Suggestions/23rd-May-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.
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Frightening Touch

Timestamp: 01:59, 23 May 2006 (BST)
Type: New zombie action
Scope: Dead zombies with Tangling Grasp skill
Description: As most of us have seen on zombie movies, or even zombie games, these nasty creatures tend to awake of their corpse-like state in the less pleasant moments, grabbing on the legs of shocked passing by survivors and eating the contents. So, to translate this into game, without suggesting something like "WTF NINJA ZOMBIES!!", any dead zombie (by dead zombie i mean dead body, but not revivifying corpses) that have already purchased the "Tangling Grasp" skill can, by a dropbox next to the "stand up" button, automatically grab hold of any survivor on the same square with 100% success rate and no extra AP cost than the normal "stand up" cost (10 normally, 1 with Anke grab, and adding 5 if headshot). When you grab the survivor, its the same as if you grabbed hold of him by clawing it, no special attributes, and the survivor gets a notification like this: "As you stand between the corpses, your heart stops as one of them grasps on your leg! A zombie grabs hold of you" (with the "a zombie" words linked to the zombie profile as usual).

At first i thought about this ability triggering with the normal "stand up" button, grabbing the top survivor of the stack, but as i thought of it more, zombies that only want a revive wont want to grab hold of scientist menacingly, as that wuold reduce their chances of a friendly response (altough i must confess the image of a zombie grabbing the scientist from his coat and desperately requesting "Mrh? Mrh?" made me laugh at first). So, in resume, if this gets implemented any dead body (again: not revivifying corpses) with the Tangling Grasp skill will have, next to his "stand up" button, another button (possibly "Grab") with a dropbox.

This ability adds flavour to the game, makes playing a zombie more fun, does NOT unbalance the game at all (the zombie only grabs hold of a survivor, doesnt damage him for free or anything, and tell me for real: how often do you log in with your zombie to find it dead with a survivor in the same square?), and my goldfish like it. Anything else?

Votes

  1. Keep Fun without being unbalancing. I like it! --Mookiemookie 02:01, 23 May 2006 (BST)
  2. Keep - An island of ham in an ocean of spam. Thank you! --GreedoCDF - WTF - U! 02:07, 23 May 2006 (BST)
  3. Keep - I like it. And Cyberbob stole my Greedo. Sonny Corleone WTF 02:10, 23 May 2006 (BST)
  4. Keep - Tentative keep, but I'd prefer to see ankle grab as a prerequisite as well. I suppose that not having ankle grab and spending the extra 9 AP is a fair tradeoff, so I'll vote keep because it IS a good idea and well defined. --Cinnibar 02:19, 23 May 2006 (BST)
    Re: I tought of having Ankle Grab as a prerequisite for this ability as well, but because skills are configured in trees, and Ankle Grab & Tangling Grasp are not in the same skill tree, i figured out it will be an excesive pain to code it. And i dont think that grabing another person's leg has to be as difficult to require so many skills. --Matthew Fahrenheit 02:33, 23 May 2006 (BST)
  5. Keep - Now you can actually grab someone's ankles. FTW. --TheTeeHeeMonster 02:27, 23 May 2006 (BST)
  6. Keep- Yay! Good suggestion! --Swmono talk - W! - SGP 02:32, 23 May 2006 (BST)
  7. Author Keep - Im getting only keeps!! WHOOOO!!! --Matthew Fahrenheit 02:35, 23 May 2006 (BST)
  8. Keep - Woot Bandwagon!--HamsterNinja 02:45, 23 May 2006 (BST)
  9. Keep - Makes for a good bit of flavor that doesn't affect balance. -- Tirion529 03:02, 23 May 2006 (BST)
  10. Keep - I like it, although it might have made more sense for Ankle Grab to skill to unlock this. --Darkstar949 03:08, 23 May 2006 (BST)
  11. Keep - Although you were really pushing your luck with that "STRAIGHT KEEPS LAWL" business. I'm watching you, Fahrenheit. I'm watching you. --Undeadinator 03:24, 23 May 2006 (BST)
    Re - 'UNDEADINATOR IS WATCHIN' Sonny Corleone WTF 03:26, 23 May 2006 (BST)
    Re - Well, looking at why most suggestions get spamminated or plainly rejected for a while, and this one being my first suggestion, i didnt wanted to call the "coding complexity" ghosts upon me. Personally now that i submited my first, i cant possibly imagine why most people submits so much trash... --Matthew Fahrenheit 03:35, 23 May 2006 (BST)
    Re: - If you're not the author, then don't Re other people's votes. That means you, Sonny. Velkrin 06:34, 23 May 2006 (BST)
  12. Keep - yay to the keepwagon! --hagnat mod 03:25, 23 May 2006 (BST)
  13. Kill Sorry to ruin the streak. It's not particularly overpowered, but considering that hand attacks are 50% maxed out before tangling grasp even takes effect, odds are that a zombie is going to take hold in one or two attacks after standing up. Why give zombies a freebie just designed to save a piddling 1-2 AP? It doesn't really change gameplay at all, it's just work for Kevan and more complex interface. Besides, this would work best if UD was a live action game with ambushes. It's turned based, and would only be useful once in a while with negligible effect. --Jon Pyre 03:51, 23 May 2006 (BST)
    Re - Well, as you said, it isnt overpowered at all, and it just saves a max of, i dunno, maybe 3 AP before grabing hold of the guy? But, the suggestion is not aimed to change the balance of the game, its aimed to make zombies more fun, and to give them more things to do that the straightforward "bite and claw" attack. If flavour means nothing to you, then youre right, it does nothing but giving Kevan some work. And Urban Dead could be, instead a zombies vs. survivors game, a "1"s vs "0"s game, and the side that wins is the one with most knowledge on matematics. Just my two cents... --Matthew Fahrenheit 04:14, 23 May 2006 (BST)
  14. Keep - I see no problem with it.--Wifey 04:33, 23 May 2006 (BST)
  15. Keep - Just to make sure I'm reading it correctly, the zombie stands and grabs in a single action, right? It fits the theme of the game really well. --Dickie Fux 04:37, 23 May 2006 (BST)
    Re - Yeah, you're reading it correctly. At least you're reading it, and thats all i can ask for =) --Matthew Fahrenheit 04:51, 23 May 2006 (BST)
  16. Kill I DO like the idea. I just don't like the that it is a "free" action. The zombie stands up and has an automatic Tangling Grasp grab on the target? It doesn't seem right. Either have it cost 1 AP to do (in addition to stand up cost) OR have it be a "standard" claw attack combined with the stand up.--Pesatyel 04:59, 23 May 2006 (BST)Keep -Like another one matters at this point.--Pesatyel 05:06, 24 May 2006 (BST)
    Re - Well, if i understand you, zombies get a free action by doing this?? I mean, if i put a cost of 1 extra AP point to stand up and grab the guy, nobody, and i mean nobody will use it. Its hundreds of times better to just claw the guy with that AP in hopes of grab them PLUS causing 2-3 damage. And, in the same logic as this is a "free" action, OMG bites gives zombies 2 free actions!! They not only cause 4 damage, they can regenerate a zombie HP and infect the poor survivors!! Its griefing them!! no. I think a "free" action has to be something bigger than that to be considered something bad, like auto defenses or spending no AP on talking with guys, etc. --Matthew Fahrenheit 07:23, 23 May 2006 (BST)
    I believe I had the same misconception as Private Oxymoron, that it did damage.--Pesatyel 05:06, 24 May 2006 (BST)
    Re - Oh, thanks for checking again and changing your vote!! --Matthew Fahrenheit 06:53, 24 May 2006 (BST)
  17. Keep - Basically an EXP sink, and it makes going outside a bit more scary. Now zombies can really grab ankles!--ShadowScope 05:05, 23 May 2006 (BST)
  18. Keep - Makes things a little bit more interesting for zombies, and those times when you wake up dead. --Bob Hammero ASSU! 05:39, 23 May 2006 (BST)
  19. Kill Spam - I don't see enough point to it to make it worth taking up space on the peer-reviewed list. It just seems like a flavor-text suggestion, cool to have such-and-such in game but without any game-mechanics reason, which is basically what Kevan said he doesn't need. Also, the times when it does something, it doesn't make sense: run out of HP and get rewarded with a free half of an action point. --Dan 05:55, 23 May 2006 (BST) On second thought, I shouldn't have let myself be swayed by other people's support: flavor text suggestions that don't do anything are spam, no matter how popular. --Dan 00:56, 24 May 2006 (BST)
    Re - As i cant argue with "Only Kevan can decide", people voting shouldnt be able to do the same, aint i right? And its not a prize for getting killed (and even if it were, it wuoldnt be that good of a prize, its not a real "boost" at all), theres no place were i say "you get a free action". If you think its a free action, go up and look for my reply to Pesatyel. Looks like survivors want the poor zombies to live boring lifes as they hang out on malls, read books, turn on cinemas, barricade buildings, search for things and manufacturate syringes. --Matthew Fahrenheit 07:35, 23 May 2006 (BST)
    Re - Well, if you take the time to check all the votes, not only the ones that say "me like it" (altough i like them a lot), you will find that a lot of people found that this new ability could help them. But, as someone that only play survivors (thats what your profile says) you may be biased. Anyways, just try not to use Spam votes as strongs kills in the future. I have nothing else to add, or maybe... *adds Dan to a blacklist*. --Matthew Fahrenheit 06:53, 24 May 2006 (BST)
  20. Keep - As a matter of fact, if I had this skill I could have killed someone before they ran away with this... Useful. --Lord Evans W! 05:56, 23 May 2006 (BST)
  21. Keep - I don't see why some people are getting their knickers in a knot about all of this. It gives Zombies more options and doesn't give them too much of boost. - Jedaz 06:43, 23 May 2006 (BST)
  22. Keep - Would work better in real time, but it's still fun. I like it. -Niilomaan 08:57, 23 May 2006 (BST)
  23. Keep - I can see this being used. Anytime there is a fight between ZED and survivor, This will happen if the Survivor wins. Shouldn't we also have the option to grab another zombie? --Teksura 09:18, 23 May 2006 (BST)
  24. Kill - Because it violates these suggestion guidelines: 1.6 Don't Think Only in Terms of Flavor, 2.7 Don't Give It Away, and 2.10 Underpowered Does Not Equal Balanced. It gives for free a +10%to-hit that normally needs a successful attack BUT only in very rare and unlikely instances. It does seem cool(esp to zombie players I'm sure) but it really wont change anything in the game. And what Dan said about crowding the peer-reviewed, though that itself is a poor reason for a kill. --Raystanwick 09:51, 23 May 2006 (BST)
    Re - Read Vista's Keep, and as he says, dont treat it like a "underpowered skill", but as an accesory ability of Tangling Grasp. --Matthew Fahrenheit 21:22, 23 May 2006 (BST)
  25. Keep - It's bloody brilliant! Not only does it add flavour, it'll have an AWESOME shock value! --TheWay(Ned) 10:02, 23 May 2006 (BST)
  26. Keep -Marginal, but harmless flavor. Why not? people seem to like it, even if it is useless. It is tied in a AP cost, marginalizing "Don't Give It Away" The mechanics, although not mentioned, would be workable, invalidating "Don't Think Only in Terms of Flavor" Underpowered Does Not Equal Balanced? it's just a minor tweek of an already excistant attack, that rule is set up as a guideline for new attacks or skills, It's not applicable to slight changes to excistant attacks as you need to weight the entire action after the change, not just the change itself. Tangling grasp would still niether be over or underpowered after this change. So as minor as this change is it doesn't violate any suggestion guidelines. While there is a point of crowding the peer-reviewed, I'm all for culling peer reviewed to one tenth of it's current size.--Vista W! 10:06, 23 May 2006 (BST)
    Re - Thanks Vista, couldnt say it better myself. --Matthew Fahrenheit 21:09, 23 May 2006 (BST)
  27. Keep - More flavour. Yay! --Abi79 The Abandoned 12:11, 23 May 2006 (BST)
  28. Kill - This would be used so, so rarely that I don't it's worth implementing it. Really, the only time this can be used is when either:
    • a zombie wakes up outside to find a survivor sleeping beside them.
    • a zombie is killed inside, but the body isn't dumped.
    • Both of these situations are so very, very rare that it's not worth adding the complexity to the game. -- Toejam 12:17, 23 May 2006 (BST)
    Re - You forgot in the middle of a siege, where trenchcoaters go outside malls/resource building and try to "beat" the zeds, in a floor full of corpses. I bet that will be the best circunstance to use it. --Matthew Fahrenheit 21:09, 23 May 2006 (BST)
  29. Keep -A nice little touch of flavor with a slight boost to attack. The grab would probably only hurt stupid survivors, since those would be the ones that would a)sleep outside, b)not dump the bodies, or c)not shake off a grab by moving a block away. And since the zombie doing the stand-up/grab manuever "announces" themselves, they are no longer protected by zombie anonymity. Zombies get to have a little fun with survivors (now if we can only teach them to say "booga-booga"); Survivors get a lesson in the perils of standing too long amongst the corpses during a zombie-outbreak (which cures them of their naivete). Win-win, to my eyes...--Xavier06 14:02, 23 May 2006 (BST)
  30. Keep seems fun - happen fairly often to my zombie but he does wander all over KyleTravis 14:06, 23 May 2006 (BST)
  31. Keep YES!!! --Chineselegolas VDO 14:11, 23 May 2006 (BST)
  32. Keep-2 keeps one day. woohoo. Nazreg 14:17, 23 May 2006 (BST)
  33. Keep-Mathematician Approved Etherdrifter 14:43, 23 May 2006 (BST)
  34. Keep - I absolutly love the idea and hope it is put into the game. I only have 2 things to "suggest" though, they are not to be taken heavily in any way though. I would suggest that maybe the 100% chance of success be more like 95%, In the case of a failure, they just stand up as ussual. Also, Do you have a better name for the skill? I can't think of anything at the moment, but I thought you might have something else to call it...--Savat 11:03, 23 May 2006 (EST)
    Re - About the modified succes rate for "grabbing" the guys legs, it could be more realistic ("as you try to grab his legs, his shoe slips trough your claws"), but everyone will be replying me "Why 95%? Why not simply 100%?". And its more useful being just 100%, as zombies succesfully always manage to surprise survivors. About the name, now its already submited. Dont missundertand me, i wuold love to have a better name for the skill, but as some of you must have realized for my replies, im not native from any english speaking country, and to find alternate names in english that sound cool is pretty much difficult. That, and that i couldnt find a good substitute to the word "grab", that i didnt want to use for the skill name. --Matthew Fahrenheit 21:19, 23 May 2006 (BST)
  35. Keep- Seems fine.- John the baker 16:08, 23 May 2006 (BST)
  36. Keep- I like it.- zizanie13 16:15, 23 May 2006 (BST)
  37. Keep- Wow, this is just a day of good suggestions --Rozozag 18:49, 23 May 2006 (BST)
  38. Keep - Me likey, me vote keep. --Nob666 18:53, 23 May 2006 (BST)
  39. Keep - It's kind of a free action, but the circumstances are rare enough that it won't matter much. --Ember MBR 19:20, 23 May 2006 (BST)
  40. Kill - It's a free action. Make it even an extra 1AP cost and it'll be fine for me. Apparently this doesn't matter anymore, as this is what, second or third kill vote? Meh. Of course, lowering the grab percentage will work too. Private Oxymoron 20:01, 23 May 2006 (BST) Keep - Hehe, my mistake there. I thought it did damage, never mind. Private Oxymoron 22:04, 23 May 2006 (BST)
    Re - As i said in the above replies, charging 1 extra AP will make it extremely useless, as everyone wuold want to just stand up as usual and use their claws to grab the guy, with a bonus of doing damage to him. Its not a free action, not even a free "half action", lets say its one of the advantages of buying Tangling Grasp. --Matthew Fahrenheit 21:40, 23 May 2006 (BST)
    Re - Ok, thanks for the time spent at reading the sugestion again and changing your vote. --Matthew Fahrenheit 22:35, 23 May 2006 (BST)
  41. Keep - I think it's a nice addition. Crazy Hand 21:31, 23 May 2006 (BST)
  42. Keep - Flavor. 343 21:41, 23 May 2006 (BST)
  43. Keep - This skill is uber and needs to be written into the game. I love it...creepy. --Otware 22:54, 23 May 2006 (BST)
  44. Keep - A skill that empowers zombies without over-powering them, is definately in theme and will add a new form of attack and gameplay. Definatly a rocking Suggestion. --Karlsbad 23:06, 23 May 2006 (BST)
  45. Keep - I have nothing to add. Velkrin 23:49, 23 May 2006 (BST)
    • Tally - 41 Keep, 4 Kill, 0 Spam/Dupe
  46. WTFZombies/Keep - YES! Mattiator 01:38, 24 May 2006 (BST)
    Re - Removed the invalid part of the vote and thanks =). --Matthew Fahrenheit 01:47, 24 May 2006 (BST)
  47. Keep - What about making it only possible if the zombie has both "Ankle Grab" and "Tangling Grasp"? --Grog 00:48, 25 May 2006 (BST)
    Re - As said above, it was considered as an option, but it was discarded in terms of simplicity. Anyways, having the "Ankle Grab" skill wuold benefit this ability (in the same way it benefits the "stand up" cost), so in some way it complements the ability as well. --Matthew Fahrenheit 03:01, 25 May 2006 (BST)

NecroNet Messaging

Timestamp: 03:44, 23 May 2006 (BST)
Type: NecroNet improvement
Scope: Humans with NecroNet Access skill
Description: Memo to NecroTech staff: We are pleased to inform you that our network administrators have brought the NecroNet messaging services back online. You will now be able to send short text messages to other powered NecroTech offices that are within one suburb of your current location.

Implementation - This suggestion is an extension of the previous NecroNet Systems Upgrade suggestion, and would allow you to send a short text message to terminal at another NecroTech office location by selecting that NT office from a list of available locations, the list would always show locations with in the permissible distance regardless of the status of power at the location. The individual would be allowed to send messages to NT offices with in their own suburb for the cost of 1AP, and NT offices that are one suburb in any direction (i.e. Wray Heights to Gulsonside) for the cost of 2AP. The message would be viewable at the location it is received at for 24 hours before it would be deleted from the network. Once the message is viewed by an individual it will be deleted regardless the amount of time left on the 24 hour clock.

Votes

  1. Keep - Author vote, it would be interesting to see how survivors would react if a location stopped responding. --Darkstar949 03:44, 23 May 2006 (BST)
  2. Spam - An idea was made like this for Police radios. It was spammed out of existance. Sonny Corleone WTF 03:53, 23 May 2006 (BST)
    • RE - For reference - do you know where the police radio suggestion is that got shot down? I haven't been able to find it via my own searching. --Darkstar949 04:43, 23 May 2006 (BST)
  3. Keep - More to encourage my youthful disciple than anything. I can't recall any really mind-crushing arguments against this, so if Darkstar gets n00bed than I must go too with him. Be nice to my new guy, you fags. >:( Undeadinator 03:56, 23 May 2006 (BST)
  4. Keep - T3H BANDWAG0N LOL!!1 --A Bothan SpyCDF - WTF - U! 03:58, 23 May 2006 (BST)
  5. Kill - So the NecroNet isn't city-wide anymore? No. The message should be visible at any NecroTech building. I don't think it should be accessible through offices, though; after all, this is NecroNet, not the Interweb.--Wifey 04:28, 23 May 2006 (BST)
    • RE He never said it was in the offices, he meant just the NT buildings --Grog 00:52, 25 May 2006 (BST)
  6. Spam - What Sonny said, this is the PD radio for Necrotechs. -- Tirion529 04:34, 23 May 2006 (BST)
  7. Kill - What Wifey said. I think "offices" was meant to be NT buildings, i.e. offices of the NT corporation. But office buildings are the generic tall buildings, so that wording may as well be fixed when it's made city-wide in the next version. --Dan 04:57, 23 May 2006 (BST)
  8. Keep -Minor changes needed but overall keep. PS wikiclique FTW--Admiral Ackbar U! WTF 05:29, 23 May 2006 (BST)
  9. Kill - Change it to show maybe last five messages (or all in the last 24h) in all NecroTech Buildings and I'll change my vote. Also anyone should be able to see those messages without using any APs, but that's just my opinion. --Niilomaan 09:04, 23 May 2006 (BST)
  10. Kill - I'll change my vote if I'm wrong but it sounds like only 1 person can get each message that is sent "Once the message is viewed by an individual it will be deleted regardless the amount of time left on the 24 hour clock." That would make the whole thing useless. --Teksura 09:20, 23 May 2006 (BST)
  11. Keep Mainly out of pride for my suggestion, but keep in mind that if all three upgrades were implemented at once, it could be seen as being overpowered. Thanks for the mention, by the way, Darkstar949. -- Andrew McM W! 09:46, 23 May 2006 (BST)
  12. Keep Its not unbalancing, and the only things that have to be worked out are the details. Perhaps you could message a particular NecroNet building as well...? --TheWay(Ned) 10:17, 23 May 2006 (BST)
    1. RE - The description is not the clearest, but that is infact what I am getting at - one NT office sending messages to another NT office. --Darkstar949 00:06, 24 May 2006 (BST)
  13. Keep - "We saw a big horde coming towards you. Take care guys." "Okay, people. We've just received the message that a horde of zombies is coming towards us. Raise the barricades and prepare your weapons!" --Abi79 The Abandoned 12:14, 23 May 2006 (BST)
  14. Query -A minor question: Would the receiving NT Building have to be powered before the message can be read (since no power means no Necronet)? Once I get a satisfactory answer to this, I'll vote one way or the other.--Xavier06 14:09, 23 May 2006 (BST)
    1. RE - That is correct, the reciving location must be powered, otherwise the message would just be lost in the network. --Darkstar949 00:06, 24 May 2006 (BST)
  15. Kill - To be honest I agree with Teksura on this one, it would be useless if one person could view it. It needs reworking but could work. Also if you want it to be accessable via offices why not add a skill for it eg:hacking. --Etherdrifter 14:46, 23 May 2006 (BST)
  16. Keep - My belly lint told me to. --Rozozag 18:46, 23 May 2006 (BST)
  17. Kill - The communication should be limited to one's own suburb, and should carry a higher AP cost. Broadcasting to multiple buildings is a more valuable action than speaking to the survivors present. --Ember MBR 19:18, 23 May 2006 (BST)
  18. Kill - Generic See Above. Velkrin 23:50, 23 May 2006 (BST)
    • Tally - 8 Keep, 7 Kill, 2 Spam
  19. Kill - Now lets try radios. --Spraycan Willy MalTel 08:42, 2 June 2006 (BST)

Necrotech Beacons: Flare and GPS unit Usefulness Idea

Timestamp: 04:33, 23 May 2006 (BST)
Type: Skill
Scope: Scientists
Description: Signaling would be a subskill of Necrotech Employment designed to make both flares and GPS units useful. In real life GPS units receive and send a continuous signal to satellites to determine the unit's position. Several satellites receive the signal simultaneously and can triangulate the coordinates by comparing their own position to that of the unit. Since GPS units both send and receive data by satellite perhaps Necronet would try to include signaling capabilities in their units, to send alerts to other GPS units.

A scientist with the skill Signaling knows had to access the rudimentary communication features offered by a GPS unit. When firing a flare they send a simple identifying message via the GPS network. Gameplay wise this is done automatically upon firing a flare. To someone watching they'd see a flare go up and then their GPS unit would flash the person's name. All mutual contacts in range of the flare that have a GPS unit would see their flare messages like this: Jon Pyre fired a flare 4w 3n. Alerts by GPS unit that aren't accompanied by a flare wouldn't exist in gameplay, they'd be useless and ignored since there'd be no way to pinpoint the signaler's position (the precise position of other units can't be accessed through simple handheld GPS units due to security concerns).

Flares serve only as spam and GPS units are rarely used thanks to numerous maps. This would allow people to fire flares that people wouldn't just ignore by attaching their name for allies to see, and would make having a GPS unit crucial for sending and receiving.

Summary: If you have a GPS unit and your mutual contacts have a GPS unit they can tell if a flare was fired by you.

Votes

  1. Keep Author vote. Makes flares useful, makes GPS units useful. All it does is let your allies tell that a flare was fired by someone they know. --Jon Pyre 04:35, 23 May 2006 (BST)
  2. Keep --Dickie Fux 04:40, 23 May 2006 (BST)
  3. Keep - Might cause some server issues, but I don't see any balance problems with it. --Darkstar949 04:47, 23 May 2006 (BST)
    • Re I think the server issues are minimal. All the system would have to do is display a slightly different message for mutual contacts. --Jon Pyre 05:06, 23 May 2006 (BST)
  4. Keep - Forsooth. --Undeadinator 04:54, 23 May 2006 (BST)
  5. Keep - Altough i cant figure how the GPS unit and the flare pistol "link" with each other, its a good way to balance an "emergency call" to your friends. Or we could have rockets like these in "Kung Fu Hustle"... maybe not... --Matthew Fahrenheit 04:58, 23 May 2006 (BST)
    • Re They don't directly link. The flare simply perfectly coincides with the time you receive the signal. Consider it a creative use of the GPS system by NT scientists seeking to use flares to communicate. --Jon Pyre 05:04, 23 May 2006 (BST)
  6. Kill - While I do really like this idea, this just makes it a slight harder to use/much better version of Feeding Groan. If the Flare's visible range was dropped down a bit, then it'd be a bit better. Just something about the suggestion that seems a bit unbalanced. -- Tirion529 05:09, 23 May 2006 (BST)
    • Re It's not better than Feeding Groan, just quite different. Feeding Groan does a very good job of letting zombies know where prey is and more or less how many survivors are present. This just lets players sign their flares so that allies can choose whether to respond or not. --Jon Pyre 05:36, 23 May 2006 (BST)
      • Re - Wouldn't this let Humans know where there were break ins (Prey), and Feeding Groan only tells you up to 5 people. Flares can be seen over 10 blocks away. I do agree that Flares need to be made different somehow, because they're pretty useless -- Tirion529 15:58, 23 May 2006 (BST)
  7. Keep Sounds a little like a "stretch the realism" type of suggestion, but I think it works.--Pesatyel 05:06, 23 May 2006 (BST)
  8. Keep See above. --ShadowScope 05:10, 23 May 2006 (BST)
  9. Kill - Make it a phone. Calling and saying "I'm sending up a flare" is something you could realistically do. Why have characters using GPS units as phones, when there are phones in game? --Dan 05:50, 23 May 2006 (BST)
    • Re Because flares act as widespread alerts that convey position. Phones are targeted communications that deliver a written message to a specific person. They serve different purposes. Flares however are useless because there is no way to tell who is firing them. --Jon Pyre 06:01, 23 May 2006 (BST)
  10. Keep - It seems fine to me, nothing bad, and some better tacticial move's, thumbs up... --Lord Evans W! 06:02, 23 May 2006 (BST)
  11. Kill - Sorry. Flares and GPS units are almost useless, but this feels like it would unbalance things a bit. Plus, it doesn't make sense for flares and GPS units to magically work together. --Bob Hammero ASSU! 06:03, 23 May 2006 (BST)
    • Re As I've said, the two don't have a direct link. The GPS unit is merely a useful way of indicating who fired that flare you just saw. It shouldn't unbalance the game, in fact it should improve it. Being called by allies to new locations means more travel and exploration for the living, and thus more snacks for the dead as survivors venture into unfamiliar and unsecured territory. --Jon Pyre 06:14, 23 May 2006 (BST)
  12. Keep - Unh, sure why not... - Jedaz 06:48, 23 May 2006 (BST)
  13. Kill - GPS units are receivers only. They send nothing to Satellites. Learn how things work. None of this is possable with A simple GPS Receiver because it lacks the abality to transmit anything. Why oh why does everyone think a GPS transmits? --Teksura 09:32, 23 May 2006 (BST)
    • Re You're right about it not sending the signal to satellites (my mistake). But GPS units can transmit. From that same wikipedia article "Many GPS receivers can relay position data to a PC or other device using the NMEA 0183 protocol." This suggestions works fine, just assume the GPS unit sends a signal via Necronet or some other computer network. Perhaps the mobile phone mast should be active for this to work. Other than marginally different flavor reasoning the suggestion works fine. --Jon Pyre 09:45, 23 May 2006 (BST)
      • Re sounds fair. Make it so the phone mast has to be powered so it can relay next time and you'll have my keep vote. --Teksura 21:43, 23 May 2006 (BST) (I'm also changeing to Kill because it does seem fixable) --Teksura 06:33, 24 May 2006 (BST)
  14. Kill - It sounds like an overly elaborate alternative to the mobile phones. BTW, if survivors didn't fire off flares like cheap fireworks AND actually responded to them, they [i]could[/i] serve their intended purpose. --Raystanwick 10:02, 23 May 2006 (BST)
  15. Keep - I like this. and seeing only those on the contact list is a great call of attention amidst the spammy flares. Bubacxo 10:04, 23 May 2006 (BST)
  16. Keep - It is unrealistic but it's not unbalanced and it finally gives a use for them. So all of you that complain about them being useless can finally shut your mouths. Sonny Corleone WTF 12:14, 23 May 2006 (BST)
  17. Keep - I like it, since it gives a good use for the GPS anbd the flares. --Abi79 The Abandoned 12:16, 23 May 2006 (BST)
  18. Keep - Very nice. Nazreg 13:30, 23 May 2006 (BST)
  19. Keep - Who gives a silly shit about realism and NMEA 0183 protocols (not a dig at you, Jon). The game has friggin ZOMBIES. If we can suspend reality enough for that, we can certainly suspend it enough for this great suggestion. --Mookiemookie 14:49, 23 May 2006 (BST)
  20. Keep It's the Bat Signal! Quick! To the Batcave! --Volke 18:31, 23 May 2006 (BST)
  21. Keep - Beautiful --Rozozag 18:44, 23 May 2006 (BST)
  22. Keep - I was never big on realism anyway. --Ember MBR 19:17, 23 May 2006 (BST)
  23. Kill - GPS units do not transmit data. They are receivers only.--Cah51o 20:35, 23 May 2006 (BST)
  24. Keep - Considering that we have only 6 shot pistols and 2 shell shotguns in Malton, who is to say that we don't have super-tech GPS units? I think this is a very, very useful suggestion myself. --Karlsbad 23:06, 23 May 2006 (BST)
  25. Keep - Stretches the realism, but what else are we going to do with flares and/or GPS? Also, Jon Pyre suggestion--McArrowni 23:12, 23 May 2006 (BST)
  26. Keep - Might as well make it an even 20, as well as make flares/GPS useful. Velkrin 23:53, 23 May 2006 (BST)
    • Tally - 20 Keep, 5 Kill, 1 Spam
  27. WTFZombies/keep not "realistic", but neither are zombies Mattiator 01:41, 24 May 2006 (BST)
    removed invalid part of vote--Vista W! 17:46, 24 May 2006 (BST)
    Re - Psst. I think it's been established that the whole "WTFZombies" thing isn't funny. Hell, I'm sad to say it, but even "WTFCENTAURS" has been beaten to death by this callous mob.--Wifey 01:54, 24 May 2006 (BST)
  28. Keep - Odd Combonation? But Flares Suck! --Spraycan Willy MalTel 08:46, 2 June 2006 (BST)

Sense Life

Withdrawn by author. Amazing what people find confusing. No one even noticed that I got the numbers wrong. --Dan 05:44, 23 May 2006 (BST)

At least you're taking some satisfaction in fucking up. --Undeadinator 20:15, 23 May 2006 (BST)


Last Resort

This suggestion was Spaminated with 13 Spams, 1 author keep and 5 kills. Auto revive suggestions are baaaaad juju. --Mookiemookie 23:24, 23 May 2006 (BST)


First Aid and Diagnosis fiddling

Removed to be split into little tiny pieces --Gene Splicer


Bone

Timestamp: 21:56, 23 May 2006 (BST)
Type: Zombie Weapon
Scope: Zombies
Description: A new zombie weapon, bone, is available from the cemetaries around Malton. As a zombie walks into a cemetary, it is informed about a corpse (which is found every time):

"Your eyes lay on a fresh, almost completely eaten corpse."

A button will display the option of ripping a bone off the corpse at the cost of 3 AP. Survivors are not presented with this option. Acquiring a bone would produce a message:

"You tear a bone from the corpse."

Zombie's claw attack will be changed to bone attack, which has a base 35% chance to hit and do 2 points worth of damage. Vigour Mortis, Death Grip and Rend Flesh work as they use to, but gripping a survivor becomes impossible, so Tangling Grasp doesn't effect Bone attack (max. 60% to hit, 3 dam). Bite attack remains as an option and is not affected in any way. The bone can be discarded as any other item when being a zombie.

After 10 successful blows (target being survivors, zombies, barricades, generators...), the bone breaks and is automatically discarded and bone attack will be reverted back to claw attack. A message would be displayed:

"Your bone breaks from wear. You revert back to using your claws."

Also, death will cause the zombie to lose grip of the bone.

Votes

  1. Kill - Simply doesn't fit into Urban Dead.--The General W! Mod 22:08, 23 May 2006 (BST)
  2. Kill - I like the idea of ripping apart corpses...but I never saw a zombie attack a harman with a bone in a movie. Sonny Corleone WTF 22:09, 23 May 2006 (BST)
  3. Kill - It would be interesting to tear apart corpses, but I don't like the idea of zombies running around wielding weapons. --Bob Hammero ASSW!U! 22:17, 23 May 2006 (BST)
  4. Kill - As above. --A Bothan SpyCDF - WTF - U! 22:33, 23 May 2006 (BST)
  5. Kill -thats ghouls, not zombies.. Other then that, nice out the box thinking.--Vista W! 23:25, 23 May 2006 (BST)
  6. Kill - Not really in genre. Never seen a zombie do that in any movie, and I don't think there is any reason that they would, either --McArrowni 23:41, 23 May 2006 (BST)
  7. Kill - Aren't there zombies that can use chainsaws in video games? I don't think using a bone is too out of genre. But, I dislike the idea of zombies having items at all, since one of the things that distinguishes zombies from survivors is that zombies have everything they need at their fingertips all the time, with no searching. Zombies and survivors being different leads to a variety in play styles.--Toejam 00:07, 24 May 2006 (BST)
  8. Kill - Fun idea, but I think a zombie beating me to death with it's own arm would be much more amusing. --Darkstar949 00:10, 24 May 2006 (BST)
  9. Kill - I don't see the point in it. -- Tirion529 00:23, 24 May 2006 (BST)
  10. Kill Unnecessary and makes tangling grasp obsolete. --Jon Pyre 00:59, 24 May 2006 (BST)
  11. Kill - I don't have any problem with zombies wielding blunt weapons: they already can. But a +10% bonus that cancels out another +10 bonus isn't useful enough, even with the other one being a conditional bonus. Also I like the fact that the cemetaries are undisturbed because only deaths since the outbreak create zombies. --Dan 01:03, 24 May 2006 (BST)
  12. Kill - I'd prefer not to be boned to death by a gang of zombies.--Wifey 01:56, 24 May 2006 (BST)
  13. Kill - OMG, if this were to get implemented, it wuold give a whole new meaning to the "GANGBANG GRAMMA" battlecry. --Matthew Fahrenheit 02:02, 24 May 2006 (BST)
  14. Kill I question why even zombies would use a bone over an axe or a baseball bat. AllStarZ 02:24, 24 May 2006 (BST)
  15. Spam - Nobody ever votes Spam when they should. There is no way to fix this (kill is for when you can fix it, Spam is for when you never want to see it again because it can never be fixed). I don't think zombies can think far enough ahead to go "Hey, this might be usefull later" --Teksura 06:29, 24 May 2006 (BST)
  16. Kill - The grass is undisturbed. --Spraycan Willy MalTel 08:48, 2 June 2006 (BST)
  17. Spam - Teksura nailed it. –Xoid 18:07, 5 June 2006 (BST)
    • Tally - 15 Kill, 2 Spam, 0 Keep, 0 Dupe, 17 Total. 18:11, 5 June 2006 (BST)