombie Spray 03:06, 11 March 2007 (UTC)
  2. Kill Yep, zombie spies. Build a bridge and 100 zombies can march right in from the occupied building next door without even attacking your own building's cades. --Jon Pyre 04:46, 11 March 2007 (UTC)
  3. Kill - As Jon Pyre, and my comment on the talk page. Clearly not thought out fully, as pointed out above. --Saluton 05:16, 11 March 2007 (UTC)
  4. Kill - One of the standard DEM requirements is you have free-running to join the group. I know, I have a character in the DEM. --Kamden 06:40, 11 March 2007 (UTC)
    Re: - I just had to reply to this one. That's kind of funny, because IIRC, the DEM academies are there specifically for people to be in while aquiring skills such as this. Not only that, but DEM looks out for all survivors, not just group members. --Mia Kristos 06:44, 11 March 2007 (UTC)
  5. Kill - Even more barricade nerfs? -- boxy T L ZS Nuts2U DA 11:41, 11 March 2007 (UTC)
  6. Kill - Nerfs cades and partially nerfs free-running. --Gateking 12:24, 11 March 2007 (UTC)
  7. Nerfs cades, and not just that. Freerunning doesn't have to be from the roofs. It could be from the sewers for crying out loud. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 11 March 2007 (UTC)
  8. kill sadly while i really like this free running needs to be seriously nerfed first to make this live up to its potential. Free running is not Parkour, it is a military ability to find a way into buildings that is not obvious to those without training!--Honestmistake 17:07, 11 March 2007 (UTC)
  9. Kill Nerfs barricades. And following your logic, Construction, which is based on the real world task of Construction, should let me rebuild the fences to junkyards, and make traps for zombies, and build treehouses that zombies can't get to. And zeds should only be able to take so many headshots before they no longer have heads to shoot, and the players should then be forced to make new characters. And survivors should only be bitten and digested so many times before it's no longer possible to be revived. There's probably also a point where they couldn't even be zeds, so they should have to make new characters too. Just because it's called freerunning doesn't mean it has to have anything to do with doing flips off walls and stuff. Either I'm jumping from one roof to the other, or crawling through sewers/maintenance tunnels, or leaving my building, run over, climbing up on a dumpster, grabbing the ladder on a fire escape, pulling myself up and entering through an unbarricaded upper-level window. --Sgt. Expendable JG 19:29, 11 March 2007 (UTC)
    Re: - There's a lot of useless text there. Let me summarize: "I don't like your motivation, therefore, the suggestions sucks". --Mia Kristos 19:43, 11 March 2007 (UTC)
  10. Reluctant Kill - I would vote keep, but with dirtier tactics from more and more zed groups and death cultists(during Mall Tour '07's recent stop at giddings, I myself saw on at least 5 different occasions a zed breaking the generator when the cades were at EHB and no breakin had occured), this would break the game. During a siege, all the zeds would have to do is break into some obscure builidng a few to several squares away and get some death cultists to build a string of bridges to the mall or NT building. Yes, it could be taken down quickly, but that requires the mall or NT building to be at critical mass, since we all know that in this game, it often takes hours until you respond to something. Tryce of Thunder 20:09, 11 March 2007 (UTC)
  11. Kill This would quickly become much more beneficial to zombies than survivors, allowing them to crack a single entry point, and then overrun the whole bridge network. - BzAli 20:28, 11 March 2007 (UTC)
  12. Kill As above, but worse--zombie groups could form harman-playing "engineering divisions"--the main horde could crack open an unimportant, lightly-defended building next to a heavily-defended resource building, then the engineers would "lay the bridges" for the horde to go next door. Might as well remove barricades entirely. I actually like the idea, just not in this form. --Specialist290 20:46, 11 March 2007 (UTC)
  13. Kill - Jon Pyre reads my mind yet again. --ZombieSlay3rSig.png 21:16, 11 March 2007 (UTC)
  14. Kill - Another fatal flaw: Two players attempt to cross at the same time. The bridge collapses after the first, and the other ends up outside because the bridge had collapsed. Also, why would players get a notification for zombies crossing a bridge and not for zombies entering through the barricades? Why? Because this is just so broken in favor of zombies, with or without the warning message. I'm currently traveling with Mall Tour 07, and these malls are falling in no time. This suggestion would make things even worse (which makes for boring and frustrating gameplay for both sides). --Matt Scott 9 23:28, 11 March 2007 (UTC)
  15. Kill- Ah, screw it. This is a bad idea. Maybe if you'd put in the 75% to fail for zeds, but not as is. Because, as is, you should probably just rename this "Zombie Siege Ladders" or something like that.--Grigori 02:28, 12 March 2007 (UTC)
  16. Change - I like this idea, but unfortunately, the potential for abuse is just too great. It encourages zombie spies and griefing, which if anything we should be trying to discourage, since the game is supposed to be survivors vs zombies. Perhaps if these bridges only allowed survivors to cross (we can assume that they are really narrow and zombies don't have a good enough sense of balance to cross them without falling). --Reaper with no name TJ! 14:17, 12 March 2007 (UTC)
  17. Kill - I hate this idea. The Hierophant. 19:12, 25 March 2007.

Spam/Dupe Votes

  1. Strong Kill -so... you're building a bridge spanning one block with a refirgerator? That aside, just because thats the definition of "free-running", dosen't mean thats how the skill works. some say the sewers, some say jumping from roof to roof, some say bridges, some say flying... yeah, anyway, remember that these briges might be beneficial. you might end up building bridges bettween every building in the suburb and none would be destroyed. I think not. --AlexanderRM 2:26 PM, 11 March 2007 (EST)
    Where does she say that a refrigerator is a item used to make the bridge, AlexanderRM? --Akule Akule News. 20:40, 11 March 2007 (UTC)
    Re: Sadly, only him and me are allowed to Re. With that, I take the following opprotinuty to post what I have sruck: "#:Where does she say that a refrigerator is a item used to make the bridge, AlexanderRM? --Akule Akule News. 20:40, 11 March 2007 (UTC)" --Mia Kristos 20:43, 11 March 2007 (UTC)
    Re: "the same materials they use to make barricades" -second paragraph. Someone else mentioned it earlier, I think. --AlexanderRM 6:13 PM, 11 March 2007 (EST) plus-how would this help newbs? the same people who over-cade will smash the bridges, and if you want newbs to be able to get in why not just keep the 'cades at VS? -AlexanderRM 10:08 PM, 17 March 2007 (EST)
  2. spam - dressed up barricade nerf, game-killer. --Funt Solo Scotland flag.JPG 21:38, 11 March 2007 (UTC)

Repair Man (Revised)

Timestamp: -- Dance Emot.gifTheDavibob LLLDance Emot.gif 08:58, 11 March 2007 (UTC)
Type: Skill/Item
Scope: Survivors
Description: Now that the change for Encumbrance has come and gone, and Generators and Radio Transmitters now have a sort of Health system, which has given me an idea for a new skill.

Simply put, it requires an item, Spare Parts. This idea originally came from Reaper’s suggestion to Rename the Generator, though the use of it is different.

Spare parts can be found in factories (4%), Power Stations (4%), Hardware Stores (2%/3%) and Warehouses (1%). They have an encumbrance of 4%. If a character has the ‘Technician’ skill (see below), they can repair a Generator or Radio Transmitter, if there is one (with fuel or no fuel) in the building, they can select the Repair Generator/Radio Transmitter building, for 2 AP, which has a 75% chance of repairing the Generator/Transmitter back to full health. If failed, the Spare Parts are kept, though if you successfully repaired, the Parts are lost.

The ‘Technician’ skill is a sub skill of ‘Construction’, and grants the user the ability to use Spare Parts, as shown above. It is a Civilian skill, and therefore costs 100XP.

This skill represents those trained at fixing stuff, carrying a bag full of nails or planks of wood, and rewiring the Generator or Transmitter. It also saves carrying heavy items around; you can just fix up the next one you see.

  • Note: This is changed from the original, 1 repair will totally repair the object.

Keep Votes

  1. Author - Thanks for the change suggestions. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 08:58, 11 March 2007 (UTC)
  2. Keep - TheDavibob has done it again. --Anotherpongo 09:44, 11 March 2007 (UTC)
  3. Keep - I kept it before the revision, I'm keeping it again. --Funt Solo Scotland flag.JPG 10:31, 11 March 2007 (UTC)
  4. Keep - Yup...Happy with this. –Ray Vern Pig.gifphz T 11:02, 11 March 2007 (UTC)
  5. Keep - Seems fair to me. --Ducis DuxSlothTalk 11:47, 11 March 2007 (UTC)
  6. Vote for it before, vote for it again. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:55, 11 March 2007 (UTC)
  7. Keep Good, I like this version. - Whitehouse 13:45, 11 March 2007 (UTC)
  8. keep ahaha, heres and example of what im seeing in the future: "a reapir man with planks and boards repairs the generator with a few nails and a piece of wood? flavour text would have to be thought out, heh... overall though, keep, I like this idea Richard Rose 15:40, 11 March 2007 (UTC)
  9. Keep - You've got it all wrong. It's more like this: "Davibob fixes the generator with a wad of chewing gum and a roll of duct tape." --Uncle Bill 15:57, 11 March 2007 (UTC)
    What's this? Never heard of a wooden generator? Well, neither have I, but that's neither here or there. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 15:58, 11 March 2007 (UTC)
  10. Keep - Good idea. --ZombieSlay3rSig.png 21:20, 11 March 2007 (UTC)
  11. Keep - With generators occupying 20 times what they used to occupy, and their fuel 10 times, having a spare genny in your inventory now takes around 15 times the space it used to cost. With their health being now barely 2-3 times what it used to be, this would help to counterbalance the HUGE INVENTORY NERF a bit further. It will still be troublesome, but at least not hopeless, to keep a buidling powered anyways. --Matthew Fahrenheit YRCT+1 21:44, 11 March 2007 (UTC)
  12. Keep - I get tired of GKs and RKs all the damn time, so I want to grief the griefers for a change. Tryce of Thunder 05:35, 12 March 2007 (UTC)
  13. Keep - Finally, a way to defend generators from griefers! It makes me proud to know that my ideas have helped spawn a suggestion as great as this! --Reaper with no name TJ! 14:21, 12 March 2007 (UTC)
  14. Keep - Yes! Yes! Yes! I'll have what he's having.--Jonathon Quimby 23:59, 19 March 2007 (UTC)
  15. Keep - Aye --Gene Splicer 12:46, 24 March 2007 (UTC)
  16. Keep - Like it. --The Hierophant. 19:16, 25 March 2007.

Kill Votes

  1. Kill - Just replace them -- boxy T L ZS Nuts2U DA 11:53, 11 March 2007 (UTC)
    • Generators/Transmitters take up 1/5 of your inventory, so nobody will be carrying them around, if leaving space for normal stuff. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 11:54, 11 March 2007 (UTC)
  2. Here's the thing you're forgetting...the Health System is created BECAUSE Of the Emburance system. Since it is more heavier to gain more Gennys, gennys therefore can last longer. Kevan put that in, as a nerf to zombies, to counterbalance the nerf to suriviors. Don't go and nerf zombies further by having Genny Bots be formed, with a lot of Spare Parts that basically goes and heal a Genny if it gets slightly hurt. Also, let new changes play itself out.--ShadowScope 17:33, 11 March 2007 (UTC)
  3. Kill - I don't like the fact that parts used in a failed attempt are kept. --SirensT RR 17:37, 11 March 2007 (UTC)
  4. Kill - Higher find rate than genny's/radios and tons lighter, and only 25% failure rate? People would load up on these things like they did genny's and radios before. Make each spare part only repair one level instead of full, and lose the parts on a failed attempt. Still kind of silly that a radio and a generator somehow use the SAME parts. --Matt Scott 9 23:54, 11 March 2007 (UTC)
  5. Kill - Without a complete comparison of the proposed average AP used compared to the present situation, I can not keep this. It could significantly upset the balance of the game. I am also surprised at the high amount of hypocritical keeps from people who have killed every other decent idea with a similar level of complication, with the excuse It's too complicated.--SporeSore 14:25, 22 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


High Powered Rifles

Timestamp: Richard Rose 16:19, 11 March 2007 (UTC)
Type: Item Change
Scope: Survivors
Description: I have noticed (since the beginning of the game) that many people seem to want high powered

rifles, now, before you insta-nerf this idea; think about it like this: with the new inventory encumberment, we can easily make the high powered rifle a balanced useable item. I was thinking an encumberment of about 50% to really even things out so we dont have everyone running around with a high powered rifle. (that percentage is changeable depending on what people say here) the rifle could be used anywhere, but when used on a tall building (the ones binoculars are used on) you have the option of sniping this simply means that survivors can try to pick off zombies and try to even our odds. I think a 2-3 block range would be neccessary, as we cant have suvivors shooting across the city. now, as far as functionality goes, the user would have two options for the sniper rifle: normal shooting, which is the same as using a pistol or shotgun, and sniping mode; sniping mode could be clicked and then it would ask you which direction do you want to snipe players could pick any direction from N, NE, E, SE, S, SW, W, NW. then it would show them an area in that direction, and they would be able to see their "victims." there is no instant kill in my idea, the sniper rifle still does regular damge with no chance of an instant headshot I think thats just ridiculous. im thinking the sniper rifle would do something like 10 damage when sniping and 'bout 6 damage when not sniping. as said earlier, it would weigh enough so that everyone wouldnt be running around with one. as far as ammo goes, im thinking clips would have a capacity of about 4, what im still deciding on is whether players should load the bullets singularly or load them all in an easily manageable clip. in concern with bullet "weight" each round would weigh 1% of inventory, so, if they load it singular it would cost 4 AP and they would be 4% less encumbered. whereas, if they use a clip, it would cost 1 AP and they would be 4% less encumbered; as far as kill tags go, everything would have 4 flavour texts, but the killer would still be shown, example: jhondoe sniped you. jhondoe took aim and put a bullet through your skull. jhondoe got lucky and scored a headshot off you. jhondoe expertly fired his rifle true, and nailed you in the head.

but richard, how can we zombies keep from becoming fodder to these new totally awesome sniper rifles of yours?

easy, zombies could take cover (it wouldnt be called that for zombies, im just blanking on what to call it) this would be a normal button like entering a building. it would cost 3 AP (as it is challenging to consider every sniper location) and would allow the zombie to "hide" from a sniper's view; this would only last until they moved again.

richard, you're also not thinking you dummy, where would malton's survivors even get a sniper rifle?


simple, this would create a new use for our lucky forts, sniper rifles could be found at an armory (2%) and ammo could be found in malls' gunstores only if the player has bargain hunting (3%)

now for the fun part: hit/miss chances would be tangible to all normal millitary enhancements, and would have a 10% hit chance to start with when not sniping, when sniping the user has a 30% starting hit chance. there would be 4 skills needed to operate a sniper rifle correctly: (these skills stack with Basic Firearms Training) 1. Sniper rifle operation: allows players the use of the rifle, if players dont have this skill, they cannot A.use snipe mode B. have a -5% detriment to their normal hit chance with it

2. Sniper Training: gives the player a 10% bonus to his hit chance

3. Advanced Sniper Training: gives the player another 10% hit chance (these upgrades would calculate out to 55% hit chance when not sniping and 75% hit chance when sniping)

(this one is optional)4. Silent Killer (or just Silencer): when a player doesnt have this skill, their shot reports throughout the building and shows their name to everyone in the building: jhondoe's sniping can be heard overhead this would piss survivors off after a while, and would thus keep people from constantly spamming shots, because survivors in the building would come up and beat the crap out of them.

Keep Votes
For Votes here
Kill Votes

  1. Kill - this belongs in discussion. --Funt Solo Scotland flag.JPG 16:52, 11 March 2007 (UTC) I tried something similar once and I think I came the closest to getting a sniper rifle into peer reviewed, but alas, it was not to be. --Funt Solo Scotland flag.JPG 11:14, 12 March 2007 (UTC)
  2. Kill - Good Idea, but it needs some futher working on before being put up for voting. --Kamden 16:53, 11 March 2007 (UTC)
  3. As above 2, needs work. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:55, 11 March 2007 (UTC)
  4. Kill - I see potential here. After a brief stint on the discussion page, this might actually make it through.Rolo Tomasi 17:32, 11 March 2007 (UTC)
  5. Kill - Yes, this needs to go on the talk page. I probably won't vote keep as long as the ammo is in mall gun stores.--Labine50 MH|ME|'07 18:27, 11 March 2007 (UTC)
  6. Kill - Because shooting a zombie that's still in the streets is foolish to begin with. we don't want to encourage it by including a weapon in which that is the specialty. --SirensT RR 18:31, 11 March 2007 (UTC)
  7. Move to Talk Page - Needs discussion. --Anotherpongo 18:53, 11 March 2007 (UTC)
  8. Kill -Sooo... shooting through 'cades is MORE effective than shooting a zed in front of you? hmmm... --AlexanderRM 2:33 PM, March 2007 (EST)
  9. Kill - No attacks through barricades, please. - BzAli 20:31, 11 March 2007 (UTC)
  10. Kill - Details need to be worked out on the discussion page. --ZombieSlay3rSig.png 21:24, 11 March 2007 (UTC)
  11. Kill - Badly written; reading through huge blocks of text to get, perhaps, a few sentences worth of information makes it hard to figure out the point. Besides, as stated above, it needs to be talked about; there are too many things that are not complete. --Saluton 22:12, 11 March 2007 (UTC)
  12. Unsalvageable - Yeah, this would make sense if you had perhaps one or two guys with these in a building, with several zombies around them. However, consider this: You may have a hundred guys with these and plenty of ammo each, all online at the same time. It's possible. This would completely remove any real chance of zombies winning a siege, with snipers able to shoot through. There is no way, even if you could hide from it, that you could get to the barricades and do any damage before someone shot you. --Nimble Zombie 02:55, 12 March 2007 (UTC)
  13. Kill - I don't think it would work, I don't like it, and there are better rifle suggestions in peer reviewed. --Ducis DuxSlothTalk 03:16, 12 March 2007 (UTC)
  14. Kill - No amount of time on the discussion page will fix this. It allows survivors to attack zombies from [i]inside[/i] of buildings. And I bet the author of this would want some sort of nerf to PKing with the rifle, where you're unable to attack targets already inside of a building or something. Haha. This is a joke.--Bassander 05:32, 12 March 2007 (UTC)
  15. Kill - As much as I would love a skill to reach inside and yank a harman through a four-inch gap in an extremely heavy barricade, ending up with a ruined mass of pulped flesh without clawing through the cades first, I'd vote to kill that, too. Attacking through barricades in either direction is no good - if you want us, come outside to play. --Mold 10:33, 12 March 2007 (UTC)
  16. Kill - You should really consider using the Talk:Suggestions board before actually suggesting. I had almost the exact same idea before, and it was shot down utterly, and I know why not to do it. It will make the lives of survivors easier than it already is. --Storyteller 12:29, 12 March 2007 (UTC)
  17. Kill - Four skills is too many, it's daunting to see so many, I'd prefer if you cut them down to just one. --Toejam 14:05, 12 March 2007 (UTC)
  18. Kill - Because it attacks through barricades, which isn't fair to the zombies outside who can't attack back (even if it's ultimately a waste of AP and zombies can hide from it). And why would it do more damage when fired from a high building 2 blocks away as opposed to being fired from street level on the same block? Now, if you took out the sniping bit and only made it usable from street level (doesn't matter to me whether it can still hit faraway targets), I would probably vote keep. --Reaper with no name TJ! 14:27, 12 March 2007 (UTC)

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Feeding Frenzy

Timestamp: Nimble Zombie 22:42, 17 February 2007 (UTC) 23:06, 11 March 2007 (Correcting time stamp --Funt Solo Scotland flag.JPG 09:10, 12 March 2007 (UTC))
Type: Zombie Skill
Scope: Lone Zombies
Description: A single zombie, by itself, can only do a little damage, especially when confronted by a large number of survivors. And when a zombie works in a large group, it is hard to get XP because someone else will have gotten the kill and taken your valuable XP. Feeding frenzy is a skill to balance the game slightly more in the lone zombies direction. It is a skill that stems from Tangling Grasp. Once a zombie manages to kill a survivor, it has a chance (50%?) to go into a feeding frenzy. Once frenzied, the zombie's chance to hit with any attack is increased by half of the original and will do an extra 1 damage, and you are a slightly harder target to hit, reducing the survivors attacks to 90% of their original (10% decrease). The effects end when you fail to kill a survivor for five minutes, or the 30 minute time limit for the state expires. Further, the frenzied state is quite exhausting for the zombie, and when the effects wear off it takes away 1 AP for every 2 minutes while in the state. Also, the chance to go into a feeding frenzy is reduced by being in the same area as other zombies (reduction = 0.5*[Zombie amount2]).

Keep Votes
Keep
Kill Votes
Kill

  1. Kill - So, A zombie goes into frenzy, and nerfs the survivors around him. That's a ridculous don't you think? --Kamden 23:42, 11 March 2007 (UTC)
    What makes you say it nerfs survivors? --Nimble Zombie 23:45, 11 March 2007 (UTC)
    Re The said Zed goes into a feeding frenzy, thus reduces the strengths of the survivors guns. So, if the zombie is wearing a flack jacket and is in frenzy, then a pistol is as about a useful as a lucky fire axe. --Kamden 00:54, 12 March 2007 (UTC)
    Oh, I take nerf as meaning 'removes the point of having'. I get what you mean. Although, single zombies die to single survivors, why shouldn't it be reversed. --Nimble Zombie 01:26, 12 March 2007 (UTC)
  2. Kill - I don't think this nerfs survivors, but I AM against the idea of making lone zombies more dangerous. The thing I always liked about Zombies is that they're encouraged to work together, Survivordom's major downfall. --SirensT RR 23:47, 11 March 2007 (UTC)
  3. Kill - too complicated, too powerful. --Funt Solo Scotland flag.JPG 00:09, 12 March 2007 (UTC)
  4. Kill -We're talking 75% 4 dmg claws attacks here, right?? - BzAli 08:57, 12 March 2007 (UTC)
  5. Too powerful deserves a kill or a spam. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:36, 12 March 2007 (UTC)
  6. Kill - I agree that lone zombies really need a buff (No one should be forced to be in a team to be effective, and keeping lone zombies weak guarantees that hordes will also be underpowered since hordes are no stronger than the sum of their members). Unfortunately, your method doesn't work. Decreasing someone's hit% isn't a problem for me, but without a limit this could allow newbies to fire flare guns at -5%. Weakening guns but not axes also isn't fair to those who prefer guns, and it's not really beneficial to the zombie since they're still going to wake up outside with a headshot. But the biggest problem is that all of this requires the zombie to actually kill a survivor in the first place; a nearly impossible task for a loner. --Reaper with no name TJ! 14:50, 12 March 2007 (UTC)
    Oh, come on, dont come up with the itb broken because of a -hit percentage, when it comes to a negvative or zero it would just mean that the hit% is les than 0.1. I do agree with you on the fact that lone zombies really need a buff. So, do you think that this could work with tweaks? And it never said just guns are affected, where did you get that? now that you mention it, it should probably be a damage-based thing, like every 325 damage points? Not including infectious bite damage? --Nimble Zombie 21:02, 12 March 2007 (UTC)
  7. Kill - Quite overpowered and basing the exhaustion on AP would be better than time. --ZombieSlay3rSig.png 15:56, 12 March 2007 (UTC)
    well, would you also want it to be all ap based or just the exhaustion ap based? --Nimble Zombie 21:02, 12 March 2007 (UTC)

Spam/Dupe Votes

  1. Strong kill -No to zombie buff and sklls with drawbacks. --AlexanderRM 9:32 PM, 13 March 2007 (EST)