From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Law Enforcement

Timestamp: Jon Pyre 00:47, 17 November 2006 (UTC)
Type: Skill, balance change, improvement, etc.
Scope: Who or what it applies to.
Description: You've been trained as a policeman, to notice crimes and attempt to prevent the escape of suspects. This can be a risky profession but even in the zompaclypse you stick to your duty.

When a survivor kills another survivor inside a building with anyone with the Law Enforcement skill there is a 50% chance one of the policemen will block their escape. The killer would get a message like "ZeroMan moves to block your escape!" The killer can't leave that square until the policeman is killed, until the policemen lets them escape by performing any action other than attacking them, until they find an alternate escape route (in half an hour of real world time), or until escaping the building is made vastly easier by the barricades being completely destroyed. At no point does the policeman automatically attack or do any damage of any kind, they just prevent the PKer from leaving.

To clear things up this doesn't mean that every policeman there has a 50% chance of catching you. Only one person could be in your way at any given point. The odds of getting caught do not increase the more policemen are present. Unless it's a really small crowd of two or three people where a PKer could theretically kill all of them having more policemen just helps the policemen out by making it less likely that they individually would become a target.


PKing would become riskier in a logical way. Just as if you entered any normal public building today and killed someone there's a chance you might get caught. Any PKer could get around this pretty easily, just come with enough firepower to escape. Pick your target but make sure to pack enough shotgun shells to kill the one or two policemen that might end up impeding you. However this would make giant murder sprees where one Pker kills five people more difficult. You have a better chance to escape running in, shooting your main target, killing those blocking your escape, than you would staying put, shooting until your ammo runs out and you reach the brink of exhaustion.


Yes and no. While the act of blocking someone's escape is automatic this doesn't actually cause your character to do anything. You don't attack, you don't gain a defensive bonus, or prevent the PKer from attacking anyone they choose. In terms of automatic action action this is more like the way zombies in Ransack buildings automatically get in your way and prevent you from rebuilding, or the way a survivor can automatically escape from a tangling grasp. We know that characters are doing things and taking actions when you aren't there. The no auto-defense rule really means that you shouldn't be able to automate your character, making them spend AP or perform actions that would otherwise require AP.


There's an new 50% of getting caught after each kill. After killing the initial victim you have a 50% chance of having to kill 1 policeman, a 25% chance of having to kill two people, a 12.5% chance you'd have to kill three people, a 6.25% chance you'd need to kill four, etc. It's very unlikely you'd have to kill more than two policeman, and a player armed with sufficient shotgun ammunition can easily kill three people and make a getaway. Shotguns can kill a 50hp person with 8AP. Killing three people (initial victim plus two cops) then would cost 24AP, leaving more than enough AP to move in and then make your escape to two suburbs away. This doesn't make make PKing impossible or even difficult. Just approach your task with the right tools. Most PKers use shotguns and kill at least three people at a time anyway.


It affects them yes. It doesn't really hurt them. A Bounty Hunter moves in a building, kills someone and has a 50% chance of getting caught. Standard Bounty Hunter practice is to accuse their target and present evidence. Either the Bounty Hunter slips away in half an hour, or the policemen says "Ah, thanks for clearing that up! I see this guy has a pretty long record" and the bounty hunter is free to go. A vigilante might want to plan to sleep in the building they perform the kill in but if they really are a honorable bounty hunter, with evidence, they should have no fear of explaining themselves.


This is a ballsy skill. You're putting yourself in harm's way, telling a PKer "shoot me to escape". You're willing to risk your life when you're defenseless if it has a chance of capturing a killer. It doesn't really nerf PKing. Just go in able to kill more than one person and leave when you get your chance. You should have no trouble killing and hightailing. What this will make harder is two things: killing as many people as possible and escaping and killing more than one pre-determined target. It might be harder to kill all three leaders of a group and escape because after the first one a policeman might get in your way. You'd have to choose between continuing your assault against the leaders or blasting the cop. And sure you could stick around and empty all your guns, but then you'd risk having a cop on your ass and being shit out of luck. Assassinate who you want, kill who you need to escape, and get out with surgicial precision and you'll be fine. Or go out in a blaze of glory surrounded by the bodies of your enemies.

Keep Votes

  1. Keep Author vote. This is balanced, does not make PKing hard by any means, and makes perfect sense in terms of the difficulty of assassination. John Wilkes Booth would have had a harder time escaping if he stuck around to kill everyone on the top floor of the theater. --Jon Pyre 01:05, 17 November 2006 (UTC)
    Keep - Sounds very fair to me. I mean, cops would stop people from killing in normal life, so this makes sense. Also, getting PK'ed isn't very fun after you've spent 30 AP and 40 health battling the undead. My only concern (and it's very slight) is how are cops gonna distinguish between bounty hunters and PK'ers? Besides that, sounds great.--Crisco Bounty Jr, on behalf of the entire Spicer Hills Saints
    Re The Bounty Hunter just says "I am killing this person for X reason" and maybe links to a screenshot. Any action the cop performs besides attacking lets the killer go, including speaking. So the cop could say "Seems like you're telling the truth. You're free to go" and that'd release them. --Jon Pyre 02:11, 17 November 2006 (UTC)
    Unsigned vote struck. You must sign your votes.--Gage 02:58, 17 November 2006 (UTC)
    Note He actually did sign his vote "Crisco Bounty Jr" which is a character, he just didn't link to his profile, which is for a different name. And while we ask people to sign their votes with "--~~~~" plenty of people link to different names entirely while signing with whatever name they want. For instance Sonny Corleone links to Saromu. So there's no rule you have to use --~~~~. I'm leaving it struck out since these rules aren't clear and there's no timestamp, I just want people to see his name. --Jon Pyre 05:02, 17 November 2006 (UTC)
    Don't touch it again.--Gage 05:08, 17 November 2006 (UTC)
  2. Keep- PKing is considered by a minority to be fair play, but I've always believed that even in the midst of a Zombie Apocolypse, the survivors would not allow random killing of their own kind when odds are they'll rise again as their enemy. I think this skill finally creates an element of risk for those who PK. --Tirak McAlister 03:08, 17 November 2006 (UTC)
  3. Keep - this will be a good thing to have. Bongonesia 04:23, 17 November 2006 (UTC)
  4. Keep - Gotta love the way some people think the entire idea of a zobmie apocalypse game is PKing. It's called "Hitmen" people! Nice to see you in TBB btw.--Labine50 MH|ME|P 05:50, 17 November 2006 (UTC)
  5. Youronlyfriend 10:15, 17 November 2006 (UTC)

Kill Votes

  1. Kill - Where are you located again? I wanna pk you before that concept of the game gets nerfed by this suggestion!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 01:09, 17 November 2006 (UTC)
    • Re To the honorable death holds no fear. I live in Valhalla and drink the heroes mead. You realize we're all immortal here? --Jon Pyre 01:13, 17 November 2006 (UTC)
  2. Because PKing is a form of law-enforcement. -Certified=InsaneQuébécois 01:27, 17 November 2006 (UTC)
    • Re This doesn't hurt Bounty Hunters. Just present your evidence. Or if you want to impose a different kind of law feel free to kill those that oppose you. --Jon Pyre 01:29, 17 November 2006 (UTC)
      • Re As a matter of fact, it does. You have to wait perhaps hours untill some cop says something to be allowed to leave. What if the cop that's holding you inside doesn't loging for another 5 days? You simply wait around doing nothing? And that's not the point. I'm talking about PKer groups. You find a safehouse, you take a couple down, but then you can't run back to safety because you don't have the AP to drop the third one? -Certified=InsaneQuébécois 01:18, 18 November 2006 (UTC)
  3. Kill This would get people killed unnecesarily. Say for example theres a raid, and a Zed gets combat revived. He stands up a fresh human and destroys the generator, and then gets killed by a human who saw it happen. The human then tries to escape because there are ZOMBIES in the building, but can't because a policeman who's been idle for 3 days is in his way. Not at all fair. -- Schizmo 01:53, 17 November 2006 (UTC)
    • Re On a second run through of the suggestion, it IS a skill that could be potentially useful, but I think instead it should be something that has to be used. Just like any other skill like construction. This way sleeping policeman can't flag down a PKer when they're, well, considered asleep. So I change my vote to Change. Schizmo 01:57, 17 November 2006 (UTC)
    • Re If the cades are down you can't be stopped. So if there's a zombie break-in you could escape 100% of the time. --Jon Pyre 02:13, 17 November 2006 (UTC)
      • Re Ah, thats good to know. I still vote for a Change to make it more of a useable skill instead of an automatic chance skill.
  4. As much as I hate PKers, I'm voting Kill on this. Kevan said he's never going to try to stop PKing, anyway. Blue Command Vic DvB 04:30, 17 November 2006 (UTC)
    • Re He never said he'd outright ban it. However he has taken steps to discourage it. The only problem is giving half-xp doesn't act as discouragement once you have maxed out skills and you play the game to laugh at easy kills instead of earning them by playing a zombie. --Jon Pyre 04:38, 17 November 2006 (UTC)
  5. Kill - Pesatyel put this in very good words: no auto-actions. Jon Pyre, I must applaud your persistance at putting a stop to PKing, but every penalty you put on a PKer puts a penalty on bounty hunters. Bounty hunters who stay in the spot they just killed someone in are vulnerable targets; they don't have the time to stay around and explain themselves because they have to flee the premises before the PKer gets revived. Think out your ideas more carefully, and try not to nerf bounty hunters when you go after PKers (in that case, best not to try nerfing PKing at all). --Wikidead 07:07, 17 November 2006 (UTC)
  6. Change - I like the idea of making PKing a bigger challenge, to put more weight into the decision to commit the act, but this seems too much. Maybe could alter this toward some sort of detective skill, such that instead of having a sleeping survivor inexplicably block a fleeing PKer, the survivor would be able to track a PKer up to a certain distance, as per the Scent Trail zed skill.--Klentis Maccabee 14:41, 17 November 2006 (UTC)
  7. Change - I like the general principal, but lower the percentage and make it only available to military classes. --Uncle Bill 00:29, 18 November 2006 (UTC)
  8. Kill - Humans should have the option to be PKs. Chronolith 06:04, 19 November 2006 (UTC)
  9. Kill - This suggestion is lame, kill it Braggledorth 22:34, 19 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. wTF centaurs - So a PKer leaving a square with little to no AP because of a murder has a 50% chance to get assraped? Waay overpowered. Also Jon Pyre why do you have such a vendetta against PKers? Did a roving band of PKers burn down your village when you were a child?--Admiral Ackbar U! WTF 00:52, 17 November 2006 (UTC)
    • Re Don't start PKing when you have 15AP. Go in rested and with lots of firepower and you'll be AOK. Killing someone with a shotgun (50hp) takes 8AP. I have a whole section detailing the math, where you could EASILY kill your target and several police and still move two suburbs away. That's not assrapage, unless by assrapage you mean "flawlessly executed plan". As to why I dislike PKers? I don't really. I just think it's too easy. It's not balanced. I've always been even handed and fair with my suggestions. If PKing was really hard compared to killing someone as a zombie I'd be the first to suggest something to help them out. I just realize the current rules the game employs are flawed in this aspect and I'm suggesting something to make it a better game. If I helped designed Pac-Man I hope you wouldn't say I was against yellow spheres if I said having only one ghost made the game too easy and unfun. --Jon Pyre 00:55, 17 November 2006 (UTC)
  2. You could be a PKer, and try that life out, see if it really is hard. As you seen by my previous votes, I may have been pro-PKer...But I'm voting Spam here because you just nerf your own skill. All a PKer has to do is spend 2 AP, not 1 AP to escape, assuming regural RNG...of course, if the RNG hates you, you could spend 30 AP and still not escape. Regardless, it's techincally easy to escape from the Cop. You don't HAVE to kill the Cop or anything, (actually, everyone will be the Cop, thanks to spare XP, so it's impossible to escape from the rage of the police) just have to click on the button again. Also, and more importantly...I'm not sure aritfically limiting how people can free-run would be a good idea.--ShadowScope 01:02, 17 November 2006 (UTC) EDIT: CNR. See that you have remedied that. Still, everyone would be the Police Officer. So, basically, unless you are lucky, you will have to kill everyone. And your math is somewhat wrong. Once you get caught by a Cop, and then kill the Copper, then the RNG will roll again, at the 50%. It doesn't matter about the previous results.--ShadowScope 01:06, 17 November 2006 (UTC)
    • Re It's like flipping a coin repeatedly. Sure you could theoretically get heads ten times in a row but that's very unlikely. If you flip a coin three times you have a (1/2 * 1/2 * 1/2) chance of getting heads three times. So your odds of having to killing a third police around only 1/8, or 12.5%. --Jon Pyre 01:11, 17 November 2006 (UTC)
      • ReTrue. Though the RNG is rumored to be a bad, bad beast. Also, you assume all PKers use shotguns. I don't know, but maybe they want to use pistols instead? Then how can they live?--ShadowScope 01:14, 17 November 2006 (UTC)
    • Re In response to your question, they'd still get away half the time, and if caught they could still kill one policemen, just they wouldn't escape as far. Mixing shotgun and pistol would get them even further. --Jon Pyre 01:20, 17 November 2006 (UTC)
  3. Spam - nerfs PKing.--Gage 01:07, 17 November 2006 (UTC)
  4. Spam - I want to pk you in real life. --Sonny Corleone RRF CRF DORIS Hunt! 01:15, 17 November 2006 (UTC)
    • Re I never thought a member of the RRF would be in favor of zombies being weak and ineffective compared to humans. Please feel free to stop using Feeding Groan whenever you want, btw. --Jon Pyre 01:16, 17 November 2006 (UTC)
      I also have a pker. --Sonny Corleone RRF CRF DORIS Hunt! 01:24, 17 November 2006 (UTC)
    • In that case I'd at least assume you'd want a balanced game. Makes it more fun. I try to vote in the interest of the game as a whole whether or not it helps me personally. Be honest, if Kevan offered to code you a rocket launcher to kill 50 survivors at once whenever you wanted would you accept it or say "Don't you think that's a little much?" --Jon Pyre 01:32, 17 November 2006 (UTC)
      You want a balanced game? Fix the barricade situation. Don't nerf pkers. "Mr. Kevan, tear down this Cade!" --Sonny Corleone RRF CRF DORIS Hunt! 01:35, 17 November 2006 (UTC)
    Sigh, let's take this to the talk page. --Jon Pyre 01:36, 17 November 2006 (UTC)
  5. HUMONGOUS LUMP OF SPAM So wait a second. This would create a skill that, when taken, has a chance of automatically putting you in the line of fire. What this skill does is, when a PKer kills someone, has a chance to force the PKer to kill you to escape. Meaning that when you take this skill, you are asking them to kill you, and you get no XP. Why anyone would take this skill is beyond me, as any PKer with enough ammo can just spend 8 AP killing you and walk out anyway.--J Muller 02:22, 17 November 2006 (UTC)
    • Re Because it'd reduce the overall amount of harm a PKer can safetly do. Before they might kill three people, however if they escape after the first policemen they might be glad to get away with only two afraid of getting caught if they go for another person. You're putting out your neck for the good of those around you. It's not something you'd probably want to take until you finish leveling up and the good of your chosen faction is more important than your own progress --Jon Pyre 04:20, 17 November 2006 (UTC)
      • Re It strikes me as rather ineffective, though. Considering that most likely, they'll get away with it, you're putting your life in danger to save... someone else you may or may not even like. Being that it's automatic, by impeding the PKer, you could be preventing them from killing an enemy of yours.--J Muller 05:48, 17 November 2006 (UTC)
  6. SpamBlocking people's movements like that is something I am strongly opposed to. I like things that make PKing harder but this breaks the feel of the game as I see it.--Burgan Burgan 02:40, 17 November 2006 (UTC)
    • Re No vote justification. --Jon Pyre 04:16, 17 November 2006 (UTC)
      • Re Apologies, I was in a rush. I've un-struck and justified. --Burgan 08:48, 17 November 2006 (UTC)
  7. Spam -Come on Jon, whats with all the auto-action suggestions? While I agree that PKing SHOULD be nerfed, these auto-action fixes aren't the way to do it.--Pesatyel 03:34, 17 November 2006 (UTC)
    • Re Whatever balances it needs to be something that protects people when they're offline. Barricades can be built in advance against zombies, against PKers there's nothing. I don't view this as violating the spirit of the no auto-action rule since this doesn't automate any action that can performed with AP. --Jon Pyre 04:41, 17 November 2006 (UTC)
      • Take a look at your talk page, of course, for some ideas on that.--Pesatyel 05:32, 17 November 2006 (UTC)
  8. It takes more AP to kill a survivor with a flak jacket and body building. That's the kind of survivors who are normally PKed. This thing nerfs too much PKing because you won't be able to escape, and it removes the griefing because if they kill you, they'll feel okay. And we don't want it, do we?--Thari TжFedCom is BFI! 05:10, 17 November 2006 (UTC)
  9. Spam - Stop trying to nerf my PKing, I like it.--Mr yawn Scotland flag.JPG 06:57, 17 November 2006 (UTC)
  10. Spam - This breaks a lot of the fundamentals of making a suggestion - it's overlong, has auto-attacks the player can't defend against coherently, and it's incomplete because there's no mention of the auto-plod's AP expenditure. Plus, this really does nerf PKing. When a suggestion that just makes PKing a fair challenge can't get through, why make one that actively punishes it? --Funt Solo 09:01, 17 November 2006 (UTC)
  11. Sigh -Another of your anti-PKing suggestion that actually makes the game less fun to play. --Karloth vois RR 13:41, 17 November 2006 (UTC)
  12. Spam - So, say you PK someone as a Bounty Hunter, or an act of vengeance against like action. Upon having done that you get caught, so you either stay there until those blocking allow you to leave, or you kill someone else who you really wouldn't necessarily like to. I just don't like the idea of trapping someone, and not allowing them to continue playing the game. And one more thing, if you've been blocked, wait until the person logs in to let you go, you could be blocked again, I imagine, forcing you to wait again for another blocker to log in? And could the same person block again if they had performed another action? People could be stuck indefinitely. This really doesn't sound like much fun, honestly. --Rgon 20:07, 17 November 2006 (UTC)
  13. Spam Movement blockers are the devil! - 343 U! 23:39, 17 November 2006 (UTC)
  14. WHAT'S WITH ALL THE IDOTIC SUGGESTIONS TRYING TO NERF PKING??! - This is really starting piss me off. Not only is it a auto attack, it's a terrible idea. --Officer Johnieo 23:41, 17 November 2006 (UTC)
  15. Spam - Dude, HUNGRY ZOMBIES have exactly ZERO chance of stopping you from leaving a building, no matter how heavily barricaded it is, even when they are LOGGED ON and ACTIVE, even if they have RANSACKED the building (people voted that one down FAST). So just how the hell does a COP stop you from leaving, without actually taking any actions? --Swiers 18:14, 18 November 2006 (UTC)
  16. Spam I won't bother reiterating all the other reasons people have presented, but I feel I should add that this violates the no free actions rule, which I believe hasn't been mentioned yet. --Wfjeff 04:09, 28 November 2006 (UTC)

Colored Spraypaint

Timestamp: Schizmo 01:48, 17 November 2006 (UTC)
Type: Flavor
Scope: Humans, because Zeds can't use spraypaint.
Description: Short and sweet. Spraypaint comes in many colors in real life, so why not have different colors in Urban Dead? When you find spraypaint, its color is randomly selected from a small group of standard colors. Maybe 6, maybe 8, maybe 10, the number isn't important. What IS important is that anything sprayed will show up on the building description in its respective color.

So if you search a hardware store and find a can of spraypaint that ends up Red (through random chance) whatever you spray will show up in red font. Simple right?

This will let spraypaint messages stand out a bit more. Nothing too gamechanging, just a bit of useful flavor. As far as colors go, I was thinking black, white, red, blue, green, and yellow, but thats just me.

Keep Votes

  1. Author Vote --Schizmo 01:48, 17 November 2006 (UTC)
  2. Keep I like it. Provides a bit of variety without letting people write beautiful rainbows, like in the previous color spraypaint suggestion. --Jon Pyre 01:50, 17 November 2006 (UTC)
  3. Keep - Good Suggestion.--Gage 02:44, 17 November 2006 (UTC)
  4. Keep - Flava Flave Conndrakamod TDHPD CFT 02:57, 17 November 2006 (UTC)
  5. Keep - Finally, a good suggestion. -SaintKashmir 03:01, 17 November 2006 (UTC)
  6. Keep - Taste the rainbow. --Joe O'Wood 03:02, 17 November 2006 (UTC)
  7. Keep - It's a minor change that improves the flavor of the game, I'm always for that. --Tirak McAlister 03:11, 17 November 2006 (UTC)
  8. Keep - I got da fevah for da flava. Blue Command Vic DvB 04:35, 17 November 2006 (UTC)
  9. Okay, I'm sure Kevan could figure something out for how the colors would come up.--Pesatyel 05:33, 17 November 2006 (UTC)
  10. Keep - I'll finally be able to paint the cistine chapel, thanks dude.--John Blast 05:40, 17 November 2006 (UTC)
  11. Keep - Finally, you can walk into a square and see this message: "Someone has painted, in red, a giant cock on a door."--J Muller 05:51, 17 November 2006 (UTC)
  12. Sure, why not.--Labine50 MH|ME|P 06:38, 17 November 2006 (UTC)
  13. Keep - Me like.--Mr yawn Scotland flag.JPG 06:59, 17 November 2006 (UTC)
  14. Keep - I was going to abstain from this vote, but J Muller's comment made me laugh, so I guess I'll vote "keep." (Yes, I know how stupid it is of me to vote "keep" for that, but I'm just a fool for immature humor.) --Wikidead 07:14, 17 November 2006 (UTC)
  15. Keep - lets paint this land blue. --Kaminobob 08:29, 17 November 2006 (UTC)
  16. Keep - how about purple--Zombie Spray 08:40, 17 November 2006 (UTC)
  17. Red - Rum --Karloth vois RR 13:44, 17 November 2006 (UTC)
  18. Keep - Gosh I hope I can make my siggy in the game now!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 17:32, 17 November 2006 (UTC)
  19. I've never had spraypaint yet, so I'm going to assume that when you have two cans of spraypaint, the game already allows you to use one or the other, your choice. --ExplodingFerret 22:18, 17 November 2006 (UTC)
  20. Keep I see no reason why this could not be implemented. --Leutinuet Benjamin 22:55, 17 November 2006 (UTC)
  21. All Hail - the good idea! --Officer Johnieo 23:46, 17 November 2006 (UTC)
  22. Keep - nothing wrong with it, no harm in a bit of colour --Some guy 22:08, 25 November 2006 (UTC)
  23. Keep - I'll be interested to see whether or not groups and organizations bother using this for some actual purpose. --Wfjeff 04:47, 28 November 2006 (UTC)
  24. Keep - Hooray for colors~! This would be pretty fun to have around. Also yeah, purple might be good too. --Jenx 17:20, 1 December 2006 (UTC)
  25. Keep - Sounds great and would do wonders for different groups wanting to mark their territory. Good flavor. --Greenstreak 22:06, 1 December 2006 (UTC)

Kill Votes

  1. I like it, but the suggestion is incomplete. How are the search % altered?--Pesatyel 03:35, 17 November 2006 (UTC)
    • Re: The search % isn't altered at all. Once you find a can of spraypaint, the color is randomly selected, say like rolling a die. First you see if you find Spraypaint at all, and if you do, it "flips a coin" (with 6 sides?) to see what color you get. Its still like getting normal spraypaint, but the color is randomized.Schizmo 03:38, 17 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

Teeny Tiny Itty Bitty Flavor Change, Re: meatbag

Timestamp: Kaminobob 09:24, 17 November 2006 (UTC)
Type: Flavor
Scope: Zombies
Description: Just a tiny little simple thing, inspired by the necrothruiblarmiaontaaarg suggestion in undecided. when a zombie looks a a group of humans, they are going to maybe think "yum, humans.", but more likely it would be more like "yum, meat". In that vein, i propose that, while you are a zombie, the section of the overview that currently reads "there are 15 zombies and 4 humans here" be changed to: "there are 15 zombies and 4 Meatbags here". THIS IS NOT HUMAN ANONYMITY. names would still appear in drop-down menus and on the map. (this is not intended purely to be humorous, but flavour-y. please don't spam me on the fact that it happens to be funny as well.)

Keep Votes

  1. author keep - i want to attack the meatbags! --Kaminobob 09:24, 17 November 2006 (UTC)
  2. Keep But only on the condition that fat peoples description be changed to large, sweaty, sacks of lard. Youronlyfriend 10:19, 17 November 2006 (UTC)

Kill Votes

  1. Kill - These are not the flavours you're looking for. --Burgan 16:16, 17 November 2006 (UTC)
  2. Kill - OBSERVATION: This isn't KOTOR. AMUSED STATEMENT: We have no HK-47. --Sekoku 16:59, 17 November 2006 (UTC)
  3. Kill - Sorry, tis not something I want to see. Though I'm sure you could get yourself an extension for firefox like the one that changes my shotgun into a staff weapon.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 17:42, 17 November 2006 (UTC)
  4. Kill snerk Conndrakamod TDHPD CFT 19:19, 17 November 2006 (UTC)
  5. Kill - Yeah, that's flavourful in the same way that bums' assholes are flavourful. Well, not that bad, but you get the idea. --Rgon 19:54, 17 November 2006 (UTC)
  6. What the hell is a Meatbag!? - I'm serious. What does it meam? --Officer Johnieo 23:47, 17 November 2006 (UTC)
  7. Kill - The idea is that zombies see humans as 'bags of meat,' hence the term meatbag. It's not a real word. I wouldn't worry about it regardless, Officer, it's not gonna happen. --Wfjeff 04:16, 28 November 2006 (UTC)

Spam/Dupe Votes

  1. No. --Joe O'Wood 00:37, 18 November 2006 (UTC)
  2. --Funt Solo 09:06, 18 November 2006 (UTC)


Timestamp: The Mad Axeman 10:44, 17 November 2006 (UTC)
Type: New Skill.
Scope: Both survivors and zombies.
Description: Ah, everyone loves a good autopsy, and this suggestion gives a skill to reflect that. After spending many hours reviving, fighting, and disecting zombies, certain scientists have learned how to tell how strong a zombie is before attacking them.

Autopsy is a scientist skill that requires that the survivor already know Diagnosis. Once this skill is bought, the hp total of the zombie at the top of the stack is displayed. A message a bit like this appears "There are x zombies here (42 hp)." There is no link to the zombies profile, nor is any information about the other zombies in the stack displayed.

Once purchased, this skill remains active if the survivor becomes a zombie themselves.

Keep Votes

  1. keep - My idea, my vote. The Mad Axeman 10:44, 17 November 2006 (UTC)
  2. Deja Vu - was this on the discussion page? --Funt Solo 12:26, 17 November 2006 (UTC)
    • Re - Yes, under "Hunters Eye" The Mad Axeman 14:32, 17 November 2006 (UTC)
    Keep - Sounds good to me.
    This vote lacks signage.--Gage 19:22, 17 November 2006 (UTC)
  3. Keep - yep. (voter above unsigned) --Karloth vois RR 13:47, 17 November 2006 (UTC)
  4. Keep - Not sure about the title *autopsy* (although well explained here), I like that "Hunters Eye" title better, but regardless this seems a basic common-sense feature that should have been part of the game long ago.--Klentis Maccabee 14:45, 17 November 2006 (UTC)
  5. Keep with a name change. An autopsy is cutting something open when it's dead (and preferably not scratching and clawing still) and examining its insides. That's not what this skill does, but I like this skill anyway. Blue Command Vic DvB 14:59, 17 November 2006 (UTC)
  6. Keep - Seems good to me.--Mr yawn Scotland flag.JPG 15:15, 17 November 2006 (UTC)
  7. Keep - Like Huneter's Eye better too --Gene Splicer 15:50, 17 November 2006 (UTC) Or Hunter's Eye, as the case may be --Gene Splicer
  8. Worthy of a grilled cheese sammich - with pickles! I'sa like!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 17:45, 17 November 2006 (UTC)
  9. Sounds good to me A skill that lets me see how much damage I need to do to finish off the zed at the top of the stack will be helpful. That way, I dont have to waste ammo if its not needed. --GhostStalker 18:45, 17 November 2006 (UTC)
  10. Keep Everything I was hoping for, and better. --Reaper with no name TJ! 19:02, 17 November 2006 (UTC)
  11. Keep Conndrakamod TDHPD CFT 19:17, 17 November 2006 (UTC)
  12. ? I like the idea.--Labine50 MH|ME|P 20:13, 17 November 2006 (UTC)
  13. Keep - Yeah, sure, whatever. --Joe O'Wood 21:38, 17 November 2006 (UTC)
  14. Prefer a change of name, although I can't think of any myself. I like that this can help zombie characters too. --ExplodingFerret 22:22, 17 November 2006 (UTC)
  15. Keep These keep votes are like a runaway beer truck. Cannot be stopped, will not be stopped. --Jon Pyre 23:23, 17 November 2006 (UTC)
  16. Keep Good, very good.--J Muller 23:31, 17 November 2006 (UTC)
  17. Yes! --Officer Johnieo 23:49, 17 November 2006 (UTC)
  18. Keep I hate that I cant tell how muchhealth the zombies have. --Tahoe 07:09, 19 November 2006 (UTC)
  19. Keep but change the name. Autopsy just doesn't make sense and Hunter's Eye doesn't work if it's a scientist skill. How about 'Coroner's Eye?' --Wfjeff 04:23, 28 November 2006 (UTC)
  20. Keep - I like the idea, but how about a different name like 'Size Up' or something? --Greenstreak 22:11, 1 December 2006 (UTC)
  21. Keep - What about "Dead-Eye"? I like this suggestion.--Dead Man Wade 03:02, 7 December 2006 (UTC)

Kill Votes

  1. Kill - Detecting how many hit points a zombie has left? Undead is undead -- deal with it. Chronolith 06:06, 19 November 2006 (UTC)
  2. Kill - It doesn't sit right with me. Displaying the HP of a particular zed acts as an identifier and runs against the spirit of zeds being a faceless, anonymous, shambling mass of infectious death. FissionXuiptz 14:58, 19 November 2006 (UTC)
  3. Kill - Gee, that almost sounds as useful as 'Scent Death. This suggestion is lame, kill it Braggledorth 22:30, 19 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

Preserved Zombie

Timestamp: Reaper with no name TJ! 19:37, 17 November 2006 (UTC)
Type: New zombie class
Scope: New players
Description: this is supposed to be the opposite of my "NT Test Subject" suggestion, though it can also stand on it's own.

Not all zombies were born of humans killed during or after the outbreak. Some have begun emerging from the coffins of those who had died long ago...

These zombies aren't freshly dead survivors or survivors who died in the initial outbreaks (corpse class). These are people who died before that and were either in a morgue or a grave until the zombie plague finally penetrated their resting places. Because these people died normally and were given funerals (or were about to), they have been pumped full of formaldehyde and other chemicals to preserve their bodies. As a result of this their body parts and dexteriy are much more intact than that zombies who are fresh (or started as a corpse). Because of this they only have to pay 75 XP for skills from the Digestion and Lurching Gait trees. Unfortunately, the presence of the preserving chemicals hinder some parts of their mental functioning, forcing them to have to pay 150 XP for skills from the Scent Fear and Memories of Life trees. All other skills cost the usual 100 XP. Their starting skill is Death Grip due to the relatively high level of dexterity they possess compared to fresh zombies.

All right, now for the numbers:

Starting Corpse Player: Starting Skill: Vigour Mortis Claw attack: 35% and 2 damage (0.7 dmg/AP) Bite attack: 20% and 4 damage (0.8 dmg/AP) Chances of taking down a barricade: 17.5% XP needed to purchase all skills: 1900

Starting Preserved Zombie Player: Starting Skill: Death Grip Claw attack: 40% and 2 damage (0.8 dmg/AP) Bite attack: 10% and 4 damage (0.4 dmg/AP) Chances of taking down a barricade: 20% XP needed to purchase all skills: 2250

As you can see, this class is equal to the corpse class in terms of combat ability. But because it's skill is death grip instead of vigour mortis, it is 14.28% more effective against barricades. However, Death Grip doesn't offer as much immediate variety in skill selection as Vigour Mortis (which immediately opens up 5 different skills for purchase, whereas starting with Death Grip would require one to purchase Vigour Mortis if they wanted to access the rest of the tree). Also, this class needs a lot more XP (a whopping 18.42% more!)to max out. By comparison, it's only 75 less than what scientists need, and survivors have 1 more skill than zombies do! These two things make up for the preserved zombie's superior barricade smashing early on (there won't be any difference once the Corpse purchases Death Grip and the Preserved Zombie gets vigour mortis), as well as their relatively easy access to Ankle Grab.

Keep Votes
For Votes here

  1. Author Keep - C'mon, didn't you see this coming? --Reaper with no name TJ! 19:37, 17 November 2006 (UTC)
  2. Keep - It's a nice flavorful suggestion, for a slightly stronger starting zombie. Anti-barricade zerging is a straw man. As soon as you have multiple alts from one IP at a barricade, your chances of taking them down vanish because of the anti-zerg measures. If you can get around those measures, what's to stop you from zering a few more (14% more) of the normal type of zombie instead of these guys? (Now, personally I'd like to see this one also start with "brain rot", but that's probably asking to much, even if it is quite realistic). --Swiers 18:24, 18 November 2006 (UTC)

Kill Votes

  1. No.- No anti-barricade level 1 Zerg Zombies. Thank you. Rolo Tomasi 19:45, 17 November 2006 (UTC)
    • Re - People said the same thing about NT Test Subject, but the fact is that unless they want to move this one away and then move their other one in, then they'll be penalized by the anti-zerg measures. Furthermore, 14% isn't a very big number. Starting zombie players are 40% more effective against barricades than fresh zombies. And once the Corpse gets Death Grip and this zombie gets Vigour Mortis, there's no difference in barricade effectiveness. --Reaper with no name TJ! 20:15, 17 November 2006 (UTC)
  2. Kill - So, new zombie players get to choose between a skill that does a little more damage, and a skill that does a little more damage? --Rgon 20:10, 17 November 2006 (UTC)
  3. Kill Not really sure what these new zombie classes add. It's all just hitting and biting. --Jon Pyre 23:26, 17 November 2006 (UTC)
  4. Kill To prevent survivors from taking Ridleybank, somebody could make a zerg army of de-caders. It would help combat the 'cade bots that every survivor uses, but we wouldn't want that.--Labine50 MH|ME|P 01:04, 18 November 2006 (UTC)
    • Re-Under that line of logic, the doctor and medic classes should be removed from the game, because they are the perfect zerg character. They are clearly designed as a support class, their skill hampers their own XP gain (not a problem for zergers), and their skill helps out other players (great for zergers). But no one sugests geting rid of those. Why? Because many players use them for legitimate purposes; just like they would this class. Anyone can create a zerg army from any character class. This one doesn't have any special powers to that effect. Besides, a zerg army of survivors would be a lot more effective. --Reaper with no name TJ! 16:30, 18 November 2006 (UTC)
  5. Kill - On the sole basis that zombies aren't created from preserved bodies. Read The Zombie Surivial Guide before you make suggestions. Blue Command Vic DvB 03:26, 18 November 2006 (UTC)
    • Re- If you're thinking of the one that I think you are, then there's something wrong with your head. As far as this game goes, zombies do have abilities they didn't have when alive, zombie bites can be cured, and it doesn't say anything about preserved bodies. Furthermore, there's no reason to think preservatives would hinder the zombie plague infection, considering we know so little about it. --Reaper with no name TJ! 16:26, 18 November 2006 (UTC)
  6. Your reasoning is terrible. Why would a corpse dead and buried for years be in better shape than someone who died last week? Preservatives might keep the body okay for awhile, but it wouldn't stop decomposition or insects. As for the suggestion itself, it is pointless. Most corpse-class players take Death Grip pretty quickly. The only difference between this class and the normal zombie is instead of taking Death Grip after Lurching Gait and Ankle Grab, they are talking Vigour Mortis after Lurching Gait and Ankle Grab. Thus both classes are exactly the same by 4th level.--Pesatyel 05:48, 18 November 2006 (UTC)
    • Re- Because their bodies have been protected from the elements by coffins and such. Decomposition occurs mainly because of contamination, which there isn't much of until the coffin is compromised. I also never claimed these bodies had been dead for years. They could've been from just before the outbreak. Furthermore, we have no clue whether or not time passes at the same rate in Malton as it does in the real world. Heck, the zombie outbreak might only be a month or so ago story-wise, for all we know. And finally, you're forgetting that this class has to pay different amounts of XP for certain skills, which is the real difference between most of the classes in the game. It's the starting skill that doesn't make much difference. --Reaper with no name TJ! 16:34, 18 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - I thought the suggestion dos and do nots say not to mess with the barricades.--Mr yawn Scotland flag.JPG 20:14, 17 November 2006 (UTC)
    • Re - This doesn't affect barricades any more than the Death Grip skill itself does, because that's all this gives them. It's not giving them any bonuses against barricades, just a skill that happens to be better against barricades because it's more accurate. This doesn't actually add any skills, game mechanics, etc to the game; just a class that starts with a particular skill that pays more for some skills and less for others. --Reaper with no name TJ! 20:20, 17 November 2006 (UTC)
    • Re - Sorry, i didn't make it clear enough. Don't allow zergers to make hundreds of bran new zombies which can have a boost in taking out barricades then the corpse class.--Mr yawn Scotland flag.JPG 22:21, 17 November 2006 (UTC)
  2. as above --Funt Solo Scotland flag.JPG 14:56, 25 November 2006 (UTC)

Shambling Necrogenisis

Spaminated with 8/11 Spam votes.--Gage 03:42, 18 November 2006 (UTC)