Suggestions/20th-Oct-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.
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Ransack Improvement

Timestamp: Jon Pyre 00:41, 20 October 2006 (BST)
Type: Improvement
Scope: Zombies
Description: Feeding Groan could originally be heard indoors until it was pointed it this counterproductively alerted survivors to break-ins. Now it can only be heard outside. I suggest changing this so you can hear groans from inside buildings when they are ransacked. Reason that the windows are smashed open, or other fixtures damaged in ways that let sound pass inside. Right now if a zombie wants to hold a ransacked building they have to forsake being able to hear feeding groans. Because of this few zombies are willing to stay indoors and will vacate a building without a fight. This change would let zombies hold territory and actually level up at the same time.

Keep Votes

  1. Author vote Because currently a zombie trying to level up, or actually ever get a kill, can't take advantage of ransack. --Jon Pyre 00:43, 20 October 2006 (BST)
  2. Keep - Sorry, but zombies already can hold territory, quite easily also may I add. BUT this is a good idea.--Canuhearmenow Hunt! 00:48, 20 October 2006 (BST)
    • Re Well...by territory I mean buildings. But why am I arguing with you? You voted keep. Thank you for the vote! --Jon Pyre 00:53, 20 October 2006 (BST)
  3. Keep - Nobody moans and groans like Zombie Mistress! Open all the windows, let the sun shine in! MrAushvitz Canadianflag-sm.jpg 01:00, 20 October 2006 (BST)
  4. Keep - Ditto --Officer Johnieo 01:09, 20 October 2006 (BST)
  5. Keep - Officer Johnieo took the word straight out of my mouth.--Labine50 MHG|MalTel 01:12, 20 October 2006 (BST)
  6. Keep - So that's where my groan messages went... <looking clueless> --IrradiatedCorpse 01:57, 20 October 2006 (BST)
  7. Yes! - This would definitely help. --Pinpoint 02:23, 20 October 2006 (BST)
  8. Keep - Zombies need more motivation to hide indoors.--ALIENwolve 03:28, 20 October 2006 (BST)
  9. Keep - Would certainly be useful. --Winnan 03:37, 20 October 2006 (BST)
  10. Makes sense, given the limitations.--Pesatyel 04:21, 20 October 2006 (BST)
  11. Keep - It's only sensible.--J Muller 06:01, 20 October 2006 (BST)
  12. Keep - Nice, makes perfect sense to me. --Rgon 06:07, 20 October 2006 (BST)
  13. Sure - It's been almost 2 months since Kevans last update, I reckon that this would be a nice little bit to go along with whatever he has in store next. - Jedaz - 18:15/19/04/2024 12:56, 20 October 2006 (BST)
  14. Very Good - Zombies usually just leave a place immediately after they've ransacked it, making it easy for survivors to just come back in and repair everything. This will allow zombies to make sure no one fixes the building until they've found a new place to feed. --Reaper with no name 14:07, 20 October 2006 (BST)
  15. Keep - A fine addition. Buildings are for zombies too, you know! -- Nob666 16:26, 20 October 2006 (BST)
  16. Keep - It's a zombie apocalypse- of course the buildings are for them! Love this idea, just today my zombie left an open and ransacked building :) --Karloth vois RR 18:34, 20 October 2006 (BST)
  17. My vote belongs here. --Axe Hack 23:33, 20 October 2006 (BST)
  18. Note that if you are now able to hear feeding groans inside of buildings, you are able to figure out how close the zeds are to your place...without having to get out. Closest you can get to X-Ray Vision without those fancy Towers and the Binoclores. This is a surivior buff as well. But mostly a buff for zeds. And for those that state that only suriviors can have Buildings, the RRF's Homeland Security would like to have a word with you...--ShadowScope 01:16, 21 October 2006 (BST)EDIT: Curses. I just noticed that Feeding Groans won't be heard by suriviors with this suggestion. I would rather had it that way, but I guess not. Just be glad that if a Zed starts walking out, he might be so busy chewing on the suriviors that you could sneak in and steal the building. Similar to a new surivior coming back to a safehouse only to see it being overbarricaded.--ShadowScope 01:18, 21 October 2006 (BST)
  19. Keep - This makes tremendous sense. ClayM 19:29, 28 October 2006 (BST)
  20. Keep - How logical. I'm for it. MTSkull 20:17, 28 October 2006 (BST)
  21. Keep - Makes sense, a ransacked house is open and busted. Zomboc 21:52, 28 October 2006 (BST)
  22. Keep - This is a nifty idea. ConfusedUs 04:10, 29 October 2006 (UTC)
  23. Keep - Sounds good to me. DeathToSpam 13:39, 29 October 2006 (UTC)
  24. Keep - A logical change. Adds a new defense element to the zombie strategy. Bounty838 14:28, 29 October 2006 (UTC)
  25. Keep - makes sense, and zombies need more siege coordination for ferals. Pchem 02:23, 30 October 2006 (UTC)
  26. Keep - Nice suggestion, makes good sense. --Mikkle 07:40, 31 October 2006 (UTC)
  27. Keep - Good idea, and well thought out. I don't think the AP issue is significant enough to matter, as its simply an act of communication. --MorthBabid 20:12, 3 November 2006 (UTC)

Kill Votes

  1. NOOOO!!!! - We all know how ransack works- we can't fix the barricades until the zeds are cleared out. The dissadvantage to zombies sitting in a ranack building stopping survivors rebuilding the barricades are that they can't hear feeding groans. If they could then they could sit in the building all night and go out and kill during the day. PLease no. Ransack is already massively powerful already. --MarieThe Grove 12:42, 20 October 2006 (BST)
    • Re Zombies have a Sisyphusian task. They work at clearing a building for days and days and then their only way of holding it is to stop playing the game otherwise. It's really impossible for a zombie assault to get anywhere when they have to instantly give up any victory. The next day the building is barricaded up again without survivors having to work at all for it. That's more than a bit unfair. --Jon Pyre 19:37, 20 October 2006 (BST)
      • Re - So? Its in the zombies interest to stay in the building. They can go out for 50ap and then return to the ransacked building. Zombies don't need a greater increase for ransack. --MarieThe Grove 11:16, 21 October 2006 (BST)
  2. Kill - as above. --Funt Solo 12:17, 20 October 2006 (BST)
  3. Kill - As above, besides, buildings are for survivors not zeds.--Mr yawn Scotland flag.JPG 15:38, 20 October 2006 (BST)
  4. Kill - This is a 2AP buff for zeds. 1 to exit, 1 to re-enter. Also, the game balance is that zeds rule the streets and humans have buildings. Anything that messes this with this has potential for danger. This should be listed as a Feeding Groan improvement, not a Ransack improvement. --User:Ignatz 14:05 EST October 20, 2006
  5. Kill - As all above. Youronlyfriend 01:57, 21 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Allow Zombie Search

Removed By Author, it was mean't as a vent of frustration, sorry.--Canuhearmenow Hunt! 17:18, 20 October 2006 (BST)


Improved Body Dump

Spaminated with 7/9 Spam votes--Gage 01:59, 21 October 2006 (BST)


Barricade/Ransack Change

Author removed at 00:44, 21 October 2006 (BST), Because I only just realised the extreme stupidity of the idea.--Labine50 MHG|MalTel 00:44, 21 October 2006 (BST)


Emergency Medical Kit (EMK)

Timestamp: MrAushvitz Canadianflag-sm.jpg 20:07, 20 October 2006 (BST)
Type: Medical Equipment
Scope: Allows storage of FAK's like ammunition
Description: Emergency Medical Kit

A large portable medical bag, filled with a greater variety of first aid supplies and simple surgical tools. Commonly used by paramedics (ground and air units), firemen, police, millitary medical units, and of course hospital staff.

  • Weight: 2 inventory spaces, bulky, but efficient storage unit.
  • Maximum Capacity: Can hold up to 5 FAK's stored inside it (like ammunition.) When found by searching, the EMK starts with 1 FAK equivilent.
  • Maximum In Inventory: You may only have up to 2 EMK's in your inventory at a time. If you find an EMK on a search and you are already at this full capacity.. you are given 1 FAK instead for your search.
  • Search Rates: Fire Station: 1.5% (replaces 0.5% of Fire Axe, and 1% of Flare Gun existing rates); Hospital 1.25% (replaces 1.25% of existing newspaper search rates, we've read enough news at the hospital.)

Uses: The EMK has exactly the same drop-down menu for healing as does the FAK, and it is considered using an FAK on that target in every respect.

  • Loading FAK's into EMK if you have at least 1 EMK in your inventory all of your FAK's gain another target on their drop-down menu.. the EMK! If you select the EMK as the target, you spent 1 AP to add 1 FAK from your inventory into the bag. (So it does cost you AP to organize your emergency supplies, for the additional inventory storage of FAK's.)
  • Removing an FAK FAK's, once added to the EMK, cannot be removed, only used on a target for healing. Although you can select another EMK as the target of moving FAK's in storage from one bag to another (so you have the option to fill one, then discard an empty EMK if you wish.) It still costs 1 AP to move an FAK from one bag to another.

Inventory Management: For 4 regular inventory spaces, your character could hold up to 10 spaces worth of FAK's. So even if you have 2 of them, it's only the equivilent of +6 inventory spaces.. which are only usable for FAK's. This is a reasonable limit, leaving enough inventory space for other equipment but it doesn't quite make you a walking ambulance of medical supplies.

Revive Needles? I had considered allowing revives to be carried within the unit, but that is another suggestion entirely. Due to the game effect & combat revive use associated with them. This suggestion is purely a medical storage buff, meant to allow characters to specialize in long distance medical treatment of other survivors. "Medic!"

No Free Lunch It costs 1 AP per FAK to move it into the bag, so you're paying for those inventory savings! So in a way, it's not much different from a zombie hunter lock and loading all their firearms before heading out.

Keep Votes

  1. Author Keep - God I hope people take it seriously, because it would make non-combat healers a bit more effective (and welcome!) First Aid and Surgery skills would be handy in tandem with this as well for the "on the move" medic. Especially with mobile zombie hordes on the move, it's not hard to imagine medical staff following in their wake. (I know, the EMK isn't found in malls.. malls have the easiest FAK availability in the game for those who have the skills.) MrAushvitz Canadianflag-sm.jpg 20:07, 20 October 2006 (BST)
  2. Keep - I like the idea...nothing great, but worth a look. - Nicks 03:51, 21 October 2006 (BST)

Kill Votes

  1. Revise - Make it one EMK and I'll vote keep, that way its fairer, and more realistic for that matter.--Canuhearmenow Hunt! 20:50, 20 October 2006 (BST)
  2. Kill - Survivors can already carry more kits then humanly possible. Just dump your wirecutters to make room. --Officer Johnieo 00:11, 21 October 2006 (BST)
  3. Kill - It just seems liek a bad idea to me. I'm not sure why. Who knows, the game may very well be at a point where nothing needs to be changed. I could be probably am wrong though.--Labine50 MHG|MalTel 00:23, 21 October 2006 (BST)
  4. It's too much of a boost for combat characters. Instead of carrying around one FAK in case they get infected, they can now carry five in two spaces, in case they get infected or want to use their last few AP to heal someone, just in case, or might die... I think this makes too huge a difference to characters like this with their 6 shotguns and 10 pistols (fwiw, this is what mine is like). --ExplodingFerret 11:14, 25 October 2006 (BST)
  5. Kill - Survivors are already have the advantage of being able to zerg on defense, but you also want to be able to stockpile more FAKs? Sorry. DeathToSpam 15:16, 28 October 2006 (BST)
  6. Kill - Bad idea to me. MTSkull 20:19, 28 October 2006 (BST)
  7. Kill - My experience lately has shown me survivors have no trouble healing up. I think this would be too advantageous. Zomboc 21:59, 28 October 2006 (BST)
  8. Kill - FAKs are already just plain awesome with the right skills. this is too much. Pchem 02:23, 30 October 2006 (UTC)
  9. Kill - Survivors can already carry more FAKs than realistically possible. --Mikkle 07:41, 31 October 2006 (UTC)

Spam/Dupe Votes

  1. Dupe/Spam Bandoleer, EMK, syringe gun. All these "Stuff X items into 1 item" suggestions are repetitive. I feel like when I voted against one of them I voted against all of them that will ever come around ever again. --Jon Pyre 21:13, 20 October 2006 (BST)
    • Re - Got a link for that Dupe? I didn't suggest syringe gun. MrAushvitz Canadianflag-sm.jpg 21:28, 20 October 2006 (BST)
    • Re But you did suggest bandoleer which is the exact same thing but for ammo. --Jon Pyre 22:14, 20 October 2006 (BST)
  2. Spam - No, Survivors have massive inventory space and this just increases it. Don't mess with balance, not to forget this must be yet another inventory space saving idea from you, please stop them. They suck, move onto something different.--Mr yawn Scotland flag.JPG 22:13, 20 October 2006 (BST)
  3. The EMK? Again? Let me remind you what I said last time when you posted this...This saves inventory space, thus allowing survivors to carry more useful items, such as guns, ammo, and more FAKs! Don't mess with the inventory space! --Axe Hack 23:28, 20 October 2006 (BST)I found it! I found the link! Mr. Aushvitz....the last time you had this suggestion you removed it cause of all the Spams and Kills you kept getting and seem to have given up with posting it again...even after edit number 1. --Axe Hack 00:22, 21 October 2006 (BST)
  4. Spam - Survivors can already carry inhuman amounts of kit. --Funt Solo 20:48, 20 October 2006 (BST)
  5. Spam -As I'm sure I said last time, inventory management is a critical part of the game and survivors don't need this kind of help. Want to carry more FAK? Guess you better carry less ammo/weapons. In addition, while I haven't looked through the history, I don't see anything in THIS suggestion that is different from the last itteration.--Pesatyel 03:26, 21 October 2006 (BST)
  6. SPAM Bad suggestion. Backpacks aren't necessary. 50 slots means a lot of space for first-aid. --Burgan Black.png 06:44, 21 October 2006 (BST)
  7. Spam - Oh, this suggestion again. I just don't see why this should be implemented, survivors already have more than enough FAKs. -- Nob666 08:36, 21 October 2006 (BST)
  8. Spam - FAK's are fine already. Why fix something that just ain't broke? --MarieThe Grove 11:19, 21 October 2006 (BST)