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Rules for Previous Suggestions

  • These suggestions can only be voted on now, and only up to two weeks from the day they were submitted.
  • You can make new suggestions on the Suggestions Page.


  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button next to the suggestion you wish to vote for. Then enter your vote in the suggest_votes field. Please ensure that your vote is placed before the double brackets of the particular suggestion (ie the "}}")
  5. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  6. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.

Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages are only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss any of the suggestions or votes here, please select a specific vote's page by clicking on its link under Current Day's Suggestions and use the associated Talk page. Suggestions do not have to be submitted in order to discuss them. The Suggestions talk page can be used to workshop possible suggestions before they are submitted.

Valid Votes

  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described below in the Removing Suggestions section. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described below. Dupe votes will not be counted when votes are tallied.

Invalid Votes

  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.


  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.

All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.


Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)

Removing Suggestions

Suggestions can be removed for two reasons:

  • Dupe If a suggestion is a duplicate of an earlier one, and has recieved at least 3 Dupe Votes linked to the Duplicated suggestion, then it can be deleted as per the guidelines below.
  • Spam If a suggestion is deemed by the community to be either not made seriously, or simply completely awful and not worthy of inclusion on the Suggestion page for a two-week period, it can be Spaminated. The suggestion may be sent to either the Peer-Rejected or Humorous suggestions pages.

Eligibility for Spamination is acheived if there are at least 7 Spam votes and the number of Spam votes are equal to 2/3rds or greater of the total number of votes, with the author vote included in all these tallies. In addition, A Sysop can if they so choose delete any suggestion with three or more Spams as long as Spams outnumber Keeps; this includes their own spam vote. Suggestions may not be removed as spam unless voting has been open for 6 hours.

Authors are not allowed to use Re: to defend their work or correct the editor after a suggestion has been removed.

When removing a Suggestion, you take the responsibility to be mature regarding the situation. Each Suggestion is an author's child and they can be come quite passionate in regards to the Suggestion's removal. Please do the following when removing a Suggestion:

  • Duplicate - If the removed Suggestion is a duplicate, you must:
    1. Confirm that there are absolutely no viable differences between the original and the duplicate.
    2. List the number of Dupe Votes received.
    3. Provide a link(s) to the Suggestion that it duplicates.
    4. Optionally note the Linked Suggestion status: Reviewed/Undecided/Rejected.
    5. Sign the removal.
    6. Be Polite and make no additional comments.
  • Humorous - If the removed Suggestion is deemed humourous, you must:
    1. State that the Suggestion has been deemed humorous.
    2. Move the Suggestion to the Humorous Suggestions page.
    3. Sign the removal.
    4. Be Polite and make no additional comments.
    5. Bring fourth a vandalism case against the user who posted it citing rule 13 of making a suggestion.
  • Spaminated - If the removed Suggestion has become eligible for Spamination, you must:
    1. List the number of Spam Votes received and the total number of votes.
    2. State that the Suggestion was Spaminated.
    3. List or summarize/paraphrase the comments/reasons made on the Spam votes.
    4. Move the suggestion to Peer Rejected Suggestions page.
    5. Sign the removal.
    6. Be Polite and make no additional comments.

It is your responsibility to be a mature editor.

Suggestion Navigation
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If the two week deadline for voting is passed, your vote WILL BE DELETED AND IGNORED.

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.


  1. Keep - Suggestor vote --CaptainM((Talk)) 08:16, 13 June 2006 (BST)
  2. Kill - Hah! What Niilomaan said. –Xoid 08:21, 13 June 2006 (BST)
  3. Kill - Seriously, just don't. --Jimbo Bob ASSU! 08:31, 13 June 2006 (BST)
  4. Kill - Ah ha ha ha, we know who hates Zombies, this would give Survivors 5 more AP to wasted when they just run around all day. - Jedaz 08:32, 13 June 2006 (BST)
    Alright, looks like THIS was a badish idea... What if it was a LVL 30 and up skill?CaptainM((Talk)) 08:44, 13 June 2006 (BST)
  5. Kill - EAT MONEY. - November7 08:46, 13 June 2006 (BST)
  6. Spam - Considering it's completely broken, and not even a complete discussion (up for debate?). --Pinpoint 09:00, 13 June 2006 (BST)
    Well, its just a suggestion and any part could be changed on any suggestion to better fit the game, 10% is just my idea for it, could be higher or lower to level it out more for the game. CaptainM((Talk)) 09:17, 13 June 2006 (BST)
  7. Kill - STREETS IS NOT SHORTCUTTING! --Niilomaan 09:28, 13 June 2006 (BST)
  8. Spam - No free actions. Geez, you would have thought people could actually read the Suggestions Dos and Do Nots... --A Bothan Spy Mod WTF U! 09:30, 13 June 2006 (BST)
  9. Kill - Free Running is saving enough AP already. EDIT: Forgot to sign vote - again. --Nob666 09:56, 13 June 2006 (BST)
  10. Kill - Just No --EnForcer32 11:36, 13 June 2006 (BST)
  11. Spam - Sorry, but free actions are an all around bad idea, besides the balance this would mess. --Burgan 14:11, 13 June 2006 (BST)
  12. Spam - I swear its a dupe anyways. Please read the Do's and Do Not's before offering up any more ideas. --Mookiemookie 14:26, 13 June 2006 (BST)
  13. Spam - Read the Do's and Don'ts already - Egglord 14:45, 13 June 2006 (BST)
  14. Spam - No Free Actions. It's also probably close enough to previous Peer-Rejected suggestions of this nature to be considered a Dupe as well. – Nubis 16:08, 13 June 2006 (BST)
  15. Spam - no free lunch --Gage 16:44, 13 June 2006 (BST)
  16. Kill - I'm voting kill because I don't think that this would add much to the game, but I don't think 'No free actions' criticism is applicable here. 'No free actions' is meant to prevent moves that are too powerful per AP, and this suggestion isn't overpowered. --Toejam 16:48, 13 June 2006 (BST)
  17. Keep - I like it.--Milo 17:58, 13 June 2006 (BST)
  18. Kill - Just an extra bit of power that isn't needed. Should at the very least not work with free running. But it doesn't really look needed, so at best, even with all imaginable improvements, this would only be "meh"... nobody said making a good suggestion was easy...--McArrowni 22:40, 13 June 2006 (BST)
  19. Kill Unnecessary freebie. --Jon Pyre 23:17, 13 June 2006 (BST)
  20. Spam Free actions never work. Never. HamsterNinja 06:09, 14 June 2006 (BST)
  21. Spam - No. Free. Actions. Furthermore, complete ideas only - if you want input then take it to talk. Lastly, please don't suggest survivor buffs when they outnumber the Zs this badly. David Malfisto 08:49, 14 June 2006 (BST)
    Alright, thanks for your constructive input, looks like the standing is 2 Keep, 10 Kill, and 9 Spam, pretty much closed? --CaptainM((Talk)) 23:32, 14 June 2006 (BST)
  22. Spam - Let's not unbalance the game. –Bob Hammero TW!P! 06:29, 15 June 2006 (BST)
  23. Kill -Lol...Strets is not shortcuttting...Priceless. Seriously though, bad idea. It just is, ok?--Labine50 MHG|MalTel 22:57, 15 June 2006 (BST)
  24. Kill -No free lunch--Paradox244 21:35, 23 June 2006 (BST)
  25. Spam - You have just been Caught Not Reading--LCpl Mendoza 20:34, 26 June 2006 (BST)

Parasitic Tentacle v.2

Removed by author for further clarification *mauls Xoid and Nob666* ----Jack Brandenburg 10:57, 13 June 2006 (EDT)

Parasitic Tentacle v.2.1

Spaminated with 10 Spams out of 13 total votes. Voters felt tentacles were simply out of genre for Urban Dead. --Ember MBR 17:43, 13 June 2006 (BST)


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.
  • You use the sawblade and put a sheet of metal on the door.
  • You use the sawblade and put a block of wood on the door.
  • You try and use the sawblade, but the batteries are dead

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?)


  1. Kill - This suggestion is so dead. Tho I would vote "Keep" if there would be Orks in the game. --Niilomaan 17:47, 13 June 2006 (BST)
  2. Spam - Barricading is already tenuously balanced as it is. Adding any kind of shortcut to the process -- and one that gets you from lightly to heavily in a single action?! -- is completely broken. Edit: Sorry, you can't alter the suggestion once you've posted it. You can retract and resubmit with changes, however. --Ember MBR 17:49, 13 June 2006 (BST)
  3. Kill - It's a decent dynamic (which has been brought up before,) but this version is unbalanced.--Milo 18:00, 13 June 2006 (BST)
  4. Spam - As Mr. Ember said --Mookiemookie 18:03, 13 June 2006 (BST)
  5. Spam - A centaur to you and yours, sir. A centaur to you and yours. --A Bothan Spy Mod WTF U! 22:44, 13 June 2006 (BST)
  6. Spam - what exactly are you trying to propose here? Clean it up and resubmit it, this time intelligibly please. English always helps. Si! Quiero ingles! --Gage 07:06, 14 June 2006 (BST)
  7. Spam - New ways to do old things. Read the guidelines etc. Also, barricading does not need to be even easier! If you think it's hard to find a safehouse, try enforcing the UBP! Trapped outside with nothing but wide open buildings? Get Free Running. Go somewhere safe(r). Don't make bad ideas on the wiki. David Malfisto 08:54, 14 June 2006 (BST)
  8. Spam - As per Ember. –Bob Hammero TW!P! 06:33, 15 June 2006 (BST)
  9. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 16:23, 24 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:

  • AP Used:5
  • Usage:3 Times
  • Found:Factories, Junkyards and most of all, hardware stores.
  • Messages:You added a block of metal to the barricades. You added a block of wood to the barricades. The saw is out of power.

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.


  1. Kill - Still no Orks? Also it would be loosely before lightly. (Saw doesn't sound like something that would be used in barricading.) --Niilomaan 18:48, 13 June 2006 (BST)
  2. Kill - Better, but I just don't like giving players ways to do things without the requisite skills. --Ember MBR 19:02, 13 June 2006 (BST)
  3. Kill - 35 AP and 3 sawblades => you can get your barricades from nothing to extremely heavily barricaded. --Nob666 19:19, 13 June 2006 (BST)
  4. Kill - I'm unclear on what "Theres NO change in the barricading skill, so no jump from light to heavy just very lightly to lightly to whatever comes next" means. Explain it in terms of number of items, please. And I think the right balance would be around 50 AP = 12 items (heavily). A zombie can still tear through that in 50 AP most of the time, but it won't have enough AP left to do much damage.--Milo 19:32, 13 June 2006 (BST)
  5. Kill - People who does not have the barricading-skill just have to find a safehouse which is already barricaded to max. of vs+2, just like beginners. Why not add a carpenter skill at the same time.--scoutabout
  6. Kill - Finding a way around this skill is a bad idea. Problem: people without construction need barricades. Solution: people get construction. There shouldn't be a way around this, and I don't even see how having a saw that can cut things up makes you able to build things; sure you can cut them into bite-size chunks, but you still don't know how to put them together to keep out the undead hordes. --Burgan 22:09, 13 June 2006 (BST)
  7. Kill - Don't find new ways to do old things. Better spend that time gaining xp than wasting it on searching for few shots of the ability to barricade. And sometimes, better go in an unbarricaded building rather than one with light barricades and closed doors. --McArrowni 22:54, 13 June 2006 (BST)
  8. Kill Barricades are fine. --Jon Pyre 23:17, 13 June 2006 (BST)
  9. Kill -As everyone above.--Pesatyel 04:18, 14 June 2006 (BST)
  10. Kill - Barricades are fine.... for survivors. Barricades need to be fixed in the direction of zombies, not survivors. Just today, I spent 43 AP and knocked a barricade down a whole whopping 4 levels. Whee, doesn't that sound like fun? --Pinpoint 07:04, 14 June 2006 (BST)
  11. Kill - I hate to be insulting, but what grade are you in? In words people can understand next time --Gage 07:08, 14 June 2006 (BST)
  12. Spam - New ways to do old... hmm de ja vu... See my vote above. Also, remove your damn old suggestion. 'Cade's are fine, if anything they are too accessable to all. Find a suburb with a barricade plan. Get Free Running. Hell get construction! Don't make ideas on the wiki because you got trapped outside and banana gangbanged. David Malfisto 08:57, 14 June 2006 (BST)
  13. Kill - As per Ember. –Bob Hammero TW!P! 06:38, 15 June 2006 (BST)

Change number of starting skills for zombies

Timestamp: 21:07, 13 June 2006 (BST)
Type: Balance Change
Scope: Zombies
Description: By the way, please don't just automatically shoot this down: it's just a thought and it should address the balance concern.

Looking at the stats tracker page, there's currently 15,000 more humans than zombies, with 1,000 new players a week. Assuming it's a 2/3 1/3 split, that means the number of survivors is increasing by 333 every week. To address this problem, I propose that starting zombies are given two skills instead of one. Think about it: your average player is going to pick a zombie nine times out of ten. And with a 15,000 discrepancy, that's 15 weeks before the numbers are equal, if it's found to be over-powerful or working too well or whatever.

Obviously, the extra skill they're given is up for discussion - Scent Death could be a good one - it unlocks the scent tree but doesn't overpower on the attack side.

This is just a thought, and, yes, it's quite radical, but isn't that what's needed with the size of the balance difference?


  1. Keep - Author vote Jonny12 21:07, 13 June 2006 (BST)
  2. Keep - Seems okay. Scent Death seems an okay skill to give a starting zombie. It lets them find places to go and kill stuff quickly. -- Krazy Monkey W! 21:22, 13 June 2006 (BST)
  3. Keep - Scent Death sounds good to me. The biggest problem in starting as a zombie is you can't talk with others to find the best place to go for XP gain. Having SD to guide you right out of the gate would definitely smooth the learning curve. --Ember MBR 22:02, 13 June 2006 (BST)
  4. Keep - I saw the title and was all ready to spam you into oblivion, but this makes sense. I think scent death would actually be quite good as a starter skill as well. This would also address a problem Grim brought up a little while ago with it blocking off the rest of the scent skills from the view of new players. I would simply want to add that in the name of fairness and to prevent lashback, give it to all zombies without it, and reimburse those who have already purchased it. This suggestion does defeat the potential for zerg abuse of new characters, as opposed to suggestions that just give the new player 100xp. --Burgan 22:29, 13 June 2006 (BST)
  5. Kill - But only because I want what skill it'd be firmed up. Well, I also don't think it should be Scent Death, as that's all but worthless. It leads you to revive points and Caiger-esque parking lots, not XP. --Jimbo Bob ASSU! 22:31, 13 June 2006 (BST)
  6. Keep - It's a good idea, but don't make the skill Scent Death. Make it... Scent Fear. --A Bothan Spy Mod WTF U! 22:48, 13 June 2006 (BST)
  7. Teh Keepage - This suggestion rocks. If implemented, we could finally work on decent zombie classes suggestions. The weakness of the suggestion is it makes the survivors-turned-zombies look bad (though another suggestion could take care of that). --McArrowni 22:58, 13 June 2006 (BST)
  8. Keep - you have my vote this is really a great idea--Kcold 23:02, 13 June 2006 (BST)
  9. Keep - Great idea, and Scent Death is the prefect skill to start with besides the current Vigour Mortis. Don't forget that survivors start with some skill and cool items! --Matthew Fahrenheit 23:06, 13 June 2006 (BST) actually it's so good that someone has to call Kevan, NOW --Matthew Fahrenheit 23:09, 13 June 2006 (BST)
  10. Keep I wouldn't want zombies to start with a skill like Digestion or Memories of Life, since those are meant to be barriers/utilities to work towards. But giving zombies Scent Death makes sense. Survivors start off being able to talk to organize, zombies would start off being able to find other zombies. --Jon Pyre 23:16, 13 June 2006 (BST)
  11. Kill - I disagree slightly with your count of survivors/zombies. First of all, on the stat page, it's a difference of about 5000 players. There's also about 5000 dead bodies. Whenever my zombie dies, I leave him laying until I need him to stand up again. I'd say a good 4/5 of those bodies are laying zombies. If you use that estimate, there's about 1000-1500 more survivors then zombies. Knowing the ammount of work survivors need to do in a given day, I'd say that gap is acceptable. -- Buncy T GBP 23:44, 13 June 2006 (BST)
  12. Keep - Bandwagon. Sonny Corleone WTF 00:25, 14 June 2006 (BST)
  13. Keep - You whould watch those starting classes. And don't forget, that many of those zombies are simply useless Mrh Cows. --Niilomaan 00:37, 14 June 2006 (BST)
  14. Kill - this seems like a stopgap rather than a permanent fix. (A minor note, but this would mean zombies start at level two, which could be misleading). The real problem with the imbalance between survivors and zeds is that there are fewer veteran players playing zombies, which this does nothing to fix. I wouldn't mind putting Scent Death as an alternative to the corpse class though. Ybbor 02:27, 14 June 2006 (BST)
  15. Keeep - To Ybbor, I say, "But how are they supposed to have veterans in the zombie ranks; if there is no incentive to join them?". Fuck Scent Death off though. I agree with Cyberbob: Scent Fear. –Xoid 02:35, 14 June 2006 (BST)
  16. Kill - While this IS a decent suggestion, it is very similar to both the 'zombie classes' suggestion and another which is buried in the recent lists somewhere... An alternative mentioned was to give new zombies the normal starting skill PLUS 100XP to buy a second; this would be the way to go. Giving the new zombie a choice about the second skill is better then everyone else deciding for them, IMO. --Raystanwick 03:06, 14 June 2006 (BST)
    • Re: But then you'd just end up with them buying an attack upgrade or something like that, so the balance would just go the other way Jonny12 13:08, 14 June 2006 (BST) (By the way, sorry about the non-indent, I'm new so I don't know any formatting codes apart from the four tildes thing. I copied the template to make my suggestion)
  17. Keep Sounds like a good way to get new zombie players. HamsterNinja 06:04, 14 June 2006 (BST)
  18. Keep - might get someone to actually play a starting zombie. --Gage 07:11, 14 June 2006 (BST)
  19. Keep - ... Sorry about that, had to check I didn't explode from voting Keep. Start as a human, get a skill and some useful items. Start as a Zombie, get a skill. Hmm. While getting two skills is a little overkill and stop gapish, it's not like Memories or Scent Fear are being suggested. I can get on board with this. David Malfisto 09:01, 14 June 2006 (BST)
  20. Keep - Sounds good to me. I think we also need to add more skills to keep veterans playing, but getting newbies playing as Zombies is a good idea. John the Quicker 17:07, 14 June 2006 (BST)
  21. Keep - I don't know if Scent Death is best, but the idea is good anyway. –Bob Hammero TW!P! 06:41, 15 June 2006 (BST)
    • Tally: 17 Keep, 4 Kill, 0 Dupe, 21 Total Jonny12 W! 12:04, 15 June 2006 (BST)
  22. Kill -Only if survivors get two skills to start two, or at least useful starting items (Flare?)--Labine50 MHG|MalTel 23:07, 15 June 2006 (BST)
    • Re: Did you even read my suggestion? What's the point of them both having might as well just leave it at one? And for the items thing, doesn't a scientist get a DNA extractor to start with?!!? Jonny12 W! 09:26, 16 June 2006 (BST)
  23. Keep Sounds fair --Rozozag 21:05, 16 June 2006 (BST)
  24. Keep- Unlocking the Scent tree is a good idea. Alternatively, maybe give them an extra 100XP to spend as they like? --Ashnazg 0758, 17 June 2006 (GMT)
    • Tally: 19 Keep, 5 Kill, 0 Dupe, 24 Total Jonny12 W! 12:08, 18 June 2006 (BST)
  25. Keep - I was just thinking this very thing the other day. Getting Vigour Mortis and Scent Death to start with would be a great boon to zombies, and wouldn't be overpowered. --Vuredel 02:18, 19 June 2006 (BST)

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