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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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Syringe Hack

Timestamp: 00:20, 24 April 2007 (BST)
Type: science skill
Scope: survivors
Description: You must already have Necronet Access to purchase this skill. XP cost is as for a science skill, based on character class.

Flavor Text Although it is only usually accessed by the Necronet in powered NT buildings when reviving a cotex damged subject, Necrotech syringes have a short range wireless interface. After some analysis of the Necronet / DNA scanner interaction and Necronet / Syringe interaction, your character is now able to use his DNA scanner to "hack" a syringe's short range wireless interface. By altering parameters depending on the results of a recent scan, your character can optimize the speed of the revivification process.

Game Effect After scanning a zombie, the character is given the option to "Revive this Specimen". This normally has a specified cost of 10 AP. For survivors with this skill, the cost is instead 9 AP, and is displayed as such. The effects are otherwise identical.

Keep Votes

  1. Keep - Authors vote. The mob democratic process wins again. Decoupling the effects as separate skills would probably make sense (if any other effect were allowed) and this was by far the more supported effect. --Seb_WiersctdpImagine 00:20, 24 April 2007 (BST)
    Re to my own vote to note (as addendum to voting results) that "Suggestion Name should be changed to "Syringe Hack: Optimization" and that the revivification process description should be slightly altered when using this method, to reflect the "hack"; you'd see the blinking LEDS, alter the parameters, etc. --Seb_WiersctdpImagine 12:28, 24 April 2007 (BST)
  2. Good - This encourages scanning before reviving, and lowers the chance of random revives. -Mark D. Stroyer SoH 01:06, 24 April 2007 (BST)
  3. Keep - Since you should scan before you revive anyway this promotes people to do so. good job.--Blood Panther 02:24, 24 April 2007 (BST)
  4. FAK - Love it. Misread at first and thought it lowers the cost by one ap, but found it only lowers the cost when you scan. Nice idea. Tryce of Thunder 02:46, 24 April 2007 (BST)
  5. Keep - Very, very good. Encourages scanning and, as stated above, reduces the chance of random revives.
  6. Keep - Exact same AP cost as using a revive list. And what everyone above me said. --Uncle Bill 03:59, 24 April 2007 (BST)
  7. Keep - Although I would like a greater reduction in AP cost...another fight for another day. --Heretic144 05:29, 24 April 2007 (BST)
  8. Keep - Great, don't penalize people for scanning that's been made necessary for Brain Rot. --Rasi 00:31, 24 April 2007 (EST)
  9. Keep - Sounds good enough for me. - JedazΣT MC ΞD GIS S! 06:03, 24 April 2007 (GMT)
  10. Keep - Yeppers! No more randoms! --Ducis DuxSlothTalk 08:57, 24 April 2007 (BST)
  11. Keep - Pretty much as above--Seventythree 09:53, 24 April 2007 (BST)
  12. Keep - less random revives and less meta-gaming. great! --Duke GarlandLCD 10:11, 24 April 2007 (BST)
  13. Keep - This introduces a mechanic that rewards targeted over random revives by removing the extra costs incurred. Targeted revives both help survivors and zombies. --Vista 11:02, 24 April 2007 (BST)
  14. Keep - yes. --Funt Solo Scotland flag.JPG 12:21, 24 April 2007 (BST)
  15. Keep - Oh yes. --The Hierophant. 15:55, 24 April 2007.
  16. Keep - Vista said it as good as I could have. Mr Bound 19:47, 24 April 2007 (BST)
  17. Keep Mattiator 01:48, 25 April 2007 (BST)
  18. Keep -As many other people. The only problem I see is that there may be no teir-four skills for a reason, but... oh well.--AlexanderRM 02:25, 25 April 2007 (BST)
  19. Keep - Interesting idea. --Specialist290 03:42, 25 April 2007 (BST)
  20. Cautious Keep - Part of me is concerned about the possible long term effects of this , as survivors already have it cheap when it comes to revives considering the amount of AP required to kill them in the first place, and I don't like the flavor, but I guess if it will make things easier for scientists (the ones who really pay the costs of survivors dying), then I guess it's worth it. --Reaper with no name TJ! 15:51, 25 April 2007 (BST)
  21. keep Aid the scientist! - BzAli 16:24, 25 April 2007 (BST)
  22. Keep - Revive 10 of you buddies for the price of 9 schmoes you've never even seen before! --ZombieSlay3rSig.pngT 23:41, 25 April 2007 (BST)
  23. keep - not hugely useful but would make a good base for similarly themed suggestions. --Honestmistake 17:15, 25 April 2007 (BST) (I took the liberty of moving this into the right place. ---Captain Leah- 22:31, 30 April 2007 (BST))
  24. Keep - Actually, to the guy who noticed that there seemed to be no survivors will scan then revive, which actually costs 11 AP. Then 10 AP cost is just for the sticking, so the entire scan n' stick proceedure here takes only 10 AP. Every ten revives (that's impracticle, but hey), you're saving a few AP. Which doesn't really imbalance the game considering the low number. ---Captain Leah- 22:31, 30 April 2007 (BST)

Kill Votes

  1. Kill - The good incentive is Brain Rot. If you should scan anyway, why reward it double? -- Dance Emot.gifTheDavibob T 21:01, 24 April 2007 (BST)
  2. Kill - Don't see the need -- boxy T L ZS Nuts2U DA 03:50, 25 April 2007 (BST)

Spam/Dupe Votes
Its got Brain Rot

  1. Spam -I don't understand the point. As the game stands now, I spend an AP to scan, then get the option to "revive this specimen". If I choose to do that, it costs another 10 AP. As I read this suggestion, the EXACT same thing happens, but instead of 10 AP to revive it is 9 AP. WTF? Except for the 1 AP difference, this is already in the game.--Pesatyel 05:03, 24 April 2007 (BST)
    Yep, the only difference is that one AP you save in that specific situation. Which is somewhat useful by itself, and a good psycological incentive for scanning. --Seb_WiersctdpImagine 12:24, 24 April 2007 (BST)


Timestamp: Jon Pyre 06:53, 24 April 2007 (BST)
Type: Item
Scope: Survivors
Description: Here's an idea for a flavor item. Like The Sharper Image it'd be fun if Mall Tech Stores carried jukeboxes. These could be set up in any building for 1AP and look like this when the building is powered:

A pink neon lit jukebox in the corner blares classic rock.

To change the jukebox just punch it or use a hand attack on it, a new genre of music will randomly start playing and the color of the neon lights will change. The jukebox would be listed at the bottom of the art objects present, not with the useful generator and transmitter. Similarly it can't be damaged or destroyed, but is eliminated when the building is ransacked.

You'd be able to tell a building had music playing from outside:

"Loud bluegrass music is playing inside."

Since the building would have to be lit anyway for the music to occur this wouldn't give away your position. But it would be a fun way of mocking the zombies sieging you. "Not only are we safe inside, but we're listening to jazz flute."

Keep Votes

  1. Keep - Mmm, flavor...--Lachryma 06:55, 24 April 2007 (BST)
  2. Yes - The last paragraph won me over --Arcos TCS 07:14, 24 April 2007 (BST)
  3. Keep - Nice idea.--Erika Mustermann 07:34, 24 April 2007 (BST)
  4. Keep - Probably would have killed if not for the last paragraph. :D -- Dance Emot.gifTheDavibob T 07:41, 24 April 2007 (BST)
  5. Keep - Although would prefer to see this restricted to arms and malls only. Gives a reason to hang out in a cool building! --Ducis DuxSlothTalk 08:58, 24 April 2007 (BST)
  6. Keep - Jazz flute, the ultimate insult. --Cap'n Silly T/W/P/CAussieflag.JPG 09:11, 24 April 2007 (BST)
    {{{1}}} Unsigned -- boxy T L ZS Nuts2U DA 03:56, 25 April 2007 (BST)
  7. Keep - Awesome! I've got to say the last paragraph won me over, too.--Seventythree 09:39, 24 April 2007 (BST)
  8. Keep - Nice. *smoke ring* Really nice. --Oppenharpo 10:41, 24 April 2007 (BST)
  9. Keep - Harmless flavor.--Vista 10:52, 24 April 2007 (BST)
  10. Keep - --Abi79 AB 15:55, 24 April 2007 (BST)
  11. Keep/Change -I love it, but please make them able to be found in Clubs! -Nibiletz 18:54, 24 April 2007 (BST)
  12. Keep - I don't know what would be more insulting, jazz flute, or Queen.--Labine50 MH|ME|TNT'07 19:54, 24 April 2007 (BST)
  13. Keep - *Smiles inwardly as he imagines what awesomeness this would create.* --Humuhumuhumu...Ted 21:03, 24 April 2007 (BST)
  14. Keep - Yay for horse taunting! --Heretic144 23:27, 24 April 2007 (BST)
  15. Keep im mean who doesnt love a awsome jukebox while being attacked by blood thirty zombies?!--       02:32, 25 April 2007 (BST)
  16. Keep - For the taunts. Bluetigers 03:14, 25 April 2007 (BST)
  17. Keep - On the condition that the Beatles are an option. --Specialist290 03:44, 25 April 2007 (BST)
  18. Implement NOW! - Before my iPod batteries run out. --Uncle Bill 03:46, 25 April 2007 (BST)
  19. Keep Like it, good flavor--Wee Sonny MacGregor 10:45, 24 April 2007 (EST)
  20. Keep I like this enough to vote keep, but I agree with the comments below about it being too mall-centric, and inconsistent with clubs, and ought to be destructible. Still, those are minor fixes, overall it is a solid idea. --Rasi 01:05, 25 April 2007 (EST)
  21. Keep It reminds me so much of Shaun of the Dead when they were pool-cueing a zombie to Queen's 'Don't Stop Me Now'.......a definate thumbs up from me. MoyesT RPM 13:41, 25 April 2007 (BST)
  22. KEEP I will kill a baby zombie every day untill this is implamented. I'm crazy enough to do it. --RAF Lt.G Deathnut RAF 21:09, 25 April 2007 (BST)
  23. Keep Aaay! --Gene Splicer 20:09, 27 April 2007 (BST)
  24. Keep - Can't touch this! But one question- one happens if the genny's killed? Put one or two in clubs as well. ---Captain Leah- 22:32, 30 April 2007 (BST)
  25. Keep - Punching the jukebox is so random and fonzie---Crazyloop-

Kill Votes

  1. Kill - i'm a music mainiac in real life and i feel that musical tastes of many people will be offended with implementation of this if to allow limited set of styles/genres. --Duke GarlandLCD 10:15, 24 April 2007 (BST)
  2. change - nice idea, but too mall-centric. And why a jukebox? I mean, how many malls do sell jukeboxes, compared to, say, hi-fi systems? And why couldn't it be smashed? A building with lights on means that someone set up a gennie, sure - but when? Ten days ago? Five minutes ago? With a jukebox as well, you could hazard that the place had been occupied for quite some time. That makes that building more of a target than just a lit one. I say make them general sound systems, and make them destructable like gennies and radio transmitters. Also - if you can grab a hi-fi from a mall and set it up in any building - why couldn't you just switch on the sound system in a pub or club or motel or hotel bar? It makes sense, right? Especially with a club, why not just have the sound system as a permanent installation? --Funt Solo Scotland flag.JPG 12:19, 24 April 2007 (BST)
  3. change - Nightclubs need a big update if you put this through. Currently they have "loud distorted music" when powered, but it can't be heard outside, and the sort of music is not specified / alterable. --Seb_WiersctdpImagine 12:33, 24 April 2007 (BST)
  4. Meh -- boxy T L ZS Nuts2U DA 03:52, 25 April 2007 (BST)
  5. Agree with Seb_Wiers. Make this something for nightclubs instead. The game is way to centered around malls as it is.--Pesatyel 05:46, 25 April 2007 (BST)
  6. Change - You change the station by attacking it (which doesn't do any sort of damage to it)? Make it so that you just have an option added to the building it's in that changes the station and I'll vote keep. --Reaper with no name TJ! 15:53, 25 April 2007 (BST)
  7. change - fine as is for pubs and clubs but change this to a hi-fi system. Music would be changeable via CDs which could be found anywhere but especialy appartments, we would need a fairly large range to make it worthwhile... I can already see the "music wars" breaking out over this one ;-) --Honestmistake 17:23, 25 April 2007 (BST)
  8. Kill - Should be in pubs and clubs in addition to the mall. --ZombieSlay3rSig.pngT 23:43, 25 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here

Monthly Weather (revised)

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:26, 24 April 2007 (BST)
Type: Weather
Scope: Events(plus 1 new item)
Description: Why isn't there any weather in Malton? What I suggest is weather changes at some percentage, depending on the month. Like so:
  • January - Snow(60%), Rain(10%), Sun(30%)
  • February - Snow(45%), Rain(5%), Sun(50%)
  • March - Snow(15%), Rain(45%), Sun(40%)
  • April - Rain(75%), Sun(25%)
  • May - Rain(15%), Sun(85%)
  • June - Rain(5%), Sun(95%)
  • July - Rain(5%), Sun(95%)
  • August - Rain(5%), Sun(95%)
  • September - Rain(30%), Sun(70%)
  • October - Rain(30%), Sun(70%)
  • November - Rain(30%), Sun(70%)
  • December - Snow(85%), Rain(5%), Sun(10%)

The weather will change every 24 hours, sometimes not changing at all.

These weather changes will have some sort of effect on gameplay, like so:

  • Snow - Allows the use of a new weapon: The snowball. It will have a 5% chance to hit, causing 1 point of damage. This weapon can only be used outside.
  • Rain - Lowers your chances of hitting your target with firearms by 1% when outside. Close range meelee weapons are unaffected by this.
  • Sun - No special effect.

To tell what the weather is outside, the description inside and outside the building will be changed. The outside description as so:

  • Snow - "You are standing outside X. Icy snow clings to your legs and chills you to the bone."
  • Rain - "You are standing outside X. It is raining hard, and you are soaked through."
  • Sun - "You are standing outside X. The sun beats down mercilessly, and your throat feels dry and clogged with dust."

The inside description are as so:

  • Snow - "You are inside X. Snow has been blown in through broken windows and melts gently"
  • Rain - "You are inside X. You hear the heavy rain pattering on the roof."
  • Sun - "You are inside X. The heat is stifling. Outside a glaring midday sun hurts your eyes as it reflects of melting tarmac."

Binoculars will also be affected by the weather changes. In rain or snow, the vision will be limited. For example, if you use the binoculars facing north, you will only see the center square and the bottom 3 squares, and vice versa. If being used on a foggy, while facing north, you will only see the bottom center square, and vice versa.

These weather effects will be city wide, so when it's snowing in your suburb, it'll be snowing everywhere else, and vice versa.

NOTE: This is not a complete dupe of this or this. I have much, much, more detail then those (as well as the part where I don't have any footprints things on mine like link number 2...).

Another Note:I noticed I forgot to update the binocs section of this while I was revising. Just ignore the foggy bit under binocs.

Keep Votes

  1. Revisions made: the rain and snow effects were changed, fog was taken out, and it is now a citywide weather effect, and some the 24 hour period thing is noticed here... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:26, 24 April 2007 (BST)
  2. Keepsies - don't be economic girlie men! --Funt Solo Scotland flag.JPG 15:09, 24 April 2007 (BST)
  3. Keep - Go go powerpuff girls. Great suggestion, just that I don't understand why snowballs would deal damage. --Abi79 AB 15:57, 24 April 2007 (BST)
  4. Keep - Of ocourse, I love this suggestion. Snowballs do damage because it's just going to be soooo funny when a gang of survivors pelt a zombie to death with snowballs! Plus, snowball fights? Great fun.--Seventythree 17:27, 24 April 2007 (BST)
  5. Tehee, keep -Love it! Can zombies use snowballs? -Nibiletz 18:55, 24 April 2007 (BST)
    Yes. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:33, 24 April 2007 (BST)
  6. Keep - ok... --Duke GarlandLCD 20:13, 24 April 2007 (BST)
  7. Keep - I like it.--Canuhearmenow Hunt! 20:27, 24 April 2007 (BST)
  8. Keep - Would make the game much more interesting! --Kaisuke 20:50, 24 April 2007 (BST)
  9. Keep - Woohoo! I get flavor, plus the ability to cream zombies with snowballs. This suggestion is good all around. --Humuhumuhumu...Ted 21:07, 24 April 2007 (BST)
    The zombies will be able to cream you with snowballs answered in the RE for Keep Vote 5. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:41, 25 April 2007 (BST)
  10. Keep - Hell Yes!--Brainz 21:59, 24 April 2007 (BST)
  11. Keep - would encourage more tactical playing. Mattiator 01:46, 25 April 2007 (BST)
  12. Keep --       02:35, 25 April 2007 (BST)
  13. Keep - It's too bad winter just ended and it'll be FOREVER before we get to go outside and playin the snow. Oh well. --Uncle Bill 03:56, 25 April 2007 (BST)
  14. Keep/Change: - well I like it, but I think there should be some real bad effects weather can have on players and zombies. I'll probably post an altered version of this. I like how you think ^^ Chris' 'Redfield 04:16, 25 April 2007 (BST)
    The original had bad effects, except many people voted kill because of it... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:37, 25 April 2007 (BST)
  15. Keep I was going to vote kill, but it's a little too amusing. --Rasi 01:14, 25 April 2007 (EST)
  16. Keep -- Can snowballs "Melt"? --Lord Evans 06:58, 25 April 2007 (BST)
  17. Keep - Same as last time, but no snowballs please. --ZombieSlay3rSig.pngT 23:44, 25 April 2007 (BST)
  18. Keep - The tactical implications posed by the fog that came on us were not to be underestimated, and this would do some fine things for both sides. ---Captain Leah- 22:37, 30 April 2007 (BST)

Kill Votes

  1. kill I voted yes earlier, but then you had to go and ruin it all by throwing in a Humourous suggestion. If not for the otherwise fine idea, the snowballs would make me go all spammy. -BzAli 19:00, 24 April 2007 (BST)
  2. Kill As above. --Heretic144 23:30, 24 April 2007 (BST)
    To both: In case you didn't see some of the votes from the last one, many didn't like the bad effects of weather and they also called for snowballs. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:37, 25 April 2007 (BST)
  3. Change - Snowballs should not do damage. If you want them to exist, fine. But make them do 0 damage. They can be a flavor weapon. Or maybe the snow could have some sort of effect on mobility (survivor or zombie)? Regardless, it's the first thing I'm really voting kill for. --Reaper with no name TJ! 15:55, 25 April 2007 (BST)
    The original had an effect on causes players to use an extra AP to move to another block, even with freerunning. People didn't like --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:28, 26 April 2007 (BST)
  4. I liked the original better in some ways (having adverse effects), but I didn't get the chance to vote on it. It just seems to me the weather should do SOMETHING.--Pesatyel 03:22, 26 April 2007 (BST)
    The original, the weather did do something...except it received a lot of kills because it'll hurt newbies the most... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:28, 26 April 2007 (BST)

Spam/Dupe Votes

Bashing down barricades

Timestamp: Jonny12 talk 17:00, 24 April 2007 (BST)
Type: An improvement I suppose
Scope: Zombies
Description: I think that, as a zombie, you should be able to see when other characters in the same square as you successfully break down the barricades, like this:

A zombie (+profile link) broke down the barricades (timestamp)...and again (timestamp)...and again (timestamp)... etc.

(i.e. you don't see failed attempts). Why? Because then you can tell if any of the other zombies at the location are bashing barricades without having to go trawling through your browser history to see if the barricade level has changed. (And even this isn't foolproof as survivors could rebarricade in the meantime). Also, it helps spontaneous group tactics (because then you can put an attack time in your profile to set a time for you all to attack) and as a final cheap reason - everyone likes information!

I don't think survivors should be able to see this, as, to be honest, you wouldn't be able to see through barricades to the other side normally.

Keep Votes

  1. Author - Jonny12 talk 17:00, 24 April 2007 (BST)
    • I mean survivors inside shouldn't be able see.
  2. keep - I like it and assume it would be on the preference list so those who didn't could turn it off! --Honestmistake 20:21, 24 April 2007 (BST) additional note: Vista's vote makes me think that this needs to be limited to 'whole' baricade sections. ie "a zombie smashed the light baricades, they are now at loose" cuts some spam for those who do want this but still keeps its utility! --Honestmistake 17:33, 25 April 2007 (BST)
  3. Keep If you could turn it off you have my vote. Mattiator 01:50, 25 April 2007 (BST)
    Keep Works for me Unsigned -- boxy T L ZS Nuts2U DA 04:03, 25 April 2007 (BST)
  4. Keep - With the new ability to change your preferences as to what messages you get, you can manage how many of these messages you want to see. Keep indeed, will help feral zombie coordination in barricade bashing -- boxy T L ZS Nuts2U DA 04:03, 25 April 2007 (BST)
  5. spam - un lapin de bois? Pour un cadeau, oui? As boxy. --Funt Solo Scotland flag.JPG 14:45, 25 April 2007 (BST)

Kill Votes

  1. Kill - Would cause too much spam, especially in sieges. -- Dance Emot.gifTheDavibob T 17:11, 24 April 2007 (BST)
  2. Kill - As above. Sorry. --Seventythree 17:28, 24 April 2007 (BST)
  3. Kill -Nah, too much spam and really no use for it. -Nibiletz 18:57, 24 April 2007 (BST)
  4. Kill - Sorry, too much spam doesn't cover slight advantage. i usually notice when cades are lower than i remembered without tricks --Duke GarlandLCD 20:16, 24 April 2007 (BST)
  5. Kill - too spammy. Might be a nice vanity flavor suggestion if you just limit it to the last level and make it noticable to both survivors inside as the zombies outside.--Vista 21:06, 24 April 2007 (BST)
  6. Change - change this so that only the three most recent successful barricade attacks are shown, and you would cut the spam AND have a hugely useful feature for zombies. Because really, all a zombie cares about is "is the place currently / recently under attack, and how seriously if so" not about attacks that happened 23 hours ago, or even 15 minutes ago in a siege. However, survivors inside should get the same info, to be fair. --Seb_WiersctdpImagine 00:03, 25 April 2007 (BST)
  7. AhHaHaNo --AlexanderRM 02:29, 25 April 2007 (BST)
  8. Change - Some kind of spam reduction needs to be specified, either one of the suggestions above or tying it into the new spam-reducing filter. Also, if barricade-smashing is going to become visible to zombies, I think it ought to at least be tied in with a suggestion to make it visible to those inside -- not the level of the barricade or how much has been smashed, but this should incorporate one of the suggestions where players inside buildings hear "crashing noises" from outside, or something. If it's strange that you don't see barricades getting reduced outside, it's equally odd that you don't hear the building being assaulted from inside, especially given that you can pile the barricade up from in there. --Rasi 01:11, 25 April 2007 (EST)
  9. Kill - It would be best to limit the message to the last level of barricade in order to reduce spam. --ZombieSlay3rSig.pngT 23:46, 25 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here

The Holy Grail

This vote has been taken down by --Da Axe Man 20:33, 24 April 2007 (BST) As the author, I believe the concept was fairly decent yet the label gave the wrong impressions. If anyone has any ideas which can use the same principles as the holy grail but is not so ... comedic, I will greatly accept them on the discussion page (under the title of "Holy Grail".)

Rooftops, Sniper Rifle, and Sniper Ammo

Timestamp: Evildemon989 April 24, 2007
Type: Building improvement/Weapon/Ammo
Scope: ZKers
Description: Rooftops- Rooftops would work with the Sniper and his gun. If you have a rifle and ammo, you would go to the rooftop and be able to shoot zed about 1-5 blocks away.

Sniper Rifle- The rifle will only be found in a PD, and an Armory. It would have like a 2% search rate. It would do 15 Damage. You would only be able to use it on the rooftops. If you don't have Basic firearms training it would have a 5% hit rate. Basic Firearms Training: 20%. Sniper Training: 40%. Advanced Sniper Training: 50%

Sniper Ammo: Ammo would be only found in a PD or Armory. A 5% search rate for 1 bullet. To load it in the gun: 1 AP

Keep Votes

  1. Keep -Actually, this would do less damge-per-AP than even the axe, because of the low search rates, and on top of that shooting a zombie in the street OR a survivor in the street (exept an active one) is not such a good idea. However, this should be countered by the XP-without-danger, which if you compare it to attacking rather than books, is not that overpowered. --AlexanderRM 02:35, 25 April 2007 (BST)
  2. Keep Cool idea.--Wee Sonny MacGregor

Kill Votes

  1. Kill Massively overpowered. Think about it, if this was implemented it would be impossible for people to walk around the streets and every rooftop would be bristling with snipers.--Seventythree 22:31, 24 April 2007 (BST)
  2. KILL WAY to overpowerd. Right now, UD has 3 main weapons: Fire Axe, Shotgun, and Pistol. These form a Rock Paper Scissors type triangle. As such, adding a new weapon that deals ABOVE 10 damage, maxed out with 50% to hit is game breaking. This actualy eliminates the need for normal weaponry. To make it less overpowered, consider a high AP cost to fire: Maybe, say, 5? And 3 AP to Load? What Ammo does it take? Also, Make it so they need to use Binoculars the first turn. Alternativly, make them one shot Items at encumbrance 8%, with Binoculars, costing 6 AP to fire. Korias 22:35, 24 April 2007 (BST)
  3. Sorry Kill: - Dude, I love the Idea of sniper rifles...but there needs to be some great downsides to survivors too....Chris' 'Redfield 04:19, 25 April 2007 (BST)
  4. Kill Yeah I'd love to snipe people, but this is crazy overpowered. Everyone would just sit there and use it, even if it was less efficient. Shooting people from where you can't be shot at? 1-5 blocks? Ahahahaha, ludicrous. How about it gives you double XP too? No wait, it should let you teleport anywhere in the game every time you take a shot. Rasi 01:17, 25 April 2007 (EST)
  5. kill -Shooting further then the block that you're in is troublesome enough. But further then the game allows you to see? how would you know that there are zombies there?--Vista 13:42, 25 April 2007 (BST)
  6. Kill - 15 damage from 5 blocks away is too much. --ZombieSlay3rSig.pngT 23:48, 25 April 2007 (BST)
  7. Kill - I would suggest lowering the damage to ten points (admit, a shot in the head isn't something you're going to brush off, even in this alternate reality). Also, make it so that your base accuracy is something like 2.5% like the flare gun- if you find a scope or binoculars, it goes up to whatever it was (I think it was 10%?). Furthermore, although I know it is common sense, but close the range into the squares directly adjacent or two spaces away, increase the AP costs...oh, and one thing.

For those without sniper training, they may fail to appreciate the 'kick' the recoil poses. If a non-trained civilian tries and shoot one, make sure he takes some damage from being hit in teh face by a recoil. It's flavorful, encourages you to take that last, and makes little difference in a big seige anyway. ---Captain Leah- 22:41, 30 April 2007 (BST)
Spam/Dupe Votes

  1. Spam 15 damage at a distance of 1-5 blocks? No way! - BzAli 21:57, 24 April 2007 (BST)
  2. Frequently Suggested Spam - overpowered, massive damage, massive X-Ray vision, massive pile of cacapoopoo. --Funt Solo Scotland flag.JPG 23:12, 24 April 2007 (BST)
  3. Spam - I would hate to be just standing there and suddenly die 'cause some jerk 5 blocks away shot me.--Cap'n Silly T/W/P/CAussieflag.JPG 00:53, 25 April 2007 (BST)
    Spam Well, why not make it an instant kill?!?!?!?!?! unsigned vote struck --Funt Solo Scotland flag.JPG 13:28, 25 April 2007 (BST)
  4. I do not it, Sam I Am. I do not like green eggs and Spam. -Mark D. Stroyer SoH 03:59, 25 April 2007 (BST)
  5. Spam - This would be a great tactic if headshots really put zeds down for good. In UD, it doesn't... so there's no tactical reason to do this. This wouldn't work for this type of game. --Uncle Bill 04:03, 25 April 2007 (BST)
  6. Enough with the sniper rifles already! -- boxy T L ZS Nuts2U DA 04:05, 25 April 2007 (BST)
  7. Spam - Did you read the suggestion do/do nots? I'm pretty sure the sniper rifle is in there. It has been done so many times. Without success. --Ducis DuxSlothTalk 04:32, 25 April 2007 (BST)
  8. Spam - just no. as above --Duke GarlandLCD 13:15, 25 April 2007 (BST)
  9. Spam - Even without considering how overpowered it is, it is very vague; "about 1-5 blocks away," "like a 2% search rate." --Saluton 14:58, 25 April 2007 (BST)
  10. Only if Zombies are allowed to attack through barricades.--ShadowScope 18:46, 25 April 2007 (BST)
  11. Spamalam - There is no room for sniper rifles in this game. It's been suggested countless number of times and every time it's been killed or spamed. --RAF Lt.G Deathnut RAF 22:00, 25 April 2007 (BST)
  12. Spam - As Saluton. Short of being a hardcore black ops sniper, I'd expect a drop in accuracy as you move closer to that absurd "5 blocks" measure. That being said, writing a sniper rifle suggestion that could make it into the game is nigh-impossible: the Vatican should accept such a feat as a miracle and canonize that person. --User: Eatatjoes 21:21, 25 April, 2007 (UTC)
  13. Spam Holy CRAP is this overpowered! Nobody would ever need go outside (essentially) and the Fort would be impossible to get into.--Pesatyel 03:02, 26 April 2007 (BST)

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