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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.
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Tracker/GPS change

Spaminated with 8/11 Spam votes. --Funt Solo Scotland flag.JPG 09:41, 25 November 2006 (UTC)

How Colored Contacts Could Help The GPS Unit

Timestamp: Jon Pyre 04:49, 25 November 2006 (UTC)
Type: Improvement
Scope: The Humble GPS Unit
Description: The contact list just got a wonderful improvement that lets you color code your contacts. Kevan has talked about tying in the contact list with the GPS unit in the past to let you find your friends and allies easily. Here's one way of doing it.

At the bottom of the contact list below the names but above the "Make Changes" button have a line that says "Send GPS Coordinates To:" followed by a seperate checkbox for each color you can tint contacts. There'd be a new column in the contact list titled "Coordinates". If your mutual contact has a GPS unit, you have a GPS unit, and they've marked you a color that they are sending their position to it'd display their current suburb and their x,y coordinates there on your contact list. Otherwise it'd just be blank.

If you ever decide a contact shouldn't know your position just change their color or uncheck their current color. I don't think this should work for zombies so while someone is dead their GPS unit will be switched off (assume it turned off when they fell down) and they won't be able to see where their contacts are, nor will their position be transmitted. Before you say that's unfair to zombies I have two valid reasons why it should be set up this way:

  • 1) It'd make sieges too easy for zombies. They'd see where their horde leader is and all converge on the same one building. The only zombie weakness is their lack of coordination. It's why they can't talk or use radio. Humans already have the ability to organize groups with radios, this wouldn't overpower them there. It's more for finding friends. While I believe zombies should have a way of finding friends too this isn't it, maybe something with groaning or scent would work better for that. Besides, zombies consulting handheld GPS units is horribly out of genre.
  • 2) It'd make reviving too easy! Your friend is dead? You could see exactly where they are and hop to them needle in hand.

This should make the GPS unit a crucial item and allow allies to meet up even if they aren't logged on a forum together or on good enough terms to actually share AIM names. Mobile phones are a bit impractical for calling all 100+ contacts you have and finding out where they are and radios are anonymous and public. This should be a welcome addition.

  • note: Changed suggestion title because it was too long and screwing with the page.

Keep Votes

  1. Keep Reduces the need for metagaming on the survivor side and makes the GPS unit useful too. And I do think zombies should have something that's kind of like this but not involving handheld electronics. I promise if this passes I'll work on a counterpart for zeds. --Jon Pyre 04:53, 25 November 2006 (UTC)
  2. this gets "the Joe Pesci seal of approval" sure, why not let friends find friends, its not like they can't metagame it already--Zbmainiac 05:13, 25 November 2006 (UTC)
  3. Keep - this kinda looks like a rip from my suggestion above this one, but it would still be nice if implemented. ThreeSided 06:14, 25 November 2006 (UTC)
    I could say this doesnt totally suck balls like yours did, but I'll instead I'll say this one differs in that you broadcast Your Location and they can use the information to find you, This suggestion has no way to be nerfed because you can delete anyone from your contacts list making this a fair suggest, that and he also suggested a zombie form that would allow horde positioning with some small tweeking--Zbmainiac 08:42, 25 November 2006 (UTC)[not the author --Funt Solo Scotland flag.JPG 10:18, 25 November 2006 (UTC)]
    Calm down, I voted keep, jeese. >.< theres no way to make you people happy! --ThreeSided 09:21, 25 November 2006 (UTC)
    "this does not look like a rip from your suggestion " it kinda looks like a fine suggestion fair to Zombie and Human alike and absent of any Nerfing as you decide to be tracked the fact is I'm totally calm, but you are right there is no way to make wiki-suggestion people happy, and we like to yell and insult!--Zbmainiac 09:32, 25 November 2006 (UTC)[not the author --Funt Solo Scotland flag.JPG 10:18, 25 November 2006 (UTC)]
    erm... okay.. I'm not very good at that.. I.. um.. your a meanie!..... yep, I suck. >.< ThreeSided 09:52, 25 November 2006 (UTC)
  4. Keep - Hooray for not needing to meta-game. --Burgan 06:31, 25 November 2006 (UTC)
  5. Keep - As long as it doesn't send automatic updates. --Uncle Bill 14:47, 25 November 2006 (UTC)
  6. A reasonable idea, might need some fiddling but I'm sure Kevan can manage that. --ExplodingFerret 16:17, 25 November 2006 (UTC)
  7. Keep - Anything logical that reduces the need for metagaming and isn't horribly overpowered gets a Keepination from me. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 19:03, 25 November 2006 (UTC)
  8. Keep - This would be a worthy and useful addition to the game. --[User:Juri Arisugawa

Kill Votes

  1. No - Good concept, but needlessly complex. There are easier ways to implement this. Zoift 19:54, 25 November 2006 (UTC)
  2. Kill - Not a bad idea, but, as Zoift put it, needlessly complex. Simplify your idea and repost it (for example, remove the color aspect of it and just use a checkbox). --Wikidead 23:30, 25 November 2006 (UTC)
  3. Kill - You said it yourself it needs a zombie balancer needs to be presented as a package.--Wbleak24 06:00, 6 December 2006 (UTC)

Spam/Dupe Votes

  1. Your valid reasons....I'll counter said zombies can't talk? Then what's the Death Rattle skill for? You also said they have bad coordination. Then what's with the Feeding Groans and that pointing skill? One more thing...your friend dead and in another part of the city? By the time you get to where ever they are, someone else will have already revived your friend. --Axe Hack 05:07, 25 November 2006 (UTC)
    • Re They can talk, just not very well. Which is why I don't think the zombie version should be quite as precise. What I'd probably suggest for a zombie skill is the ability to tell what suburb your allies are in but not the specific location, and then let them rely on familiar feeding groans to bring them together. --Jon Pyre 05:26, 25 November 2006 (UTC)
      • Re - Feeding Groans do not sound familiar, even if the zombie emitting it is on your contacts. Quit relying on this suggestion that was summited yesterday. --Axe Hack 14:03, 25 November 2006 (UTC)
        • Re Familiar Feeding Groans --Jon Pyre 15:54, 25 November 2006 (UTC)
          • Re - Wow...that's only for those who are in the same group as the you. That link I sent is for those that are on your contacts. --Axe Hack 16:40, 25 November 2006 (UTC)
  2. Uber-Spam-Dupe. Where to start? The length of the suggestion name is verging on vandalism. This is open to (expensive) griefing: mutual contacts are not necessarily friends. As for the Dupes, the idea of GPS-connected mutual contacts has been covered (and sufficiently advertised) by the Peer Reviewed suggestions GPS Telematic Networker and GPS Improvement (plus version 2 for good measure). --Funt Solo Scotland flag.JPG 09:53, 25 November 2006 (UTC)
    yes the title needs to be changed, I Don't see this as much of a big deal since you can give your location meta-game now, this allows you to give your location to anyone you want and take away that tracking ability for anyone you don't want to track you, don't even think it has to be a mutual contact--Zbmainiac 10:08, 25 November 2006 (UTC) [not the author --Funt Solo Scotland flag.JPG 10:18, 25 November 2006 (UTC)]
    • Re The whole point of the suggestion is to use the recent color improvement so you can select which of your contacts get to see your position, which is why I don't think it's a dupe. Don't trust any of your mutual contacts? Then don't broadcast your position to any color. Only trust one person? Set a color aside for them alone. Trust everybody? Transmit to all 150 people. There is absolutely 0% potential for griefing because the person being tracked chooses who gets a fix and who doesn't and can change who at any point. --Jon Pyre 15:58, 25 November 2006 (UTC)
    • Re - and the griefer can flick through the "channels" to home in on their target. This is a tracking device by any other name. --Funt Solo Scotland flag.JPG 16:30, 25 November 2006 (UTC)
    • Re I don't know what you mean. The receiver of the signal has no control. It's entirely up to the person being tracked who gets to see their position. There is nothing a griefer could flick through or switch to see someone who hasn't specifically chosen to permit them. There is no potential for griefing. --Jon Pyre 16:44, 25 November 2006 (UTC)
  3. Spam - As Funt.--Mr yawn Scotland flag.JPG 12:31, 25 November 2006 (UTC)
  4. Spam - As always, Funt sums it up. --Joe O'Wood TALKCONTRIBSUD 16:00, 25 November 2006 (UTC)
  5. Spam - It it weren't for Funt, I'd have to waste time actually typing in my reason! --Officer Johnieo 22:02, 25 November 2006 (UTC)

Revive Expert

Timestamp: The Mad Axeman 15:35, 22 November 2006 (UTC)
Type: New skill
Scope: Survivors.
Description: After performing many revives, some people are getting rather good at it. Being brought back from the dead by one of these experts is less traumatic than normal, allowing for a quicker recovery.

Revive Expert is a new skill that requires that the character already have Lab experience. When a zombie is revived by someone who has this skill they stand up with 5 more hp than usual - so 30 (Or 35 for those with bodybuilding). The AP cost to make the revive is unaltered.

Keep Votes

  1. keep - My idea, my vote. The Mad Axeman 15:01, 25 November 2006 (UTC)
  2. keep - Good idea. makes sense and useful. - Nicks 15:49, 25 November 2006 (UTC)
  3. Keep - I like it. But it would be nice if it also cured infection... --Reaper with no name TJ! 20:19, 25 November 2006 (UTC)
  4. Keep - I like it and someone will have to explain to me how this benefits zergers more than anyone else. Getting First Aid would cost less XP and be more efficient for zergers. Besides, it's only 5 HP. I think it's nice flavor. Wfjeff 23:13, 25 November 2006 (UTC)

Kill Votes

  1. Annihilated with mild prejudice could be that this is more Hp per revive than I like or it could be that lots of minor tweeks are a major long term problem--Zbmainiac 15:13, 25 November 2006 (UTC)
  2. kill It would make more sense (to me)that infections would be cured rather than damage healed. Conndrakamod TDHPD CFT 15:31, 25 November 2006 (UTC)
  3. Hey, I have an idea -- let's change the game entirely based on things that demote zerging! I'll get my remove-FAKs-from-game suggestion ready, someone else write the can't-revive-same-person-twice suggestion for me plz. ((change this to heal infection and it's a keep)) --ExplodingFerret 16:10, 25 November 2006 (UTC)
  4. Change - I think it should cure an infection if present rather than healing another 5 HP.--Labine50 MH|ME|P 17:01, 25 November 2006 (UTC)
  5. No - Useless, and zerglings too? Hooray! Zoift 19:41, 25 November 2006 (UTC)
  6. Kill - Infections make a lot more sense. --Officer Johnieo 22:03, 25 November 2006 (UTC)
  7. Kill - Not a bad idea, but it takes way an opportunity for medics to gain more XP. --Wikidead 23:30, 25 November 2006 (UTC)
  8. Kill - I don't like it nerfing infection (as some of the other voters suggest) and I'm not really sure how this is "zergable," but to counter that, just give a high minimum level to take.--Pesatyel 00:22, 26 November 2006 (UTC)
  9. Kill - I don't like it. And wouldn't like an infection-nerfing version either. --IrradiatedCorpse Atom sig.png 16:05, 28 November 2006 (UTC)
  10. Kill - nice idea but living is still living(living bodies can only take so much) until zombies have a different skill of the same beaten over and over plus skill, other than ankle grab. I say you have no chance.--Wbleak24 05:47, 6 December 2006 (UTC)

Spam/Dupe Votes

  1. I like the current system --Funt Solo Scotland flag.JPG 15:04, 25 November 2006 (UTC)
  2. As Funt....also....if zergers revived one another and they have this skill.....less FAKing work on their own zerging characters. --Axe Hack 15:09, 25 November 2006 (UTC)
  3. Spam - Zerg rush, kekeke. --Joe O'Wood TALKCONTRIBSUD 16:01, 25 November 2006 (UTC)
  4. Spam - I don't really think there is a need for change.--Mr yawn Scotland flag.JPG 17:31, 25 November 2006 (UTC)


Spaminated with 7/7 Spam votes (and anyway, heavily edited well after voting started). --Funt Solo Scotland flag.JPG 19:23, 25 November 2006 (UTC)

Laptop Computers

Moved to discussion page. One suggestion per day. --Funt Solo Scotland flag.JPG 18:16, 25 November 2006 (UTC)

Poisonous Bite

Timestamp: Reaper with no name TJ! 19:42, 25 November 2006 (UTC)
Type: Skill
Scope: Zombies
Description: The zombie anatomy has always been abnormal, so it's not really much of a surprise whem their salivation glands begin mutating further...

This will be a skill under Digestion. When a zombie with this skill bites a survivor, there is a 20% chance that the survivor will become poisoned. Poisoned survivors suffer -10% to all attacks. However, this cannot drop a survivors accuracy below 20%.

Examples: A survivor whose normal accuracy with attack X is 50% would have an accuracy of 40% when poisoned. A survivor whose normal accuracy with attack Y is 25% would have an accuracy of 20% when poisoned (because the poison can't reduce their accuracy below 20%). A survivor whose normal accuracy with attack Z is 10% would still ave an accuracy of 10% when poisoned (again, because the poiso can't reduce their accuracy below 20%).

This poison effect can be done in conjunction with infection, but the poison effect does not stack with itself (so you can't poison someone twice and hacve their accuracy drop by 20%). When the survivor is poisoned, the zombie will be informed just as they are when a survivor becomes infected. Poison can be cured by a FAK, just like an infection. Poison does not affect zombies, and will instead remain dormant until the zombie is revived (just like infection).

What's the point of this? Well, most zombies don't bite very much. In most situations they don't need the HP granted by Digestion (unlss they're in real-time combat, chances are their HP will probably be full) and they only need to bite once for infection. But this only works 1/5 of the time. As a result it will give zombies more reason to use bites multiple times, as it will take an average of 5 bites to poison a survivor. It can be fairly powerful, but it is just as easily cured as infection (actually, one FAK will cure both at the same time). And last but not least, it gives zombies another strategic option they can use against survivors, which is always a good thing.

Keep Votes
For Votes here

  1. Author Vote - I think it's a fairly good idea. Would make being a zombies more interesting and fun. --Reaper with no name TJ! 19:42, 25 November 2006 (UTC)
  2. Keep - It's ok, lackluster, but ok. Zoift 19:54, 25 November 2006 (UTC)
  3. Keep - Helps out in live combat, too. I like it. --Blue Command Vic DvB 20:01, 25 November 2006 (UTC)
  4. this gets "the Joe Pesci seal of approval" its a disarming move--Zbmainiac 20:05, 25 November 2006 (UTC)
  5. Kill - I have no problem with it. --Wfjeff 06:48, 28 November 2006 (UTC)

Kill Votes

  1. Kill I don't think poison is in line with genre. --Jon Pyre 20:47, 25 November 2006 (UTC)
    • Re - Neither are bites whose infections are curable, doors that zombies can't break down, survivors that can carry 20 shotguns, zombie infections that are airborne (allowing humans to become zombies when they die even if they never so much as see a zombie), or humans that take as many bullets to kill as the zombies. We have all of that. Roleplay-wise, this can simply be explained as a mutation of the zombie's salivation glands that causes their saliva to be poisonous to survivors. Many animals have this ability; why can't zombies? They're already pretty animal-like (claws, biting as a means of attack, the scent tree; none of these are things that humans do). --Reaper with no name TJ! 03:39, 26 November 2006 (UTC)
  2. This only affects survivors stupid enough to attack when they're infected. So, uh, pointless? --ExplodingFerret 20:52, 25 November 2006 (UTC)
  3. Kill - Don't nerf percentages. --Wikidead 23:30, 25 November 2006 (UTC)
    • Re-It doesn't nerf it. It reduces it, yes, but it doesn't nerf it. To nerf something is to minumize or completely reduce it's effectiveness. This doesn't do that; not even by a long shot. The lowest this can bring someone's percentage is 20%, and that will only occur if their normal accuracy is 30% or less. That's not nearly enough for this to be considered a "nerf". --Reaper with no name TJ! 03:44, 26 November 2006 (UTC)
  4. Seems overpowered. Not to mention I don't really like the idea of an additional status effect for bite. Maybe if the zombie had to pick between the two.--Pesatyel 01:37, 26 November 2006 (UTC)
  5. Die-Die-Die - I really think infectious bite is bad enough. Daniel Hicken 06:24, 5 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - don't nerf my hit %. --Funt Solo Scotland flag.JPG 20:37, 25 November 2006 (UTC)
  2. Ohh it hurts! - Hey Zombie don't bite! Bam Bam! What I missed? Oh wait stupid virus messing with percents and ruining newbs aim. Blaa.. --Officer Johnieo 22:05, 25 November 2006 (UTC)
    • Re - This still can't lower their percentages below 20%, so I don't see how this particularly hurts newbies. --Reaper with no name TJ! 03:39, 26 November 2006 (UTC)
  3. This is just a cheap remake of Infectious Bite, except....this includes hit % nerfing. --Axe Hack 22:14, 25 November 2006 (UTC)
  4. Spam - It's bad enough logging on to an infectious bite; let's not make it worse.--Joe O'Wood TALKCONTRIBSUD 00:11, 26 November 2006 (UTC)
  5. Spam - After this gets implimented, I'll help you organise the 1st annual "Grief Newbies With Less Than 5% Chance To Hit" day.--Labine50 MH|ME|P 06:24, 26 November 2006 (UTC)
    • Re - Guess what? You've been CNR'd! If you actually read the whole thing you would have noticed the part about this not being able to bring percentages below 20%. --Reaper with no name TJ! 16:49, 27 November 2006 (UTC)
  6. Spam - Ok so you have you 20% thing to save the newb griefs,Still needs a survivor balancer, I may be able to think of one if you ask.--Wbleak24 05:57, 6 December 2006 (UTC)

New class skills

Timestamp: Waffles 20:26, 25 November 2006 (UTC)
Type: Class skills.
Scope: Everyone.
Description: Firstly I'd like to say that I've never worked with a Wiki page before, and all this HTML is confusing and frightening me. So if I messed up in editing some part of the template(likely) then please bear with me.

I think all character classes need a skill in addition to the skill they already start out with in order to diffrentiate them more. As is now a level 41 military class is indistinguishible from a level 41 scientist.

Consumer skill- Idle Chatter

This skill would allow a civilian class two speeches and two text messages without an AP cost daily.

Police skill- Voice of Authority

Allows a police officer to enter heavily barricaded and below buildings as though they were only very strongly barricaded. The idea behind this is that the police officer commands the people inside to shift aside some materials to allow entrance for him. This has no AP cost and does not damage the barricade.

Medic skill- Field Training

When a medic applies a FAK to someone in a powered building, they gain an extra 3 HP.

Scout skill- Far Sight

Can see who is inside a building simply by standing outside it via command "Look inside". The idea being that a scout's natural agility allows him/her to peek into windows that would be inaccessible to other classes.

NecroTech Lab Assistant skill- Extractor Finesse

Has the ability to use the DNA extractor on three zombies per day without an AP cost.

Doctor- Healing Touch(Pheonix Wright lololol)

Can choose how to distribute the HP they heal. Let's say a doctor can heal 10 HP with a single FAK(First aid skill). The doctor could type in "4" beside the HP counter beside "LeftyHooks" name and that person would recieve 4 HP and the doctor would be able to heal whoever else with the remaining 6 HP in that FAK. The XP healed for each HP healed would not change. I'm assuming that you can gain XP in decimals. .4 XP, etc.

Firefighter- Drag Person

If a human survior is standing outside a building, a firefighter can choose to "drag" them inside at a cost of 1 AP to the firefighter. The rationale being that firefighters drag people OUT of burning buildings, why can't they drag them IN, too?

Corpse- Has Memories of Life until level five.

The thought behind this is that a fresh corpses' brain hasn't degraded much yet, but will eventually. Apparently all zombies are the same anyway, since there aren't different zombie classes. If different zombie classes were introduced I'd love to think of new skills for them, but as is I've never played a zombie before and don't really know what would be beneficial to them without breaking the game.

Okay, I saved the Private class until last, because I have several ideas for them and couldn't decide on one.

Private class skill- Strained March

A private can sacrifice 10 HP twice in order to move two more spaces per day. This is NOT an AP gain, it only allows them to MOVE, not perform any other action.

Private class skill- Fort Clearance

Can enter forts regardless of how heavily barricaded they are.

Private class skill- Flatbed Truck Operation

Would allow privates to move bodies out of forts at a cost of 3 AP.

Keep in mind that I don't want privates to have ALL of these skills, just one of them. I like the latter two because they would make the forts very military-centric, like they should be.

You can't very well expect me to have read EVERY suggestion ever, some of these are bound to be dupes.

Keep Votes

  1. Hmmm... Sehr Interessant. Needs a few tweaks but I'm willing to throw my hat into the keep ring. -- Cheeseman W!ASBTalk 20:36, 25 November 2006 (UTC)
  2. Keep Im sorry, but this is the BEST FREAKING SUGGESTION (slight exaggeration, mostly because i am high on weed at the moment) IVE EVAR HEARD!! I FREAKING LOVE THE IDEA OF "CLASS ONLY SKILLS, AND I THINK THEY NEED TO BE IMPLEMEANTED right now!!! IF YOU VOTE KILL R SPAM TO THIS THEN YOU ARE A COMMUNIST WHO IS HIGHER ON POT THEN I AM!!! wolololo!!!! KRAZY MONKEY, U NEED TO MAKE A REMADE VERSION OF THIS SUGGESTION!! --Poopman9 01:09, 27 November 2006 (UTC)

Kill Votes

  1. Kill - I'm sorry, but this is ridiculously overpowered, since your new I'll give you a kill.--Canuhearmenow Hunt! 20:30, 25 November 2006 (UTC)
  2. Kill Too many unconnected suggestions that should be seperate, many of which are against the Dos And Donts or are replicas of old suggestions. But don't get discouraged and welcome to the page. --Jon Pyre 20:49, 25 November 2006 (UTC)
  3. Kill - I am against entering any heavily barricaded building without free running, but some of these ideas are good, like the one for the corpses, it would make it so that starting zombies arn't at as much of a dis advantage, or the pritaves flatbed truck operation, removing corpses from the fort entirely might not be seen as good by other players, but I like the idea. The fire fighter one has merit too, but only if you can drag the into a building, not around the areas, but some people may have a dislike of it because they may see it as abuseable by zergers. The consumer skill might be disliked for the fact it may be used to spam, but I like it. I think that if you submitted some of these skills all by themselves they would do fine, but seeing as you want a group of skills to be subbmitted together, to help differentiate the classes. You might want to put this on the discussion page (If it isn't already) so you can get more feedback for it and revise it until you think that you have gotten enough feedback that you think you have made a suggestion that will appeal to many people. --Lord Evans 21:53, 25 November 2006 (UTC)
  4. So Many Choices!! - I like some of them but not all. My eyes! Resubmit with less options! --Officer Johnieo 22:08, 25 November 2006 (UTC)
  5. Kill - Less is more, as per John Pyre and Officer Johnieo's comments. --Wikidead 23:30, 25 November 2006 (UTC) Sorry for what I did to the format. An accident on my part.
  6. Kill - Sorry man, one suggestion per suggestion. There are too many problematic skills on this list. Wfjeff 23:36, 25 November 2006 (UTC)
  7. I think you guys misunderstand the suggestion. The ACTUAL suggestion is to give each class a class specific skill. If he made the "Idle Chatter" skill as a suggestion by itself, people would be saying "what about the OTHER classes?" Would you rather read the same, technically, suggestion 9 times or all at once? The reason I'm voting kill is, primarily, the Private skill(s). Sorry if you can't make up your mind, but WE are chosing for you. YOU have to pick. There are some interesting ideas here. I'd send this to the discussion page.--Pesatyel 01:44, 26 November 2006 (UTC)
  8. Kill - You've violated so many "dead in the water" rules that I don't even have the fingers to count them - text spams, messing with barricades, buffs to healing, X-ray vision, zero AP moves, Pied Piper skills, free skills, "sacrifice Hp for AP" suggestions, the works. I'm not voting Spam only because you're new here. -- Ashnazg 0511, 26 November 2006 (GMT)
  9. Kill - Healing Touch is Trauma Center, not Pheonix Wright. What use does a lawyer have for slowing down time? Don't make jokes about things you don't understand.Schizmo 21:56, 29 November 2006 (UTC)
  10. Kill - Everything is becomeing too scattered with new character ideas.--Wbleak24 05:39, 6 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - too many suggestions in one. This put it better. Many of the things you mention are Dupes of other suggestions. --Funt Solo Scotland flag.JPG 20:46, 25 November 2006 (UTC)
  2. Too many suggestions in well as barricade nerfing...a zombie spy with any of those enter heavily barricaded building skill can enter any heavily caded building and wreck havoc without the use of Freerunning. --Axe Hack 22:18, 25 November 2006 (UTC)
  3. Spam - I disagree with every single one of those. --Joe O'Wood TALKCONTRIBSUD 00:13, 26 November 2006 (UTC)

Scent Pheromone

Removed as a Dupe with 4 Dupe votes. --Funt Solo Scotland flag.JPG 22:27, 25 November 2006 (UTC)

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