Suggestions/19th-Jan-2006

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Closed Suggestions

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

Timestamp: 00:14, 19 Jan 2006 (GMT)
Type: different ammo type
Scope: survivors
Description: Rationale: this modification both

1) reduces the flak jacket advantage, which is currently enjoyed by practically everyone; and
2) makes searching police stations and the forts for ammo a better idea than malls, which--if you're looking for actual weapons, instead of yet another baseball bat or pair or wirecutters--would seem to make some sense.

Votes

  1. Keep--author vote. why not? --Bulgakov 00:14, 19 Jan 2006 (GMT)
  2. Keep The idea of looking in PD and forts for better ammo appeals to me. Forts definately need some kind of improvement. --Matthew Stewart 00:17, 19 Jan 2006 (GMT)
  3. Kill Keep - This helps Pkers more than other players. I like the rationale, and understand this is to counter zombies wearing flak jackets, but I still see it helping Pkers more. Thank you for the break from spam, though. --Pinpoint 00:29, 19 Jan 2006 (GMT) Edit: I've decided to keep, but don't know how to get the strikethrough effect. Could someone do that for the kill (but not the thanks) portion of my vote and/or tell me how to do it in the future? --Pinpoint 05:37, 19 Jan 2006 (GMT)
    • Re - So, Pking is alowed and just because it would help them doesn't mean that it should not be. Everyone worries so much about the ballance between zombies and humans, but never cares about the pkers and zkers.
      • Re - I'm still not sure... I agree with below that a low search rate is good. Put that in and I'll think on it. --Pinpoint 04:54, 19 Jan 2006 (GMT)
  4. Kill - Multiply it by a billion...makes flak jackets completely useless. --Martin Odum 00:49, 19 Jan 2006 (GMT)
  5. Kill - As above, and above that. --Intx13 00:57, 19 Jan 2006 (GMT)
  6. Keep - Extremely useful- balances out mall search odds without overpowering PDs. Make it so you get the option to attack with an armor-piercing loaded weapon and it'll work much better. Difficult to implement, but that's not the Suggestion Page's problem. And for those who say it only helps PKs- get a flakked, 60 HP zombie in your safehouse sometime. --Slicer 01:06, 19 Jan 2006 (GMT)
  7. Keep - flax jackets would still protect from shotgun shells, so even multiplied by a billion i don't see this as overpowered or nerfing them. i would however like to see a relatively low search % success rate on them if ever implemented. --Firemanstan 01:58, 19 Jan 2006 (GMT)
  8. Keep - I pretty much support any suggestion that increases damage. Currently killing someone (both as a zombie and as a survivor) takes too much AP's, especially for survivors which need to spend a load of AP's for searching. --Rani 02:05, 19 Jan 2006 (GMT)
  9. Keep--might get me out of the mall more often which is a good thing --trish 02:09, 19 Jan 2006 (GMT)
  10. Keep --Signal9 02:15, 19 Jan 2006 (GMT)
  11. Keep --Lord Evans 05:05, 19 Jan 2006 (GMT)
  12. Kill - No, bad! As said before, flak jackets would, ultimately, become useless. And the Flak Jacket can all ready be bypassed with an axe! --Natural Life 05:39, 19 Jan 2006 (GMT)
  13. Kill - I would very much like to vote Keep, because I do believe that the extra AP spent to find the ammo in the first place will balance out the armor-piercing ability. However, this would entail a significant modification to the way pistols are handled (basically, guns would have to know what type of ammo is loaded, and the interface would need to be changed to allow you to fire the correct gun) that I don't think would be very easy to accomplish. I think the idea is good, but the implementation would be difficult. With apologies, Bentley Foss 07:39, 19 Jan 2006 (GMT)
  14. Kill -no new items that nerf other items, helps PK'ers to much. changes the HP/AP because you still get them with normal searches so you don't have to spend extra AP for extra damage. Combat is balanced--Vista 09:45, 19 Jan 2006 (GMT)

and weapons way faster. Also it seems every zombie has a flak jaket now this will make things a little better. --Kirk Howell 14:58, 19 Jan 2006 (GMT) - No idea what happened here. Assume the Wiki ate a vote. - Velkrin 00:25, 25 May 2006 (BST)

  1. KEEP - I like it, but I think it should be worked on a little bit. Trying to figure out which gun has what, and if you can choose 1 pistol over the other. Perhaps the the gun itself should deal the damage, keep the pistol, and add a .357 revolver w/ different ammo that would be same as what was suggested here? DarthMortis 15:15 19, Jan 2006
  2. Kill - Agree with Benpage26.--WibbleBRAINS 18:44, 19 Jan 2006 (GMT)
  3. Keep - I like the idea of better-than-civilian weapons. - Skarmory 19:38, 19 Jan 2006 (GMT)
  4. Kill - It's all been said --Jak Rhee 20:40, 19 Jan 2006 (GMT)
  5. Keep - I like the idea & it's got a realistic "backstory". - Nicks 21:03, 19 Jan 2006 (GMT)
  6. Keep - --Kcold 23:46, 19 Jan 2006 (GMT)
  7. Keep - agree with commander kcold --Freakncrazy 00:02, 20 Jan 2006 (GMT)
  8. Kill - Reducing the AP to kill would be undermined by the AP needed to search and find these rounds.--Uncle Willy 01:39, 20 Jan 2006 (GMT)
  9. Keep --Scorpios 2:39, 20 Jan 2006 (GMT)
  10. Kill - Renders flak jackets almost worthless, no downside, and why do police stations have armor piercing rounds? --Zaruthustra 03:33, 20 Jan 2006 (GMT)
      • Tally - 16 Keep, 11 Kill, 27 Total --Pinpoint 10:43, 20 Jan 2006 (GMT)
  11. Keep - Are the AP rounds contained in a clip or are they individual bullets? --Penance 02:43, 24 Jan 2006 (GMT)
  12. Keep - It is a point of damage you gain, if you had it for shotguns, it would be over powering, but only for these... --Mr NoName 00:51, 1 Feb 2006 (GMT)
    Keep - You stuck these in high-target areas to be found, and rare...I approve. --MorthBabid 21:20, 3 Feb 2006 (GMT) vote after closing date --CPQD 05:55, 9 Feb 2006 (GMT)
    • Tally Guy Note - Unable to correctly tally. Edit suggestion and Vista's vote goes missing, but Kirk's vote appears in full, but when you look at the page normally the opposite is true. - Velkrin 17:47, 23 May 2006 (BST) Something stopped being screwed up, so I'll just tally this right up. Velkrin 00:25, 25 May 2006 (BST)
    • Final Tally - 17 Keep, 9 Kill 0 Spam. 00:25, 25 May 2006 (BST)

Diagnose Infection

Duplicate of Prognosis. Removal requested by author. --Slicer 02:06, 19 Jan 2006 (GMT)


Dum Dum Bullets

Timestamp: 02:31, 19 Jan 2006 (GMT)
Type: Item
Scope: Survivors with pistols
Description: Okay, I've had my daily dose of faggotry. This suggestion basically is an upgraded pistol clip inspired by armor-piercing ammo. Dum dum bullets are normal bullets which have been modified to mushroom up on impact, making a bigger, more bloody hole. It does 6 damage to people not wearing flak jackets, but due to the nature of the bullet flattening on impact, it is far less effective against flak jackets, becoming nothing more than a thwack to the chest (2 dmg). But you can choose between pistols that are loaded with this ammo and not loaded with the ammo in the drop down menu. Edit: Found in malls and police departments, but not forts because a dum dum bullet is inefficient for modern combat and is also banned for warfare by the Hague Convention.

Votes

  1. Kill This isn't spam. A mildly imbalanced newbie killer, but not spam. Also, is this found only in police departments or what? --Slicer 02:38, 19 Jan 2006 (GMT)
  2. Keep - See what a difference a good description makes? Shouldn't be unbalancing because by carrying these you risk taking up precious space for ammo that's effective against flak jackets. --Signal9 02:49, 19 Jan 2006 (GMT)
  3. Keep - Keep, may as well. It won't effect me anyway, but now that peopel can creat necrotech syng, it is going to be tougher for us zeds - --ramby 02:51, 19 Jan 2006 (GMT)
    • Dum dums are not illegal in civilian and police circles. In fact, they are often used at target ranges and for hunting, and in some cases, dum dums are used by police because of the fact that there is a decreased danger of the bullets ricocheting since when dum dums hit something, they stick in it or simply fall out. I do my research man. AllStarZ 02:56, 19 Jan 2006 (GMT)
  4. Kill - Too much of an advantage to survivors. This isn't Mega-City One... Shaft121 03:09, 19 Jan 2006 (GMT)
    • Its only useful to use against newb zombies and dedicated zombies who never got flak jacket. AllStarZ 03:14, 19 Jan 2006 (GMT)
      • Maybe so, but judging by the amount of New players who get turned into zombies quite quickly, this is still an unfair advantage....why not just let Zombie be able to use fire-axes? 03:18, 19 Jan 2006 (GMT)
  5. Keep - I'm a bit hesitive with. I like the Idea that we have more variety with our weapons but I dont think that it should not reduce our finding of the normal bullets. --RAF Lt.G Deathnut 04:50, 19 Jan 2006 (GMT)
  6. Keep - I actually like this idea better than the AP Bullets. Now if both of them were to be implemented... Oooh! Strategy! --Pinpoint 04:58, 19 Jan 2006 (GMT)
  7. Keep - better. presentation is half a successful suggestion. ditto Rani's comment. --Firemanstan 05:11, 19 Jan 2006 (GMT)
  8. Kill - This would entail a significant modification to the way pistols are handled (basically, guns would have to know what type of ammo is loaded, the interface and code would need to be changed to allow you to fire the "correct" gun, and gun/flak jacket interaction would need to be modified) that I don't think would be very easy to accomplish. Plus, I just don't like the idea of more powerful firearms, even situationally more powerful ones. Bentley Foss 07:42, 19 Jan 2006 (GMT)
  9. Kill -well this would mean two things either you up the search rate to include this new ammo, upping the HP/AP of pistol or this cuts out of the share of normal ammo with the problem of having less defense against flackjacket wearing zombies, both are bad. as I said before, combat is balanced, survivors don't need new attacks. --Vista 15:01, 19 Jan 2006 (GMT)
  10. Keep -- Great idea, this also goes along with yesterday's suggestion for anti-FJ bullets. You should be able to choose which weapon to fire. I also think that like with the other one, you only find at at PD and/or Forts. I think this is ballanced becasue you would have to still search, and run the risk of hiting a FJ which most zombies have anyway. --Kirk Howell 15:09, 19 Jan 2006 (GMT)
  11. Keep - I like the idea. Adds more variety. --Brizth 18:46, 19 Jan 2006 (GMT)
  12. Kill - While the idea makes sense, I can't help but think that iw oulw be overpowering - I'm sure I'd shoot a test shot with a normal round to check flak jacket or no, and then star blowing awy with dum-dums. Now, if this was in a game where you have to decide before hand, uninformed... - Skarmory 19:44, 19 Jan 2006 (GMT)
    • Wouldn't it be the same case for AP ammo? Besides, unlike AP ammo, this has severe disadvantages. AllStarZ 20:35, 19 Jan 2006 (GMT)
  13. Kill _ I dont think new weapons/ammo are needed in this game at all. Thats not the key to makign this game even more fun. The key is to give more things to do in the world.. liek the recent necrnot additions. Combet, however, is fine and needs no work --Jak Rhee 20:38, 19 Jan 2006 (GMT)
  14. Keep - We need more options in this game, this is nice and not to overpowering. --Dukenukenz 21:04, 19 Jan 2006 (GMT)
  15. Keep - --Kcold 23:48, 19 Jan 2006 (GMT)
  16. Kill - This is good but doesnt affect anybody but new players, who have a hard enough time anyway. If anything this would be griefing towards them.--Uncle Willy 01:50, 20 Jan 2006 (GMT)
  17. Kill - Just stick with normal and AP rounds for now.--Scorpios 2:41, 20 Jan 2006 (GMT)
  18. Keep - By the way, it's fairly easy to turn normal bullets into Dum-Dum bullets. A swiss-army knife can do it nicely if you know how. --Omega2 13:58, 20 Jan 2006 (GMT)
    • Oh yeah, I do know that. But if you don't know how, all it does is make your bullet fly around erratically. AllStarZ 19:53, 20 Jan 2006 (GMT)
  19. Keep - Why would the police stock the outrageously lethal dum-dum bullets?Taking out extremely dangerous perps? --Penance 02:48, 24 Jan 2006 (GMT)
    • Dum dum bullets are used because they don't bounce around if they hit a solid object. This makes it better for use in situations where there alot of civilians lying about. Besides, cops have to incapacitate targets as quickly as possible. Loss of consciousness due to blood loss is one way of disabling a foe. AllStarZ 03:10, 26 Jan 2006 (GMT)
  20. Kill - It greifs 1st level newbs, and my 19 level charicter. --Mr NoName 00:53, 1 Feb 2006 (GMT)
    • Final Tally - 11 Keep, 9 Kill, 0 Spam - 17:47, 23 May 2006 (BST)

Walkie Talkies - Redux

Timestamp: 03:14, 19 Jan 2006 (GMT)
Type: Item
Scope: Military, Police Officers, Firemen & Doctors
Description: This item, the walkie-talkie, would be found in Police Departments, Fire Departments, Hospitals, Armouries and Electronic Stores in Malls. Essentially, this item would allow players to communicate via an active chat with other players on-line at the time. Rather than the current mobile-phone network which is the equivalent of a very unreliable e-mail system, the walkie-talkie system allows constant chat whilst on-line, with no off-line message system. Different channels can be used to allow private conversations between survivors.

This 'chat' system would, obviously, take up players AP (say 1 AP per scan through frequencies and 1 AP to talk, same as talking to a player in the same vicinity), with regards to the player scanning frequencies for conversations and also talking through the walkie-talkie. The item itself could be either solar powered (thus forcing the player to spend a certain amount of turns outside of a building to charge the walkie-talkie fully) or powered through a cable/adaptor (seperate item - possibly available from hardware/electronics stores within malls) from a portable generator.

The max characters within each chat message would remian constant, i.e., as it is with talking to survivors within a room/area

This system essentially would allow for survivors to access conversations from a set area (say a 4x4 suburb area), thus enabling the location of other survivors or to request for help.

To add fairness, zombies on-line who possessed this item before they died and were converted would be able to listen in on the conversations (the idea is that the walkie-talkies would be on constantly) but not able to hear a set number of words out of a larger set (say only 1/4 of the words) NB - This would merely be to add balance, as well as the fact that zombies would not be able to operate such equipment i.e., scanning through frequencies, etc. This adds a level of fairness as some zombies may learn peoples locations. Also they then know that survivors are within the set broadcast area.

Votes

  1. Kill - We already have cellphones, and it is more effective to ask for help over the internet and forums than it is to use a radio. So, I don't htink this would be useful. --Poodge 03:22, 19 Jan 2006 (GMT)
    • Re - Seeing as Mobile Phones are a mainstay for consumers and not for other classes of characters, this would allow for in-game interaction, especially for those players who do not post on forums Shaft121 03:24, 19 Jan 2006 (GMT)
  2. Keep - I like this but you need to put where you can find the cable adaptor.--RAF Lt.G Deathnut 04:54, 19 Jan 2006 (GMT)
  3. Kill Keep - Well, it's better than the other one, but still not good. You don't say how much AP, or how the AP is calculated. Why would zombies only hear 1/4 of the words? They hear everything when someone talks to them (I'm thinking balance, right?).-- Pinpoint 05:03, 19 Jan 2006 (GMT) Edit: Max characters in chat? I'm getting close. --Pinpoint 05:20, 19 Jan 2006 (GMT) Edit: all of my issues with this suggestion have been taken care of. I thus change my vote to Keep. Would someone please tell me how to strikethrough? --Pinpoint 06:45, 19 Jan 2006 (GMT)
    • Re - Now edited Shaft121 05:13, 19 Jan 2006 (GMT)
      • Re - Now edited for real :) --Intx13 14:16, 19 Jan 2006 (GMT)
  4. Kill - I do not beleive this games needs losts of "omg! 1 roxxors! r u a chick? a/s/l?? a/s/l???" --Jak Rhee 07:33, 19 Jan 2006 (GMT)
  5. Kill - I think this might only add up to more server-clogging spam. Sorry, but I shall vote kill. Bentley Foss 07:44, 19 Jan 2006 (GMT)
  6. Kill - so now not only zombies can listen in, but you broadcast your position as well... Yes that would sit well with the other survivors in that safe house who've been carefull not to advertise their position. A bit much downside just to have an excuse to speak 'leet'. --Vista 10:36, 19 Jan 2006 (GMT)
  7. Kill - Much better than the last one. I don't think this would result in any more spam than normal talking because of your 1 ap to talk on it clause. However - as zombies could hear you listening from outside and know your safehouse, I have to vote kill because nobody would use it (and give away their location). Zombies can't hear people talking in buildings, why should they be able to hear a walkie-talkie buzz? --Blahblahblah 15:51, 19 Jan 2006 (GMT)
    • Now edited - Shaft121 17:21, 19 Jan 2006 (GMT)
  8. Kill - Mobile Phones? And if dont think theyre reliable enough, go defend a comm. tower.--Uncle Willy 22:58, 19 Jan 2006 (GMT)
  9. Kill -No one is ever online at the sam time as you. --Mr NoName 00:54, 1 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 7 Kill, 0 Spam - 17:47, 23 May 2006 (BST)

Advanced Diagnosis

Combination/duplicate of Peer_Reviewed_Suggestions#Show_Current.2FMax_HP and Peer_Reviewed_Suggestions#Prognosis. Both Peer Reviewed. --Brizth 18:42, 19 Jan 2006 (GMT)


Ease Human-Zombie/Zombie-Human Conversions

Timestamp: 08:22, 19 Jan 2006 (GMT)
Type: Balance change
Scope: This applies to zombies who wish to become human, and humans who wish to become zombies. Specifically, this eases the transition a bit.
Description: It's nearly impossible for "newly converted" characters (i.e. surivors-turned-zombies, and zombies-turned-survivors) to progress at any reasonable pace without any skills to aid them. This ultimately leads to characters stockpiling XP, whereupon they switch sides and suddenly gain several new skills. This, of course, does not encourage newly-slain/revived survivors/zombies to behave as their current race--their utter lack of abilities tends to make them seek out revive points (or ways to die, as the case may be).

This suggestion aims to ease the pain felt by new converts, which should encourage players to behave in manners more becoming their respective life.

  • As survivors, characters with no survivor skills gain small amounts of XP (say, 3 XP) for successfully searching for items--but only until they gain 100 XP. This allows newly-revived zombies to buy crucial survivor skills such as Free Running, Hand-to-Hand combat, Shopping, etc., without having to spend weeks upon weeks tediously searching for First Aid Kits and others to heal, or attacking zombies with pitifully ineffectual weapons.

Obviously, as soon as the player has both a survivor and zombie skill, or has 100 unspent XP as a skill-less zombie/survivor, this benefit permanently disappears for that character. This suggestion is intended to encourage players to behave in a more appropriate manner for their current state of being (brain-eater, or warm-blooded biped) instead of stockpiling XP and suddenly converting from one side to another.

To preemptively address concerns such as "This would allow players to level up more quickly, by gaining 100 XP and switching to the other side before they spend it, thereby defeating the '...with no skills' limitation.'" To this, I say no, it wouldn't--it would still take a reasonable amount of time to gain the XP--more time than gaining XP "normally", but much less than gaining XP as a skill-less character. Plus, the benefit disappears as soon as they've aquired 100 unspent XP, making it a one-time-only bonus anyway.

Votes

  1. Kill - There have been many suggestions but this is not a good one in my opinion - --ramby 08:28, 19 Jan 2006 (GMT)
  2. Kill -just a bad suggestion, survivors with no skills level up quite well, just search for FAK's. We've already got in peer reviewed Small XP Compensation for Barricade Attacks, plus Zombie Hand Attack Accuracy Revision that both solve this problem far less complicated with no artificial limitations.--Vista 10:01, 19 Jan 2006 (GMT)
  3. Kill - What Vista said, but without all the unpleasant effort of looking those things up. --Bert Krutters 11.15, 19 Jan 2006 (GMT)
  4. Kill - Yeh, what Vista said. Besides - you should fear death/revivification - it's not supposed to be an easy thing. --Signal9 16:54, 19 Jan 2006 (GMT)
  5. Keep - There are better suggestions to solve this problem... which doesn't mean this isn't at least decent. --McArrowni 18:49, 19 Jan 2006 (GMT)
  6. Kill - Perhaps so McArrowni, but where I sit if the suggestion aint perfect it shouldnt be Kept. --Jak Rhee 20:36, 19 Jan 2006 (GMT)
  7. Keep - I like it. Monstah 22:06, 19 Jan 2006 (GMT)
  8. Kill - It takes a little bit of skill to aim a gun and shoot it. The game will reward you with XP for doning this. It takes no skill to smash a huge barricade, hence the game does not give you experience for that. Honestly now, when was the last time you missed the barricade?--Uncle Willy 23:04, 19 Jan 2006 (GMT)
  9. Kill - To the above voter, I've missed (and still do miss) barricades quite frequently. Notice it's only for attacks that actually damage the barricade. That said, I'll still don't think this is necessary. --Pinpoint 00:17, 20 Jan 2006 (GMT)
  10. Keep - :) --Mr NoName 00:57, 1 Feb 2006 (GMT)
    Kill - Zerging. --MorthBabid 21:22, 3 Feb 2006 (GMT) - Voted after deadline. - Velkrin 17:13, 23 May 2006 (BST)
    • Final Tally - 2 Keep, 7 Kill, 0 Spam - 17:47, 23 May 2006 (BST)

Flare colours

Timestamp: 13:56, 19 Jan 2006 (GMT)
Type: Item change
Scope: Flares, anyone who uses or sees them. So pretty much everyone
Description: Basically replaces Flare guns with one of three items - Flare gun (red), Flare gun (blue) and Flare gun (green). any existing flare guns would be changed randomly to one of the three types. At the moment, Flares attract everyone - there's no way to distinguish if a flare is marking a safehouse, a revive point or a request for help. With this change, you can establish a clear marking system - and groups can change these to confuse onlookers (personally, I'd assume Red for combat/help, blue for revive point and green for safehouse) - as an optonal addition, Zombies could be made colourblind.

Votes

  1. Keep - Author vote: I think this'll increase the use of flares, and add another interesting tactical aspect to the game. I can't actually think of a reason NOT to impliment this. --Charax 13:56, 19 Jan 2006 (GMT)
  2. Keep - After re-thinking about it I like it, groups could assign colors and use metagaming to route out which is for when and where. Also, i think it should be 1 gun and you should be able to find flares of deferent colors aka (Green flare, blue flare, red flare) - --ramby 21:46, 19 Jan 2006 (GMT)
    • Re - The colourblindness is an afterthought if zombies start to follow the flares differently due to colour, which dosen't fit the theme too well. --Charax 15:37, 19 Jan 2006 (GMT)
  3. Kill - I think it just adds too many items, when the flare, as it stands, works in this way. Plus, the majority of people just use them to attract zombies anyway --Shaft121 14:19, 19 Jan 2006 (GMT)
  4. Keep - I think this has been suggested before. (Edit: Yeah, it has been: see Colored Flares. However, I'm changing my vote to Keep as this is a better version of that idea.) --John Taggart 14:14, 19 Jan 2006 (GMT)
  5. Kill - I don't see people using them in such a manner, as Shaft121 said. --Intx13 14:25, 19 Jan 2006 (GMT)
  6. Kill - why does groan work and flares don't? because one of them always mean something, and the other one is only used as spam. guess wich one flares are. you don't change something that is broken, you fix something that is broken. this doesn't fix anything. they'll still get used without reason more then with.--Vista 14:50, 19 Jan 2006 (GMT)
    • Re - You're voting kill 'cos you don't like how flares are used? I was under the impression you were supposed to comment on *this* suggestion, rather than your opinion of flares in general --Charax 15:37, 19 Jan 2006 (GMT)
    • -no I'm voting kill because just like normal flares this suggestion has no practical use in the game. I just gave the reason why they don't have a practical use, so you can think it over and try to come up with a way to counteract that. and rereading my vote I could've done that in a nicer tone, that is true. my excuses--Vista 16:08, 19 Jan 2006 (GMT)
  7. Keep -- I like the idea, but maybe you can chose a color from a standard gun, have 1 gun and have 'ammo' for it, also the color blind idea isnt that bad, i mean a zed will go toward a flare anyway , in each case it means, Humans to Munch, the color blind isnt really an issue. --Kirk Howell 15:18, 19 Jan 2006 (GMT)
    • Re - I did think about having 1 gun with different ammo, but decided against it. --Charax 15:39, 19 Jan 2006 (GMT)
  8. Kill - i like your idea - i really do. ditto Kirk Howell (1 flare, choose color when shooting & keep zeds colorblind)EDIT: ditto Rani, he said it better. but Vista is right, flares are broken and need to be fixed. i'm voting kill only in the hope that you will modify and resubmit. maybe take it to suggestion talk for brainstorming on how to fix flares. --Firemanstan 15:32, 19 Jan 2006 (GMT)
  9. KillInteresting, but I think in the end most people would have no system for what color means what, and we'd end up with a fireworks display, just as confusing as the current system. --Zaruthustra 18:02, 19 Jan 2006 (GMT)
  10. Dupe - Suggestions/14th-Nov-2005#Colored_Flares --hagnat 18:07, 19 Jan 2006 (GMT)
    • Re - "Dupe, for Suggestions that are exact or very close duplicates of previous suggestions." - the previous suggestion had barely any detail, nor notes on implimentation, or any thoughts on the colour of flares or the effect on flares already in the game. By the terms of the wiki, your dupe is invalid. --Charax 18:14, 19 Jan 2006 (GMT)
  11. Kill - Flares are inherently flawed, and this won't fix that. This would just result on multicolored spamming. --Brizth 18:29, 19 Jan 2006 (GMT)
  12. Kill *Pulls out coffin nails and starts pounding,as he tries to keep the lid closed on this suggestion*. --Matthew Stewart 18:32, 19 Jan 2006 (GMT)
  13. Keep - Just like Groan had a much bigger effect than initally predicted, I think this would greatly effect how flares are used. --Blobmorf 19:13, 19 Jan 2006 (GMT)
  14. KEEP - I like this, I .ike the idea of the same gun but different ammo better. It would load just like a shotgun. It doesn't realy make a difference what we use it for, let the people decide; but at least this gives them an option. We already have similar flavor w/ blunt weapons. You can use a bat, a pipe or an axe. It's a matter of choice, but the choice is what is fun! DarthMortis 20:15, 19 Jan 2006
  15. Kill KILL KILL!!! *Takes out case of dum dum bullets and calmly inserts them into revolver. Empties the entire clip into the zombie suggestion but it takes all the shells and then it eats me* AllStarZ 20:34, 19 Jan 2006 (GMT)
  16. Keep - Right now I ignore flares coz they mean nothing to me, I drop them when I get them and they are just a waste of time. This would make them useful. However, the zeds should be able to see colour other wise what would be the point of the blue flare for the revive? . --Dukenukenz 21:11, 19 Jan 2006 (GMT)
  17. Keep - Make it the same like the current flares but let the player choose the flayer's color upon firing, that way people will be able to decide a color that means nothing (i.e. shooting for the damage) and colors who mean something, if people will have to search for flares with specific colors it will be useless and all the flares with all the colors will fired like currently. --Rani 21:46, 19 Jan 2006 (GMT)
  18. Kill - What Rani said. As long as firing coloured flares remains viable, the original proposal would be useless. Resubmit with the change. Rhialto 22:17, 19 Jan 2006 (GMT)
  19. Keep - See Furtim's vote. --Mr NoName 00:59, 1 Feb 2006 (GMT)

:#Kill -I'd rather be able to select the color type from the singular flare item, rather than dealing with many new items. --MorthBabid 21:24, 3 Feb 2006 (GMT) vote was after closing date --CPQD 05:52, 9 Feb 2006 (GMT)

    • Final Tally - 9 Keep, 9 Kill, 1 Dupe - 17:47, 23 May 2006 (BST)

Fuel Gauge for Generators

RETRACTED BY AUTHOR. I just had a far better idea. AllStarZ 00:47, 20 Jan 2006 (GMT)


Remove large 'HP' from display

Timestamp: 21:35, 19 Jan 2006 (GMT)
Type: Game Improvement
Scope: Players with Diagnosis Skill (or zombie equivalent)
Description: I suggest removing the large 'HP' displayed inside the hit point totals of individuals as displayed with the Diagnosis skill, and its zombie equivalent. It would save room, and neaten the display. I think it would be easy to discern that numbers inside parenthesis next to names are hit points without having to take up room with the letters HP next to every one.

Votes

  1. Keep - Author Vote. --Methnar Hammerhand 21:37, 19 Jan 2006 (GMT)
  2. Keep - Non-author vote. Seems like it would clean up the interface -- Nicks 21:51, 19 Jan 2006 (GMT)
  3. Keep - Eah, save a little space, save a little load time, no real effect on gameplay. Sounds fine to me. Velkrin 22:02, 19 Jan 2006 (GMT)
  4. Keep - Why not? Monstah 22:08, 19 Jan 2006 (GMT)
  5. Keep - I've always found that text to be self explanatory. I have no problem with not seeing it. --Blahblahblah 22:09, 19 Jan 2006 (GMT)
  6. Keep Rhialto 22:14, 19 Jan 2006 (GMT)
  7. Keep - A guy with bangs. --Ev933n 22:40, 19 Jan 2006 (GMT)
  8. Keep - sometimes a good suggestion is really that easy --Vista 22:47, 19 Jan 2006 (GMT)
  9. Keep --Martin Odum 22:50, 19 Jan 2006 (GMT)
  10. Keep - There's absolutely no reason for the "HP". Could replace with ♥ if Kevan thinks we need something, but really we don't. We know what the number means automatically. -- Amazing 23:43, 19 Jan 2006 (GMT)
  11. Keep - Yep, sounds good. --Pinpoint 00:08, 20 Jan 2006 (GMT)
  12. Keep - Why not save even more room by removing full health characters from showing their HP status ? This way only the HP of the wounded would appear. --hagnat 00:37, 20 Jan 2006 (GMT)
    • Re - Good idea. Either way seems better than now. --Methnar Hammerhand 14:30, 20 Jan 2006 (GMT)
  13. Kill - This sounds noob-unfriendly to me. Yeah it's easy to deduce what the numbers mean the first time you see them but it's a fundamental of effective information design that users shouldn't have to *guess* what interface elements mean. --Frosty 01:22, 20 Jan 2006 (GMT)would take up just as much space and would be far more usefull. Since atm everyone who wants to heal people first need to check the profile of that person to check the max HP so not having the max HP standing there is quite useless just like the HP is now, great suggestion - Nine 11:52, 20 Jan 2006 (GMT)
    • Re - There was a skill suggestion (Prognosis, IIRC) that did this. Did not want to duplicate, but I like the idea too. --Methnar Hammerhand 14:30, 20 Jan 2006 (GMT)
  14. Keep - At least in IE, they are also full-size subscript, so each line of names takes up two lines. Get rid of them. Great suggestion, Methnar! --Estewar1 22:40, 21 Jan 2006 (GMT)
  15. Keep Not much to say, really.---Lxndr 15:44, 5 Feb 2006 (GMT)
  16. Keep - Some times there is Feet of names, this shortens it a lot. --Mr NoName 01:03, 1 Feb 2006 (GMT)
    • Final Tally - 16 Keep, 0 Kill, 0 Spam - 17:47, 23 May 2006 (BST)

Induce Coma

Spaminated by 26 Spam votes, versus 2 Keeps and 4 Kills. Yes, the new spamming rules are in effect. --Brizth 11:52, 31 Jan 2006 (GMT)


Character Deletion (I know, I read the FAQ but read on)

3 spams not keeps suggestion has been Spaminated! Drogmir 01:44, 20 Jan 2006 (GMT) }}


Fire Bomb

Unbalanced suggestion + 2 kills + 5 spams = Spaminated --Signal9 01:21, 20 Jan 2006 (GMT)