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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.
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Pipe guns

Timestamp: 12:19, 24 September 2006 (BST)
Type: New item, new skill.
Scope: A low powered firarm.
Description: This suggestion will allow survivors to make and use improvised guns. The exact form this takes is left to the imagination of the player - they might refil spent cartridges, or perhaps their gun is more like a blunderbus that fires rusty nails and brocken glass.

In order to make this gun, the character needs a new zombie hunter skill called Gunsmith. Like all such abilities it is only available once you already have 10 skills.

Making the gun itself can only be done in a factory or warehouse, where the required parts are available. It cost 10 AP to put together a gun, and only one can be in the characters inventory at a time. Ammo can be made in the same place, at a cost of 1 AP, which spawns 2 shots in the characters inventory as separate items.

The base chance to hit is 5%, and being an unrifled long arm it gains bonuses from the same skills as a shot gun. The damage per hit is 5 (or 4 against a flak jacket), but the gun only holds one shell at a time, so it has to be reloaded after each and every shot.

So how does this weapon compare to other in the game? It the short term, the standard firearms both deal more damage per AP while actually attacking. A pipe gun does 1.625 dam/per Ap (1.3 against a flak jacket). If you have enough of them that you don't have to reload, a pistol does 3.25 (2.6 against a flak), and a shotgun does 6.5 (5.2 against a jacket). These figures assume that the character is carrying enough pistols/shot guns that they don't have to pause and reload, something imposible with the pipe gun because you can only carry one at a time.

MBA figures reflect the extra time spent searching/loading. The pipe gun has an MBA of 1.3 (1.04 against a flak jacket). A pistol has MBA 1.71 (1.37, againsta jacket) while a shot gun has 1.17 (0.93 against a jacket). A fire axe has 1.2.

As can be seen the pipe gun is better in terms of MBA then the shot gun, but worse than the pistol. Interestingly, against an armoured target, the fire axe is better than the pipe gun as well.

In summary, the pipe gun is more convienient than the other firearms because you are guaranteed the right sort of ammo when you make it, but you pay for that convienience with the guns lesser power. Because the ammo is made in factories and warehouse, this suggestion might draw survivors away from malls and police departments a bit.

Keep Votes

  1. KEEP - My idea, my vote. The Mad Axeman 12:19, 24 September 2006 (BST)
  2. KEEP - With one caveat: I don't think it needs to be a one per character weapon. I would not see anyone (myself included) carrying more than one as a last ditch effort, but I don't think it needs to be hardcoded, and it's kind of hard to swallow flavourwise --Gene Splicer 13:32, 24 September 2006 (BST)
  3. Keep - Nice. --Axe Hack 16:00, 24 September 2006 (BST)
  4. Keep - Holy crap hell yeah. That axe is useless, I want a real backup weapon. -Certified=InsaneUG 17:04, 24 September 2006 (BST)
  5. Keep - I don't think survivors really need more guns, but it's still a good idea. --Officer Johnieo 17:41, 24 Septe,ber 2006 (BST)
  6. Keep- Nice.--Grigori 18:25, 24 September 2006 (BST)
  7. Keep - As officer Johnieo said, survivors dont really need anymore guns. But its a nice idea anyway.--Mr yawn 19:05, 24 September 2006 (BST)
  8. Keep - Survivors don't need more guns, but then again, i wouldn'tve thought we needed binoculars, radios, etc. --BBM 21:43, 24 September 2006 (BST)
  9. Keep - Although we survivors don't need more guns it doesn't mean we can't have them right? Youronlyfriend 22:39, 24 September 2006 (BST)
  10. Keep - I can't see myself ever using this, but that's no reason to vote against it. (I don't think there should be a 1/person limit either). --Funt Solo 23:30, 24 September 2006 (BST)
  11. Keep - I haven't done the extra maths or checked the existing (I leave that to others), but it seems to me that a weapon for which you can get a guaranteed amount of ammo in exchange for your APs will only add to the game. Only being able to make one is quite interesting too. ExplodingFerret 00:41, 25 September 2006 (BST)
  12. Keep - Pretty good. --Gold Blade 00:43, 25 September 2006 (BST)
  13. Keep - I could see this having a lower accuracy than other weapons, but it's all right as is. If one or more related gun skills were prereqs you could lower the accuracy to 0 or lower base and still keep it impossible to have the weapon without at least 5% accuracy. Just a thought if such an edit were thought to be beneficial. --Rgon 17:27, 25 September 2006 (BST
  14. Keep - Been playing a bit too much Nexus, have we? Still, keepski for me. Agent Heroic 19:31, 25 September 2006 (BST)
  15. Keep - Nice idea.
  16. Keep - I am highly impressed, the numbers are perfect and this is fundamentally the same as the advent of syringe manufacture. Just a cost-ineffective, but still useful means to arm yourself. --Kiltric 22:12, 2 October 2006 (BST)

Kill Votes

  1. Kill - I like it, but it seems to me to just be a sawed off shotgun. Increase the damage a bit (6?) and decrease the hit%. This IS an improvised weapon so it wouldn't have the same ability to hit as a real gun. Plus, I don't see why it should matter HOW many you have inventory, given the creation limitations.--Pesatyel 22:49, 24 September 2006 (BST)
  2. Kill - Hmmm, its a new gun idea that has to be 'made' with a skill thats zombie hunter. I'm not a fan of new guns, but this one seems quite complicated. --MarieThe Grove 16:00, 25 September 2006 (BST)

Spam/Dupe Votes
Insert spam/dupe votes here

Default Weapon

Timestamp: Rolo Tomasi 15:07, 24 September 2006 (BST)
Type: Game Setting
Scope: Survivor and Zombie.
Description: Allow each character to choose a weapon type currently in their arsenal. Survivors can choose any weapon they currently own; axe, pistol (even if no ammo in inventory, but it still won't fire), or for a zombie claws, bite, or even a blunt melee equipped. I've found that when searching new weapons are often found, unfortunately these have often bumped my preferred weapon down in the actions list. Default Weapon allows a player to attack automatically with the chosen weapon without searching all weaponsin the attack menu. No AP cost, no disadvantage for either side. If you want a different weapon search the menu like now.

Keep Votes

  1. Keep - Good idea. (I corrected the broken formatting on this suggestion, so the timestamp was copied and pasted.) --Funt Solo 15:18, 24 September 2006 (BST)
  2. Keep - Purely logical.--Mr yawn 15:23, 24 September 2006 (BST)
  3. Keep - I still don't see why we are voting Keep under the Keep section...... --Axe Hack 15:59, 24 September 2006 (BST)
  4. Keep - Old habbit I guess, I don't feel like having to re-edit my vote because it wasn't properly clear I voted keep. Anyhow, I think it would be better if you could also name a 2 backup weapons, such as after the shotgun is the pistol, and after the pistol is the fire axe. -Certified=InsaneUG 17:08, 24 September 2006 (BST)
    Keep- My idea, my vote. I attacked an opp. today, did another action, then attacked again, but my weapon changed to a lesser % one and missed. I had to leave him at 1HP as I was down to my last 2 APs. Never Again!
    Unsigned vote struck. --Axe Hack 17:35, 24 September 2006 (BST)
  5. Keep- My idea, my vote. I attacked an opp. today, did another action, then attacked again, but my weapon changed to a lesser % one and missed. I had to leave him at 1HP as I was down to my last 2 APs. Never Again!rolo Tomasi
  6. Keep - Not actually a high priotrity, but still makes sense. --Officer Johnieo 17:50, 24 Septmeber 2006 (BST)
  7. Keep- I like it--Grigori 18:26, 24 September 2006 (BST)
  8. Keep - Can't see anything wrong with it.--Canuhearmenow Hunt! 18:56, 24 September 2006 (BST)
  9. Keep - Great idea. Doesn't actually make anyone more powerful, but cuts down on headaches. --Reaper with no name 20:07, 24 September 2006 (BST)
  10. Keep - Would cut down on my screaming. --CrimsonD 21:22, 24 September 2006 (BST)
  11. Keep - I often wonder why people vote against more convenient ideas. --MrAushvitz 21:55, 24 September 2006 (BST)
  12. Keep - Can you get a prefered weapon to stay at the top between log ins? I always seem to have the punch and it gives me loads of trouble. Can't kill a zombie with a punch each time so I'm for this idea, totally. --MarieThe Grove 16:02, 25 September 2006 (BST)
  13. Keep - super, I love little timesavers like this. just so long as it could be readily changed. --Kiltric 22:20, 2 October 2006 (BST)

Kill Votes
Against Votes here

  1. Kill -Incomplete. I'm not sure I understand the suggestion. When you click on the attack button, it attacks with whatever weapon (typically punch) is in the "with [ ]" box. And, if you continue to attack (not performing other actions), the weapon you used stays in the box. Would this make the "default weapon" ALWAYS at the top of that dropdown (instead of punch)? And, if so, how would it work? Would there be a check box next to the item in your inventory? Unless one is carrying EVERY weapon, I don't see the point. It isn't like when you click on the drop down for the weapon slot you have to scroll several pages. Also, I think this is a dupe, but I don't have time to search. Can you clarify?--Pesatyel 22:58, 24 September 2006 (BST)
  2. Kill - I'm changing my reason for voting kill. I think it would be nice if the little drop-down box was a bit clever than it is now, but not quite in this way. Example: If you just reloaded your shotgun, why not make the shotgun the top of the list on the next page load? ExplodingFerret 00:41, 28 September 2006 (BST)
  3. Kill - Not needed. Server load is not a good reason to vote kill. But seeing as this suggestion is "I'm too lazy to play the game, play it for me and increase lag", then I think it's justified. - David Malfisto 17:34, 26 September 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here

Security Doors (Revised!)

Timestamp: Canuhearmenow Hunt! 17:24, 24 September 2006 (BST)
Type: New Item.
Scope: Making Forts more defensible.
Description: This is to add Security Doors to Malton's Forts, a zombie opening a Powered Fort's Security Doors has only a 25% chance of opening the door, if failed they get this message "You try to open the door but fumble with the lock Mechanism." 25% isn't too small of a percentage, considering their are only 2 forts and with a mob of 50 something zombies that at least one of them will open the door. This is not elitist, c'mon, Malls have better search rates and people are far more elitist in those.

Keep Votes

  1. Keep - Author Vote, all thanks to Funt Solo for the simplifying and improving.--Canuhearmenow Hunt! 17:24, 24 September 2006 (BST)
  2. Keep - More love with all the joy for this suggestion....and we shouldn't put Keep before our comment if we are voting under the Keep section. Same thing should apply to the Kill and Spam/Dupe sections.... --Axe Hack 17:28, 24 September 2006 (BST)
  3. Keep - Let's face it, Armoury's should be easier to defend, but because of the Free Running / VSB rule, they're one of the easiest to break into buildings in the game. This addresses that, but not in an over-powered way. (I like to see a list of Keeps - just old fashioned, I guess: the Spam/Dupe section does need to specify which it is.) --Funt Solo 17:32, 24 September 2006 (BST)
  4. Keep - Axey, this is like the third time you've brought the subject up!!! Just suggest it already! --Officer Johnieo 17:48, 24 September 2006 (BST)
  5. Happy Axe? - Sure, but such a minor thing... -Certified=InsaneUG 18:58, 24 September 2006 (BST)
    • Re - Where did the pretty Keep Go? I'm sad...--Canuhearmenow Hunt! 18:59, 24 September 2006 (BST)
      • Re - Check out the nuse suggestion. I can still change it if you want ;) -Certified=InsaneUG 21:55, 24 September 2006 (BST)
  6. Keep - Me likey--Mr yawn 19:03, 24 September 2006 (BST)
  7. Keep - Considering that forts should be at least as defensible as malls (especially considering that malls have such higher search precentages), I think this is a great suggestion, a lot better than my attempt at strengthening forts. --Reaper with no name 20:06, 24 September 2006 (BST)
  8. Keep - I like this much better.--CrimsonD 21:25, 24 September 2006 (BST)
  9. Keep - Noone can free run in and out of a Fort, works for me. --MrAushvitz 21:57, 24 September 2006 (BST)
  10. I like it. It isn't like Kevan HAS to use 25%. And Axe, we still need to vote Spam or Dupe (since they are two different votes).--Pesatyel 23:01, 24 September 2006 (BST)
  11. Check - Security doors to explode! --Gold Blade 01:16, 25 September 2006 (BST)
  12. Keep - Sounds like fun on both sides of the door! --Aitroxan 02:34, 25 September 2006 (BST)
  13. OMGICANSAYWHATIWANTCAUSEITSUNDERTHESUBHEADING - Sounds good to me. Youronlyfriend 08:00, 25 September 2006 (BST)
  14. Keep - Seems fair because they are hard to defend anyway, but maybe zombies with Memories of life could have a higher chance of opening the door? --MarieThe Grove 16:04, 25 September 2006 (BST)
  15. Keep - Only zombies with Memories can open doors. Makes sense that tough doors are tough to open. David Malfisto 17:36, 26 September 2006 (BST)
  16. Keep - sounds good, makes sense, and makes armories somewhat defensible now. and Marie zeds with MoL are the only ones who can open doors, so there is no point in raising the %. --Kiltric 22:31, 2 October 2006 (BST)

Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here

New Starting Class: Nurse

Timestamp: Reaper with no name 20:26, 24 September 2006 (BST)
Type: New starting class
Scope: New players
Description: Currently, there are 3 military classes and 3 civilian classes, but only 2 science classes. So, I figured there should be another science class. Nurses would start with the Diagnosis skill and a first aid kit. The reason they only start with one instead of 2 (like Doctors) is because diagnosis is widely considered to be a more useful skill than first aid.

Keep Votes
For Votes here

  1. Author Keep- Really, why not have 3 science classes? --Reaper with no name 20:26, 24 September 2006 (BST)
  2. Keep - until someone finds the dupe link--Gage 20:35, 24 September 2006 (BST)
  3. Keep - Good enough for me.--Mr yawn 20:50, 24 September 2006 (BST)
  4. WTF Nurses!!!! - Sounds good to me. -- Cheeseman W!ASBTalk 21:23, 24 September 2006 (BST)
  5. Keep - good thinking. thats just plain obvious now i think about it. --BBM 21:37, 24 September 2006 (BST)
  6. Keepster-Beezers Give 'em Free Running as well - nurses are always running about. --Funt Solo 21:48, 24 September 2006 (BST)
  7. Keep - Good job.--Canuhearmenow Hunt! 21:51, 24 September 2006 (BST)
  8. COMMUNISM is good. -Certified=InsaneUG 21:54, 24 September 2006 (BST)
  9. Keep - My mother's a nurse, this makes perfect seanse.--CrimsonD 21:56, 24 September 2006 (BST)
  10. Keep - No shit, this is more likely to work than the doctors/medics getting diagnosis.. so what the hell. Several others have been asking for nurses as a starting class anyways. Even if the nurse started buck named for equipment (hee hee) she'd be more useful than the doc or medic just cuz of the starting skill. --MrAushvitz 21:59, 24 September 2006 (BST)
  11. Richard Nixon - For teh winz.--Thari TжFedCom is BFI! 22:00, 24 September 2006 (BST)
  12. Keep that male chauvinism out of here! Really.. "she'd be more useful"? Grrr... --Niilomaan GRR!M! 22:26, 24 September 2006 (BST)
  13. Keep - The kill voters make good points, but I think this has merit anyway. --Rgon 23:29, 24 September 2006 (BST)
  14. Keep - There have been a few nurse suggestions. I'm tempted to Dupe because of the presence of many other, similar suggestions that might be better purely because the author is a n00b who doesn't understand how voting works. However, this is a good idea. So I'm voting Keep based on that. David Malfisto 17:39, 26 September 2006 (BST)
  15. Keep - why not? --Kiltric 22:34, 2 October 2006 (BST)

Kill Votes
Against Votes here

  1. Kill - Why not just give doctors the one FAK and diagnosis? Oh that's right then it'd be a dupe and we can't have that can we. Youronlyfriend 22:46, 24 September 2006 (BST)
  2. Kill Is this where you got the idea? I don't think a new class, of this type, is really needed. The suggestion to give doctors Diagnosis is much better.--Pesatyel 23:24, 24 September 2006 (BST)
    • Re - You're supposed to be voting based on the merit of this suggestion, not based on the presence (or lack thereof) of other, possibly similar suggestions that might be better. However, I wasn't inspired by that suggestion. I came up with this idea simply because I felt there should be a third science class, and this made the most sense. --Reaper with no name 16:45, 25 September 2006 (BST)
      I DID vote based on the merits. I don't think a new class, of this type, is really needed. I was REAL close to labeling this a Dupe based on the suggestion I linked. And, as pointed out in THAT suggestion, there is no "weapon weilding" scientist class.--Pesatyel 06:50, 1 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


moved to the talk page because the suggestion was edited way after voting began.--Gage 03:35, 25 September 2006 (BST)

Junkyard Safe Entry

Timestamp: Funt Solo 23:56, 24 September 2006 (BST)
Type: Location Alteration
Scope: Junkyard Barricades.
Description: For a new player, playing a survivor, there's nothing quite as frustrating and demoralising as searching for a safehouse of Very Strong or less barricades. Uniform Barricade Policies are patchy, and often not actually implemented. Even experienced players can be frustrated by over-barricading.

This suggestion is simple: make all junkyards in Malton maximum Very Strong +2 Barricades.

(In role-play terms, this can be justified by saying it's just too difficult to barricade a fenced off area as efficiently as a building.)

(There are only 8 suburbs in Malton that don't have junkyards.)

Keep Votes

  1. Author-Keep - This user supports the frustration of Axe Hack by continuing to use "Keep" in the Keep section. --Funt Solo 23:58, 24 September 2006 (BST)
  2. Keep - Its actually good keeping the bold Keep, Kill, and others. Its Ego Boosting.--Canuhearmenow Hunt! 00:01, 25 September 2006 (BST)
  3. Keep - I've had a good think about this. Toejam's kill vote brings up a good point: not being able to find a building to hide in adds to fun (and realism: in a real zombie-infested city, the skilled survivors barricade and the johnny-come-lately's can't get in). However, it is ONLY junkyards, which aren't all that common; this means that the advantages (all newbies run to the junkyards) are offset with the obvious disadvantages (junkyards being a target). Which is cool. So yes. ExplodingFerret 01:04, 25 September 2006 (BST)
  4. Keep - Junkyards need a little more action, sure. Makes the fight a little more "dirty". MrAushvitz 02:25, 25 September 2006 (BST)
  5. Keep - I am not often in favor of things like this. However, I think the game needs a little more fun stuff and I really like a new target to fight over idea sometimes. Over all, I think it is good. Good job and keep up the good work. --Fullemtaled 05:05, 25 September 2006 (BST)
  6. Keep - Sounds good. --c138 RR 16:14, 25 September 2006 (BST)
  7. Keep - Far too many idiots barricade up the Tactical Resources, stopping new characters from getting ammo and FAK's, especially during zombie invasions when they most need them. -Dog Deever TNec 17:46, 25 September 2006 (BST)
  8. Keep - Good Idea :) We try to keep barricades at VS+2 but some zombies and greifers are taking the fun and interest out of barricades by continullay barricading up entry points. Cheats. --MarieThe Grove 20:12, 25 September 2006 (BST)
  9. Keep - YAY! A place where my zombie can always break in and always find newbs to eat! - David Malfisto 17:41, 26 September 2006 (BST)
  10. Keep - I like that Junkyards are low profile, but I like knowing where to find an entry point more, and I also like things that draw focus off of malls and NTB's. --Kiltric 22:43, 2 October 2006 (BST)

Kill Votes

  1. Ah screw you, some of the most strategic points to sleep over in certain suburbs are junk yards, if I couldn't EHB it I'd be dead in less than an hour. (nothing personal, I just don't like the idea of certain buildings that can't be set over VS+2, though this would be the most logical choice if there were. I just prefer local groups to decide on entry points and VS+2 safehouses, instead of some game rule that would screw up all existing barricade plans). -Certified=InsaneUG 00:01, 25 September 2006 (BST)
  2. Kill - Some of my favourite experiences from the game have been when I've been running around outside and not knowing if I'll be able to find a way back in, but making it back just in time. They wouldn't have happened if I knew that I could definitely find a safehouse at such-and-such a place. --Toejam 00:54, 25 September 2006 (BST)
  3. Kill - What about newb zombies or lone ferals? Ever stop to think about them? They need easy flesh. Besides, this would ruin the whole crazyness of finding a new safehouse. No excitement then.--Mr yawn 06:47, 25 September 2006 (BST)
  4. Kill - Searching for safehouse/entry point is part of the fun. Gives some excitment to the game what you can't figure out how you going to get in out of the zombies. --Rgon 17:31, 25 September 2006 (BST)
  5. Kill - Would give survivors 100% sure entry point, and that's why I hate it. --Niilomaan GRR!M! 12:17, 26 September 2006 (BST)
  6. I think that Junkyards should have...some kind of differentation. This just isn't it.--Pesatyel 06:56, 1 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - junkyards are some of the best places to hide because they are low priority targets. Leave them alone.--Gage 00:03, 25 September 2006 (BST)
    • Re- Yeah, unlike schools, museums, bars, clubs, buildings, towers, churches... --Funt Solo 00:07, 25 September 2006 (BST)
      • Re - yeah, if you make any building a default entry point/n00b building, it automatically with bump it up to a high priority target.--Gage 01:01, 25 September 2006 (BST)
  2. Spam - As above. I've seen better ideas of variable barricade status. Youronlyfriend 03:07, 25 September 2006 (BST)

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