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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.
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Barbed Wire

Timestamp: 12:35, 19 Febuary 2006 (GMT)
Type: Item
Scope: Survivors
Description: Barbed Wire can be found in junkyards. This can be placed on a building to further protect it. If someone tries to attack a barricade with Barbed Wire, then they take 5 damage per attack on the barricade due to the barbed wire. This affects survivors as well. If a player tries to enter a building that has barbed wire then they get inside, but take 5 damage as a result of the barbed wire. Any survivor can take down Barbed Wire from the INSIDE of a building if they have Wirecutters. They can also cut a hole in the Barbed Wire to bypass the Barbed Wire from the outside. This makes Wirecuttes actually valuable. Barbed Wire eventually snaps if attacked enough.


  1. Kill - Barricades don't need to be any harder to get through. And because zeds can't use wirecutters, the only players this hurts are zombie players. --John Ember 18:04, 20 February 2006 (GMT)
  2. Kill - This is going to be hard to balance. 5 damage means that at least one zombie will die if they're attacking a VS barricade (assuming the barricade is destroyed every hit). That's not right. --Ralav 19:47, 20 February 2006 (GMT)
  3. Kill - No. MaulMachine 19:52, 20 February 2006 (GMT)
  4. Dupe - Take your pick: Repair Fence, Chain (New Version), Repair Kits and Padlocks, Chains. There are plenty more where that came from. Bentley Foss 20:01, 20 February 2006 (GMT)
    • Comment - None of which mention barbed wire or taking damage from attacking a barricade. In fact, not all even mention barricades. I hereby nominate this the "Most Dumbingest Dupe Vote Ever". --Reverend Loki 20:13, 20 February 2006 (GMT)
  5. Kill - Really screws with balance, against the zeds. I mean, they're having a hard enough time with Caiger now, if this was in place we'd be completely bored inside. --Reverend Loki 20:18, 20 February 2006 (GMT)
  6. Kill - Take your pick above. --Blahblahblah 20:25, 20 February 2006 (GMT)
  7. Kill - This completely destroys a zombie's ability to attack barricades.--Mookiemookie 21:35, 20 February 2006 (GMT)
  8. Kill - BAHAHAHAHAHAHAHA! 5:1 AP advantage and you want STRONGER barricades?! That's a good one! Have you thought about stand-up?--Arathen 21:58, 20 February 2006 (GMT)
  9. Kill - It's not easy being dead... Let's not make it harder--Jim Stevens 22:48, 20 February 2006 (GMT)
  10. Spam - The WCDZ smiles on your attempt to create a 100% hit, 20 damage (on average) weapon against invading zeds per ap spent barricading. However, we already have the head exploder, and do not need more such BAH-roken weaponry --McArrowni W! 13:11, 21 February 2006 (GMT)
    • Tally - 0 Keep, 8 Kill, 1 Spam, 1 Dupe - 05:05, 13 April 2006 (BST)

Search Vehicles

Timestamp: 12:02, 19 Febuary 2006 (GMT)
Type: Game Mechanics
Scope: Survivors
Description: I suggest that vehicles can be found outside of buildings, but more commonly on empty streets with no buildings (this makes empty streets ACTUALLY have a purpose). A survivor can search the vehicles and find items. This has MUCH less of a chance than in buildings, obviously, but it would provide a way for non-freerunners to get useful items and also provide a way to get items while you are on the streets without having to go inside. You are vulnerable while you search, so watch out!

Also, there could be different types of vehicles. Such as...

-Civillian Car: Newspapers, Books, and Cell Phones.

-Civillian Truck: Newspapers, Books, Lengths of Pipe, Crobars, and Beer.

-Police Car: Pistols, Pistol Clips, Shotguns, Shotgun Shells, and Flare Guns.

-Swat Truck: (Same as Police Car, but with greater chance of finding each item.) Also contains Flak Jackets.

-Ambulance: Cell Phones, First-Aid Kits, and Fire Axes.

-Fuel Truck: Fuel Cans, and Crobars.

-Fire Truck: Fire Axes, Crobars, Lengths of Pipe, Flare Guns.

-News Truck: Newspapers, GPS units.

-Necrotech Resupply Truck: *Disguised as a Civillian Truck or Fuel Truck. Cell Phones, GPS units, DNA scanners, Revivification Syringes.


  1. Kill - I don't like it because fuel cans are normally hard to find. It would then make it easier to go out into the street and find a fuel truck to search. If the chance of finding fuel cans is less in the truck then it would take close to 50 AP to find one fuel can and that is it when you could search in a junkyard and find a fuel can and other useful stuff with 25 AP. I dont appreciate my vote being deleted. --TheBigT 18:24, 20 February 2006 (GMT)
  2. Kill - There are plenty of buildings to find things in.--Mookiemookie 21:37, 20 February 2006 (GMT)
  3. Keep - Helps survivors when they're outside, and helps zombies by increasing the likelihood of finding food without going through a barricade first. --Dickie Fux 13:21, 21 February 2006 (GMT)
  4. Keep - Good one. --The Fifth Horseman 15:51, 21 February 2006 (GMT)
  5. Kill I would like it more if A) Vehicles were decently rare, maybe 2-4 to a suburb and B) the chances of finding things are equal too or a little higher than inside buildings (if your taking the risk outside...) --Agent 24601 16:00, 21 February 2006 (GMT)
    • Re - "This has MUCH less of a chance than in buildings...". You were saying? --samsurfer117 17:55, 27 Febuary 2006 (GMT)
  6. Keep - nice idea as long as the odds are kept low,(about 1/4 as likely as per street square that youll find something as inside a building). --Xbehave 1:23, 22 February 2006 (GMT)
  7. Keep - I like this idea. Maybe a 20% chance of finding a vehicle in a street sqaure, and a 1-2% chance outside a building, with 25% chances of finding items compared to searching a building? --Truec 04:01, 22 February 2006 (GMT)
  8. Keep - I like the idea of getting the survivors out from behind their barricades so that we can eat their brains! If it's no better then searching buildings then let'em search outside.--Jim Stevens 19:54, 22 February 2006 (GMT)
  9. Kill - Not really needed. --McArrowni W! 14:34, 23 February 2006 (GMT)
  10. Keep - Not to make anyone mad... but Kevan himself sort of suggested he wanted this in the game. This also doesn't overpower buildings, since it is much less of a chance of finding items. --samsurfer117 17:48, 27 Febuary 2006 (GMT)
  11. Keep - I think it would be a good idea, but maybe there should only be a handfull in each suburb. Otherwise items might start getting TOO easy too find. Nice idea though. --HighlandZHunter 12:26, 04 March 2006 (GMT)
    • Tally - 7 Keep, 4 Kill, 0 Spam - 05:04, 13 April 2006 (BST)

Necrotech Flare Gun

Timestamp: 02:47, 19 February 2006 (GMT)
Type: Item
Scope: Survivors
Description: Reading Jon Pyre's "Signaling" skill suggestion above, I began to think about why Feeding Groan (also a Pyre suggestion) works so very well, while signal flares are so very useless. I realized it's because Feeding Groan is contextually dependent -- groans can only be sounded when a zombie is faced with survivor foes. There is no such limitation on signal flares: they can be fired off any time, and apparently are. Thus, they are almost completely ignored by players.

I submit that the only way to "fix" the flare gun is to impose some contextual restrictions on its use. To that end, I am proposing a new item, the Necrotech flare gun.

The NT flare gun is a more advanced piece of equipment than the other model and includes both a heartbeat monitor and very basic DNA extractor technology. It was developed as a last-ditch, emergency signaling device for NT scientists working in the field. A scientist who fell unconscious on the job would trigger a deadman's switch and activate the device. If the monitoring systems ascertained both that the user was at sub-optimal health and any undead specimens were present, the device would fire a specialized NT signal flare to alert nearby Necrotech centers.

Of course, the device can be operated independently of its deadman's switch, and in the crumbling city of Malton this has become the typical manner of use. (Edit: Commenters are getting hung up on the deadman's switch. It's only there as an explanation for the restrictions below. The NT flare gun is always operated manually in-game.)

Essentially the Necrotech flare gun works exactly like the existing flare gun except for one important difference: flares can only be fired into the sky as signals if

  • the user is at sub-optimal health (less than 25hp, to correspond to "wounded" status)
  • there are one or more zombies present in the same block.

Because of this, survivors who see NT signal flares illuminating the sky will know in no uncertain terms that there is a human in need of fast help nearby.

The flare gun can also be fired at opponents; because this requires a brute-force override of the system's monitoring measures, misfires become likely. (2.5% base accuracy, 15% after Basic Firearms Training, 15 damage.)

The message received when a Necrotech flare is spotted is slightly different from the typical message:

A bright blue flare was fired 3 blocks east and 3 blocks south.

As Necrotech centers improve in the manufacture of these specialized devices, it is likely that they will gradually replace existing flare guns until only NT flare guns are in use.

If a survivor attempts to fire a signal flare without meeting the requisite emergency conditions, the device produces the one of the following:




(If both errors apply, only the health status error is displayed.)

Necrotech flare guns and signal flares will increasingly be found in all places where original flare guns had been stored. Necrotech centers may also begin stocking a small quantity of the devices.


  1. Keep - I say this with a caveat; If this can only be found in NT buildings, it will reduce the chance of finding syringes by adding a new item to the mix. This item would not be found in the areas you find flares, so fix that, and more people will say keep. - --Agent 24601 12:37, 19 February 2006 (EST)
    • Re - Actually, it would be found in both. Finding it in NT buildings is for flavor more than functionality. Mostly, you'd find it in the usual flare spots. Do sign your vote, though. --John Ember 05:50, 19 February 2006 (GMT)
  2. Kill - Anyone who's heavily wounded and standing next to a pile of zombies is probably beyond help. I don't see the point. It's like Feeding Groan before it was changed so that it could only be heard outside. --Sindai 03:21, 19 February 2006 (GMT)
    • Re - This might often be the case. However, there would be times where the zombie had idled out, giving a second survivor time to step in and provide assistance. Even if it only works one out of ten times, it's still more effective than existing flares. --John Ember 05:50, 19 February 2006 (GMT)
  3. Kill - Feeding Groan was implemented because zombies have a much harder time finding opponents. Humans just need to step outside of their barricaded buildings to find stuff to kill. This is unnecessary. Bentley Foss 05:25, 19 February 2006 (GMT)
    • Re - I don't see flares as a means to finding kills...? It's a call for help, surely. --John Ember 05:50, 19 February 2006 (GMT)
  4. Kill - Pointless. Would lead to the user getting killed if it replaced normal flares. If it didnt, it would get lost in the massive flarespam.--Grim s 07:35, 19 February 2006 (GMT)
  5. Kill - Dosn't make sense to me. Especially the deadman's switch bit. Your flavor says that it'll fire when someone carrying one passes out, yet it's never mentioned again (except for being overridden), and you never think of the complications of how an unconcious body can't exactly aim a flaregun upwards. And the actual manual usages will be ignored just like the regular flaregun.--Arathen 08:57, 19 February 2006 (GMT)
    • Re - There is no deadman's switch in-game. Sorry for the confusion. --John Ember 18:40, 19 February 2006 (GMT)
  6. SpamKill - Given what a deadman switch actually is, it is ludicrously easy to trick it into thinking the man is dead. Rhialto 11:21, 19 February 2006 (GMT) Vote changed to spam because you have fundamentally changed the nature of your suggestion with the background rationale for how the device works. Resubmit the idea, don't change it. Rhialto 22:28, 20 February 2006 (GMT)
    • Re - Nothing was changed. I clarified a point that was confusing folks. The background rationale is simply that, and was from the beginning. --John Ember 18:40, 19 February 2006 (GMT)
  7. Kill - is the deadman switch a automatic action or not?. eitherway it doesn't matter because it comes down to a free groan for zombies, telling them that lunch is served come and get it.--Vista 13:35, 19 February 2006 (GMT)
    • Re - There is no deadman's switch in-game. Sorry for the confusion. --John Ember 18:40, 19 February 2006 (GMT)
  8. Kill - In reference to your "dead-man's switch" I should remind you that since normal flares (i.e. Flare Gun) cannot be used to signal inside buildings you would have to consider what would happen if your NecroTech Flare Gun were inadvertantly activated indoors. Still... at this time I see no reason for a new item like this since the Flare Gun is not so much "broken" as it's simply an item that allows "user descretion" for its usage, and as such, players have the choice of ignoring it. Since players have been known to fire flares whenever they like (ala, 4th of July) most are ignored and short of colour-coding them to make them more informational, I doubt there will ever be a reasonable way to make them 100% reliable due to their nature. --Mobius187 12:26 PM, 19 Feb 2006 (EST)
    • Re - There is no deadman's switch in-game. Sorry for the confusion. --John Ember 18:40, 19 February 2006 (GMT)
  9. Kill No. Its a double-edged sword. It can act as a feeding groan too. AllStarZ 17:36, 19 February 2006 (GMT)
    • Re - This is almost as true of existing flares. --John Ember 18:40, 19 February 2006 (GMT)
      • Not really. People don't use flares when they're dying, and so can attract zombies to a specific spot then run away. They are usually offline when dying. AllStarZ 20:12, 19 February 2006 (GMT)
  10. Keep - Great idea. -- Nicks 23:12, 19 February 2006 (GMT)
    • Kill - Who deleted my vote? And it's still no. The flaregun is already ignored, noones going to pay special attention to this one.--Arathen 03:06, 20 February 2006 (GMT) Double vote -- see vote #5
  11. Keep - Like it. --Frosty 14:46, 20 February 2006 (GMT)
  12. Kill - More useful than the regular flare, but with no relative drawbacks. Maybe if it didn't function as a weapon, or had a smaller radius of visibility. --Dickie Fux 13:28, 21 February 2006 (GMT)
  13. Kill - What's in it for the zombies?--Jim Stevens 19:55, 22 February 2006 (GMT)
    • Tally - 3 Keep, 9 Kill, 1 Spam - 05:04, 13 April 2006 (BST)

Persistant Thought

Timestamp: 03:36, 19 February 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Subskill of Memories of life. The zombie is not completely mindless, it has some memories of life and because of this can act slightly more intelligent than the shambling corpses around it. This skill would allow the zombie to perform certain emotes, however unlike previous emote suggestions these emotes are not for flavor but to allow a limited form of useful zombie communication. They would be selected from a drop-down menu and some could only be performed under certain conditions. If those conditions aren't met it simply isn't one of the options in the drop down menu. These are the emotes this skill would grant:
  1. A zombie scratches at the barricades
    • Meaning: There are humans in this building. Condition: There must be barricades.
  2. A zombie stares north as if it sees something there.
    • Meaning: There are humans in the building directly north. Condition: None, relies of honesty of player.
  3. (The same as previous except for south/east/west.)
  4. A zombie messily gnaws at a corpse.
    • Meaning: We killed a survivor! Condition: There is one corpse of a killed survivor on the ground in that location (not a zombie that has been killed).
  5. A zombie messily feasts on some corpses.
    • Meaning: We killed several! Condition: There are 3-9 corpses of a killed survivor on the ground in that location.
  6. A zombie bloodily feasts on numerous corpses. A massacre occured here.
    • Meaning: We killed a whole lot of them! Condition: There are 10 or more corpses of a killed survivor.
  7. A zombie stares off north into the distance.
    • Meaning: We should go to the next suburb that way. Condition: None. It's an expression of the player's opinion.
  8. (Same as previous but for south/east/west.)
  9. A zombie stumbles around, exploring the building.
    • Meaning: I'm not going anyway. We should hold this location. Condition: The zombie is indoors and there are no survivors present.

Useful but balanced. It allows zombies to communicate simple concepts through body language but doesn't give them the ability to hold conversations or discuss complex tactics. Since it is very useful and not for flavor it makes sense for it to be a skill.


  1. Kill This just seems like too much hassle for too little benifit Slavik 03:42, 19 February 2006 (GMT)
  2. Keep Helping zombies communicate is always good. --Grim s 03:52, 19 February 2006 (GMT)
  3. Kill - I'm all for zombie communication but this doesn't seem very helpful. Also, I don't think the game can distinguish between dead humans and dead zombies, only dead bodies and revivifying bodies. --Sindai 03:59, 19 February 2006 (GMT)
  4. Kill - Giving zombies this would give them talking capabilities nigh to humans; humans generally just say ~Go this way~ and ~Attack this building~ --Agent 24601 03:41, 19 February 2006 (GMT)
  5. Kill - Eh, it's not an awful idea, but it also just doesn't appeal to me that much. Also, there's no real need to emote about kills, as the game now informs people of kills. The game doesn't distinguish the player's state before they died, so it's impossible (or, well, impractical if you want to add it) to determine if that pile of corpses came from zeds or survivors. Bentley Foss 05:29, 19 February 2006 (GMT)
  6. Kill - For complexity. I think this could work if you boiled things down to fewer emotes. --John Ember 05:55, 19 February 2006 (GMT)
  7. Keep - What Grim said --McArrowni W! 08:03, 19 February 2006 (GMT)
  8. Keep - Good ideas,though if there are barracades it generally means there are humans in the building. -- Monkeylord 08:12, 19 February 2006 (GMT)
  9. Keep -- I like the concept however I don't like 'We/I killed a/many survivor/s' as I don't think most zeds give a rats arse, they cant eat what's already eaten. MonkeyLord, cades don't neccesarily equal humans especially in suburbs with distributed defence. (Heh heh, sorry Stan :) Kripcat 10:10, 20 February 2006 (GMT)
  10. Kill - Two issues. I don't see how the body language for the two 'stares' emotes could be visually distinct unless you satnd from less than a foot and gaze into the guy's eyes, and second, I'm not sure the game keeps a distinct account of whether a corpse was a survivor immediately prior to its most recent death or not. I'm for teh general concept of a menu of emotes for zombies though. Rhialto 11:26, 19 February 2006 (GMT)
  11. Kill -help to give zombies the same communications levels as survivors is not always good. zombies are zombies, not just grey coloured survivors with superiour combat power. let at least try to keep some difference between them.--Vista 13:40, 19 February 2006 (GMT)
  12. Kill - Groan seems to work well enough. --TheTeeHeeMonster 16:40, 19 February 2006 (GMT)
  13. Kill - Ditto Vista. This emote drop down menu would be huge (13 emotes) - and some of the things can already be expressed through Death Rattle. --Blahblahblah 16:46, 19 February 2006 (GMT)
  14. Kill - Feeding Groan already alerts other zombies as to general number of survivors in a location and Death Rattle already allows zombies a limited form of communication which suits them best. The fact that zombies are played by intelligent people should not be confused with the fact that they are supposed to be zombies, and the only way to really get this idea across is by limiting how they can express their ideas/intentions. Otherwise they'll only be zombies in name. --Mobius187 12:02 PM, 19 Feb 2006 (EST)
  15. kill - So many unnecesary suggestions today. emotes suck --Poodge 23:52, 19 February 2006 (GMT)
  16. keep - it would be a nice little extra, i cant see whats wrong with having two ways of doing summit tbh but i supose anything to do with higher brain function is agains the WCDZ way! --Xbehave 00:56, 20 February 2006 (GMT)
  17. Kill Feeding groan is fine, as everyone stated before. I don't like the idea of closing the gap between survivors and zombies, and the "we killed X people" would just create spam since everyone can already see whenever someone dies! --Volke 19:08, 20 February 2006 (GMT)
  18. Keep Zombie communication is a good thing, as long as it is kept in theme. --Catwhowalksbyhimself 04:54, 21 February 2006 (GMT)
  19. Kill Closing the communication gap between survivors and zombies, is bad m'kay. --David Malfisto
    • Tally - 6 Keep, 13 Kill, 0 Spam - 05:03, 13 April 2006 (BST)

Barricade Status - Revised 1.0

Timestamp: 10:42 AM, 19 February 2006 (EST)
Type: Improved Player Information
Scope: User Interaction, between survivors inside buildings
Description: A brief message would appear whenever a barricade is raised or lowered by a level (i.e. from Loosely to Lightly) to indicate, by name, the player who performed the action.

When a player works to raise a barricade up (i.e. from Loosely to Lightly) a message would inform every other player:

"(player) works tirelessly, raising the barricades."

On the other hand, when a player breaks down a barricade (i.e. from Very Strongly to Quite Strongly) a message would inform every other player:

"(player), with manic strength, pulls down part of the barricade."

Please note that lowering or raising towards the next level does NOT generate this message. For example, raising a VS barricade to VS+1 or VS+2 will not generate any message. Only when the next level is attained (i.e. VS+2 becomes Heavily) will a message, or iteration of "...and again" (see below), be displayed.

What purpose would this message serve?: This message would serve a two-fold purpose. The first being that it would let players know who is assisting them by re-barricading after attacks or who is helping lower barricades that are too high (trapping players without Free Running outside or even inside, if they choose not to leave because they cannot return). The other purpose is that it lets players know who is performing negative actions like destroying the building's barricades or who is over-barricading.

Multiple Attempts: If the same player repeats this action several times in succession the phrase "...and again." will be placed immediately after the initial message along with an appropriate timestamp to indicate exactly how soon after the initial action the subsequent action(s) took place. This would be the same as existing functionality currently employed by Urban Dead whenever multiple item actions (i.e. for Flare Guns or FAKs) are used at the same location/target. This would be an effort to reduce message spamming. For example, raising the barricades from Loosely up 3 levels to Very Strongly would appear as:

"Caleb Usher works tirelessly, raising the barricades. ...and again (02-19 15:19 GMT) ...and again (02-19 15:20 GMT)

Inside/Outside: One limiting factor would be that this message would only identify players who are inside or outside the building, but not to both. So while barricading would require the player performing the action to be inside, and thus identified to all other players inside the building, it should be noted that any player who is outside will not generate a message for players who are inside the building when they attack/lower the barricades. Rather it would only generate a message for any other player standing outside at the time. This message excludes zombies when they lower barricades.

There are 2 reasons for this method, the first being that it wouldn't be as obvious as to who the culprit (player who is lowering the barricades outside) is since they are outside, and potentially, out of sight within the shadows or concealed behind the barricade itself. On the other hand survivors inside the building would be able to eventually determine which player, who is also inside, is lowering/raising the barricades on the principle that it's very noisy work and it would be impossible to conceal their identity for longer than it would take to lower/raise the barricade by a complete level, which is one of the reasons why players are only informed when the barricaded is lowered/raised by this much. The second reason is that while the barricade could still be noticed by survivors as being lowered from the outside, regardless of whether they can see who is doing it, I felt it wouldn't be worth creating two sets/versions of messages at this time, as I did not want to complicate this suggestion with the potential message spamming that would result should the message appear when the building's barricades are lowered from the outside, more common than not, during a zombie siege. This connects to my note above about zombies being excluded from generating this message.

Large Buildings: Message spamming during major zombie sieges is a key concern, and as such, this message feature be excluded from all areas inside large buildings (i.e. malls, stadiums, forts, cathedrals) in an effort to reduce the key locations where barricade message spamming would be the worst. While this might potentially confuse new players, large buildings are often hard to get inside until a player has Free Running and the buildings are usually well defended by veteran players. As such, new players who are caught off-guard by this rule can count on veteran players to keep them informed and/or safe until they realize it. A reason, other than simply to reduce message spamming, for this rule would be that larger buildings have multiple entrances, even within a given block (corner), so players would not be able to monitor every entrance as easily as they would with a smaller building's single lobby/main entrance.

Unspoken Message: Currently when a player helps restore barricades, or lower them to Very Strongly so lower level players can enter, it is a fairly thankless job. Also, when the barricades are attacked players inside the building are sometimes unaware of the assault unless someone informs them that they have restored the barricades, because simply checking the current barricade status leaves some players to inaccurately determine that they are safe. They could not know that perhaps only minutes ago the barricades may have been severely damaged and then restored. In this way AP will be saved and every player would be aware of the event regardless of whether someone speaks up to warn of the threat. This also refers to the 1 AP some players spend to Speak when reminding other survivors not to over-barricaded (i.e. this happens almost daily at Dunell Hills PDs where the policy is to keep barricades at Very Strongly). Currently whenever the barricades are raised too high players can only repeat themselves, hoping that the player who over-barricaded is a different player who was not aware of the building's standard barricade policy. But if the player can be identified with this message then other players wishing to maintain a specific barricade level can ask that player not to repeat the action (which potentially could also refer to lowering barricades if the building's barricade policy demands a barricade level above Very Strongly).

Suggestion Summary: In certain ways this idea is similar to "Show Destroy Barricades/Generator" suggestion posted on November 27th 2005, but as it has already been voted on (successfully) I felt it necessary to suggest this possible addition to barricade messages here. For as was suggested in that idea, If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building.

I would also mention that this idea does not in any way deny players the privilege to attack barricades, should they choose to, no more than the current feature in Urban Dead which identifies the player who destroys a portable generator does. It simply gives a means by which actions can be gauged, actions that should be obvious to everyone present. One can hardly assume, considering the effort taken to build a barricade, that it could be dismantled without anyone noticing who was doing it. Especially when descriptors refer to "bashing" and "smashing" against the barricade. The same would go for players noticing the survivor who is carrying/pushing such objects as vending machines around the lobby in order to reinforce the barricade.


  1. Kill - People in concentrated groups and/or busy areas get plenty of spam already. We really don't need more. Go read the suggestions nearly identical to this from the last few days, and see why they were killed. Bentley Foss 16:48, 19 February 2006 (GMT)
    • I was hoping for a bit more solid constructive criticism, but you make a valid point nonetheless. I'll have to check those past suggestions. I also mentioned this suggestion to a friend this morning and he suggested if people have a problem with not wanting message spam I consider revising this as a skill (i.e. Awareness)... then players would have the choice if they want to see these messages or not. --Mobius187 8:42AM, 20 Feb, 2006 (EST)
  2. Kill -More text doesn't always make a suggestion better. this is a very simple suggestion that should be made in 10 sentences in stead of 10 paragraphs. this is the same as about ten other suggestions that gives notifications when barricading. and I vote kill for the same reasons as I did then--Vista 18:26, 19 February 2006 (GMT)
    • I really didn't think I used "too many" words to explain the idea, as in this revision I had hoped breaking it up into relevant sections would help focus the concepts behind the idea. Also would you care to share your reason again? --Mobius187 8:47AM, 20 Feb, 2006 (EST)
  3. Kill - The fact that you have to exclude large buildings to make this suggestion feasible demonstrates how problematic it really is. --John Ember 18:29, 19 February 2006 (GMT)
    • And yet large buildings already have special rules for barricades that already exist as an exception to the rule. Whether or not large buildings should be excluded from barricade status though is certainly debatable. --Mobius187 8:49AM, 20 Feb, 2006 (EST)
  4. Kill - NO. MORE. TEXT. SPAM. Give it up already.--Mookiemookie 21:17, 19 February 2006 (GMT)
    • (Sigh) Thanks for your constructive criticism. --Mobius187 8:51AM, 20 Feb, 2006 (EST)
      • After giving detailed criticism on 10,000 barricade status suggestion variants, your patience for giving constructive criticism goes out the window.--Mookiemookie 21:39, 20 February 2006 (GMT)
  5. Kill - So many unnecesary suggestions today. I'm going to be lowering the barricade so newer characters can get in, people will seee that i attacked the barricade, and kill me. This suggestion is counterproductive and unnecesary. --Poodge 23:50, 19 February 2006 (GMT)
    • Now that's a valid concern. Just because you lower a barricade doesn't make you a griefer or zombie spy... but you could be punished for it. It's much like the guy with every zombie skill who enters a building and people start pointing him out. Still I think more good can come of this than ill, as with zombie skill players you would probably feel the urge to speak up when you do something you think might mislabel you as a griefer/spy. --Mobius187 8:54AM, 20 Feb, 2006 (EST)
  6. Kill I like the idea of knowing the barricade level is being altered, but a simple "so-and-so has altered the barricade level" would be better. Not to mention this suggestion is too negative.--Pesatyel 02:03, 20 February 2006 (GMT)
    • So you're suggesting that whenever a player tampers with the barricade (raise or lower) a message would tell everyone who it was, but only once and not for each barricade level? That would remove the need for "...and again". Still I think even if the suggestion takes this route it should inform if it was raised or lowered by that player rather than a more ambiguous "altered". --Mobius187 8:58AM, 20 Feb, 2006 (EST)
    • Tally - 0 Keep, 6 Kill, 0 Spam - 05:02, 13 April 2006 (BST)


Timestamp: 16:48, 19 February 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Since the addition of the "Tangling Grasp" skill, zombies have been learning to latch onto survivors. Continuing in the climb to new skills, "Pry" follows "Tangling Grasp" on the skill tree as a further enhancement.

Much like "Tangling Grasp", "Pry" gives a Zombie a bonus to destroy barricades once the Zombie has initiated and succeeded in a prior barricade attack. I suggest an additional bonus of +20%, to be maintained as a bonus to rip and tear at the barricades until the Zombie fails at a following attack on the barricades (50% chance of losing grip on failure), changes targets (100% lose grip), or otherwise moves/falls/speaks/etc (100% lose grip).

Optional : To offset the new improved capability to destroy barricades slightly, the increased force utilized would damage the zombie if they cannot maintain grasp of the structure. (-1hp on lost grasp?)

Flavor text would be similar to as follows (suggestions encouraged) :

"You pry at the barricades, tearing loose a section." (successful hit)

"You continue to pull at the barricades, and they creak alarmingly." (miss, grasp maintained)

"You pull at the barricades, but your rotted fingers slip and you cannot maintain your grasp." (miss, grasp lost)

Flavor text for initial misses (creaking, etc) would not change.


  1. Kill - No. Zombies can destroy barricades easily enough already. Bentley Foss 17:00, 19 February 2006 (GMT)
  2. Keep - But only without the optional part --Lord Evans W! 17:09, 19 February 2006 (GMT)
  3. Kill - You, like many morons, included the word "optional". I've said it before, suggestions are taken as a whole and only as a whole. We should not be voting on only a part of a suggestion.. the whole fraking thing only. That means any 'optional' item is taken as part of the suggestion period. That means this gets a Kill because I can't POSSIBLY agree with both parts and because you're an idiot. --Jak Rhee 17:26, 19 February 2006 (GMT)
    • Re - Thank you for your feedback... and the character attack.Timid Dan 19:13, 19 February 2006 (GMT)
    • Re - Re-reading the submissions guidelines has clarified a few things. One item of note : "The text of your vote should not personally attack or degredate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated."Timid Dan 20:00, 19 February 2006 (GMT)
  4. Keep - PS, Jak Rhee is a nasty little cunt. --Frosty 20:24, 20 February 2006 (GMT)
  5. Kill Yep, barricades crumble pretty easily. Also, if you're not sure of your suggestion, think it out properly b4 suggesting. AllStarZ 17:34, 19 February 2006 (GMT)
  6. Kill This would add up rather quickly with large crowds of undead. --Jon Pyre 17:46, 19 February 2006 (GMT)
  7. Kill - Options are not set mechanics, they are general ideas and voters should not be expected to vote on undefined possibilities. If you aren't sure how your suggestion will be received, and want to know what voters think of the ideas - pose it in suggestion talk and hammer out the specifics there. Then when you have something solid (without "options"), you post it here be to voted on. As for the idea, its too powerful as you have it. --Blahblahblah 17:50, 19 February 2006 (GMT)
  8. Kill -There is a reason that barricades excists, there is a reason that they are as hard to take down as they are. Simply the survivors need to have a refuse they can be relatively sure of surviving. This is offsett by the higher cost of standing up as a survivor after killed. I know that breaking down barricades is rather tedious and mindnumbing and that you as a zombie player would want less of it. unfortuneatly is is nessercary to balance the game, just like searching and barricading are tedious and mindnumbing tasks for survivors nessercary to balance the game. and your option is useless as health is irrelevent for zombies, certainly in that amount. (and you always succesfully hit the barricades, you just don't always knock stuff of, making it impossible to make it work the way you meant.)--Vista 18:12, 19 February 2006 (GMT)
    • Re - I can see that this idea was doomed to failure and that I did not properly construct the suggestion. I will consider more carefully in the future. Timid Dan 19:13, 19 February 2006 (GMT)
  9. kill - So many unnecesary suggestions today. --Poodge 23:48, 19 February 2006 (GMT)
  10. keep - wll the ideas good, the zombies need summit to help to get through barriaceds and rebalance malton.O and dont worry about the stick you got for the optional thing in the sugestion theyre WCDZ thier opinions dont really matter. --Xbehave 1:10, 20 February 2006 (GMT)
  11. Keep - I have to vote keep on this just because of how alarmed I am at how people can actually think barricades are weak. 5 to 1 AP advantage is weak?! Then add in AP loss from death, headshot, movement, MoL requirement for doors... it adds up. Quickly.--Arathen 03:13, 20 February 2006 (GMT)
  12. Kill - Barricades are already weak. One zombie can take down barricades. With this the one zombie could take down the barricades and have AP left over to kill someone. (voting again since it was deleted before) --TheBigT 18:27, 20 February 2006 (GMT)
  13. Kill If you ignore my WCDZ membership for the moment, I must note that this fails the "multiply it by a billion" rule! Hordes can already rip through barricades like toilet paper right now, and this only makes it worse! With this, they could de-barricade half a suburb without too much trouble, or an entire one if they had enough members! Barricades are annoying to zombies, yes, but that 5 to 1 AP advantage isn't that big a deal in a horde's attack, and if barricades were weakened any more, it would make it pointless for survivors to try and hold any safehouse in a siege! --Volke 19:14, 20 February 2006 (GMT)
  14. Kill - fails the "multiply it by a billion" test horrendously. On a side note, when are zombie players going to realize that the whole WCDZ thing seems to have been set up as a joke and stop taking it so seriously? --Arcibi 16:42, 21 February 2006 (GMT)
    • Tally - 4 Keep, 10 Kill, 0 Spam - 05:01, 13 April 2006 (BST)

Signaling (Revised)

Timestamp: 18:03, 19 February 2006 (GMT)
Type: Skill, Civilian
Scope: Survivors
Description: You are skilled at using flares to signal others and can fire them in ways other than straight up. Next to the flare guns in your inventory there would be a small text box you could enter the angle you're firing the flare at. It would look like this:
  • Flare Gun [65]°

You would be able to enter any angle between 25 (because that's probably the lowest you could fire and have it be visible) and 90 degrees (straight up). The difference in angle would only be visible to survivors with Signaling. Everyone else would see flares the way they are now. Here's how the flare I used as an example would appear to someone with the skill:

  • A flare was fired 6 blocks to the east and 1 block to the north (65°) (02-18 02:35 GMT)

If multiple flares where fired from the same location here's how the additional messages would appear:

...and again (65°)(02-18 02:35 GMT)...and again (38°)

What would this do? It would allow groups to send coded signals, attaching a different meaning to whatever angle they wanted. It would be unlikely for someone else to accidentally spam your message because of the large amount of numbers to select (25-90!). Also it would be even more unlikely if groups tied different signals to different locations (example: the hospital is 5n 1e. A flare fired at 36 degrees from that location only means "More than 10 Zombies inside!" A useful skill that allows coordinated survivors the ability to use flares for more than spam.

Votes here

  1. Keep fixed Maybe if you made it so humans turned to zombies can't read flares, I would say keep. So fix that, and repost.--Agent 24601 13:15, 19 February 2006 (EST)
    • re That's what I intended. I clarified it. --Jon Pyre 18:54, 19 February 2006 (GMT)
  2. Kill the only way to communicate their meaning is within the group or through metagaming Those player don't need this. what flares need is a way to communicate without spam to everybody not just the metagamers or groups. Feeding groan is usefull because it always has the same meaning and can be understood by everybody, not just a select few.--Vista 18:22, 19 February 2006 (GMT)
    • ReWhile it's true that groups that metagame wouldn't need flares it could help others as well. For instance I could announce in a safehouse: "I saw a large horde on Necronet at the hospital 7e 1n. I'm heading over to check it out. If the hospital needs assistance I'll send off a flare at 70 degrees." That way I could use flares to communicate with people I'm not forum/aim buddies with. --Jon Pyre 20:26, 19 February 2006 (GMT)
  3. Keep - Cool idea. Simple to implement, doesn't add a lot of text to the message, provides a new method of cross-suburb communication, might actually make flares useful. Pace Vista, I expect certain conventions will develop organically within the game, much the way "Mrh?" is widely recognized as a revive request. --John Ember 18:34, 19 February 2006 (GMT)
  4. Keep Author vote. Would allow survivors to send signals via signal flares. I think that's reasonable. Individual safehouses could come up with their own codes, groups could have their own codes, and general conventions would also arise. It would give a world of richness to the flare in the communication and strategy that would arise. --Jon Pyre 20:47, 19 February 2006 (GMT)
  5. kill - So many unnecesary suggestions today. Survivors don't need flare communication, and definitely not 65 different types of flare shots. --Poodge 23:45, 19 February 2006 (GMT)
  6. Kill - Humans already communicate with phones, message boards and in game. They dont need another gift regarding communication. --Grim s 00:04, 20 February 2006 (GMT)
  7. Keep - I think Grim is forgetting zombies already have ingame, message boards, and Feeding Groan, which unlike phones, can actually reach multiple people, and those you're not mutual contacts with.--Arathen 03:20, 20 February 2006 (GMT)
    • Re By in game you mean our hopelessly ineffective death rattle. All that can be used for is making fun of people and shouting sexually explicit taunts. --Grim s 11:51, 20 February 2006 (GMT)
      • Re - Not that survivors really use ingame speech for much more than the obvious. "OMG TEHR AR ZOMBIES HERE!!1" - And I happen to like taunting in Death Rattle.--Arathen 22:06, 20 February 2006 (GMT)
  8. Keep - 5 extra characters per flare message != spam. That big a range makes it actually useful for giving information. Unnecessary != bad. It's a game. All of it's unnecessary. And grim, please stop it with the war on survivors already. UBER NINJA HARMAN KILLERZ STAY OUT.--'STER-Talk-Mod 15:02, 21 February 2006 (GMT)
  9. Keep - Nice idea. Me likey. --John Taggart 23:55, 21 February 2006 (GMT)
    • Tally 6 Keep 3 Kill 0 Spam 0 Dupe
  10. Keep - could be neat, doesn't hurt anything. --Brett Day 11:36, 22 February 2006 (GMT)
  11. Keep - Yea for making flares useful beyond firing on holidays! --Blahblahblah 21:50, 28 February 2006 (GMT)
    • Tally - 8 Keep, 3 Kill, 0 Spam - 05:00, 13 April 2006 (BST)

Signaling 2.3

Timestamp: 18:57, 19 February 2006 (GMT)
Type: Skill, Military
Scope: Survivors
Description: You are skilled at communicating with flares. 2 new ways to fire flares are added.
1) You have knowledge of the chemical components of flares, and are able to adjust those components to produce colors. You are able to select a color when firing a flare. Colors available are: Red, Yellow, Blue, and White (white is considered standard flare color, as are seen currently).
2) You are able to choose the direction of the flare when firing. Directions are available from 40°, to 90°.
  • This would be translated as: You have a drop down window available upon firing a flare when you have acquired this skill. You have the colors available for selection in the drop down window, and after you select the color - you enter a degree to fire it at.

This allows a standard to be set for the translation of colors, much like starting zombies have an established set of words they can speak (before acquiring Death Rattle), and most have been given meanings generally accepted by all players. The colors allow for all players to use a set code. The feature to choose your trajectory allows further communication within groups, as they could establish a code amongst themselves. The trajectory allows for a buffer against "dummy flares", and colors allow a set of implied meaning to be established by/for all players.

  • I propose this as a Military skill under Free Running. This is to help buffer against potential abuse. A griefer would have to acquire Free Running before they could access this skill (between 150 XP to 300 XP for all classes aside from scout), and a player choosing the Scout class does not have an easy means of XP gain initially, and would take some time and dedication to work up the XP for it.


  1. Kill It's not a bad suggestion (although maybe up a little too soon after the one I wrote above) but it doesn't seem realistic that you could change the chemical composition of flares out in the field. --Jon Pyre 19:00, 19 February 2006 (GMT)
    • Re - Not any more unrealistic than other things in the game (such as syringe manufacture, etc.). Sorry about it being so close to your other version - I was going to do this with colors combined with your first suggestion (before you posted the revision), but found your selectable trajectory to be an improvement so I used that. Didn't mean to step on your toes, but I didn't think your new version addressed some of the voters concerns. --Blahblahblah 19:07, 19 February 2006 (GMT)
      • Comment S'ok. I was looking flares up on wikipedia and they apparently were made in red, green, and white. Altering the chemical composition in a sealed flare doesn't really work, even compared to things like syringe manufacturing. But maybe there's a way to make it so you can find different colors of flares. Or maybe the flare color isn't specified and when you select a flare color you're not changing the flare but deciding which color you found earlier. --Jon Pyre 19:13, 19 February 2006 (GMT)
        • Re - I figured it would be implied, as free running is implied that you have an endless supply of cables and such to reach building that are taller than the one you are coming from. Making it so you have to find the different colors would be too difficult to find the color you might need, and thus rendering it useless. --Blahblahblah 19:18, 19 February 2006 (GMT)
    • Re - Freerunning doesn't use cables. If you had a building that was taller than the one you were at, you could jump through a window, or climb a fire escape. --Poodge 23:31, 19 February 2006 (GMT)
      • Re - Says you. I roll play with cables, as do others as well. --Blahblahblah 20:47, 20 February 2006 (GMT)
  2. Kill I like the idea of colored flares (a small selection of colors would allow different "standard" meanings), but I think that all the various "trajectory" suggestions are bad ideas. --Norcross 19:07, 19 February 2006 (GMT)
    • Comment - Can you expound upon that? The trajectory is for a buffer against abuse, and choosing a trajectory isn't unrealistic. --Blahblahblah 19:38, 19 February 2006 (GMT)
  3. Kill I really, really like where this is heading, but it has some things to be fixed. For once, i think you should find different colored flares, since altering a sealed flare is impossible. I think zombies should not be able to see trajectory, and maybe, just maybe, they zombies are color blind. As of your plan now, a zombie spy can easily organize zombies now, which sucks. I don't know how you should fix it, but helping zombies communicate equal to humans is a bad idea. --Agent 24601 14:22, 19 February 2006 (EST)
    • Re - I could alter the (roll play) translation of how different colors are produced - but making it so you have to find a specific color through search solves nothing, as it would be extremely difficult to find a specific color you are looking for, and result in people either not having the color available they need or resorting to firing whatever they have available and thus defeating whatever color code is established. I figured making it a skill implies that some degree of specialization is required to do it, and having tools and chemicals available to open the flare and alter its components would be assumed similar to having the knowledge and tools available to free run with. Making zombies "color blind" and unable to distinguish trajectories isn't a bad idea though. --Blahblahblah 19:34, 19 February 2006 (GMT)
  4. Keep - I like it. Could use a very little work, but I like it! -- Nicks 23:18, 19 February 2006 (GMT)
  5. kill - So many unnecesary suggestions today. Survivors don't need to communicate over huge distances. Zombies do. --Poodge 23:44, 19 February 2006 (GMT)
  6. Kill - If survivors want to communicate over distances, they can use cell phones or run there themselves. Zombies got Feeding Groan because it was something they needed--we don't need an arms race erupting because of it. Bentley Foss 06:35, 20 February 2006 (GMT)
    • Re It's not an "arms race". People have been talking about flares needing to be fixed ever since I started frequenting the suggestion page (many moons ago). Just because some 'zombie only' players are against the idea in its entirety, doesn't make it a bad idea - or an "arms race".--Blahblahblah 14:44, 20 February 2006 (GMT)
  7. Kill - I really like the colour coding idea, especially as a skill (new skills are always good( unles they're not)), but I don't like the angle concept at all, it may be realistic but I don't see how it reduces the pointlessness of going to a flare. e.g (ooo its got a 56 degree angle I better go!) The flare colours would easily substitue for the group communication lost by a lack of angles. I also think that zeds should be able to both see the flares and see their colour, after all we can hear their groans. Kripcat 10:32, 20 February 2006 (GMT)
  8. Keep - Valid to me, various colors can be used as messages when fired in right order. --The Fifth Horseman 15:53, 21 February 2006 (GMT)
  9. kill Al these suggestions about flares willmake me to spend time to think up one myself. Don't do that to me, I'm lazy and want to enjoy myself in my few hours of spare time. :P--Vista 00:36, 22 February 2006 (GMT)
    • Tally - 2 Keep, 7 Kill, 0 Spam - 05:00, 13 April 2006 (BST)


Timestamp: 22:03, 19 February 2006 (GMT)
Type: an improvement
Scope: thirsty survivors
Description: In any pub with a generator installed and running, survivors' chances of finding beer is increased to 35% (i.e., the same odds as if bargain hunting in a mall liquor store). Each beer consumed on said premises heals 2 hp instead of 1.

Rationale: Flavor. "beer-healing" is still so much less useful than using FAKs that attempts to zerg this would be absurd at best.

(note: if adopted in conjunction with "Buy My Pal a Drink v2.0", from the 11 Feb suggestions--which incidentally currently enjoys near-unanimous support--this would make pubs the social center of most suburbs, which is as it should be.)


  1. Keep - I gotta say, I like this idea. Not sure Kevan would spend the time to code in such a non-key game factor. I wish he would though. - Agent 24601 17:08, 19 February 2006 (EST)
  2. Keep - There is no real downside to this suggestion. It's not a priority by far, but nothing bad to say about it --McArrowni W! 22:14, 19 February 2006 (GMT)
  3. Keep - But it needs an ice cream machine. --TheTeeHeeMonster 22:15, 19 February 2006 (GMT)
    • re: - silly TeeHeeMonster! Everyone knows that ice cream machines can only be found at zoos and stadiums. hmmm...--Bulgakov 06:52, 20 February 2006 (GMT)
  4. Keep - --ALIENwolve 22:16, 19 February 2006 (GMT)
  5. Keep - I have no trouble believing that a quality microbrew has more healing power than a watery Bud Light. --John Ember 22:17, 19 February 2006 (GMT)
  6. Keep - love the flavor, and there's no way this could be abused. --Arcibi 22:23, 19 February 2006 (GMT)
  7. Kill - Cute idea, but there are things I'd much rather see implimented first.--Mookiemookie 22:33, 19 February 2006 (GMT)
  8. Keep - More game flavor, more beer flavor --CPQD 22:50, 19 February 2006 (GMT)
  9. Keep Beer. --Jon Pyre 23:09, 19 February 2006 (GMT)
    • Tally - 8 Keeps, 1 Kill, 0 Spams/Dupes. -- 23:11, 19 February 2006 (GMT)
  10. Keep - Way too much fun!! Great idea! -- Nicks 23:20, 19 February 2006 (GMT)
  11. Keep - With the buy my pal a drink suggestion I would stay in taverns if this was implemented --Lord Evans W! 23:24, 19 February 2006 (GMT)
  12. Keep How can you say no to alcohol? Now all we need are microwineries. AllStarZ 23:32, 19 February 2006 (GMT)
  13. keep - So many unnecesary suggestions today, but I like this one. --Poodge 23:41, 19 February 2006 (GMT)
  14. Keep - The Drunken Dead approve. --Grim s 00:06, 20 February 2006 (GMT)
  15. Kill - I dont understand how power means they get more beer in the pub or how that makes it more effective --Xbehave 01:16, 20 February 2006 (GMT)
    • Re: well, running a microbrewery requires a boiler or other heating device, pumps to circulate various hot and cold fluids of various densities throughout the brewing system, a glycol cooling system with a refrigerating unit (and high-density pumps to run that as well), and various electronic systems run all of that. All this burns a surprising amount of fuel; thus the genny requirement. Of course, if you have all those systems running--which, for game purposes, I feel a fuelled generator adequately represents--yer beer is fresh, unique, 5.5-7.3% ABV, tits-perfect-carbonated at 2.3 volumes per liter, and cool-not-cold. This my friend is worth an extra hp healed in my opinion. --Bulgakov 06:51, 20 February 2006 (GMT)
  16. Keep - Why be drunk when you canbe wasted? MaulMachine 01:49, 20 February 2006 (GMT)
  17. Keep - Anything that will get people into the Arms ala ShaunOTD is a keep :P --Kirk Howell 02:38, 20 February 2006 (GMT)
  18. Keep - Nice. I like staying on Arms, and more power for suggestions that dilute the survivor population between more buildings, not only NTs, Malls, PDs and Hospitals! --Omega2Talk 03:18, 20 February 2006 (GMT)
  19. Keep - This is funny and good at the same time. Though I'd like to see some club equivalents too.--Arathen 03:24, 20 February 2006 (GMT)
    • re: meh, clubbers can take their chances with X; good luck killing zombies when you just want to hug or lick them a lot... --Bulgakov 06:51, 20 February 2006 (GMT)
  20. Keep - I think that keggers will become the new form of human-zombie communications. --Arcos 03:32, 20 February 2006 (GMT)
  21. Keep: author vote. next up: brewer/bartender citizen skill...--Bulgakov 06:51, 20 February 2006 (GMT)
  22. Keep Nice idea --EnForcer32 13:49, 20 February 2006 (GMT)
  23. Keep Nice idea. Gives another use for generators, and I can't see any way to abuse it. --Norcross 14:34, 20 February 2006 (GMT)
  24. Keep - Hooray for making buildings unique beyond search items only! --Blahblahblah 20:38, 20 February 2006 (GMT)
  25. Keep - /me buys the author of this suggestion a beer. --Reverend Loki 21:12, 20 February 2006 (GMT)
    • Tally - 23 Keep, 2 Kill, 0 Spam/Dupe, 25 Total --Reverend Loki 21:14, 20 February 2006 (GMT)
  26. Keep - And why not? I like booze! --John Taggart 23:48, 21 February 2006 (GMT)
  27. Keep - This idea makes no sense. I love it. -- Skarmory 00:12, 22 February 2006 (GMT)
  28. Keep - Anything to do with beer I'll vote keep! Mmmmmm. Beer...--Jim Stevens 20:09, 22 February 2006 (GMT)
  29. Keep - This seems to be essential. Its good for jobs, Its good for the community. --Dunnigan Taggart 06:24, 3 March 2006 (GMT)
    • Tally - 27 Keep, 2 Kill, 0 Spam - 05:00, 13 April 2006 (BST)

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