Suggestions/25th-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.
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Axe Sharpening

Timestamp: 05:24, 25 May 2006 (BST)
Type: Skill and balance change
Scope: Survivors
Description: First of all, yes, this suggestion is very similar to one I proposed very recently. I've since changed several important things about it, so before anyone casts a knee-jerk vote, I ask you all to take some time to think about it (I've put changes in italics so that it's easier to see what's different).

Also, before anyone tells me that it will be too difficult for Kevan to keep track of how long until the axe is dull again, keep in mind that a temporarily-upgraded axe is basically like a gun, and it shouldn't be any harder to keep track of how long an axe has before it's dull than how long a gun has before it's empty. As this very page says, "Server load/complexity issues are up to Kevan to decide." And to preempt anyone using the quote that "Items or skills that temporarily boost your stats for X turns are bad ideas," I'd like to point out that this is not a multi-step skill, which is what the quote is in reference to.

This suggestion would create a new skill for survivors, "Axe Sharpening," that would allow temporary damage advantages when using a fire axe.

Survivors with Axe Sharpening, who are carrying at least one fire axe and in an Armoury, Auto Repair Shop, Factory, Junkyard, or Warehouse with a running generator, would be presented with a button to sharpen their fire axe.

Pressing the button to sharpen the axe would have one of three effects. 50% of the time the axe would be sharpened successfully, while 50% of the time the sharpening would fail. Additionally, 5% of the time, the axe would be destroyed while attempting to sharpen it.

Successfully sharpening the axe would temporarily boost its statistics to deal 4 damage over its next 5 successful hits, after which its blade would be dulled again to 3 damage per hit. The cost to sharpen an axe would be 2 AP per axe, with multiple sharpenings on the same axe having no effect.

These changes would not overly affect the MBR of the fire axe or unbalance the game. With a 50% chance to sharpen, it works out to 2 AP per 5 "ammo," or 0.4 AP per ammo. Adding in 1 AP per swing brings the cost to 1.4 AP. With a 40% chance to do 4 damage, or 1.6 damage per AP, the MBR works out to about 1.14 (the same effect as raising the sharpening cost to 3 AP). Compare this to the normal fire axe's MBR of 1.2. Additionally, survivors without Axe Sharpening, or who choose not to use it, would not be adversely affected, since axes would keep their current statistics by default.

It would also add some tactical value to the buildings in which Axe Sharpening could take place, since none of those buildings seem to be currently used as main tactical points. This would also increase the value of generators, since a running generator would be required to power the axe-sharpening equipment.

  • Prerequisites: Axe Proficiency.
  • Location in Skill tree: Requires Axe Proficiency.
  • Crossover skill: No.
  • Cost in XP: Standard.
  • How it's activated: Click a new button, which would appear only for survivors with Axe Sharpening who are carrying at least one fire axe, and who are in an Armoury, Auto Repair Shop, Factory, Junkyard, or Warehouse with a running generator.
  • Cost in AP: 2.

Summary of the main changes:

  • 4 damage instead of 5.
  • 50% success rate for sharpening instead of 100%.
  • 5% chance to destroy the axe while sharpening.
  • Damage increase lasts for 5 hits instead of 4.

Notes added for clarification: In case it was not immediately obvious to everyone, I'm not actually trying to suggest 105% success possibilities. What I mean is that there is a 50% chance of successful sharpening, a 45% chance of failed sharpening, and a 5% chance of failed sharpening that also destroys the axe. --Bob Hammero W!U! 07:25, 25 May 2006 (BST)

Votes

  1. Keep - I think that I've balanced this suggestion out a lot. Thanks to everyone for their input. --Bob Hammero W!U! 05:24, 25 May 2006 (BST)
  2. Kill - I liked it before, but as you pointed it out, it actually makes the axe LESS effective per AP. Completley pointless. --HamsterNinja 05:35, 25 May 2006 (BST)
    • Yes, it does make it less effective, but only marginally so. The point of it is that it makes the axe more useful as a backup weapon for finishing somebody off (rather than a day in, day out weapon), increasing it's versatility rather than it's overall power. If you for some reason dislike being able to use a weapon in more than one capacity or have another objection you haven't raised, you don't have to vote Keep, but don't vote Kill because it's "pointless". It's not. --Jimbo Bob ASSU! 06:56, 25 May 2006 (BST)
  3. Kill - "Items or skills that temporarily boost your stats for X turns are bad ideas", actualy this is technicaly a multi-step skill any way. Plus regardless it is still a bad idea to temporarily boost stats. - Jedaz 05:44, 25 May 2006 (BST)
    • Actually, this is no more a "multi-step" skill than is setting up a genny and clicking on "Manufacture Syringe" or "Access Necronet" is. I can't speak authoritatively on whether this is a "stat boost" skill as I'm both brand spankin' new to the Suggestions page and very far from a tech whiz, but it's my general understanding that "stats" refer to things that alter the characters abilities, i.e. AP, HP, or carry boosts. Technically speaking, I believe this is more like gun ammo, only applied to axes. (If I'm taking up too much space here and need to move to the Talk page, somebody let me know. I'm new here, okay?) --Jimbo Bob ASSU! 07:07, 25 May 2006 (BST)
  4. Kill - "50% of the time the axe would be sharpened successfully, while 50% of the time the sharpening would fail. Additionally, 5% of the time, the axe would be destroyed while attempting to sharpen it." Thats 105%. The math involved would cause the universe to implode. serously, Junkyards have no reason to be able to sharpen an Axe. Change that to a Fire station next time and I'll think about it. --Teksura 06:03, 25 May 2006 (BST)
  5. Kill - Your math is corrupt and enrages Stephen Hawking! Ayaka Komatsu 06:36, 25 May 2006 (BST)
  6. Keep - Much better. @Teksura & Tokakeke: Idiots. Not 5% added on, it was just another possible outcome. Bob means that when you fail, you have a 5% chance of breaking the axe as well, making it 50% succeed, 50% chance of fail, and if you fail, you have a 5% chance of the axe breaking. --A Bothan SpyCDF - WTF - U! 06:41, 25 May 2006 (BST)
    • -Moving discussions that consist of more then 2 re's and leaving a note saying that you have done is is allowed.--Vista W! 12:51, 25 May 2006 (BST)
  7. Keep - Bob is my homeboy, and he listened my advice real good. And for the SOOPER MATH PEOPLE - somehow I think it may have been incredibly obvious that failing to sharpen the axe was implied by the axe being physically destroyed. As such, the 5% destruction chance simply represents a part of the total failure percentage. To rephrase what I believe was the meaning of the suggestion, there would be a 50% chance of success, a 45% chance of failure without harm to the axe, and a 5% chance of failing to sharpen the axe and destroying it in the process. Got it now? --Jimbo Bob ASSU! 06:49, 25 May 2006 (BST)
  8. Keep - I like it. One minor thing I have to say, I dont like the word "destroy" how bout if you get that 5% chance it comes up with text saying "You attempt to Sharpen your axe but the blade breaks off, sadly you toss it aside and cry a little." Its a good idea and would give you something else you can do with a fire axe apart from take off zombie heads. -- Krazy Monkey 07:57, 25 May 2006 (BST)
  9. Keep - Though, the amount of boosted attacks could be a bit larger, but numbes, numbers. The suggestions are not meant to discuss numbers, but to show what the community wants and would like in the game.--William Raker 09:04, 25 May 2006 (BST)
  10. Keep - Shit yeah. I liked this before and I like it still. with the changes its a more viable skill. sure the axe mught be less efficient but your saving ap's im not sure if thats the right way to put it, but most people know what i mean. Anyways nice work. im crossing my fingers this gets kept Nazreg 09:14, 25 May 2006 (BST)
  11. Keep - Simply because I don't want to see this brilliant idea shot down by numbskulls. –Xoid Talk U! 09:42, 25 May 2006 (BST)
  12. Keep - I like it. Blue Wild Angel 09:57, 25 May 2006 (BST)
  13. Keep - A littlebit of realism mixed in with a little bit of cinema... I have some reservations but not enough to vote kill. Conndrakamod T W! 10:26, 25 May 2006 (BST)
  14. Keep - I like it. --Abi79 The Abandoned 12:07, 25 May 2006 (BST)
  15. Kill - I still don't like the idea of upgrading weapons, even if temporary. Sonny Corleone WTF 12:15, 25 May 2006 (BST)
  16. Kill -Pistol are for storing AP, AXe is for melee and use without AP storage--Vista W! 12:53, 25 May 2006 (BST)
  17. Keep - I have a few reservations but not enough to nerf the idea. I think this could add some flavor to the game.. --Steel Hammer 13:15, 25 May 2006 (BST)
  18. Keep - This has been refined into a truly awesome suggestion. Introduces a new level of strategy to the axe and creates new uses for powered buildings, without overpowering the weapon. Excellent. Note - Good on you for using MBR, but note that the actual average sharpening cost will be 0.8 AP per hit. This is because there's a 50% chance of failure, so we have to assume the player will hit the button twice to achieve the sharpening. Thus it's 4 AP per 5 hits, or 0.8 AP each. MBR is thus 1.6/1.8, or 0.89. --Ember MBR 14:02, 25 May 2006 (BST)
  19. Keep - I might even use the axe for once instead of sticking to pistols if this is added. --LCpl Mendoza 14:43, 25 May 2006 (BST)
  20. Keep - Yeh go on then. That isn't too bad. Not overpowered at all. Probably wouldn't be that useful at the end of the day, but a nice way to spend XP. --Otware 15:26, 25 May 2006 (BST)
  21. Keep - This is a subtle change that probably won't make a huge difference, but some people could have fun with it. --Dickie Fux 16:11, 25 May 2006 (BST)
  22. Keep - It's a little on the powerful side, for an axe. You get five extra damage for two extra AP, a marginal rate of 2.5 damage/AP as compared to 1.2 for normal axe use. The denominator would also include the AP cost of finding an axe, but I count that at zero: you find axes everywhere you look for generators and fuel, so if you wear them out it just saves you having to drop them. But I like suggestions a hair on the overpowered side. --Dan 16:32, 25 May 2006 (BST)
  23. Kill - "Items or skills that temporarily boost your stats for X turns are bad ideas." is right, no matter how much you wnat to argue the point. Multi-step skills or items or processess are just not something I care for, or something that I believe belongs in UD. --Mookiemookie 16:37, 25 May 2006 (BST)
  24. Keep - Why not. If you have multiple axes in your inventory, can you sharpen each one separately? With an inventory of 51 axes, could you potentially set yourself up for 255 buffed attacks? --Uborkapete 16:52, 25 May 2006 (BST)
    Re Yes, theoretically you could sharpen all 51 axes (setting aside the amount of AP that would require, and the possibility of some breaking in the process). The sharpening would work similarly to how reloading does now (the game would automatically pick the next axe to sharpen). --Bob Hammero W!U! 20:37, 25 May 2006 (BST)
  25. Keep - Could be fun - adds variety - the spice fo life KyleTravis 18:54, 25 May 2006 (BST)
  26. Keep - Nifty idea.--'STER-Talk-Mod 20:05, 25 May 2006 (BST)
  27. Keep - Seems balanced enough to me. Sure, one could carry a whole bunch of "sharpened" axes, but the weapon STILL does less damage then a pistol with less accuracy.--Pesatyel 20:34, 25 May 2006 (BST)
  28. Keep and an idea I like the general idea. The numbers might need a bit of tweaking. Here's a thought though...what if instead of making it Axe Sharpening it was Knife Sharpening? That way knives and the knife skill could finally have a purpose. Sharpening them could make them better than an axe, when unsharpened they'd be as sucky as they are now. Axes are fine as is, knives could use a bit of help. This could be exactly what they need. Please resuggest this for knives! --Jon Pyre 20:56, 25 May 2006 (BST)
    RE -Hey Jon I suggested an and/or knife sharpening change for the axe grinding skill when that looked doomed. its still a very viable possibility if this gets passed.Nazreg 15:32, 26 May 2006 (BST)
  29. Kill - Although the math is good, and I do think the idea is hawt, I still fail to see why the harmanz need another shotgun. (Sacrificing AP/XP for more damage in less time = shotgun.) I still love Bob, though. --Undeadinator 21:31, 25 May 2006 (BST)
  30. Kill - I'm no weapons expert, but aren't fire axes supposed to be dull so they can bash things down instead of cutting nicely through them? --Ron Burgundy 22:06, 25 May 2006 (BST)
  31. Kill - New ways to do old things is bad m'kay? I actually like this suggestion though. One other thing, in the attack box would you get "Axe" or "Sharpened Axe" and "Axe" if you had a sharpened axe and and axe? David Malfisto 22:15, 25 May 2006 (BST)
    You'd get "Axe" and "Sharpened Axe", and your inventory would reflect how many sharpened hits you have left on the sharpened axe. Also, I'm confused: you like the suggestion but you're voting kill? --Bob Hammero TW!U! 23:37, 25 May 2006 (BST)
  32. Keep - Much better now, and I wouldn't be supprised to see some people carrying around two axes from now on - one to bring them down in health, and a sharp one to finish the job. --Darkstar949 00:26, 26 May 2006 (BST)
  33. Keep - Adds potential diversity in gameplay. Also gives players a reason to use more buildings, which is always a bonus. --Grarghal Bob 00:40, 26 May 2006 (BST)
  34. Kill -make it knife sharpining and i might vote keep we dont need to make the axe's monoply anymore powerfulAvicm 21:04, 26 May 2006 (BST)
    • Tally: 23 Keep, 11 Kill, 0 Dupe, 34 Total. --Bob Hammero TW!U! 02:07, 31 May 2006 (BST)
  35. Keep - would rather it was for knife tho--xbehave 19:39, 6 June 2006 (BST)
  36. Kill - What Avicm said. --DirskoSM 21:15, 6 June 2006 (BST)
    • Tally: 24 Keep, 12 Kill, 0 Dupe, 36 Total. –Bob Hammero TW!P! 05:28, 7 June 2006 (BST)

Library Books

Timestamp: 08:11, 25 May 2006 (BST)
Type: Use for Libraries
Scope: Survivors
Description: When you are inside a powered library and you read a book the chance of gaining 1XP is doubled. According to the Book Odds investigation the current odds of gaining XP by Book is roughly 10%. This suggestion would increase it to 20% as you can see better and as its a library what better place to make it more likely to gain XP by reading. This could also be applied to schools as you learn there as well.

Note: Since Scientist gain 2XP from Books the chance to gain the 2XP is doubled as well.

Votes

  1. Keep - Author vote. -- Krazy Monkey 08:11, 25 May 2006 (BST)
  2. Keep - Doesn't sound unreasonable. It's not like gaining a whole 2 XP would offset things that badly anyway, and books are currently basically useless. --Bob Hammero W!U! 08:20, 25 May 2006 (BST)
  3. Keep - Books would still be useless, but I don't see why not. --A Bothan SpyCDF - WTF - U! 08:22, 25 May 2006 (BST)
  4. Keep - I would be shocked if Kevan ever actually implemented this, but I like the idea of adding value to generators and non-TRPs just on general principle, so why the hell not. --Jimbo Bob ASSU! 08:37, 25 May 2006 (BST)
  5. Kill - a small bonus to increase the chance of XP from books would be good, but not from a running generator. Location and lighting have nothing to do with learning; Comprehension does. (A new Science skill, possibly called 'Research', would be better IMNSHO). --Raystanwick 08:43, 25 May 2006 (BST)
  6. Keep - Won't affect much, would give some use for the extra generators people might have lying around (I know I do). And it makes sense. Reading in the dark is seriously frustrating, ever tried? With sufficcient lighting, it's much more comfortable, and when you're comfortable, you are more receptive. --William Raker 09:07, 25 May 2006 (BST)
  7. Keep - Not unbalancing. Addendum to what William Raker said; some people learn better in certain environments. I know that I paid more attention whilst inside a structured environment. Libraries are just a good place to sit back and read, they have a certain vibe to them. Xoid Talk U! 09:17, 25 May 2006 (BST)
  8. Keep - Kill Dupe Spam. yes it makes sence and would be nice. but books are usless and there has to be a skill that covers this. whatever its alright. Nazreg 09:27, 25 May 2006 (BST)
  9. Keep - Arrgh, me hearties, this humble pirate be likin' this suggestion. --Changchad WTFW!SGP 12:03, 25 May 2006 (BST)
  10. Keep - Why didn't I think of it first? :P --Abi79 The Abandoned 12:10, 25 May 2006 (BST)
  11. Keep - You want to gain XP that way? Be my guest. Fighting is easier though. Sonny Corleone WTF 12:23, 25 May 2006 (BST)
  12. Keep - I swear this is a dupe though. Can't be bothered to find it. EDIT: It was in with a bunch of other crap, but it's in with this suggestion: [[1]] Too much other extraneous crap in that one for me to vote dupe though. --Mookiemookie 12:24, 25 May 2006 (BST)
  13. keep - I like it. I can tell you from experience its better to study with the lights on... --HerrStefantheGreat 14:55, 25 May 2006 (BST)
  14. Question - Scientists already gain 2xp instead of 1xp from reading. What way would this affect them?--Toejam 15:11, 25 May 2006 (BST)
    • Re - It would double the chance of gaining the 2XP. -- Krazy Monkey 16:08, 25 May 2006 (BST)
  15. Keep - Reasonable, ballanced, and atmospheric, sounds good to me! --Paradox244 15:15, 25 May 2006 (BST)
  16. Kill -Doubling the change to gain XP would mean it still useless. Now i like the fact that book learning is useless. But introducing a a skill that makes something from useless to useless is well... useless.--Vista W! 15:46, 25 May 2006 (BST)
    • Re - If you actually read the suggestion you would see that it is not a skill. -- Krazy Monkey 16:08, 25 May 2006 (BST)
    • No I read the thing. Skill, mechanic, meh. still useless.--Vista W! 16:38, 25 May 2006 (BST)
    • ReOk sorry you feel that way. -- Krazy Monkey 16:52, 25 May 2006 (BST)
  17. Keep - Why not? --Dickie Fux 16:13, 25 May 2006 (BST)
  18. Keep - Libraries are sometimes used as a start-up path for new characters, so this would enable organized survivors to do something to help newbs. --Dan 16:35, 25 May 2006 (BST)
    • Tally - 2 Kill 15 keep 18 total -- Krazy Monkey 17:00, 25 May 2006 (BST)
  19. Keep - Why not.KyleTravis 18:55, 25 May 2006 (BST)
  20. Kill - Books arn't really meant to be used to level up. They're like Tagging, it's there if you want it, but the sane people don't use it. - Velkrin 19:14, 25 May 2006 (BST)
  21. Keep - A decent step towards making books better. --McArrowni 19:27, 25 May 2006 (BST)
  22. WTFZombies!/Keep mines not going to get through, so I guess this is my only choice. Mattiator 20:02, 25 May 2006 (BST)
    • Note - Struck out retarded part of--struck out most retarded part of vote. --Undeadinator 21:45, 25 May 2006 (BST)
  23. Keep - Haha, I had thought of that too. Private Oxymoron 20:07, 25 May 2006 (BST)
  24. Keep - I just don't understand what the big friggin' deal is for people to vote kill (not that I'm saying they can't/shouldn't). Does EVERY suggestion have to be some big huge game altering idea? If you don't want to make use of some minor idea (like this), why would it hurt the game to include it?--Pesatyel 20:41, 25 May 2006 (BST)
  25. keep power to the libraries--xbehave 21:38, 25 May 2006 (BST)
  26. Keep - Reading Tony Robbins gave me the confidence I needed to attack zombies with my bare hands. --Undeadinator 21:45, 25 May 2006 (BST)
  27. Kill - Im most concerned about the fact that this, if implemented, will start a trend of survivors gaining levels by just standing on libraries. Survivors are suposed to get more experience proportionaly to the risk of gaining it. Dont missunderstand me, im all for new uses and mechanics for things, but this is wrong, and leads Urban Dead players to play the game as it isnt meant to be played. Please take this into consideration before voting keep. --Matthew Fahrenheit 21:50, 25 May 2006 (BST)
  28. Keep - Makes sense for the science types. Everyone else still have better ways to gain XP. David Malfisto 22:17, 25 May 2006 (BST)
  29. Keep - Yay for pacifism! --DJSMITHCDF 23:53, 25 May 2006 (BST)
  30. Keep - Might help newbies gain some XP between healing and finding FAKs. --Darkstar949 00:28, 26 May 2006 (BST)
  31. Kill - its a bit to much expirenece for scientist just siting in a library lower the exp back to normal and just make suggestion only a 10 percentage bonus and you got my voteAvicm 21:09, 26 May 2006 (BST)
  32. Keep - Extra chance of getting a single XP is hardly game changing, and it would be handy for anyone RPing a bookworm. -- Mia Kristos 02:46, 29 May 2006 (BST)
    • Tally - 26 keep, 5 kill, 0 Spam, 0 Dupe, 1 illeagal vote, 32 Total -- Krazy Monkey W! 17:21, 12 June 2006 (BST)

Book Learning and Lecturing

Timestamp: 09:32, 25 May 2006 (BST))
Type: New skills, possibly a new class
Scope: All players
Description: Yep, this idea is just gonna get shot down like a low flying duck.

Anyway, new skills:

Comphrension (Civillian skill) The chance of gaining EXP from reading a book or listening to a lecture is increased to 30%.

Keen Study Habits (Requires Comphrension) [better title?] +2 EXP when gaining EXP from successfully reading a book or listening to a lecture (3 EXP for non-science characters, 4 EXP for science characters).

Lecturing (Requires Keen Study Habits [hence referred to as KSH from now on].) [This idea was partly inspired by the suggestion "Preach."] You can now hold lectures in places for whoever will listen.

Lecturing works like this: You need a book in your invertory and 5 AP. Click the button "Lecture" when you have these, you'll then be in "lecture mode." Only one player can lecture in a block or building (one can lecture OUTSIDE a building when a player is lecturing INSIDE, though) at any one time, after 5 hours of lecturing you will stop lecturing. Being attacked or performing any action will also make you leave lecture mode. While lecturing, you will show in the room description as "[player name] is holding a lecture here.", and other players can click the button "Listen to the lecture" for 1 AP. Listening to the lecture is kinda the same thing as reading a book in your invertory. Thus, your Comphrension and KSH skills (if you have any) come into play when listening to lectures. Successfully listening to a lecture nets you the same EXP as reading a book then with the same rate of success (w/o KSH: 1 EXP or 2 EXP for science, w/ KSH: 3 EXP or 4 EXP for science). Zombies with Memories of Life can also listen to lectures, with Comphrension and KSH skills coming into play. They can lecture other zombies themselves if they have the Lecturing skill and Memories of Life and can do so without needing a book, but humans cannot learn anything from them or listen to them.

Lecturing uses up a book EACH in your invertory, so 3 lectures require 3 books. If someone gains EXP from a lecture, the lecturer gains 1 EXP for each one, i.e. 6 people gain EXP, the lecturer gains 6 EXP. This is a cap on this EXP gain, with a max of 30 EXP gained from a single lecture.

If you lecture in a cinema, office, pub or club, you gain 3 EXP for each successful EXP gain by students and your students' chances to gain EXP from listening is increased by 10% (due to lecturing on eye catching stages present in these buildings).

Also, a chance to maybe add a new civillian class Teacher to the game...?

Any more suggestions would be appreciated.

Votes

  1. Keep - Shameless author vote. This would help out newbies, give books a better use and allows some new activities to be enjoyed while waiting for the next seige. -- November7 09:32, 25 May 2006 (BST)
  2. Kill - makes books far to powrful. - --ramby T--W! - SGP 10:13, 25 May 2006 (BST)
  3. Kill - This could be a good idea but needs more thought. The Lecture aspect is kinda silly, the percentages+XPgain are far too high, and Learning type skills should be in the Science class, IMO.(Think Gilligan'sIsland and ScoobyDoo for some classic science/brainiac archtypes.) --Raystanwick 10:30, 25 May 2006 (BST)
  4. Spam - Now you people have started pishing it. this is the wrong way to do things. books are supposed to be usless. Do not have things that obliterate the actual point of the game. its zombies and survivors, shotguns and brains. not people who dont go outside so they stay inside the libary all day because its better than social interaction. NO, just NO. If you have to say that you know a suggestion is going to be shot down why suggest it in the first place. Nazreg 11:00, 25 May 2006 (BST)
  5. Spam - "Yay! Let's play a zombies game! What shall we do? I know! We'll LEARN. Won't that be fun?" I think NOT. --A Bothan SpyCDF - WTF - U! 11:06, 25 May 2006 (BST)
  6. Spam - "this idea is just gonna get shot down like a low flying duck" - Jedaz 11:53, 25 May 2006 (BST)
  7. Spam - What has already been said. Sonny Corleone WTF 12:23, 25 May 2006 (BST)
  8. Spam - Looks like someone's been CNR the Do's and Do Not's..."If you feel you must start your suggestions with a statement like "I know this will get shot down" or "This isn't the best idea," you're right. Don't post it. The purpose of the suggestion page is to vett suggestions for possible inclusion in the game, not to provide a forum for you to express your creativity or hear yourself talk. If you know your idea will be a failure, you're just wasting all our time by posting it." --Mookiemookie 12:26, 25 May 2006 (BST)
  9. Kill - What Mookie said. If you know its gonna get shot down, dont post it. It saves the embarressment of having a suggestion Spammed off the page within 10minutes. -- Krazy Monkey 14:02, 25 May 2006 (BST)
  10. Kill - I was actually in support of the idea until I saw that zombies could participate in lectures. While I appreciate your desire to include every player, that's just.... odd. --Ember MBR 14:06, 25 May 2006 (BST)
  11. Spam - And now, Bob Zombie will speak. Bob? "Har har har, gangbang grammaz hambargar azz." Tokakeke 16:13, 25 May 2006 (BST)
  12. Kill - Leave out the zombie lecturers. It's cute in Harry Potter to hear that Professor Binns died and kept right on with his routine. But this isn't supposed to be either Harry Potter OR cute. --Dan 16:40, 25 May 2006 (BST)
  13. Kill - Books should not provide as much xp/AP as an axe, as it 1. Doesn't require you to find a target (you just have to have a book) 2.Doesn't require you to put yourself at risk. --McArrowni 19:58, 25 May 2006 (BST)
  14. kill no. Mattiator 20:39, 25 May 2006 (BST)
  15. Kill -I see a bit of potential, but as Mookie said, if you believe the suggestion will fail, why are you wasting our time? As for the suggestion, WHEN does the person gain XP? When the lecture ends? What if it ends "prematurely?" As pointed out by others, the XP awards are way too high. Dump the zombie lecturer. I can see a zombie with the right skills LISTENING, but how would a zombie that can't talk give a lecture (even with Death Rattle)? And how come SCHOOL wasn't on your list of places?--Pesatyel 20:48, 25 May 2006 (BST)
  16. Spam - Comphrension? Yes. GOD YES. --Undeadinator 21:32, 25 May 2006 (BST)
  17. Kill - XP gain is far to high. Love the basic idea though. David Malfisto 22:19, 25 May 2006 (BST)
  18. Kill - Just doesn't seem very well refined. --Bob Hammero TW!U! 23:42, 25 May 2006 (BST)
  19. Kill - The thought of people trying to lecture to zombies amuses me tho. You know someone would try that at some point. --Teksura 23:46, 25 May 2006 (BST)
  20. Kill - If I am going to be giving any lectures in game as a character it will be which bullet makes the biggest hole in zombies. --Darkstar949 00:30, 26 May 2006 (BST)
  21. spam -way to powerfullAvicm 21:11, 26 May 2006 (BST)
  22. spam -books are meant to be a small alternative not a key feature in a zombie based apocalypse --xbehave 19:41, 6 June 2006 (BST)

Zombie Specialization

Withdrawn by author. Body Rot was definitely FUBAR. --Dan 00:41, 26 May 2006 (BST)


Nails

Timestamp: 20:19, 25 May 2006 (BST)
Type: item
Scope: survivors
Description: Survivors can find a new item called "Nail" In junkyards. If the survivor is carrying a baseball bat they can use the nail for 1 ap to make a "nail bat". A nail bat does three damage (instead of two) but cannot be used by zombies. It would add some flavor to the game.

Votes

  1. Keep Author Vote. Mattiator 20:19, 25 May 2006 (BST)
  2. Spam This is why you don't drink and post. Ayaka Komatsu 20:36, 25 May 2006 (BST)
    • re why is this a bad suggestion? Mattiator 20:38, 25 May 2006 (BST)
    • Because item combinations have been suggested in the past and shot down. Nevertheless, a "nail bat" is just stupid. Who'd put a nail into a baseball bat and beat someone with it? I mean, I might stab someone with a nail but I'd have to be desperate, but to make a bat into a "nail bat"..what the hell? Ayaka Komatsu 20:42, 25 May 2006 (BST)
    • Actually I've heard of it before. Kind of a street gang/punk thing. --Paradox244 19:09, 26 May 2006 (BST)
  3. Kill - Nice flavor text for how to introduce a weapon, but the weapon is still useless. To get my vote, a melee weapon needs to have an advantage and a disadvantage relative to the axe. --Dan 20:40, 25 May 2006 (BST)
  4. Kill - What Dan said -DJ Dave 20:41, 25 May 2006 (BST)
  5. Spam - Still useless compared to the fire axe so its nothing but dead weight. And Don't Think Only In Terms of Flavor --Mookiemookie 20:41, 25 May 2006 (BST)
  6. Kill - What Dan said. --Jimbo Bob ASSU! 20:50, 25 May 2006 (BST)
  7. Spam - Mattiator, give up. You're the worst thing since Greedo shooting first. Sonny Corleone WTF 20:59, 25 May 2006 (BST)
  8. Kill What Mookiemookie said. --Jon Pyre 21:00, 25 May 2006 (BST)
  9. Kill Nice try. The bat, knife and pipe need some kind of "specialty" thing to make them useful. Kinda like the way the crowbar has the added benefit of a bonus against barricades. But THIS isn't it. And why wouldn't zombies be able to use it?--Pesatyel 21:08, 25 May 2006 (BST)
  10. kill you could have said that you nail the barricades to reinforce them against zombie attacks that would have been good Robbie the king 21:12, 25 May 2006 (BST)
  11. Kill - This is stupid, but not so hideously bad it requires to be swept from the face of the Earth. Not so for Robbie's vote. --Undeadinator 21:37, 25 May 2006 (BST)
    • re thanks just came off the top of my head Robbie the king 21:42, 25 May 2006 (BST)
  12. Spam - You could use the bat on the WTFCENTARS! David Malfisto 22:25, 25 May 2006 (BST)
  13. Spam - This is the Mattiator we've all come to know and love. --A Bothan SpyCDF - WTF - U! 22:29, 25 May 2006 (BST)
  14. Kill - Just a bad idea. --Bob Hammero TW!U! 23:49, 25 May 2006 (BST)
  15. Spam - same as mookiemookie --DJSMITHCDF 00:00, 26 May 2006 (BST)
  16. Kill - It should be a board with a nail in it - not a bat. --Darkstar949 00:35, 26 May 2006 (BST)
  17. Keep - Not that bad, nice bit of flavor--xbehave 19:45, 6 June 2006 (BST)

Immobile Position

Spaminated for time-based skills and being useless and overpowered. 1 keep, 7 spams.--'STER-Talk-Mod 21:54, 25 May 2006 (BST)