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Timestamp: Jon Pyre 00:15, 18 November 2006 (UTC)
Type: Skill
Scope: Survivors
Description: You want to keep your distance from a zombie, naturally. But sometimes there's no choice. We've all seen those scenes in movies where someones wrestles desperately with an undead, holding their chin while jaws snap a few inches away.

The bodybuilding subskill Grappling would give survivors a new attack of the same name. It can only be used indoors and on a zombie at 4hp or less, with 30% accuracy. If successful you manage to push the zombie out a window, killing it. This makes the grapple attack equally effective as the axe, just with the added benefit of getting the zombie outside so it does not have a chance to stand up before you can dump its body. However since you're tossing it out a window and not cracking its skull zombies disposed of this way are not headshot even if the killer has the headshot skill.

This provides the defending survivor with tactical choices. If they're in a live combat situation and don't want to worry about the zombie standing back up inside they can grapple with but it'll stand up outside for just 1AP (with ankle grab). Or they can kill it indoors with a headshot, drain 5AP and take the risk of it getting up.

Keep Votes

  1. Keep I'm normally against most suggestions made for live combat, but during many sieges this would actually be a good choice to have. --Jon Pyre 00:17, 18 November 2006 (UTC)
  2. Sure. - I don't get how being tossed out a window wouldn't effect a zombies head in some way, but it's still a good idea.--Labine50 MH|ME|P 01:10, 18 November 2006 (UTC)
    • Re I figure if jumping out a building doesn't cause a headshot effect getting thrown out shouldn't be any different. Plus it gives this ability a pro and con. --Jon Pyre 02:10, 18 November 2006 (UTC)
  3. Aye, this seems all good. Tactical variance. --Funt Solo 09:09, 18 November 2006 (UTC)
  4. Keep Sounds fair enough, potentially of limited use but no worse than, say, knife combat. --Garrett Fisher 12:11, 18 November 2006 (UTC)
  5. Thank You Come Again! --Axe Hack 15:38, 18 November 2006 (UTC)
  6. Yeah, sounds good JohnMordenT | DEM 20:20, 18 November 2006 (UTC)
  7. Sure, why not? - It's not actually that powerful, and it gives tactical options. Those are always good for making the game less boring (and we need more of them). --Reaper with no name TJ! 22:40, 18 November 2006 (UTC)
  8. Keep On Wheels - Tactics FTW. *cracks open his copy of Sun-tzu's The Art of War* --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 00:17, 19 November 2006 (UTC)
  9. Keep - Sounds like a solid, balanced addition to me but the name is a little misleading. Your intro hook and the name 'grapple' had me thinking of a very different sort of skill. Personally, I like 'Defenestration' better but I suppose it's your suggestion. --Wfjeff 04:57, 28 November 2006 (UTC)

Kill Votes
Against Votes here

  1. So, currently, I can spend 2 AP, 1 to kill the zombie and 1 to toss him. With this, I can do BOTH for 1 AP? Doesn't seem right.--Pesatyel 05:54, 18 November 2006 (UTC)
    • Re You do save the 1AP dumping cost BUT you have to use an attack at the same effectiveness as an axe. Which means you'd miss more (and spend more AP) if you'd otherwise use a pistol. That kinda negates the 1AP you save right there. And the zombie does save 5AP, so you're giving it a chance to perform a few more attacks on your cades than it otherwise would. --Jon Pyre 08:53, 18 November 2006 (UTC)
      • It still seems to me the survivor is getting too much for that 1 AP. Maybe if the survivor got LESS XP for the kill?--Pesatyel 04:19, 19 November 2006 (UTC)
  2. Kill - I like the idea, but it just doesn't work on any realism level given the mechanics of Feeding Drag and barricades. Its not like body dumping is a huge hassle, and ?rise rarely works during a hotly contested siege. --Swiers 17:57, 18 November 2006 (UTC)
    • Re With feeding drag you're pulling them out an entrance, which can be overbarricaded. With this you're dumping them the same way you would a body, which can't be blocked. --Jon Pyre 18:06, 18 November 2006 (UTC)
  3. Kill - Not needed. --Sonny Corleone RRF CRF DORIS Hunt! 20:25, 18 November 2006 (UTC)
  4. kill Improved punching? I'd just go find a bat, crowbar, ax, ad nauseum... Asheets 18:46, 2 December 2006
  5. Kill -- Insta-killing weak zombies? Nein. Chronolith 00:26, 3 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

Let the machines run!

Timestamp: Certified=InsaneQuébécois 02:11, 18 November 2006 (UTC)
Type: Building functions
Scope: Factories, Survivors
Description: Okay, this is a new version of Suggestions/15th-Nov-2006#Let_the_booze_run_freely.

Proposed change: Facotires can now have their production lines restored. Anyone with the construction skill can, for 20 AP, "Restore the production line" of factories that aren't ransacked. The outside description would now have "You hear the sound of machines inside". All factories would now also have a new internal description added, saying "this used to be an X factory", where X would descibe what the facotry would produce. Factories will produce a signle item type, which will be determined randomly. If the building is powered, survivors inside can manufacture the item for a set cost.

In addition, A few of the suburbs that are more than 2 suburbs away from a mall might house factories that can produce:

Let the machines run once more! (This is mostly a flavour suggestion, but of course it's also to give some kind of alternative to unstrategic locations)

Keep Votes

  1. The machines rule us all -Certified=InsaneQuébécois 02:11, 18 November 2006 (UTC)
  2. Keep - Doesn't help zergers with unlimited ammo for sure, but gives flavor, and helps groups. - 343 U! 02:16, 18 November 2006 (UTC)
  3. Keep Helps make the game less mall-centric. Maybe not beer though. I can imagine survivors using some tools to form an axe head more than bottling a bunch of liquor. Maybe also give some factories no useful purpose and no manufacturable items "This factory used to make comfortable socks"--Jon Pyre 03:10, 18 November 2006 (UTC)
  4. Keep - Sounds good to me. --Joe O'Wood 03:20, 18 November 2006 (UTC)
  5. Keep - Gives survivors a strategic reason to occupy factories.--J Muller 04:46, 18 November 2006 (UTC)
  6. Keep - Pretty costly, but I guess thats what's needed to prevent mass manufacturing of too many useful items. Factories making ammo would make sense, but I can see how that would be overpowered. I agree with the sentiment that some factories should produce nothing useful. --GhostStalker 05:43, 18 November 2006 (UTC)
  7. Keep - It's expensive, but makes factories more useful. --Leutinuet Benjamin 06:18, 18 November 2006 (UTC)
  8. Keep - I'm sure, in this case, [he who shall not be named] can tweak the numbers (if necessary) so that this doesn't nerf searching. I agree that some factories should have no production at all (ie a car factory, or a clothes factory). I like how the list of items is fairly limited - no guns or ammo, for example. --Funt Solo 09:12, 18 November 2006 (UTC)
  9. Keep - In my opinion the AP costs are just right. And it would give factories a purpose.--Mr yawn Scotland flag.JPG 10:43, 18 November 2006 (UTC)
  10. Keep As everyone else has said, but maybe drop the beer. It would be good for flavour (I could imagine survivors making moonshine), but adds nothing to gameplay. --Garrett Fisher 12:13, 18 November 2006 (UTC)
    • Re: The beer was for flavour, but also because not all factories should produce things that are useful, and that was a way to somewhat represent that. Had I thought of it, I would have added newspapers for 1 AP though... -Certified=InsaneQuébécois 15:51, 18 November 2006 (UTC)
  11. Keep - Nicely balanced. -- Nob666 12:16, 18 November 2006 (UTC)
  12. The Return Of The Machines..... --Axe Hack 15:37, 18 November 2006 (UTC)
  13. Keep This sounds fun, how about having the occasional factory industrial "accident" for survivors sleeping there if it is powered and running. "You were hit by a flying spring for 5HP". Might add flavour. JohnMordenT | DEM 20:24, 18 November 2006 (UTC)
  14. keep good and well balanced suggestion --BBM 22:31, 18 November 2006 (UTC)
  15. Keep - Balanced enough. And I disagree with Swiers' arguments. A factory not crawling with all the stuff it used to produce could be easily explained by people having already cleaned the place out .It's also the only reason I can come up with for malls having higher search rates for FAKs and guns/ammo than hospitals, PDs, and armouries (logically, people would raid those places first for supplies). Furthermore, we don't know that the factories are producing the goods from scratch; there may just be a lot of half-finished goods lying around it that the factories are supposed to complete. --Reaper with no name TJ! 22:47, 18 November 2006 (UTC)
  16. Keep - We are the Borg. Resistance is futile. This suggestion will be assimilated. --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 00:23, 19 November 2006 (UTC)
  17. Keep - For those who have an odd time believing in an infinate amount of raw materials, I'm sure your all familiar with NW, right?--Labine50 MH|ME|P 01:28, 19 November 2006 (UTC)
  18. Keep - I want to make beer now!!!--Zombie Spray 03:16, 19 November 2006 (UTC)
  19. Keep - Nice! - Nicks 04:41, 19 November 2006 (UTC)
  20. Keep - This gets my stamp of approval. --Peter Moran 05:12, 19 November 2006 (UTC)
  21. Keep - As long as ammo and guns can't be made - I am voting "Keep" on this! I love the idea, and it would make factories a bit more usefull. Jenx 22:09, 29 November 2006 (UTC)
  22. keep with mod various items (faks, ammo, guns, gens, radios) could be made, but the AP cost should be in line with what it costs to manufacture a syrynge versus searching for it. Plus you'd have the random chance of finding a factory that actually made stuff you wanted (some would be wirecutter factories, though you wouldn't know it until you actually tried to make something, then tagged the building). Plus, you should have seen what VW line workers managed to do with random crap just after WW2. Asheets 18:48, 2 December 2006 (UTC)

Kill Votes
Against Votes here

  1. Not too bad. I think the cost for most of it should be MUCH higher (maybe not as bad as syringes, but still higher), especially the generator. The search % for generators and fuel is very low for a reason (with 50 AP of searching, I was actually able to find 2 generators, but still a rare occurance).--Pesatyel 05:57, 18 November 2006 (UTC)
  2. Kill - I agree with Pestatyel on the generators. But also, I'm not sure there is a single suburb in Malton more than 2 suburbs from a mall (meaning 3 or more). --IrradiatedCorpse Atom sig.png 15:31, 18 November 2006 (UTC)
    • Re: I saw this map recently, on some zombie guide, that showed all suburbs and pointed out those that were far from malls... can't seem to find it though... There were some that were "2 suburbs away", so, "more than 2 suburbs away" could be translated to "more than 20 blocks away", which is pretty much what I meant... -Certified=InsaneQuébécois 15:47, 18 November 2006 (UTC)
  3. Kill - This is just dumb. If factories were previously MAKING those things, they would be filled with ALREADY produced examples of those items. For that matter, so would local warehouses be, to store the items for shipment from the factories. So why not just put some random, searchable items in those locations? Plus, have you vistited many factories? Very few factories produce completed consumer goods- the huge majority make intermediate parts that would be no use to a Malton survivor. --Swiers 18:03, 18 November 2006 (UTC)

Spam/Dupe Votes

  1. LOL NO - It's already unbelievable that there is an infinite supply of items in Malton but seriously, an infinite supply of raw materials to make said items? Give me a break. --Sonny Corleone RRF CRF DORIS Hunt! 20:26, 18 November 2006 (UTC)

Billboard Improvement

This suggestion was found to be a dupe of this suggestion.--Gage 23:01, 18 November 2006 (UTC)

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