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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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VOTING ENDS: 29th-April-2006

Heavy Blow

ZEE OH EM GEE spam. 11 votes including mine, nothing else.--'STER-Talk-Mod 04:12, 15 April 2006 (BST)

Blunt Combat

Dupe of Advanced Blunt weapon Training with 6 Dupe votes.--The General 16:24, 15 April 2006 (BST)

Contact Comments

Timestamp: 04:16, 15 April 2006 (BST)
Type: Improvement
Scope: The Contact List
Description: Here's a simple idea to add some more functionality to the contact list. It would be useful if you could leave a little note next to each name on your contact list to keep track of who they are and what the heck they're doing there. There'd be a small drop down menu at the bottom of your contact list to select which contact to mark, a text box the length of graffiti, and a [Comment] button to save your change. Text doesn't take up a lot of memory to store so 150 incomplete sentences in someone's contact list shouldn't amount to too much. To clear up any confusion here's how it would work more or less:
  • HeroMan Healed me several times
  • UrbanVandal Revived me, then killed me again and laughed.
  • Lord34 Founder of The Molebank Commandos. Cool guy.
  • 64327 Hypocrite said I had a dumb name

I think it'd make the contact list more useful for both survivors and zombies as it can get hard to keep track of all the weird names you come across.


  1. Keep Author vote. Hard to remember everyone just by name alone. This is a pretty simple change that'd make the contact list much more useful. --Jon Pyre 04:16, 15 April 2006 (BST)
  2. Keep That's funky baby. --MrAushvitz 04:42, 15 April 2006 (BST)
  3. Keep Sounds useful. -Craw 04:45, 15 April 2006 (BST)
  4. Keep - The internet agrees: Jon Pyre should have my babies. --Undeadinator 05:06, 15 April 2006 (BST)
  5. Keep - I try to use it with UDtools, so I guess if it's useful there it would be useful for all to use --McArrowni 05:21, 15 April 2006 (BST)
  6. Keep - Why not add this? Simple, easy to implement. Agent Heroic 05:24, 15 April 2006 (BST)
  7. Keep - Good. --EnForcer32 06:45, 15 April 2006 (BST)
  8. Keep - Good idea! --Abi79 AB 07:07, 15 April 2006 (BST)
  9. Keep - I'm sure there are some people that say "this can be done through metagaming" but if it doesn't adversly affect the game why not include it?--Pesatyel 07:16, 15 April 2006 (BST)
  10. Keep - Genius, sheer genius. Not all of us have Firefox, ya know. Slartybartfast 07:24, 15 April 2006 (BST)
  11. Keep - Pure genius! --Brizth W! 10:26, 15 April 2006 (BST)
  12. Keep - Not the best way to organise your contacts, but at least I means I don't need to have Jarte open in another window to store my notes in. DavidMalfisto 10:58, 15 April 2006 (BST)
  13. Keep - Buncy says hurrah hurrah. BuncyTheFrog Talk GBP 12:17, 15 April 2006 (BST)
  14. Keep - Excellent idea and extremely useful - congrats KyleTravis 15:19, 15 April 2006 (BST)
  15. Keep - good idea --xbehave 15:35, 15 April 2006 (BST)
  16. Keep - Now I can remember who I hate and who I like! --TheTeeHeeMonster 16:08, 15 April 2006 (BST)
  17. Keep - Makes sense. Ability to sort into categories would of course be the first thing to work on, but this would be a nice addition to that. --John Ember 16:15, 15 April 2006 (BST)
  18. Dupe of peer-reviewed Affiliation in Contacts essentially. -Nubis A.R.S.E. 16:26, 15 April 2006 (BST)
    • Re I believe that only suggested marking them: Ally, Dislike, Enemy, etc. This lets you remember exactly who they are to you, not just your general attitude towards them. --Jon Pyre 18:33, 15 April 2006 (BST)
  19. Keep - Not a dupe.--Mookiemookie 18:34, 15 April 2006 (BST)
  20. Keep - Useful.--The General W! 19:01, 15 April 2006 (BST)
  21. Keep - I can't count the number of times i've gone to my list, seen a name, and gone "why is he here, Has he killed me?" this would defiantly fixt that.--Bermudez 19:16, 15 April 2006 (BST)
  22. Keep -Very very very nice--Mpaturet 19:41, 15 April 2006 (BST)
  23. Keep -Add my voice to the chorus.--Xavier06 20:42, 15 April 2006 (BST)
  24. Keep - Wonderful idea! Even better than the numerous affiliation, friend or foe, etc. suggestions, and incredibly simple as well. --Norcross 01:19, 16 April 2006 (BST)
  25. Keep - Hell Yes! --Private Chineselegolas RAF 04:52, 16 April 2006 (BST)
    • Tally - 24 Keep, 1 Dupe, 25 Total.--The General W! Mod 09:32, 16 April 2006 (BST)
  26. Keep - It's too bad "Very Keep" isn't a valid vote...--Toast Boy 10:41, 16 April 2006 (BST)
  27. Keep - I hope this makes it! --Spraycan Willy MalTel 06:26, 18 April 2006 (BST)
  28. Keep - My name is Dickus Maximus, and I approve this suggestion. Dickus Maximus 05:28, 20 April 2006 (BST)
  29. Keep - Good idea. I hate it when you forget who revives you. It's nice to pay them back. RWXSM 15:24, 28 April 2006 (BST)
    • Final Tally - 28 Keep, 0 Kill, 1 Dupe 22:45, 29 April 2006 (BST)


This suggestion has been Spaminated, with 7 spams, 2 kills, and 1 Author Keep --Grim s 05:39, 15 April 2006 (BST)

Mobile Phone Flavor Skill: Military Contact

Timestamp: 06:29, 15 April 2006 (BST)
Type: Skill, Military
Scope: Survivors
Description: Here's a simple idea to add some fun flavor to mobile phones. In a time of crisis the military would want to keep lines of communication open to monitor progress in the city. Some members of the military still have sporadic contact back with command. I suggest a survivor with the skill Military Contact have two new options when sending a mobile phone text message: Fort Creedy, and Fort Perryn. This would send the message to the fort's computer system where it could be reviewed by every survivor inside the armory who also has Military Contact. To prevent spam people in the armory wouldn't get the messages unless they "Access Communications" for 1AP. This would take them to a seperate page with all the communications the fort has received in the past 24 hours. Since it'd just be a static page that'd delete old messages after a day this wouldn't cause any additional server load. I imagine it looking like this:
  • Wallace sent "Mayday! Over 400 zombies are massing outside our headquarters in Havercroft! I don't think we'll live to see tomorrow! I don't want to leave anyone behind but I have to retreat."
  • AxeCraft sent "Poole Mall is under control and safe, survivors outnumber zombies 2 to 1 here."
  • Jet Setter sent "This is Captain Jet Setter, reporting in! I've assembled a 12 man militia team called the Swift Men. We're going to check on the area directly east of Ridleybank. Expect a report on zombie concentrations from me in a day or two.
  • Judo Kick sent "Odd group here in Williamsville...they call themselves the Great Revival. They want to set a record for most times killed so they keep jumping out windows and orchestrating their own revives. Just thought you'd like to know the populace is going insane.


These messages would provide a fun "report back to base" functionality, and make the forts interesting places to be in: you'd get to learn how things are going all over Malton. This wouldn't provide any serious tactical advantage as you'd only be able to reply if you were on their contact list, and quite honestly what are you going to do to save a breached building seven suburbs away? The military texter would be better off recruiting help from nearby buildings. Besides being fun for the military units in the field, and interesting for the commanders at base, it'd help gossip spread through UD like wildfire. People at the base would receive local stories from all over, send messages to their own allies all over the place, their allies would talk about it to their safehouses. It would make sieges, odd events like the Malton Iditarod, population changes, and more become common knowledge quicker. This would make survivors a lot less stationary as they'd want to check these things out, travel over, and risk zombie death in less populated unfamiliar safehouses. Good for zombies in that regard and makes the game more interesting for survivors. It should also be fairly easy to code.

  • Note: The fort would have to be powered for this to work. Since the benefit is purely flavor-wise I'd think it's ok to assume the fort has it's own battery powered reception equipment, so it wouldn't miss messages when the generator is off. You just wouldn't be able to access them with the fort's computers until power was restored. As for whether the local phone mast needs to be powered I'd be willing to say the fort can receive it's own messages without relying on the suburb's phone mast. Of course people couldn't check their own personal calls or make any outgoing ones unless the phone mast was. But it would work both ways, it's just that this feature might be pretty hard to use during a large zombie siege. Humans would probably be unable to hold both the phone mast and the fort, and I doubt they'd commit suicide for a flavor item. It seems a shame for this feature to be implemented and not used. It could work both ways though, it depends whether Kevan wants this to be easy to have or not. I laid out the specifics of how the suggestion would work, and obviously generators would be needed. Whether you'd need one or two running is a pretty minor detail.


  1. Keep - Would add more flavour to the game. --Abi79 AB 07:09, 15 April 2006 (BST)
  2. Keep Author vote. Flavor and intriguing information = good. --Jon Pyre 07:25, 15 April 2006 (BST)
  3. Keep Sounds great. It'd be nice to read a long progress report again, after a few months of the 50 speaker limit. The fact that it's voluntary and avoid spam is excellent. Slartybartfast 07:26, 15 April 2006 (BST)
  4. Keep - Balanced. Makes the forts more interesting for humans, and more "must-have" of a target for the zoms. --Gene W! - Talk 09:02, 15 April 2006 (BST)
  5. Keep - Good flavour. Semi-useful. Not unbalancing. One thing, what would happen if the mobile phone mast in the Fort 'burbs wasn't working? DavidMalfisto 11:01, 15 April 2006 (BST) Kill - Gah... See McArrowni below. Military already have it too good make it Science, call it "Hacking" or "Mass Communication" or something. I think this is a great idea, I just can't bring myself to make the military classes even better. DavidMalfisto 21:42, 15 April 2006
    • Re Considering it involves the forts themselves it seems that making it a military skill makes sense. However I suppose it could always work as a Civilian skill, allowing scientists and civic leaders to contact them too. --Jon Pyre 22:37, 15 April 2006 (BST)
  6. Keep - Very good.--The General W! 15:29, 15 April 2006 (BST)
  7. Keep - what are the power requirements for this? no power needed? power needed in your section? need whole fort powered? ill vote keep anyway tho--xbehave 15:34, 15 April 2006 (BST)
  8. Keep - As much as I'm against "leave it to Kevan, he'll figure out the parts I didn't include," I really would like to see this in-game. --TheTeeHeeMonster 23:50, 15 April 2006 (BST)
    • Re Well, they'd need it to send any calls. Besides, I don't think it's that important a detail considering as every suggestion that's been implemented has been radically changed. --Jon Pyre 21:32, 15 April 2006 (BST)
  9. Kill - I hate my vote. A lot. This is a nice suggestion, but I've always seen the province of information to be a scientist mechanic, given how important the military skills are already (all means of combat + free running). I came close to making an exception, but there is no mention of power needing to be known. --McArrowni 17:02, 15 April 2006 (BST)
    • Re I put a note to reply to you and TheTeeHeeMonster. --Jon Pyre 18:30, 15 April 2006 (BST)
  10. Keep - Me likey this very much. Clarify a little on the specifics and I'll keep it Changed--Mpaturet 19:38, 15 April 2006 (BST)
    • Re What would you like to know? --Jon Pyre 21:15, 15 April 2006 (BST)
    • Re Any limits? Any filters? What happenes to the messages if the fort/tower goes unpowered?--Mpaturet 21:26, 15 April 2006 (BST)
    • Re If the fort goes unpowered the messages could not be accessed, although they wouldn't be lost. It would equally well if the tower had to be powered as well or not. That's really up to Kevan since it's not a matter of mechanics but how difficult he wants this to maintain in a siege against the fort. Since it's just for flavor I'd say the easy option is better but both would work well. --Jon Pyre 21:32, 15 April 2006 (BST)
    • Re -As much as "Kevan decides" is a bad response, you've clarified my main question so Keep--Mpaturet 22:01, 15 April 2006 (BST)
    • Re It is a bad response in general, but when all the options are laid out it's the programmer's prerogative. "Kevan decides" is really terrible when it's for suggestions like "Infectious Burp: Has a Chance To Do Something To People. % and effect to be determined by Kevan." --Jon Pyre 22:11, 15 April 2006 (BST)
  11. Keep - Obviously the couldn't get a message if the phone mast was out, good idea, gives everyone a "contact" that is important. May be an excellent presedence for actual in game communications later (ex. radio etc.) Which would be more fun than out of game metagaming per se. Players are still free to do whatever, all good. --MrAushvitz 21:01, 15 April 2006 (BST)
  12. Keep - Maybe not horribly useful at first, but I'm sure a "command group" would evolve who would use it well. --Norcross 01:20, 16 April 2006 (BST)
  13. Keep - Rarely in the fort myselef, but, I think this could grow a cool nerve center. Will increase mast and phone use all over malton. --Spraycan Willy MalTel 06:28, 18 April 2006 (BST)
  14. Keep - This makes forts more interesting places to be. RWXSM| 15:29, 28 April 2006 (BST)
  15. Keep - Great! --Cyberbob240CDF - Arb - W! 15:33, 28 April 2006 (BST)
    • Final Tally - 13 Keep, 2 Kill, 0 Spam 22:43, 29 April 2006 (BST)


Suggestion moved to Talk:Suggestions#Electrocution for breaking rule 10. of Suggestions#Making_a_Suggestion. --Brizth W! 12:08, 15 April 2006 (BST)

Flare Six-Shot V2

Timestamp: 19:22, 15 April 2006 (BST)
Type: Weapon/storage Item
Scope: Humans
Description: This weapon is like a pistol that shoots flares. Each flare gun provides one ammunition for the flare Six-Shot. When used as a weapon, you can shoot just one flare, or all six flares into a target (which costs six ap, same as shooting individualy. It's just more convenient). If you shoot all six flares into a target you would see "you fire six flares. 1 hit(s) FlakBomber34 in the chest. he takes 15 damage". Also, when you have a Flare Six-Shot, a new button will appear that says "Full Load Six-Shot". It only appears if you have an empty six-shot and at least six flare guns. pressing it fully loads one six-shot for every six flare guns (the flare guns disappear, obviously). I am not suggesting flare guns become ammo, just a new way to carry them. it is like a shotgun in that it takes up two inventory slots. It can only be found in armories. It has the same accuracy and damage as a regular flare gun. If you want, you can shoot up six flares into the sky as an SOS. It would read "You see six flares shoot into the sky. Someone needs help 2 blocks north and 2 blocks east!" Doing this would cost six AP and would be bolded for whoever sees it. this would not cause spam because it only takes one line.


  1. Keep Author Vote. Mattiator 19:22, 15 April 2006 (BST)
  2. Kill Flares are not designed as weapons and thus a rapid fire combat flare gun makes little sense. --Jon Pyre 19:24, 15 April 2006 (BST)
  3. Kill - Agree with above. And as signaling system... I don't belive bolded text would be worth six APs + searching. --Brizth W! 19:27, 15 April 2006 (BST)
  4. Kill -Do you mind if I call you MrAushvitz? Also this is a little cheap in an active zombie situaation if you fire off 6 bullets at once. Also how would the fully load button work? 1ap or 6? Stupid stupid stupid suggestion. Plzdiekthxbai--Mpaturet 19:29, 15 April 2006 (BST) Also the author is a zerging fucktard near fort perryn. He's even made a little group so it looks like he has friends. Unnessecarily abusive comment.--The General W! Mod 20:27, 15 April 2006 (BST)
  5. Kill - As above. I like how you state "I am not suggesting that flare guns become ammo" and then go on to suggest that flare guns become ammo. And stop being a cheating little bitch.--Mookiemookie 20:07, 15 April 2006 (BST)
  6. Kill - What can I say? This suggestion is like a cockroach, however many times you stamp on it, it keeps comming back!--The General W! Mod 20:28, 15 April 2006 (BST)
  7. Spam - Last time this was a Kill, this time I gotta vote Spam seeing as how you took none of the feedback given last time round. Don't waste our time with crud you know won't pass. DavidMalfitso 20:29, 15 April 2006 (BST)
  8. Spam - Why do we need another useless incantation of a useless gun? Tokakeke 20:36, 15 April 2006 (BST) I went ahead and made your vote into a spam, if you meant to type spma you can revert it ;)--Mpaturet 21:20, 15 April 2006 (BST)
  9. Keep - Despite the negativity this would be pretty cool. Again, flare shot pistols have been in use for over 20 years, and they're on basically every fishing boat that isn't totally low tech throughout the world. Besides, maybe firing off 6 flares can attract drop boxes to your area? Keep. --MrAushvitz 21:04, 15 April 2006 (BST)
  10. Spam - it was horribly broken the first time. and now it hasn't really even been changed. just reworded--Bermudez 23:44, 15 April 2006 (BST)
  11. Spam - I voted "Kill" last time because it was pointless, but just resubmitting it moves it to "Spam". --Norcross 01:22, 16 April 2006 (BST)
  12. Spam - Even though the AP cost is the same, rapid-fire weapons are bad. The six-shot signal is not a bad idea, though. --John Ember 01:48, 16 April 2006 (BST)
  13. Spam - What next? Six Barreled Shotguns? Agent Heroic 01:50, 16 April 2006 (BST)
  14. Kill - While I like the signaling idea (which I see as the point), why, if you fired 6 flares at a target would only ONE hit (besides the fact, why should you be able to fire 6 flares at someone at once, but not 6 bullets or, even more realistically, 2 shells)?--Pesatyel 03:47, 16 April 2006 (BST)
  15. Spam I hate your family. -Nubis A.R.S.E. 06:02, 16 April 2006 (BST)
    • Tally - 6 Kill, 2 Keep, 7 Spam, 15 Total.--The General W! Mod 09:27, 16 April 2006 (BST)
  16. Kill - I agree with what Jon Pyre said. --Abi79 The Abandoned 17:20, 28 April 2006 (BST)

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