Suggestions/24th-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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Axe Grinding

I'm removing this for the time being and moving it to the Talk:Suggestions page to work on before resubmitting it. I'd appreciate it if anyone who's interested in seeing this suggestion in a modified form would weigh in there. Thanks. --Bob Hammero W!U! 06:21, 24 May 2006 (BST)


Library Improvement: Remote Necronet Access

Timestamp: 06:34, 24 May 2006 (BST)
Type: Improvement, etc
Scope: Library
Description: Here's an idea to make libraries a more lucrative survivor destination. Most libraries now have computers. It should be possible for a scientist to log into Necrotech's database from there. I suggest that when a library is powered that players with Necronet Access can "Access Necronet" and bring up the necronet map from there. This would fittingly make libraries a place people go to get information, and give them some utility.

Votes

  1. Keep Author vote. I like the idea of libraries being used as sources of information rather than just getting set aside as an entry points. --Jon Pyre 06:36, 24 May 2006 (BST)
  2. Kill - What is with all these shitty Necrotech suggestions popping up lately? This just makes Libraries worse Necrotech buildings. No-one would use it. --A Bothan SpyCDF - WTF - U! 06:38, 24 May 2006 (BST)
    • Re But you might not be near a Necrotech building, or the local Necrotech building might be overrun with zombies. This would truly make Necronet a network, not just a tracking system at headquarters. --Jon Pyre 06:41, 24 May 2006 (BST)
  3. Kill - Maybe if it required a running generator, and only showed the NecroNet screen from the nearest NecroTech building, but not in its current form. Libraries shouldn't be like baby NecroTech buildings. --Bob Hammero W! oU! 06:40, 24 May 2006 (BST)
    • Re It does require a running generator in the library. --Jon Pyre 06:41, 24 May 2006 (BST)
  4. Kill - The NT net is likely on a closed network, so you wouldn't really get access from the outside. Besides, if you were Mysterious Company Inc. would you really want your important lab computers hooked up to the internet where some random hacker can come along and access it? - Velkrin 06:47, 24 May 2006 (BST)
    • Re I'd assume Necrotech would have sufficient security. Necronet Access means you have the passwords. --Jon Pyre 06:58, 24 May 2006 (BST)
  5. Keep - Here's an idea, why not replace EVERY building with either an NT building or a mall? The point of a suggestion like this is to make the OTHER buildings useful in some way. This isn't overpowering or a game breaker. It just makes things more useful.--Pesatyel 06:57, 24 May 2006 (BST)
  6. Keep - As above. David Malfisto 11:33, 24 May 2006 (BST)
  7. Kill - I'm all about making Libraries (espescially powered libraries) more useful, but not as NT Buildings... May I suggest that you resubmit this with an increased chance to get XP from a book or perhaps the ability to get more XP without having to search for a book (i.e.) just logging in to the mainframe. Conndrakamod T W! 12:09, 24 May 2006 (BST)
  8. Kill - No. Schools also have computers, want to add that too? Hey! I saw an Auto Repair Shop with a computer once...maybe access to NecroNet there. I saw a computer broken in a junkyard. Surely you can access it there too. Sonny Corleone WTF 12:27, 24 May 2006 (BST)
    • Re Despite your sarcasm, yes it would also make sense if schools were included. --Jon Pyre 17:44, 24 May 2006 (BST)
  9. Kill -Necronet isn't the internet. Maltons internet is most definitily down. And today standard security to access a normal compangies network through internet is already way more complicated then just a password. so there are problems with the flavor. But basically the necronet map is quite a big and potent tool. tracking and finding zombies would become ridiculesly easy.--Vista W! 12:31, 24 May 2006 (BST)
  10. Keep It would be a little bit unfair, so my suggestion is that the library computer can't acess the complete map, but in small pices, so it cost a little bit more ap. --Nox 13:10, 24 May 2006 (BST)
  11. Kill - yay remove TRP, and scater survivors all over tha map, making the game much less intresting for zombies. O and this skill is useless as ull still need to go find a syringe to revive any zombies--xbehave 13:32, 24 May 2006 (BST)
  12. Kill - Necronet is run by necronet buildings. If the necronet building isn't powered, the network wouldn't be available anywhere else. --Timid Dan 14:38, 24 May 2006 (BST)
  13. Keep - It doesn't decrease the main importance of NT buildings, i.e. as sources of revive syringes. Libraries still wouldn't be worth keeping a generator in, but it's appropriate to have them be a source of information if people did so for the heck of it. --Dan 15:12, 24 May 2006 (BST)
  14. Keep - Maybe it could require an extra item, remote Ncronet card or something? Only obtainable in NT buildings, like, a USB based device you plug into the computer allowing you to access it thourg the Intarwebs. Also, maybe you couldn't manufacture syirnges in Libraries? Only map-scans and reviving Rotters?--William Raker 15:19, 24 May 2006 (BST)
  15. Kill - Necronet is not the internet, sadly. Libraries should have another function. --McArrowni 16:21, 24 May 2006 (BST)
  16. Kill - Libraries are libraries. --Ember MBR 17:28, 24 May 2006 (BST)
  17. Keep -The two biggest objections to this suggestion seem to be the flavor/in-game viability of it and the fact that additional resource buildings would spell boredom for zombies. The former I can't address because we all have differing pictures of how things work in Malton, but the latter I can field. How can zombies not benefit from giving value to other buildings? Right now, we have high concentrations of survivors crowding around/in the intermittant resource buildings, while zombies attempt to seige them. Remember that early scene in A Beautiful Mind when John Nash explains (in diagram form) to his pub-mates that they would all stand a better chance if they each choose a different girl to pick-up rather than focusing their attentions on the one most attractive? This is analogous. The old "stick a running genny in an unoccupied building" trick is wearing thin (if it ever worked at all); Zombies know where the humans will be and huddle around there, to diminishing returns. The more the humans spread out, the more the listless undead benefit. Plus, this is a harmless enough suggestion.--Xavier06 20:33, 24 May 2006 (BST)
  18. Keep - This is actually a great idea. Perhaps an additional "hack" skill would allay the fears of the "killers." Maybe a survivor has to hack to set up a NecroNet port. Even without that mod, this adds character to the Library, and unbalances nothing. --Graytful 22:07, 24 May 2006 (BST)
  19. Kill - I support this idea, but I want explained to me if the Necronet Access would be centered around the Library (therefore being more important to the users) or would it be centered around a designated NT close by? The first would be simpler to add into the game, I believe; but the second would provide an interesting yet complicated boost for generators. --Karlsbad 22:16, 24 May 2006 (BST)
  20. Kill - Very bad idea. Its called access necronet, not access internet. The necronet is a network connecting the Necrotech buildings. Map scans do have their uses and I would use this if it was added, however there are other things that should be a higher priority. --Teksura 23:21, 24 May 2006 (BST)
  21. Kill - Adding diversity to buildings? Good. Trying to do it by creating watered-down versions of building functions that already exist? Bad. --Jimbo Bob ASSU! 00:56, 25 May 2006 (BST)
  22. Kill -make it reqiure a genarater and a running phone mast and i may change my voteAvicm 21:17, 26 May 2006 (BST)

Flavored Steak Bites

This suggestion has been moved to the humorous suggestions page with 11 spam votes out of 16 total valid and invalid votes. And for the record, its still....baaaaacon! --Mookiemookie 15:26, 24 May 2006 (BST)


Bottomless Pockets

Timestamp: 07:53, 24 May 2006 (BST)
Type: Skill
Scope: Survivors
Description: This skill has the prerequisite of Body Building and increases the number of inventory slots from 51 to 61. Since you are stronger because of your body building, you can carry more.

I chose 61 as body building increases the HP max from 50-60HP, so it makes sense for a skill that has BodyBuilding as a prerequisite to increase the item limit by 10. The skill would allow you to carry 5 firearms or 10 extra ammo/fak/blunt weapons/etc.
This skill does carry over to zombies but since zombies can't search it will just allow them to keep the extra items they have so they can use them the next time they become human.

Votes

  1. Keep - Author vote. -- Krazy Monkey 07:53, 24 May 2006 (BST)
  2. Keep - Simple, useful, and wouldn't unbalance things. I like it. --Bob Hammero W! oU! 08:00, 24 May 2006 (BST)
  3. Kill - Over balances survivors. --ramby T--W! - SGP 08:12, 24 May 2006 (BST)
  4. Kill I don't think survivors need the boost. I often don't have inventory space for all my weapons, syringes, and first-aid kits and have to forgoe having a large supply of one or the other. I know that 10 extra items would make me considerably more powerful. --Jon Pyre 08:18, 24 May 2006 (BST)
  5. Kill -this way you nerf zombies a lot and overpower survivors, being able to store ten more clips is a bad thing. yes this would unbalance things a lot. Balance is also barricades, searching healing, and most of all is balance also how much AP you can store.--Vista W! 08:28, 24 May 2006 (BST)
  6. Keep - But just so I can store 5 extra shotguns for PK-Day. Let's use this unbalance to crush those malls! --Niilomaan 08:48, 24 May 2006 (BST)
  7. Spam - We ask you leave 3 things alone - Barricades, AP and inventory. Do not suggest things which effect these things. Ever. No 30 Shotgun Trenchcoats. David Malfisto 11:37, 24 May 2006 (BST)
  8. Spam LOLz, now I can get 30 Shotguns with damage of 600 damage!!! Teck Teh Fight Too Teh Zmobies hahaha!!!!! zMOBIESDiexdiexkthxdiezombeis....Now do you actaully want to see more of these trenchcoaters in the game? I think not.--Changchad 11:42, 24 May 2006 (BST)
  9. Spam - T3H B4NDW4G0N LOLZ0RS!1!eleven! --A Bothan SpyCDF - WTF - U! 11:43, 24 May 2006 (BST)
    • Re - This isn't a valid reason for spam so I'm striking it out. -- Krazy Monkey 12:23, 24 May 2006 (BST)
      • Only a mod can do that. What you did is vote vandalism. I'd fix it pretty quick if I were you. (You can remove this too, when you do fix it) --Mookiemookie 12:27, 24 May 2006 (BST)
        • Re - What he said. Also, it is a valid reason. Do you understand the concept of a "bandwagon"? --A Bothan SpyCDF - WTF - U! 12:29, 24 May 2006 (BST)
  10. Kill - If it aint broke, don't fix it. --Mookiemookie 12:27, 24 May 2006 (BST)
  11. Spam - lolzorz i r so cool cuz i typ no good lyk dis. Sonny Corleone WTF 12:32, 24 May 2006 (BST)
  12. Spam - 600 damage time! --Swmono talk - W! - SGP 12:36, 24 May 2006 (BST)
  13. Spam - No. --Cinnibar 12:54, 24 May 2006 (BST)
  14. Keep - simple and fair. --Nox 13:16, 24 May 2006 (BST)
  15. Spam - Simple yes, fair, yes.... because remember, all zombies are just bots put in the game by kevan, and haveing ten more shotgun shells, FAKs, or Syringes totally wouldn't make it unfair for them, because computers can't feel pain or frustration--`mudez U! LCD 13:19, 24 May 2006 (BST)
  16. kill - Would be ubfair unless you rebalanced it e.g 45/40 withouy 55/50 with, however anything that affects current inventory would never get through--xbehave 13:36, 24 May 2006 (BST)
  17. Spam - Don't give it away. You should have to do something if you want more slots: spend AP putting the items away, risk losing your items if your stash gets disturbed, carry a bandoleer that helps you store ammo but takes up space if you're low on ammon and carrying FAKs. Requiring a skill doesn't cut it when most people have XP sitting around and nothing to spend it on. Nothing wrong with having some suggestions benefit survivors and others benefit zombies, though. --Dan 13:52, 24 May 2006 (BST) Updated vote: it's been long enough. Look at history if you want to see what Timid Dan is responding to --Dan 15:23, 24 May 2006 (BST)
    • Notice : I don't believe that's a valid reason for a "keep" vote. If the submitter wants to see the responses, they can check the page history and see the version of the suggestion prior to spamination. --Timid Dan 14:34, 24 May 2006 (BST)
  18. Kill - Only if you invent a new item named "Invincibility Zombie Mushroom", found at a 100% success rate in cemetaries. Don D Crummitt 13:59, 24 May 2006 (BST)
  19. Spam - Unbalancing, very much so, and not salvagable. --Timid Dan 14:34, 24 May 2006 (BST)
  20. Spam - NRV. Xoid Talk U! 15:20, 24 May 2006 (BST)
  21. Kill - Maybe with smaller (5 items?), but even so, would unbalance it a lot.--William Raker 15:23, 24 May 2006 (BST)
  22. Kill - Nah. Inventory is fine as it is. I already have issues suspending my disbelief of people walking about with 10 shotguns in their trenchcoats.--Wifey 16:07, 24 May 2006 (BST)
  23. Kill - unbalancing.--Bulgakov 16:33, 24 May 2006 (BST)
  24. Spam - this will help me destroy all zombies! -Banana Bear 17:21, 24 May 2006 (BST)
  25. Keep - More storage cappacity would be good. --Paradox244 17:53, 24 May 2006 (BST)
  26. Kill -I'm not saying that our current inventory space is at some idealized quantity now, but it seems to serve the survivors well in a "pick-and-choose" sort of way. If you want to attack the problem of inventory, look for a new way for survivors to rid themselves of junk-items than wasting IP-hits.--Xavier06 20:44, 24 May 2006 (BST)
  27. Spam - Amspay Amway. I'm not buying. --Graytful 22:07, 24 May 2006 (BST)
  28. Spam - Spam. It's what's for breakfast. Or lunch. Or whatever meal is being eaten now. - CthulhuFhtagn 22:32, 24 May 2006 (BST)
  29. Kill - I don't think this is quite as powerfull as people think it is, I curently have 11 fully loaded shotguns and more fully loaded pistols then I can remember. But there is no way in hell I will be able to unload them all in 1 day. This just means you have to wait another day before you re-stock. I still vote kill because it is not necessary and its risks of un-balanceing the game are too great. --Teksura 23:27, 24 May 2006 (BST)
  30. Kill - With zombie centaurs - Inventory management is a core part of the game for surviors, 10 extra slots could equate into 10 extra clips of ammo - way overpowering. --Darkstar949 23:40, 24 May 2006 (BST)
  31. Kill - nice idea, but 50(/51) spaces in the inventory is plenty as it is IMO. --Grog 00:37, 25 May 2006 (BST)
  32. Kill - See above. Velkrin 00:40, 25 May 2006 (BST)
  33. Kill - Not a bad idea per se, but survivors don't need the boost. My two human characters between them already carry close to 50 guns. This is just too much. --Jimbo Bob ASSU! 00:51, 25 May 2006 (BST)
    • Tally - 4 Keep, 16 Kill, 13 Spam - Velkrin 00:41, 25 May 2006 (BST)
  34. WTF CENTAURS - No. Agent Heroic 00:54, 25 May 2006 (BST)
    • RE - Technically Agent this isn't a vote. -- Krazy Monkey 08:21, 25 May 2006 (BST)
  35. spam -what everyone else saidAvicm 21:20, 26 May 2006 (BST)

Bandoleer

Timestamp: 15:47, 24 May 2006 (BST)
Type: Item
Scope: Survivors
Description: The bandoleer would be a two-slot item capable of holding three pistol clips. Clicking it would reload a pistol, just as if you had clicked a clip. It would have three drawbacks: First, it would be found only in armories at a rate of 2%, so if you do your ammo searching in a mall or PD you couldn't just drop it when it's empty and get another when you have spare clips again. Second, you spend an extra AP putting the ammo into the bandoleer, decreasing total AP efficiency. But the main drawback is that clicking a clip would fill partial pistols before it would fill your bandoleers, so you would usually have to waste ammo to fill it.

Votes

  1. Author keep --Dan 15:47, 24 May 2006 (BST)
  2. Keep - Well... the item makes sense. It doesn't even seem overpowered at all. I can't see myself or anyone else actually using it, though. Tentative "keep."--Wifey 16:09, 24 May 2006 (BST)
  3. Kill - Completly pointless -DJ Dave 16:20, 24 May 2006 (BST)
  4. Kill - and it's spelled 'bandolier.'--Bulgakov 16:35, 24 May 2006 (BST)
    Re - Both spellings are ok. OED has it listed under -eer and gives -ier as an alternate. --Dan 17:52, 24 May 2006 (BST)
  5. Kill -being able to store more clips is a bad thing. right now people can store more then enough AP. The extra AP cost is ofsett by the fact that you have to use less AP making supply runs. That you can hold out longer in seiges etc. You can already store much more AP and damage with clips than with shells. SO although this may sound better then all those shotgun bandolier suggestions it's actually more broken. And rare does not make it balanced.--Vista W! 16:36, 24 May 2006 (BST)
    Re - How much AP do you think would be saved on supply runs? By my estimate, you come out behind on AP by using this version of a bandoleer, even when travel is taken into account. You could also use one as a reserve in case of siege, but that would only gain you one slot of reserve per two slots lost for normal use. And one day's search AP isn't rare. --Dan 17:52, 24 May 2006 (BST)
    The fact that it is only found in two places does make it rare. But if it isn't rare, that much the worse. I'd agree with you that in the end you'll lose some AP on the deal. My guess would be a loss of 5 to 10 AP per two weeks average. Not enough for it to be the drawback as suggested. But I do stray far from my home base, so it might be better for me then most. Because I tend to walk around with about 20 clips usually I'd gain about 10 slots for clips or 6 slots for items~. That is quite a lot. --Vista W! 21:01, 24 May 2006 (BST)
  6. Kill - What Vista said --Mookiemookie 16:46, 24 May 2006 (BST)
  7. Kill - Vista --Timid Dan 16:48, 24 May 2006 (BST)
  8. Kill Why do these bandoliers keep coming back? Firearms are very well balanced. We don't need to be able to store even more ammunition. --Jon Pyre 17:39, 24 May 2006 (BST)
  9. Kill - What's the point of this again? --Bob Hammero W!U! 19:09, 24 May 2006 (BST)
  10. Kill - How about we leave things the way they are? Sonny Corleone WTF 20:50, 24 May 2006 (BST)
  11. Keep -Doesn't seem as bad as everyone makes it seem. I suppose you could have a bunch of these, all filled, and then it would become unbalanced, but it seems like a lot of work to do. And if its ones that are empty (or at less than two clips) start wasting space, like empty shotguns (which I usually dump down to one). Extra inventory-management in exhange for extra murderation. Sure, why not?--Xavier06 20:55, 24 May 2006 (BST)
  12. Dupe de Dupe - WTFOMGLOL Tokakeke 22:27, 24 May 2006 (BST)
  13. Re - The name is the same, but the mechanics are entirely different. That's 40 (practically unlimited) free slots for shotgun shells. --Dan 23:08, 24 May 2006 (BST)
  14. Dupe - What he said. --A Bothan SpyCDF - WTF - U! 22:41, 24 May 2006 (BST)
  15. Kill - Clearly not a dupe, but its a bad idea nonetheless. I could spend a few days stocking up on them and when I have 5 I can save a lot of inventory space. Its far too broken --Teksura 23:32, 24 May 2006 (BST)
  16. Kill - While having a bandolier would be fun, not many people have them to being with. Also, military personnel use ammo belts or ammo pouchest - something along that line would make more sense if you found it in the armory. --Darkstar949 23:43, 24 May 2006 (BST)
  17. Kill - Not a dupe, still bad. Velkrin 00:42, 25 May 2006 (BST)
  18. Kill - Actually, this strikes me as being the opposite of overpowered - useless. --Jimbo Bob ASSU! 00:44, 25 May 2006 (BST)
  19. Dupe - yeah this is a dupe. Mr Aushwits (how ever you spell it) suggested this a month,two maybe more back. this is a toned down version. his might have been spammed as a lot of his suggestions were. I shall go look for them. Nazreg 09:43, 25 May 2006 (BST)EDIT Nope, sorry I cant find a link to it. does anyone know where they ended up?Nazreg 09:59, 25 May 2006 (BST)
  20. Dupe - This is actually a dupe of Mr A's Magazine Belt. Bandoleer was do do with shotgun shells. David Malfisto 22:36, 25 May 2006 (BST)
  21. Kill -what the others saidAvicm 21:22, 26 May 2006 (BST)

point blank shot

This suggestion has been Spaminated with 9 Spams and 1 author Keep. Unclear and poorly thought out suggestion. --Mookiemookie 17:52, 24 May 2006 (BST)

i've moved it to a page where it is open to debate and improvement point blank shotRobbie the king 19:23, 24 May 2006 (BST)

Might I suggest that you move it to Talk:Suggestions instead and put that page up for speedy deletion? Also, please sign your posts. Thanks. --Bob Hammero W!U! 19:20, 24 May 2006 (BST)

yes but idon't think it's quite ready and i'll open it for sometweeks instead of a no ok Robbie the king 19:23, 24 May 2006 (BST), and i did time stamp it i don't kow where it's gone


Unlimited Speech via integrated IRC

This suggestion has been Spaminated with 7 Spams and 3 kills. Message spam and free actions won't fly. --Mookiemookie 23:47, 24 May 2006 (BST)


Ransack Alteration

Timestamp: 21:10, 24 May 2006 (BST)
Type: Minor Balance Tweak
Scope: Ransack
Description: Well, it's been about a month, and I've noticed a minor flaw in the Ransack system. Zombies have to buy Ransack to ransack the buildings, but survivors can repair it without a specialized skill. Excuse me if I'm wrong here, but isn't it harder to fix something then to trash it? I suggest that Construction be needed to repair a ransacked building.

Votes

  1. Keep - Author vote. --TheTeeHeeMonster 21:10, 24 May 2006 (BST)
  2. Keep - I agree. But since maxed out zombies need to buy the skill shouldn't maxed out survivors need to buy a skill too? They may already have construction. Sonny Corleone WTF 21:12, 24 May 2006 (BST)
  3. keep- you beat me to it Robbie the king 21:14, 24 May 2006 (BST)
  4. Keep - Hell yes --Mookiemookie 21:35, 24 May 2006 (BST)
  5. Keep - Good point. --Bob Hammero W! oU! 21:36, 24 May 2006 (BST)
  6. Keep - Oh yeah. --Ember MBR 21:40, 24 May 2006 (BST)
  7. Keep - Keepity keep. --Graytful 21:57, 24 May 2006 (BST)
  8. Keep --Dickie Fux 22:00, 24 May 2006 (BST)
  9. Keep - Its good to add Logic to gameplay actions, eh? You have to have a skill to open a door, so why not repair Ransack? --Karlsbad 22:05, 24 May 2006 (BST)
  10. Keep - If this made any more sense, I'd have to vote kill. --Timid Dan 22:20, 24 May 2006 (BST)
  11. Keep - I have voted Keep on a suggestion. The End Times have begun. - CthulhuFhtagn 22:35, 24 May 2006 (BST)
  12. Keep - Makes sense to me. --A Bothan SpyCDF - WTF - U! 22:43, 24 May 2006 (BST)
  13. Kill - You're not building anything when you tidy up a ransacked building. Make it a new skill. --Dan 22:59, 24 May 2006 (BST)
    • Re - If you read the flavor text for some buildings, structural damage is done, such as shelves being ripped off the wall in malls, and other things that would require a hammer and some nails (or maybe duct tape) to fix. --TheTeeHeeMonster 23:15, 24 May 2006 (BST)
  14. Keep - I agree with Sonny -- Tirion529 23:03, 24 May 2006 (BST)
  15. Keep - Keepity keep keep keepers. --Swmono talk - W! - SGP 23:14, 24 May 2006 (BST)
  16. Keep - I always thought it was strange that the fixing ransack was so easy. --Teksura 23:39, 24 May 2006 (BST)
  17. Keep seems logical KyleTravis 23:40, 24 May 2006 (BST)
  18. Keep - Makes sense, doesn't unbalance anything. --Darkstar949 23:45, 24 May 2006 (BST)
  19. Keep - Keep it fair, oh aye. --Changchad WTFW!SGP 23:58, 24 May 2006 (BST)
  20. Keep - Just because everyone else voted so. --Deras 23:59, 24 May 2006
  21. Keep - I think it makes some sense for it to be part of the construction skill, but not an extra that has to be bought seperatly --Grog 00:30, 25 May 2006 (BST)
  22. Keep - Hell, I thought it already did require Construction. Definitely ought to fix that. --Jimbo Bob ASSU! 00:41, 25 May 2006 (BST)
  23. Keep - As above.. good catch on it not taking construction. --Steel Hammer 01:59, 25 May 2006 (BST)
  24. Keep- Not really necessary, but I can't think of a survivor that doesn't end up with Construction sooner or later anyway...--Xavier06 04:25, 25 May 2006 (BST)
  25. Keep - Balance, my friends. The current 1 AP used to fix it up hardly has any effect, also seeing as Zombies hardly stay in one place for long (as they have zero things to do inside a building devoid of humans)--William Raker 09:17, 25 May 2006 (BST)
  26. Keep - Why not. Nazreg 10:01, 25 May 2006 (BST)
  27. Kill - Survivors need to be able to search buildings to survive. Everything a survivor does is dependant on inventory (with the exception of repairing Ransack and Dumping Bodies). Zombies should have to camp buildings if they want to deny that building's use to survivors. David Malfisto 22:39, 25 May 2006 (BST)
  28. keep -makes senseAvicm 21:25, 26 May 2006 (BST)
  29. Kill - Folks with no XP need some usefull actions. --Spraycan Willy MalTel 08:53, 2 June 2006 (BST)
  30. Kill - Ransack mainly just decreases search odds. You don't need construction to tidy up the place a bit so its easier to find things, correct? Ybbor 23:59, 5 June 2006 (BST)
  31. Keep - well id rather it was a different skill, but meh until then ill vote keep--xbehave 19:35, 6 June 2006 (BST)
  32. Keep - Technically, you don't really need construction just to shove a table to barricade a door either. I think this fits nicely within the Construction skill and doesn't require it's own skill. --DirskoSM 20:16, 6 June 2006 (BST)

Carrying

This suggestion has been Spaminated with 13 Spams and 1 Kill. Pied Piper skills are just bad all around. --Mookiemookie 23:44, 24 May 2006 (BST)


Mutilate

This suggestion has been spaminated with 9 Spams.--The General W! Mod 22:50, 24 May 2006 (BST)


Zombie Skill: Schizophrenia

Spaminated with 8 Spam. WTF? Schizophreniac zombies intrcepting mobile phones signals?--The General W! Mod 23:04, 24 May 2006 (BST)


Zombie Skill: Instill Fear

Spaminated with 8 Spam votes and 1 Kill. - Velkrin 00:36, 25 May 2006 (BST)


Survivor Skill: Fearless

Spaminated with 8 Spam votes and nothing else. - Velkrin 00:35, 25 May 2006 (BST)


Cars

Timestamp: 23:21, 24 May 2006 (BST)
Type: Item, Tactics, Realism
Scope: Humans and Zombies, but particularly Humans
Description: I suggest that empty streets be lined with any number of cars. Cars can be found to be either locked or unlocked and there are different types of cars (see list) which serve different purposes:
  • Cars
    • Unlocked cars: can be searched for items (1AP per search) or entered as a hiding spot, like a building (1 AP to enter) (cars cannot be barricaded). UNLIKE BUILDINGS, cars do not protect you from zombie attacks, rather they simply hide you. Zombies can still attack you, if they stumble upon your hiding spot. Cars have a maximum capacity of one person.
    • Locked cars: Locked cars can only be searched until you have broken into them (1 AP). Locked cars cannot be entered. Alternatively, pending player input and votes, locked cars can be entered, but only after breaking into them.
  • Car types and items
    • Civilian vehicles: may contain beer, newspapers, crucifixes, lengths of pipe, etc. (search success rate up to player consensus)
    • Police cruisers: may contain shotguns or flak jackets (search success rate up to player consensus)
    • Ambulances: may contain first-aid kits (search success rate up to player consensus)
    • Fire engines: may contain axes (search success rate up to player consensus)
    • (Optional, suggestions welcomed)Commercial vehicles (i.e news vans, tow trucks, 18-wheelers, power services): may contain power generators, lengths of pipe, etc. (search success rate up to player consensus)

I feel that this adds to the tact and realism of the UD universe. Looking dowm my street I can spot at least fifteen vehicles, but Malton seems to contain none. Note, I am not suggesting using vehicles as means of transportation, simply for hiding and finding items.

--Jupiter 23:21, 24 May 2006 (BST)

Votes

  1. Spam - Useless, just go in a building. -- Tirion529 23:24, 24 May 2006 (BST)
  2. Spam - All of those items are easy enough to find, especially given the recent generator change. There's no need to flood the game with even more. --Mookiemookie 23:26, 24 May 2006 (BST)
  3. Kill - This would make it far too easy to find items. Maybe if there were a few cars scattered at random every so often and then removed (like the supply crate drops), but not like this. --Bob Hammero W!U! 23:27, 24 May 2006 (BST)
  4. Kill - While I think that seeing scartered cars around would ad a touch of realism to the game, they should not be item chests. --Darkstar949 23:48, 24 May 2006 (BST)
  5. Spam - Yeah of course you can see cars every day, i wonder can you see zombies next door (I mean besides in your mirror) Zombies would have trashed everything in the cars anyway. AND survivors would have too much of an edge here, I now it would be fun the first days but when all the zom Bs were down PKers would be everywhere--Deras 23:50, 24 May 2006 (BST)
  6. Spam - I was expecting another vehicle suggestion. I was wrong. We got one that is just as stupid. Sonny Corleone WTF 00:32, 25 May 2006 (BST)
  7. Kill - whilst its an interesting idea, somehow i think that the coding would be rather complex, though that being said, just having cars in Malton would make sense, even if they don't do anything. I mean, where the hell did they all go?!? --Grog 00:35, 25 May 2006 (BST)
    • Re:Thank you for the sensible reasoning. The way everyone else is replying, you'd think I just killed their kid or something. Real class act, the UD community, reeaaaal class act.--Jupiter 00:41, 25 May 2006 (BST)
    • Q freakin' Q. Ayaka Komatsu 01:01, 25 May 2006 (BST)
  8. Spam - Basically just adds a new, suckier class of buildings. Incorporating cars into street descriptions I could see, but this is basically worthless. --Jimbo Bob ASSU! 00:39, 25 May 2006 (BST)
  9. D-d-d-d-d,d-d-d-d-dupe! - Way too many to list. Ayaka Komatsu 01:01, 25 May 2006 (BST)
  10. Kill - Make the cars less common (random?) and you'll have my vote. --A Bothan SpyCDF - WTF - U! 02:34, 25 May 2006 (BST)
  11. Klll - I agree. make them random and it might be an interesting thing. What fool would hide in there? On the other hand, what zombie would look in there because nobody would be in there. Its an easy thing to overlook and might be fun --Teksura 06:22, 25 May 2006 (BST)
  12. Kill -Pending at least some idea of how the zombies find the survivors hidden in cars. Realism note: Just because cars (or telephone booths or lamposts or whatever) aren't listed in the block description doesn't mean they are not there. Think of UD as the Hemingway of MMORPGs: terse, quick prose. You're told just what you need to know, with a little bit extra thrown in for tone. Otherwise, every block would have elaborate desciptions and then users like you would want to turn each little thing in that block description into a usable implemented feature. It was not meant as an oversight...--Xavier06 06:49, 25 May 2006 (BST)
  13. Klll - there are...oh right Keep alright i needed to read through that again. i zoned out there. Nazreg 10:06, 25 May 2006 (BST)
  14. Kill - You could have at LEAST looked at my discussion on the idea on the talk page. (Does anyone even go there?). And Nazreg, I corrected your vote numbering for you.--Pesatyel 21:12, 25 May 2006 (BST) Edit: David Malfisto, this HASN'T been frequently suggested. Cars have been, sure, but THIS way of doing it hasn't. take a look at the discussion page for my version (I looked it up before posting). --Pesatyel 18:50, 26 May 2006 (BST)
  15. Kill - New ways. Old things. Frequently suggested. If someone finds a firm link I'll change this to a dupe. David Malfisto 22:41, 25 May 2006 (BST)
  16. Kill - No Fuel? Only one person? Too much left to consensus. I didn't like it anyway. --Spraycan Willy MalTel 08:59, 2 June 2006 (BST)