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  1. These suggestions are now closed. No more voting or editing is to be done to them.
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This suggestion was deemed humorous and was moved to the appropriate place--Gage 02:00, 21 September 2006 (BST)

Morgue Born/Grave Born Zombies (1st Edit)

Timestamp: MrAushvitz 03:08, 21 September 2006 (BST)
Type: A new starting zombie "class"
Scope: "Born" of the morgue, or of the grave..
Description: ... analysis of the new strain of "Morgue Born" or "Grave Born" zombies is both productive yet disturbing. From a scientific standpoint they are not all that different from "regular" zombies in that they exibit almost all the same social behaviour and relentless desire to feed on human flesh. But what differs this "breed" or "strain" of zombies is their creation. Regular zombies are made by killing a living host and infection with what is believed the viral agent that reanimates dead tissue. Morgue Born/Grave Born zombies are already dead human beings that reanimate on their own and start behaving as regular zombies. They are different in that the body has been treated with the standard funeral home removal of blood and injection of chemicals to preserve the body.. this has various effects on their physiology. More funding is required to fully understand the entire implications of this phenomenon..." ~ Exerpt from Dr. Killroy, NecroTech Senior Analysist, Necrotech BioMedical Services

Morgue Born/Grave Born Zombies:

  • New Starting Zombie Character Class.
  • Only 1 of these are permitted per IP address (not as common as regular zombies.)
  • Starting equipment: none.
  • Starting location: 80% graveyard (grave born), 20% outside any "building" (morgue born.)
  • Starting skills: Lurching Gait, Body Building.
  • Skills Tree: Regular Zombie Skills Tree. They may only ever purchase zombie skills.
  • Skills Costs: May purchase zombie skills at a reduced amount 75 XP per skill.
  • But due to length of actual brain death all skills under the "Memories of Life" skills tree cost 150 XP each!
  • Limitations: These zombies may never rise as a living character they never have access to the living survivor skills, and may never search and carry equipment. (For example they never have flak jackets, hence the starting Body Building skill!)
  • When DNA scanned the scanner gives the message "Presence of chemical preservatives, do not attempt to revive." A successful scan does give full XP as NT is very interested in finding out everything they can out these "new" zombies. (These zombies are sought out by scientist characters...)
  • These zombies do not have brain rot unless they buy it, but they do have an equivilent of sorts.. currently revive needles just don't work on them!
  • These zombies are always dead, even when "killed" when they stand up they're always a zombie.

Background: These zombies are different in many ways.. but they do the same things nonetheless! The standard preparation of the dead has "stalled" these dead bodies from rising as zombies for about a year since the outbreak.. but now they are all beginning to rise from their graves and leave their funeral homes! Their behaviour is very similar, and no "prejudice" is noted between the 2 types of zombies, all feed on the same bodies alongside one another with a minimum of conflict. But these zombies tend to be tougher, quieter, but faster than other zombies.. not quite as prone to feeding groans but more willing to run down and corner their prey. For some reason bodies that weren't buried prior to 1 year of the outbreak aren't rising as zombies.. too far gone perhaps, or maybe they need longer to rise? This is why there aren't tens of thousands of the dead rising up to overwhelm Malton.. only the more recently deceased.

Appearance: They tend to be well dressed, as they are usually buried in their best suits, dresses with polished shoes and the like. Most have some degree of "mortician's make-up" on them which makes them all the more disturbing to look at. Many of the younger individuals whom usually died as a result of accidents, disease, car accidents and the like have been stitched up in places.. and have noticable devices holding their bodies together (surgical pins for some, steel rods for others.) Most of these zombies tend to be elderly humans who have died of natural causes, most but not all. Every now and again one of them is completely naked, not yet dressed for their burial, this is also disturbing. Most regular zombies are found in the street clothes they were killed in, with all the rips and tears it took to kill them. These zombies at most may have a lot of soil on their clothing from having to evacuate their own graves, with possible splinters sticking out of their knuckles from eventually exacping their coffins.

Intended Game Effect: Yes, they are "more powerful" than regular zombies, however they do not get Vigour Mortis as a starting skill.. so it will take a while for them to build up their claw/bite skills to the point they can accumulate XP faster. This is why they have the 75 XP per skill deduction, the Cadaver class character pays 100 XP per zombie skill but has access to the "dual nature" element of the game, including survivor skills and equipment. Without acces to zombie spy tactics, the grave born/morgue born zombies are just plain killers, with no dual nature crossover. In the long run the cadaver class is more powerful, but short term these zombies are quite effective (just not so effective against barricades!)

This adds a mysterious and frightening element to the game, in that it's not just the regular population of Malton in the fray. Now the undead have joined the living dead in an attempt to bring utter destruction down on humanity!

Zombies are currently outnumbered, so this suggestion may be well recieved.

Keep Votes
For Votes here

  1. Author Keep There, starting with 2 skills they may sound broken. But their claw skills are no better than a survivor class just turned zombie (25%). Ultimately this should add to gameplay, trenchcoaters should love the idea of zombies that never wear flak jackets... "Shoot the suits!" --MrAushvitz 03:08, 21 September 2006 (BST)
  2. Keep -Huh. I guess this is a wasted vote, but I thought this was brilliant. --Timkai 02:48, 24 September 2006 (BST)

Kill Votes

  1. kill-thats a kill from me give them brain rot insted of just not letting them be revived and its a keep Blazefire 07:50, 21 September 2006 (BST)
  2. Kill-Too many starting skills, making it overpowered. Why don't you just start it with brain rot and body building, because you're essentially giving it 3 skills at the moment. That would be a lot simpler, and would have basically the same effect. --Grigori 03:36, 21 September 2006 (BST)
  3. Kill - Limits peoples options if they want a character change part way through, would you want to create a new character to become a survivor? Pillsy Hunt! FC! 09:35, 21 September 2006 (BST)
  4. Kill - I still like this concept for a zombie starting class - but I don't like that they can never be revived. What are the implications of that for the game? At the moment, in theory, you could revive every zombie, or kill every human. It's not spam, though. --Funt Solo 12:35, 21 September 2006 (BST)
  5. Kill - It doesn't deserve Spam and its an interesting idea but its too overpowered and a bit harsh if a newbie creates this then they are stuck as a zombie forever. --MarieThe Grove 16:54, 21 September 2006 (BST)
  6. Kill - Add Brain Rot and you earn my keep.--Canuhearmenow Hunt! 20:47, 21 September 2006 (BST)
  7. Kill - Doesn't really do much overall for the game. If zombies wanna stay zombies, can they just jump out a window? --Zod Rhombus 21:29, 21 September 2006 (BST)
  8. Kill - Add brainrot, and please stop voting Spam guys, because we really do need more Zombie Classes, and this is the first good one I've seen in a while. --Officer Johnieo 22:50, 21 Septmeber 2006 (BST)
  9. Kill - Interesting idea, certainly, but it seems to invite zerging, especially considering ransack. Zombies that right away can get around the city, and are harder to kill, and impossible to revive. Basically perfect for occupying buildings, no experience necessary. I like the idea at its core though. --Rgon 01:32, 22 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - even worse--Gage 03:09, 21 September 2006 (BST)
  2. Spam - No revision of this could be good. Suck a dick MrA. --CaptainM 03:11, 21 September 2006 (BST)
    • Re Comments like that are why people see even "Mr Aushvitz" as the good guy, what a perfect example of Troll voting. --MrAushvitz 03:13, 21 September 2006 (BST)
      • Re - Only people that have been here for a week or less see you as a good guy, you need to drop this superiority complex you seem to have Aushvitz. Seriously, your not better than all of us. --CaptainM 04:57, 21 September 2006 (BST)
    • Re I honestly don't know what to do with that statment. Oi. --MrAushvitz 13:36, 21 September 2006 (BST)
  3. Spam - Before it was 100% it's 500%...Try reading the rules again before you revise. It states constant removal of suggestions will be reported as abuse. That means your "Daily Revision" will just have to stop. --Axe Hack 03:15, 21 September 2006 (BST)
    • Re I'm permitted my daily revision. I don't care much for "interpretive" bans (cough), I usually leave them up for a long voting time unless a specific edit is pointed out to me (by the voters.) --MrAushvitz 21:04, 21 September 2006 (BST)
  4. Spam Zombies with Uber-Brainrot as a starting skill?! Well, no, if you'd phrased it that way the suggestion would have had slightly more merit as at least it would have been readable... Rheingold 05:51, 21 September 2006 (BST)
  5. Spam - Put short, these new classes suck.--Mr yawn 06:19, 21 September 2006 (BST)
  6. Spam Anytime you need to artificially limit the number of something that may mean it's better off not existing. --Jon Pyre 09:05, 21 September 2006 (BST)
  7. Spam Overpowered and nerfs Brain Rot.--Pesatyel 00:31, 24 September 2006 (BST)
  8. Spam - For the love of god n00bie! NO! Mr. A, just stop. I'm begging you, quit while you're behind. David Malfisto 17:54, 26 September 2006 (BST)

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