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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Spaminated with 7/7 Spam votes--GageASS 04:12, 18 August 2006 (BST)

Scent Life

Timestamp: 05:05, 18 August 2006 (BST)
Type: Skill
Scope: Zombies
Description: Right now we have two skills that work as x-ray vision, Scent Trail and Scent Death. A zombie can smell a survivor that recently attacked him. Why is it that no survivor is up in arms about this? Probably because they're too ignorant to know it exists. Scent Death allows a zombie to find large zombie hordes without searching them out, x-ray vision indeed. Then survivors have the NecroNet where they can find zombies without searching. Once again x-ray vision. Players can also see the barricade levels from outside and see lights that are on. Why? Why is this allowed but any skill that says you can tell if a survivor was here in the past 3 days is shot down?

My suggestion goes like this. It counters the uneven balance in UD griefing. Zombies can no longer clog revive points because of the recent update. However survivors can still combat revive zombies, with the penalty of being PKed as a counter grief, and they can barricade strafe.

This suggestion allows zombies with the skill Scent Life be able to smell a building to see if it has survivors in it. "ZOMG x-ray!" Guess what? Zombies could use spy accounts they wanted to. This saves you the trouble of worrying about a free runner capturing you and your buddies.

1 AP - You can sniff a building to see if it has 25+ people in it. This is usually obvious because PDs, Hospitals, NTs, and Malls have these kind of numbers.

2 AP - You can sniff a building for 20 survivors.

3 AP - You can sniff for 15 survivors.

4 AP - You can sniff for 10 survivors.

5 AP - You can sniff for 5 survivors.

This is all stacked. So if you sniff once for 1 AP and get nothing you'll need to sniff for 2 AP. That's 3 AP total. In all you'll use 15 AP sniffing a building. Also you can't skip a sniff level. If you want to know if there is 5 people in there you'll need to sniff 5 times in a row for 15 AP. Breaking a sniff chain will result in starting it over. That means if you sniff 3 times and then bash you'll need to start at 1 AP again.

The point in sniffing taking up more AP as it goes on is because it's easier to catch the scent of a lot of survivors than a few.

I think this is a fair suggestion. It costs a lot of AP to find out if there are survivors in a building. If the building is EH and you sniff all the way to 5 survivors you won't have enough AP to take it down by yourself. This would mean you'll need to be coordinated, or you can wait until tomorrow to attack.

This eliminates zombie spies and barricade strafing.


  1. Author Keep - Sonny Corleone WTF RRF ASS 05:05, 18 August 2006 (BST)
  2. Keep -- Why wasn't this added instead of Scent Death? furtim 05:07, 18 August 2006 (BST)
  3. SPAM For all the talk about it not being x-ray vision... it's x-ray vision. I'm a zombie and I don't want this. And whether it's kept or not, it sure won't be implemented... "Zombie spies could do this" is not a sufficient excuse for implementing something that's completely against the spirit of the game. Rheingold 05:09, 18 August 2006 (BST)
  4. Keep - Can't see it eliminating 'cade strafing, but it should help it not be a huge problem. And guys, number your votes. -0Darth Sensitive 05:09, 18 August 2006 (BST)
  5. Keep - Smells good to me! --Officer Johnieo 05:11, 18 August 2006 (BST)
  6. Keep - I read it twice, and he backed it up the other existing presedents. A regular human without a skill can tell if the building is ripe, just by being there, it seems reasonable a zombie outside getting a good whiff of a very overcrowded building can tell someone is in there. I suggested a skill like this once (shot down), but his implimentation of it is just so much simpler. It also does give a real advantage to "smaller" safehouses, you're safe from this skill. Why do we have zombies beating on the doors of empty buildings all day, that's not very fun.. quite boring actually. Let the skilled zombies do something useful for the cause, sniff, breakdown, get in and howl! And take a swipe at a survivor or two.. busy day! Any jackoff even dare speaketh the word overpowered and I'll say "free running" until you go insane. --MrAushvitz 05:18, 18 August 2006 (BST)
  7. Spam - Mostly because, no matter how much you argue against this, it is 100% X-rays vision. And because chained actions are a NOT in the Suggestions Dos and Do Nots: Everyone has to read them, even you Sonny. --Matthew Fahrenheit YRC | T | W! 05:29, 18 August 2006 (BST)
  8. Keep - I voted Keep before, but it seems my vote got edit conflicted out--GageASS 05:55, 18 August 2006 (BST)
  9. Spam - No X-RAY POWERS. What do you want next, the ability for zombies to dissolve barricades using laser beams coming out of their eyes? Youronlyfriend 06:15, 18 August 2006 (BST)
  10. Keep - Sonny, I think this is the first suggestion I've seen you make. --Kiltric 07:50, 18 August 2006 (BST)
  11. Kill - The skill is not really all that great to me, because it's common sense. Resource buildings = craploads of humans. Also, this skill sounds like it would be for the lazy. If you are seriously looking for a place to raid, there's no reason you can't use the forums and the wiki to find a place swarming with humans. It's common sense. --Absolution 08:07, 18 August 2006 (BST)
  12. Keep - I'm only voting keep because of the part where they must use up 15AP to use all 5 levels of sniff. The suggestion itself is fine. Pillsy 09:39, 18 August 2006 (BST)
  13. Kill - This wont eliminate zombie spies, it just offers an AP expensive alternative for those zombie players who don't use them. It'll still be easier for a spy to free run explore an area of 20-30 buildings for survivor groupings and then report back to a group of zeds, than for the group of zeds to spend 15AP (worst case) each sniffing out where the groupings are. Besides, however expensive you make it, it's still X-Raying and that's just wrong. (Out of interest...does Necronet report track where the tagged zeds are, or just show where they were tagged? If it's the former, it should be the latter. If it's the latter then it's not X-Raying as someone has to got out and get the data). –Ray Vern phz T
  14. Keep - Sure, why not. Guidelines are guidelines. As for implementation, I'd like to see this with a drop-down so that you could start by sniffing for 5AP or however much you wanted, but this query would only ever return 'yes' or 'no'. I think it's a sensible addition to the game. Kids, grow up, think outside the box, and put yourself in the other side's shoes. --Burgan 14:56, 18 August 2006 (BST)
  15. Spam - Sonny, this IS X-RAY VISION!!!--Canuhearmenow 15:14, 18 August 2006 (BST)
  16. Spam - No zombie, author included, is gonna waste 45 AP to scout 3 buildings. It does not even being to make sense. --Max Grivas JG,T,P! 16:34, 18 August 2006 (BST)
  17. Spam - As Matthew an Rheingold. Please don't take this vote as an attack, Sonny, I don't like this suggestion, that's all.--Thari T/C/TJ! 16:36, 18 August 2006 (BST)
  18. Keep - Hooray, etc. I hate OMGNO(insert item here) DOS AND DO NOTS RAWRG BLAGLE DARGLE spam votes. Conversely, I like this idea, and I have one/two/three survivor characters(depending on whether anyone has died recently). This is a well balanced, well thought out idea.--Gene Splicer 22:54, 18 August 2006 (BST)
  19. Kill -I don't see how Scent Trail and Scent Death are "X-Ray." If I am in square A and I scent a horde in square C, I can SEE the horde by moving to square B. Hardly X-Ray. Both Scent Trail and NecroNet access have requirements for them to work (Trail requires contact and the zombie "remembers" the survivor and NTA requires DNA extraction). If this idea (hence why I voted kill and not spam) had similar requirements....--Pesatyel 01:45, 19 August 2006 (BST)
  20. Kill - Yet another suggestion that will hit survivors where they are weakest (unpopulated suburbs) and have little to no effect in the stronger suburbs -- boxy T L PA DA 03:32, 19 August 2006 (BST)
  21. Spam Leave your petty partisanship inside the game. You're not going to win votes by insulting people for no reason. I find it kind of amusing that you're acting like some political talk radio commentator arguing about Bush vs. Gore. It's a game. This is an out of character forum to suggest improvements to the game. When I write a suggestion I don't begin with "Survivors can use radios to talk to each other. Maybe zombie players are idiots and don't realize this". Of course I wouldn't say that because I'd be insulting myself too as I play both sides. I try writing suggestions to improve the game. Not fufill some odd anger towards one side or the other. As for your suggestion, this is basically everything we've been saying is a bad X-RAY idea for months. Humans are given some ability to hide. Much like zombie movies staying hidden is a good idea and actions that notify zombies of your position is bad. What drawback would generators have if zombies could X-Ray scan right through walls? Here's how it works: zombies don't know WTF humans are. They randomly attack different buildings. Most find nothing. One finds humans. That one groans. Now all the ones that found nothing know where the humans are. They all attack that building. At first the residents try to stay put but soon face causualties, and greater crowds of zombies draw by repeated groans. The humans flee and move elsewhere. They revive their dead from their new location. The zombies hunt them down again. REPEAT FOREVER. This is Urban Dead. --Jon Pyre 15:29, 19 August 2006 (BST)
    • Moderator - This is fucking ridiculous. All REs removed and put to the talk page. Apart from the trolling one, which was just removed. Bite me. – Nubis 15:51, 19 August 2006 (BST)
  22. Spam - So because you can do this with your zombie spies it should be made legal, no way this is stupid. - Whitehouse 17:49, 19 August 2006 (BST)
  23. Keep - You probably know my thoughts on this already, Sonny, considering my first suggestion was a different version of this... It's well balanced and would be a useful addition to the repertoir of zombie skills, and I do NOT see it as X-ray vision. --C138 17:54, 19 August 2006 (BST)
  24. Keep - Just the thought of a zombie sniffing around,when a survivor passes gas right in his face. Rofl. Just for that, and the idea itself, you get a keep. --Gold Blade 20:58, 19 August 2006 (BST)
  25. Kill - Zombies seem to know where humans are. I'd rather see zombie players spending AP attacking barricades to see if anyone is inside than using a skill which does nothing to benefit the zombie hordes.--Theblackgecko 05:34, 20 August 2006 (BST)
  26. Keep - Why not? This is balanced. ---Rhys Parker 9:21, 21 August 2006 (EST)
  27. Spam - Tracking someone over distance is not x-ray vision. Finding the largest group closest to you is not X-ray vision. Seeing through walls, is "x-ray vision" and is retarded. Trust a radiographer, vote down the SSS. - David Malfisto 13:17, 21 August 2006 (BST)
  28. Keep - A leprachaun told me to --Rozozag 21:03, 23 August 2006 (BST)
  29. Keep - Si Senor Taco --Crazylilvietguy 03:22, 26 August 2006 (BST)
  30. Kill - X-Ray Vision for Zombie bloodhounds. (Unless you've got a new survivor skill called Spray Deoderant To Mask Smell).--Funt Solo 13:09, 31 August 2006 (BST)

NecroTech Security (Redone by Canuhearmenow)

Timestamp: Canuhearmenow 14:57, 18 August 2006 (BST)
Type: New Class.
Scope: Fighting class for Science!
Description: First off, I would like to thank MrAushvitz for the general idea, it just needed some tweaking. The NecroTech Security officer is a Science class that has; Basic Firearms Training, a loaded pistol (No Clips) and a FAK. This is not only Flavorific (Remember that Corporation in Robocop? Thats like NecroTech.) It is also for those who want to fight back as a scientist. With Science skills at 75 XP and a combat skill, it will aid in Scientist Survival.


  1. Keep - Author Vote, Took what you liked about the MrAushvitz suggestion and redone it.--Canuhearmenow 14:57, 18 August 2006 (BST)
  2. Kill - has no really good experience path--GageASS 14:58, 18 August 2006 (BST)
  3. Kill - hayguyz lukattmi awsumspelign angramarrlol! Besides that glaring flaw, you left one thing out. What skill would this class start with? Now that that has been cleared up, I'd like to point out that this is just a pointless version of a Private. If you want combat skills, go Military. --A Bothan Spy Mod WTF U! 15:00, 18 August 2006 (BST)
    • Re - It says Basic Firearms Training--Canuhearmenow 15:02, 18 August 2006 (BST)
  4. Kill Wow, it's just like the Necrotech Lab Assistant except it has no consistent XP gain and the starting skill is basically a dead end! AWSUM Rheingold 15:42, 18 August 2006 (BST)
  5. Kill - Why would a security guard know anything about science? And what everyone else said too --Mookiemookie 16:16, 18 August 2006 (BST)
  6. Keep - Don't worry, yeah I was doing a study of the private, and the policeman, when I origionally determined his starting equipment. The policeman is actually well off for equipment, considering he gets a starting flak jacket.. but he's a civillian so the millitary skills are accessible but not cheaper. That's why I was a bit generous to this science character starting with a millitary skill. All good though, I still wanna see them with a baseball bat, but even though he's "weird" people will consider them! A security guard would know science, because for the purpouses of this game he'd be able to buy all those NT skills faster. Being part of their secret operations and all that. Even with the added costs chances are he'll still buy the pistol skills. Maybe they start learning their first aid skills, to make their interrogations last longer! "You have, forced me to use, zeez leather gloves.. seee, ya ya, if you vere a goot boy we'd have sent a woman to do this, but no no, you wanted to be bad..." <Smack!> --MrAushvitz 16:19, 18 August 2006 (BST)
  7. Keep - Since Lab Assistants ability to gain XP was nerfed by the recent upgrade they might as well get a gun instead of being stuck with a useless extractor. --Max Grivas JG,T,P! 16:40, 18 August 2006 (BST)
  8. Keep - Geeks kick Butt!! --Officer Johnieo 16:50, 18 August 2006 (BST)
  9. Keep - Like Military Medic, but useful. I don't understand what Max Grivas means, though --Gene Splicer 22:46, 18 August 2006 (BST)
  10. Keep - I said I'd vote keep with this change, so there we go. I like it. --Rgon 00:50, 19 August 2006 (BST)
  11. Kill security guards should be military class if anything. even when guarding a research facility, it's not like they are scientifically enlightened. Science class can gain early experience by healing and DNA sampling.--Mr Backwards 02:25, 19 August 2006 (BST)
  12. Keep - Well, it'd make a great addition to the game. But what's next? A Doctor in the Civilian Class? I mean if you want to have a science class character that has a military skill, then you should have a civilian class that has a science skill as we've got that all. They could call it a Nurse or something Kaylee Hans 02:41, 19 August 2006 (BST)
  13. Keep -I really do like this. --Grigori 02:52, 19 August 2006 (BST)
  14. Kill - As per Mookiemookie. - Jedaz 13:47, 19 August 2006 (BST)
  15. Keep - I just like the overall idea. --Gold Blade 21:53, 19 August 2006 (BST)
  16. Keep Sounds alright, and its possible that he took the job as a way to get in on the whole secret science world. HamsterNinja 23:14, 19 August 2006 (BST)
  17. Kill - Take away the FAK and switch it with a pipe (pretend nightstick) to get my Keep. Youronlyfriend 03:34, 20 August 2006 (BST)
  18. Kill - A science class with a military skill to begin with? doesn't work sorry --Rhys Parker 9:24, 21 August 2006 (EST)
  19. Keep - I have a quota - I must keep at least one idea a day, and this isn't totally retarded. David Malfisto 13:21, 21 August 2006 (BST)
  20. Keep - Finally, and efficent way to get down to my evil ways --Rozozag 21:04, 23 August 2006 (BST)
  21. Kill - Sounds like a civilian to me, not a scientist. --Funt Solo 13:14, 31 August 2006 (BST)

Obscene Strength

RMB.JPG Author Removed
This suggestion was removed by the original author because it was almost perfect, but several kill votes demanded that one specific tweak.

Howl Of The Slaughter

Timestamp: MrAushvitz 16:34, 18 August 2006 (BST)
Type: New Zombie Skill
Scope: An enourmous howl when you kill a survivor!
Description: Howl Of The Slaughter

Appears on zombie skills tree under "Feeding Groan", it adds no benefits to your human character.

Whenever you zombie kills a survivor, you may utter a "Howl" for 1 AP.

  • The howl is just like the feeding groan for all intents and purpouses, but it's range is always just 3 squares regardless.
  • The howl has a different sound, and will not be mistaken for a feeding groan: In the distance you hear a zombie's howling from (X,Y)
  • You have the "Howl" button available after you've killed this survivor until: you take any other action, or until you logoff, or your zombie is killed (yes, the death of your zombie may prevent you from howling.)


It will feel more like there are zombies out there killing people if you get to hear about it periodically. Even survivors may wish to know if people are being slaughtered nearby: ..and again, and again, and again.


  1. Author Keep - Basic enough, have to have feeding groan 1st just to buy it. --MrAushvitz 16:34, 18 August 2006 (BST)
  2. Keep - I'm keeping this with the assumption that it also can be heard BY humans. Sorta like: What was that howling? Stella? Stella?? STTTTEEEEELLLLLAAAA!!!!!!!!. --Officer Johnieo 16:40, 18 August 2006 (BST)
  3. Spam - just another feeding groan--GageASS 18:07, 18 August 2006 (BST)
  4. Kill - No need. --Niilomaan GRR! 18:18, 18 August 2006 (BST)
  5. Spam - Feeding Groan anyone? --Mookiemookie 18:31, 18 August 2006 (BST)
  6. Spam - Umm, Feeding Groan? --Nob666 18:54, 18 August 2006 (BST)
  7. Keep - Adds flavour. It's a low priority skill to get, but gives something to do with accumulated XP for old zombies, and this howl would make the game more interesting. --Burgan 19:38, 18 August 2006 (BST)
  8. Keep - This could be very unnerving, especially during sieges. --Sgt. John TaggartUNIT 9/5 NEVAR FORGET WCDZ 21:27, 18 August 2006 (BST)
    • Re - Actually, it does have one other use... a zombie just killed you, you're dead... and you hear it do a victory howl. Sure it isn't a headshot but as a survivor that would piss you off somewhat. Even worse if you get dragged out of your safehouse, killed and then hear the howl. Oh, now that would be quite the slap in the face. --MrAushvitz 00:15, 19 August 2006 (BST)
  9. Keep - Not quite feeding groan- there is a difference between "I see someone!" and "I just ate someone!", and different considerations to be made when hearing either --Gene Splicer 22:44, 18 August 2006 (BST)
  10. Keep - Adds nice flavour, and has enough of a difference compared to feeding groan to be worthwhile. --Rgon 00:52, 19 August 2006 (BST)
  11. Spam -This is WORSE than Feeding Groan. Feeding Groan tells people that there are zombies and survivors in the same square which usually means said survivors will be corpses soon (if not by the groaner than by the zombies that follow). Why would people really need to know when survivors and corpses are in the same square? Basically, feeding groan gives people options (zombies can come and partake, survivors can flee or aid). THIS idea doesn't do anything. Zombies show up, people are already dead. Survivors show up and...people are already dead. And survivors aren't going to want to revive if they know active zombies are in the area. EDIT And I believe this is a Dupe as well.--Pesatyel 01:37, 19 August 2006 (BST)
  12. Keep - It's a flavoursome feeding groan. I likey -- boxy T L PA DA 03:39, 19 August 2006 (BST)
  13. Spam - As per Mookiemookie. - Jedaz 13:45, 19 August 2006 (BST)
  14. Kill - sorry, it's interesting, maybe workable, but they're zombies, not wolves. --Kiltric 16:16, 19 August 2006 (BST)
  15. Keep - Nice idea. I'd also like it if he did like a victory dance all over the victim. --Gold Blade 20:56, 19 August 2006 (BST)
  16. Spam - Useless, will only add more spam and will confuse newbies even further. Youronlyfriend 03:38, 20 August 2006 (BST)
  17. Keep - Should get plenty scary to hear howls coming when one is a survivor.--Theblackgecko 05:38, 20 August 2006 (BST)
  18. Kill - Spam. David Malfisto 13:24, 21 August 2006 (BST)
  19. Kill - Illogical. I see no reason why people would be able to distinguish between a feeding groan and a killing howl. I mean, maybe some enterprising survivor just ran over a zombie in their 4*4. Who's to know? --Funt Solo 13:18, 31 August 2006 (BST)

Obscene Strength (Improved & X-Ray Free)

Timestamp: MrAushvitz 21:30, 18 August 2006 (BST)
Type: New Zombie Skill
Scope: Powerful attack weakens barricades in empty buildings!
Description: Obscene Strength

Appears on zombie skills tree under Man-Hunter skills (this is the zombie equivilent of the "zombie hunter" skills.) This skill has the prerequisite of your zombie having to be level 10+ to purchase. Adds no benefits to your human character.

Your zombie has a terrifying, unnatural strength and unrelenting fury that is truly disturbing and demoralizing to behold. Whenever your zombie is attacking a barricade in a building that contains no survivors, your claw attacks have a +10% chance to deal damage to the barricade.

  • Your zombie does not see their actual attack rating go up by 10% when attacking the barricade, that would mean the zombie would know if it was empty or not. All that matters is if no living survivors are in there the computer knows your claw attacks are +10% to damage the barricade.
  • The reason behind how this skill works is simple, there is noone on the other side of that barricade pushing back, keeping the furniture in place or restacking anything. Your zombie has the pushing power of several men, and if noone is there to impede his progress, he will get in sooner!
  • The real downside to this skill, is the second a survivor moves into that building (ex. "free running" popping in and out) then your bonus is no longer being applied. Maybe you were at a bonus against the barricades for a while, but somebody came in the back door and is now doing all they can to try and keep the furniture from getting loose! (So survivors who keep an "eye" out for their prescious resource buildings are very handy against this skill. So in a manner of speaking this skill can make players do a "double take" ("I sure seemed to be doing well against this barricade for a while, now I suck, maybe someone is in there now..") That's just it, you never know for sure.


  • "Sweet merciful zombie Jesus, WTF centaur missle launchers, alien laser beams being shot at my aunties.. grr rah rah, etc."
  • All that aside... this does not give you a flat bonus against all barricades (as many people have told me, again and again: barricades are balanced.) However, zombies having to attack empty barricaded buildings is quite the nuscance (not much fun)... with no XP for all your efforts until you get lucky.

What this skill does is it makes empty buildings easier to break into (simple enough, low life criminals that break into our homes put this into practice every day!) The intended effect on the game is to make it fairly easier for zombies to determine which buildings are "true" safehouses, and which are just plain empty. Even then the zombie might tear down the rest of the barricade anyways just to ransack it. Only the higher level zombies will be able to do this, and even then they may want to make sure their claw hit % is up to snuff. But this does give zombies the power to do something about survivor barricading tactics.

As for survivor tactics, this skill is very easy to counter to some degree. Just end your turn every now and again in a (formerly) empty building, and just by your being there you prevent this skill from giving them the advantage! Especially protecting target resource buildings from ransacking!


  1. Author Keep - I've tried obscene strength a number of times, this one is the simplest, and survivors have a way to counter it using mobility from "free running". Not like any survivor character ever needs a reason to buy it. I revamped it becuase it had quite a favorable response, but needed just a completely X-ray free tweaking. --MrAushvitz 21:30, 18 August 2006 (BST)
  2. Keep - this is much better, thanks--GageASS 21:32, 18 August 2006 (BST)
    • Re - Same here, I feel a lot better with it this way, even simpler. --MrAushvitz 21:34, 18 August 2006 (BST)
  3. Keep - Barricade strafes must die. Sonny Corleone WTF RRF ASS 21:33, 18 August 2006 (BST)
  4. Keep - Changed my vote, this is a good hearted suggestion, didn't read the part about how the zombie doesn't know they get the bonus. Sorry.--Canuhearmenow 01:30, 19 August 2006 (BST)
  5. Keep - I don't think there's any need to make it a man-hunter skill YbborT 21:55, 18 August 2006 (BST)
  6. Keep - Me thinks this is a good suggestion. And Canuhearmenow, wake up! It's 56% humans 44% Zeds. If you live in a dead suburb then your going to get killed anyways. If you played as a Zombie you'd know what it's like to be a "poor little Zombie". Survivors have it easy! --Officer Johnieo 21:56, 18 August 2006 (BST)
  7. Keep - The best part about this suggestion is that we can assume Kevan will keep the rate plastic, assuming that is what is done for search rates. I've heard speculation that search rates will be brought up or down based on the ratio, so this can be affected likewise at his discretion. Also, kindly evaluate a suggestion based on it's merits and not on it's relevance to the balance at this moment in time, have faith that if it is implemented, such will be done at an appropriate time. --Burgan 22:29, 18 August 2006 (BST)
  8. Keep - I'd actually make this a default mechanic rather than a skill, but there's no way in hell it would get voted in that way ;) I also agree with Ybbor and Burgan... this would also work well as an elastic, behind-the-scenes number for Kevan to fiddle with in cases of severe human or zombie shortages, and could be just any old skill --Gene Splicer 22:39, 18 August 2006 (BST)
  9. Keep - Why not? - HerrStefantheGreat 23:18, 18 August 2006 (BST)
  10. Keep - I like it. It doesn't really eliminate barricade strafing, but it weakens it a little, which seems appropriate. Makes a lot of sense. --Rgon 00:56, 19 August 2006 (BST)
  11. Keep How can this be a Mr A suggestion when it rocks so much, I ask you? HOW?!! Rheingold 01:10, 19 August 2006 (BST)
  12. Keep Your flavor text needs work (but not enough to kill). How can this be "disturbing and demoralizing to behold" if no one is there to see it? And, to be honest, survivors inside a barricaded building don't really impede zombies from attacking, unless actively barricading, but as I said, it is more a nitpick then anything to kill over.--Pesatyel 01:41, 19 August 2006 (BST)
  13. Kill The ability of one sole zombie to quickly unbarracade a building (inhabited or otherwise) is too hard to justify. If you could instigate, say, a "swarm" ability (zombie's damage to barricades rises when in a group), it would be more defendable. When people are resting they dont usually enforce the barricade with their unconcious bodies.--Mr Backwards 02:20, 19 August 2006 (BST)
  14. Kill - This not only kills barricade strafing (whatever the hell that is defined as)... but also the ability of small groups, in nearly abandoned suburbs, to put up decoys. Decoy barricades are a neccesity. Don't like bashing at empty buildings, move your zombie somewhere with more humans (look for the nearest mall!) -- boxy T L PA DA 03:47, 19 August 2006 (BST)
  15. Keep - I like it. The boost is not too big and now it's pretty much invisible to players. --Nob666 10:13, 19 August 2006 (BST)
  16. Keep - simple, easy, not over-powered, I like it. --Kiltric 16:19, 19 August 2006 (BST)
  17. Keep - Useful. Doesnt hurt survivors too much, zombies don't know if it is in effect, (Practical joke capibility too), and is simple. Excellent work! --Gold Blade 19:11, 19 August 2006 (BST) Edit - However, this has an extreme zerger problem. However, only thing zerging would do is nerf the benefit. Still a keep though. --Gold Blade 21:08, 19 August 2006 (BST)
  18. Keep - It only took me a few days as a zombie to realise exactly how annoying barricade strafing is. And it makes sense and looks pretty balanced, too. Would this carry over to destroying generators and transmiters inside empty buildings, as no-one is around to try and stop you? --Preasure 20:39, 19 August 2006 (BST)
    • Re - No just regular barricades, not barricade items. Just whip out the old crowbar and have fun. --MrAushvitz 01:11, 20 August 2006 (BST)
  19. Keep - I would like to ask Mr Backwards as to when does his survivor eat? I'm sure that his "unconcious" survivor would have starved to death by now. - Jedaz 03:24, 20 August 2006 (BST)
  20. Keep - Barracade strafing sucks. --Theblackgecko 05:40, 20 August 2006 (BST)
  21. Keep - OMG Mr. Aushwitz makes a good suggestion!. --Rhys Parker 9:21, 21 August 2006 (EST)
  22. Keep - As above. David Malfisto 13:25, 21 August 2006 (BST)
  23. Keep - Good --Rozozag 20:56, 23 August 2006 (BST)
  24. Keep - It be awesome. --Crazylilvietguy 03:27, 26 August 2006 (BST)
  25. Kill - Nerfs viable survivor tactic. --Funt Solo 13:27, 31 August 2006 (BST)

Resource Management

RMB.JPG Author Removed
This suggestion was removed by the original author because it doesn't seem to be needed "as is", back to the drawing board..

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