Suggestions/26th-Aug-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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Necronet Upgrade

Timestamp: 16:41, 26 August 2006 (BST)
Type: Improvement
Scope: Necronet Access
Description: Upgrade Necronet to display the number of revivifying bodies in a location alongside the number of scanned Zombies. Given how fancy those needles are, I find it odd that their use is not logged or updated in some manner, and would make Necronet Access marginally more useful for snapshot evaluations of the suburb's situation

Votes

  1. Keep - Can't really see whats wrong with this.--Canuhearmenow Hunt! 16:46, 26 August 2006 (BST)
  2. Keep - Information is good for business.--MrAushvitz 16:52, 26 August 2006 (BST)
  3. Keep That actually makes a lot of sense. --Jon Pyre 16:57, 26 August 2006 (BST)
  4. Keep - this is a goodness.--Gage 17:05, 26 August 2006 (BST)
  5. Keep - I've always wondered why it didn't have this. --Gold Blade Hunt! 17:07, 26 August 2006 (BST)
  6. Keep - um..... yah, this is a good idea. How come know one thought of this before? --Officer Johnieo 17:20, 26 August 2006 (BST)
  7. Keep - Does kind of make sense. --Rgon 18:56, 26 August 2006 (BST)
  8. Keep - What everyone else said. --Axe Hack 19:23, 26 August 2006 (BST)
  9. Keep - What format would the second set of numbers take, and how would users be able to tell which? --Preasure 20:51, 26 August 2006 (BST)
    • Re - ...I can't beleive I forgot to type that. Too late to edit the suggestion, but I was thinking it would appear in the format Zombies:Reviving Bodies. So, for example, "10:2", "10: " if only zombies, and " :2" if only RBs. Line I Can't Use Without Breaking Wiki, commas, exclamation points, or indeed any recogniseable piece of punctuation would do. All it is is a marker for things to be on the east or west side of. An alternative option would be a dropdown menu asking if you would like to scan for logged Zombies or logged Syringe uses, but I prefer the former --Gene Splicer 21:15, 26 August 2006 (BST)
  10. Keep So this would be, what, Necronet upgrade 3? ;) -- Andrew McM W! 21:59, 26 August 2006 (BST)
  11. Keep - sounds fine to me, maybe people will start using necronet regularly again. --Kiltric 01:35, 27 August 2006 (BST)
  12. Keep - Quite nice. --Paradox244 W! TJ! 02:19, 27 August 2006 (BST)
  13. Keep Looks good to me --Grigori 06:55, 27 August 2006 (BST)
  14. Keep Good idea, makes sense.--Mr yawn 08:21, 27 August 2006 (BST)
  15. Keep - Makes sense. More info is good for revive clinics. Doesn't hurt zombies. --Max Grivas JG,T,P!,Bob06! 09:55, 30 August 2006 (BST)
  16. Keep - Though the ramifications of so many -- myself included -- agreeing with Mr. Aushvitz is a tad disturbing. :-) Gene W! - Talk 03:09, 31 August 2006 (BST)
  17. Keep - Groovy! --Funt Solo 15:25, 31 August 2006 (BST)
  18. Keep - I like it.--Some guy 11:59, 3 September 2006 (BST)
  19. Keep - Defo FTW. Useful. - David Malfisto 22:13, 3 September 2006 (BST)
  20. Keep - me like Blazefire 06:57, 4 September 2006 (BST)
  21. Keep - Useful for finding active revive points. I like it. Karloth vois RR 02:41, 5 September 2006 (BST)

2 Pistol Attack

Timestamp: MrAushvitz 18:20, 26 August 2006 (BST)
Type: Variation of regular pistol attack
Scope: Bust a couple "caps" in them zombies
Description: There have been quite a number of dual wield and 2 weapon wield suggestions, this one is about pistols only. So please don't confuse your "Dupe" votes with ones that use 2 close combat weapons and the like.

2 Pistol Attack

  • Appears on millitary skills tree under "Advanced Pistol Training", adds no benefits to your zombie character.

You are able to make a "both guns blazing" attack using 2 pistols at once!

  • On the attack menu, just under attack ~ "With Pistol" is another option which says "With 2 Pistols". So you always have the choice to attack with 1 or 2 pistols.

Game Mechanics:

  • The 2 Pistol Attack costs 2 AP to use.
  • The 2 Pistol Attack requires you to have 2 or more pistols in your inventory, 2 of which must have at least 1 bullet in each of them to use this attack.
  • 2PA uses 1 ammo from 2 different pistols in your inventory (2 rounds total).
  • 2PA has a slightly reduced chance to hit (-5% normal), for 60% accuracy when this attack is used.
  • 2PA does more damage: 9 points (7 against a flak jacket.)

Usefulness: 2PA is well suited for when you are "pressed for time" ex. active zombies attacking you, you want to do as much damage as quickly as possible.. etc. It is also better suited for when you have "ammo to burn", obviously single shot pistol rounds are more accurate and better XP in the long run. But this is a lot more fun and exciting, and can allow you to harvest more XP from your zombie targets with that last shot.

Votes

  1. Keep - Been working on this one for a bit, isn't overpowered because the flak jacket takes it down 2 points. Very reasonable.. still lower than the shotgun, but you save more inventory space using pistols. Pistol fanatics may take a measured look at this one. I almost forgot: there is another use for this.. if you notice your target isn't wearing a flak jacket you may decide to use this skill. --MrAushvitz 18:20, 26 August 2006 (BST)
  2. Kill - What do you mean, it does 9 damage? Each bullet does nine damage? Then its overpowered. It does a total of nine damage? Then this has no point at all. --Gold Blade Hunt! 18:26, 26 August 2006 (BST) Spam - Its a waste of your bullets. Just no. --Gold Blade Hunt! 18:38, 26 August 2006 (BST)
    • Re - The entire attack costs 2 AP, 2 bullets, and deals 9 damage. If you're pressed for time, this skill could save you, or drop zombies that just crashed your safehouse more quickly. --MrAushvitz 18:35, 26 August 2006 (BST)
  3. Keep Unless someone's got a good reason I haven't thought of. Plugging 60% and 4.5 damage into the MBR equation, this weapon has a rating of 1.42. It would be useful when there's a breach and you need the active zombies dead fast, but I'd use single wield if I was hunting. --Burgan 18:55, 26 August 2006 (BST)
  4. Keep - I voted Keep on SFTH, and I vote keep here.--Canuhearmenow Hunt! 18:59, 26 August 2006 (BST)
  5. Kill - So, basically for the ammo and AP you do less damage at lower hit percentage? I really don't think the concern of being pressed for time is enough to make this worthwhile at all. Plus, I really strongly dislike the flavour of dual wield suggestions. Doesn't fit the game. --Rgon 19:02, 26 August 2006 (BST)
  6. Kill - Suited only for lazy people, a very small number of RP'ers, and people whose connections make each page take a minute to load... eg. zergers on slow proxies. Less chance to hit, and less damage if you score two hits at once, than using pistols separately? Waste of time and code. --C138 19:16, 26 August 2006 (BST)
  7. Spam - Two actions in one page refresh. Despite it taking two AP it still is faster than firing two bullets from one gun. This would give an unfair advantage to harmanz. --Sonny Corleone WTF RRF ASS DORIS Hunt! 19:25, 26 August 2006 (BST)
  8. Keep - I like this suggestions better then your other ones. --Axe Hack 19:26, 26 August 2006 (BST)
  9. Kill - why would anyone want to use a skill that makes pistols worse!!! This skill is not timesaving enough (if at all) to validate the waste of attack and chance of attack!! --Officer Johnieo19:30, 26 August 2006 (BST)
  10. Keep - Go Mr A! when they said you threw rocks at girls and ate rotten strawberries, I said "He does not throw rocks!" Leeksoup 20:04, 26 August 2006 (BST)
  11. Spam - This is zombie survival, not 'Neo Saves The Matrix and gets all the Hot Chicks.' – Nubis 21:01, 26 August 2006 (BST)
  12. Kill -I know this is a dupe, but since the duped suggestion wasn't saved, I can't link it. The problem is, when you fire a gun, the computer calculates the hit, then you fire again and the computer calculates a second time. Shouldn't that be taken into consideration? It should also cost more AP to use AND have a higher penalty to hit. And would this apply ONLY to a single target or could you attack TWO targets?--Pesatyel 21:56, 26 August 2006 (BST)
  13. Kill - This just makes pistol worse. I certainly wouldn't use it. --Nob666 22:25, 26 August 2006 (BST)
  14. Spam - Fuck John Woo for planting this stupid idea in all the trenchcoaters heads. --Mookiemookie 23:58, 26 August 2006 (BST)
  15. Keep - Frowned upon as the idea is, this one seems to work fine. --Kiltric 01:43, 27 August 2006 (BST)
  16. SPAM - It is... inevitable, Mr. Aushvitzon. Rheingold 06:14, 27 August 2006 (BST)
  17. Kill - Reduced accuracy, reduced damage, normal ammo use, and normal AP use? You speak nonsense, good sir. It should cost but 1ap, as you are firing both weapons simultaniously! --Gene Splicer 14:08, 27 August 2006 (BST)
  18. spAm - What Mookiemookie/Nubis/Sonny said ... in that order. Plus nonsense. --Max Grivas JG,T,P!,Bob06! 09:59, 30 August 2006 (BST)
  19. Kill - If it was swords, I might think differently, but it isn't. --Funt Solo 15:30, 31 August 2006 (BST)
  20. Kill - Good idea, but needs a bit more work --Some guy 12:02, 3 September 2006 (BST)
  21. Kill - As above. David Malfisto 22:15, 3 September 2006 (BST)

Shoot From the Hip

Timestamp: MrAushvitz 18:34, 26 August 2006 (BST)
Type: Variation of regular shotgun attack
Scope: 2 "rapid fire" shotgun blasts!
Description: This suggestion is about firing off 2 shotgun rounds in rapid succession. It wouldn't be very sporting of me to offer a pistol improvement suggestion and leave our beloved shotguns out of the loop.

Shoot From the Hip Appears on millitary skills tree under "Advanced Shotgun Training", adds no benefits to your zombie character. You are able to fire off 2 shotgun blasts in rapid succession at the same target!

  • On the attack menu, just under attack ~ "With Shotgun" is another option which says "With 'Shoot From The Hip'". So you always have the choice to attack with 1 or 2 shotgun blasts.

Game Mechanics:

  • Shoot From The Hip Attack costs 2 AP to use.
  • SFTH Attack requires you to have a fully loaded shotgun in your inventory to be able to make this attack.
  • SFTH Attack uses up both rounds of ammunition from the shotgun you fired with this attack.
  • SFTH has a significantly reduced chance to hit (-10% normal), for 55% accuracy when this attack is used.
  • SFTH does savage damage (when it hits): 15 points (12 against a flak jacket.)

Usefulness: SFTH is well suited for when you are "pressed for time" ex. active zombies attacking you, you want to do as much damage as quickly as possible.. etc. It also is a very effective use of having several fully loaded shotguns in your inventory. It is also a means of harvesting extra XP from zombies (with that last "Bang! Bang!") It is much more effective of course to use single shot shotgun blasts 1 AP at a time... but this skill can be more "rewarding" in other ways (especially up close against a zombie who didn't know you were active!)

Votes

  1. Keep - You don't have to worry about tangling grasp if the zombie doesn't have any hands anymore. All in all, it has it's uses. Options are good. --MrAushvitz 18:34, 26 August 2006 (BST)
  2. Spam - Same as 2 pistol attack. --Gold Blade Hunt! 18:38, 26 August 2006 (BST)
    • Re - It's not under Peer Reviewed. The search menu showed no versions of "Dual Shot" or "Dualshot". --MrAushvitz 18:45, 26 August 2006 (BST)
  3. Keep - Aha! A good suggestion!--Canuhearmenow Hunt! 18:57, 26 August 2006 (BST)
  4. Kill - Not necessary. Shotguns are decent where they are. --Burgan 18:58, 26 August 2006 (BST)
  5. Kill - Much as the 2 pistol attack, I just don't see the time concern making enough difference to make this a worthwhile attack, mostly. Although, I do think this has much better flavour. --Rgon 19:10, 26 August 2006 (BST)
  6. Spam - Two actions in one refresh is a no no. --Sonny Corleone WTF RRF ASS DORIS Hunt! 19:25, 26 August 2006 (BST)
  7. Kill - I don't see in real life people shooting with 2 shotguns at once. --Axe Hack 19:28, 26 August 2006 (BST)
    • Re - It's 2 quick blasts from the same shotgun.. bang bang! --MrAushvitz 19:32, 26 August 2006 (BST)
      • Re - Ahhhhhh.....I see now. For a second I thought it said 2 shotguns. Ok then.....I'll still kill this one.....it's nearly the same as the last one. --Axe Hack 19:47, 26 August 2006 (BST)
  8. Spam - September 8th cannot come soon enough. That is when you die Aushvitz! Shotguns are not fired "from the hip" because you don't put a shotgun "on your hip"--Gage 19:29, 26 August 2006 (BST)
  9. Spam - This suggestion is perhaps even stupider than the one above it (and that is a hard thing to do) --Officer Johnieo 19:33, 26 August 2006 (BST)
  10. Spam Does buying this skill give me a free trenchcoat and sunglasses too? – Nubis 21:00, 26 August 2006 (BST)
  11. Kill -I don't see it as far fetched to be able to fire both barrels at once. However, just like the one above, it should cost more AP and have a larger hit penalty.--Pesatyel 22:17, 26 August 2006 (BST)
  12. Kill - I like the idea, but the numbers just don't sit right with me. --Kiltric 01:52, 27 August 2006 (BST)
  13. SPAM *cue music to Matrix lobby scene* Rheingold 06:15, 27 August 2006 (BST)
  14. SPAM - The name makes no sense. How does holding a shotgun at your hip make it faster to shoot it? --Gene Splicer 14:10, 27 August 2006 (BST)
  15. spAm - Shooting a shotgun from the hip is more dangerous to you than anything else. Also a 55% chance to hit with a flaregun bang-bang shotgun for 2AP is still way overpowered. --Max Grivas JG,T,P!,Bob06! 10:07, 30 August 2006 (BST)
  16. SPAM - "Eat humungous laser death, zombie freakzoids!" --Funt Solo 15:34, 31 August 2006 (BST)
  17. Spam - This is actually a dupe. But I voted Spam on the Dupe and can't be bothered to find the link. David Malfisto 22:16, 3 September 2006 (BST)

Organ Harvest

Timestamp: MrAushvitz 19:13, 26 August 2006 (BST)
Type: Zombies may stop to feed on a recent victim...
Scope: If the survivor you just killed is alone, you may feast!
Description: "Organ harvest" doesn't just mean brains, your zombie could be particaular to hearts, kidneys, livers, eyes, tongues, etc.. your specific tastes are up to your zombie's specific dietary needs!

Organ Harvest

  • Appears on zombie skills tree under "Digestion". Adds no benefits to your human character.

Whenever your zombie kills a survivor and there are no other survivors present, you have the option to stop.. and feed!

After you kill a lone survivor: a button is available which says "Feed".

  • This button remains available: so long as you do not move away from this location, log off, get killed, or as long as another survivor doesn't enter this location.
  • Once the button is gone, the feeding button option is lost on this victim. The button is only available for the zombie who landed the "killing blow" on this specific survivor. You are only allowed to feed once per survivor you killed.

Benefits:

  • When you feast, normally you spend 3 AP and gain 6 XP... you also may gain up to 6 Life if you were wounded.
  • If there are more than 5 other zombies at your location when you feed.. the benefits are reduced. Clicking still costs you 3 AP, but you only gain 4 XP and 4 Life. (Only you gain these benefits, the other zombies just got to some of the "good pieces" before you did.)
  • Eaten survivors get the message "You were eaten by a zombie!", and your zombie gets the message "You have eaten (Survivor)" Also any other characters/bodies at this location will witness "(Survivor) was eaten by a zombie!" This allows slaughtered survivors a chance to witness the aftermath of their safehouse being taken by hungry zombies.

Intentions:

  • This skill in and of itself is a method of harvesting just a little more XP from your victims, while replacing some of the Life you may have lost prior to their death in combat.
  • This skill could be very effective with the feeding drag (making it more likely the survivor finds themselves without other "living" companions, so it's "lone survivor" limitation is much easier to make possible.) The 2 skills in conjunction with one another are literally the en-masse feeding frenzy we all love about zombie movies. "No!!! Oh god, no.. noooo!"
  • This skill is meant to be more for personal satisfaction & enjoyment for the zombies, it does however have it's own benefits since zombies normally cannot heal except by digestion with a bite.

Votes

  1. Keep - Makes digestion a more "interesting" skills tree, adds to greater satisfaction of playing a zombie character. "Oh man, I gotta buy that skill sometime soon!" I wonder how this will work in conjunction with feeding groan... --MrAushvitz 19:13, 26 August 2006 (BST)August 2006 (BST)
  2. Keep - Very novel, I like it. Be nice to have it give you the option of which organs to munch on, and when the survivor logs back in, he/she is informed of which organs he/she is now missing. My zombie would enjoy this skill.--C138 19:22, 26 August 2006 (BST)
    • Re - Ohh.. excellent "A zombie feated on your eyes!", "A zombie feasted on your BRAINS!", "A zombie ate your heart!", "A zombie feasted on your.. lower extremities." --MrAushvitz 19:29, 26 August 2006 (BST)
  3. Kill - No. --Sonny Corleone WTF RRF ASS DORIS Hunt! 19:26, 26 August 2006 (BST)
  4. Spam - nope. Mr Aushvitz FTL.--Gage 19:31, 26 August 2006 (BST)
  5. Spam - Oh yea sure. What if a zombie kills a survivor with his 1st AP? Then he'll have 16 turns to gain up to 96 XP as long as he isn't interupted. This skill will only provide zombies with free XP, allowing them to level up quickier. --Axe Hack 19:34, 26 August 2006 (BST)
    • Re - CNR, it doesn't work that way, you only feast once per killed survivor! --MrAushvitz 19:36, 26 August 2006 (BST)
      • Re - Well, you could have explained the purpose of the skill more thoroughly.My mistake. I just saw the once per survivor part...... And another thing, I don't like this idea that much. If this skill comes after Digestion, wouldn't the zombie be healing up to 9 HP? --Axe Hack 19:41, 26 August 2006 (BST)
    • Re - No, digestion gives you Life equal to your bite damage.. this is an entirely seperate effect after the survivor is dead. --MrAushvitz 19:44, 26 August 2006 (BST)
  6. Keep - I like it, it's the Zombie equivalent of reading a book. Q: However, does it work if you kill another zombie? --Officer Johnieo 19:37, 26 August 2006 (BST)
    • Re - Nope survivors only, needs fresh meat to work. --MrAushvitz 19:41, 26 August 2006 (BST)
  7. Keep - This reminds me of Dead Rising and Dawn Of the Dead. This will be filled with lines like "OH MY GOD!" or "NO! (Insert victim name here)"--Canuhearmenow Hunt! 19:53, 26 August 2006 (BST)
  8. Kill - Not a bad idea, almost a keep, but the skill really only serves the purpose of gaining more XP. If it had some real use apart from that, then I'd be for it. --Rgon 21:18, 26 August 2006 (BST)
  9. Keep - May require a tweaking, but seems OK.--Thari S T F U 22:07, 26 August 2006 (BST)
  10. Spam -I know I've seen this before, just can't find it. First it nerfs Digestion (or, more essentially, it boosts the digestion hit% to 50%). Secondly a player already gets a bonus (+10 XP) for a kill, so why should zombies get EXTRA bonus (total +16)? And third, why should it really matter if other survivors are there? I understand it was a balance attempt, but it doesn't make sense to me. And Rgon , just what "real use" SHOULD this have? Zombies are nothing more than XP acquiring machines.--Pesatyel 22:23, 26 August 2006 (BST)
  11. Spam Syringes don't regrow organs. I don't feel like seeing all survivors running around without insides... ^.- -Certified=InsaneUG 22:25, 26 August 2006 (BST)
  12. Spam - There's no need for extra XP and HP after a kill. Even more useless if there are other survivors around. --Nob666 22:33, 26 August 2006 (BST)
  13. Keep - maybe not have specific organs eaten, as that nerfs the dynamics of revival, but I like the idea. --Kiltric 02:01, 27 August 2006 (BST)
  14. SPAM With a nice Chianti. Rheingold 06:16, 27 August 2006 (BST)
  15. Keep Fits well with the genre, would be better if the flavor was more interesting,but its still good. HamsterNinja 18:38, 27 August 2006 (BST)
  16. Keep - Good one -- boxy T L PA DA 12:11, 28 August 2006 (BST)
  17. spAm - Rename to XP Harvest and I'll vote kill. --Max Grivas JG,T,P!,Bob06! 10:14, 30 August 2006 (BST)
  18. Kill - I like the idea of zombies somehow having med-kit equivalents - like ripping off a survivors arm for later - but this suggestion isn't that. --Funt Solo 15:38, 31 August 2006 (BST)
  19. Keep If "standing up" regrows a head shot of by a shotgun, then syringes can regrow organs. This is possibly the best idea ever to be put on the wiki. It's certainly the best Mr A idea. Ever. David Malfisto 22:20, 3 September 2006 (BST)
  20. Keep - I can't believe I'm actually voting Keep on a Mr. A suggestion. Still, it'd be nice for zombies to every once in a while get a little bonus XP. Lord knows they need it in this survivor apocalypse. --Pinpoint 07:50, 4 September 2006 (BST)
  21. Keep - but only with reduced effect; i.e. regain 6HP once, I don't see the reasoning behind XP benefit (just adding to kill XP?) but it's the best zombie feeding on dead body skill ever! Karloth vois RR 02:47, 5 September 2006 (BST)

Yet Another Storage

Spaminated with 7 spams, no keeps. Storage suggestions just don't fly --Mookiemookie 01:00, 27 August 2006 (BST)


Ease of Movement

Timestamp: 22:27, 26 August 2006 (BST)
Type: Minor 'Large Buildings' change.
Scope: Large buildings, new Zombie players.
Description: I have noticed that while there have been a large number of improvements that have especially helped new human players inside malls, such as generators improvin search odds, which when coupled with shopping helps consumers, the most difficult starting class for humans. But the zombies most recent helpful additions such as Feeding Groan and Feeding Drag apply to all situations and zombies of all levels. What my suggestion is proposing is that when a new zombie player without Lurching Gait enters a large building the cost of moving around inside that building only is reduced to 1 AP. This will save AP and allow them to have a greater part in mall sieges.

Optional: I am not sure of whether to include this bonus to apply to when moving around the fort spaces. Please tell me if you think that would be a good addition.

Votes

  1. Keep - Author vote. Remember: helping newbies keeps this game alive :). -- Andrew McM W! 22:27, 26 August 2006 (BST)
    • Tally - 1 Keep, 0 Kills, 0 Dupes. -- 22:27, 26 August 2006 (BST)
  2. Spam - yeah... um... why?--Gage 22:41, 26 August 2006 (BST)
  3. Kill - How often is a zombie without Lurching Gait going to be romping around inside a mall? – Nubis 22:43, 26 August 2006 (BST)
    • Re - Attacking in a broken-in Mall is an easy way for newbs to gain Xp. Unfortunately they have crap hit percentages and need all the Ap they can get. It just seemed an admitiddly small but usefull idea. -- Andrew McM W! 22:50, 26 August 2006 (BST)
  4. Kill - Umm...let me think, no, no, no, did I mention no? Why do you think there's Lurching Gait? Most zombies would probably purchase Lurching Gait first, before moving on to any other skill. --Axe Hack 00:04, 27 August 2006 (BST)
  5. Spam - I can't see this even coming up all that often, or any reason why it should be implemented even if it did. It would make life easier for new zombies to just remove Lunching Gait altogether, and allow them to move for 1AP, but that wouldn't be a good idea. And by the same token, neither is this. --Rgon 00:53, 27 August 2006 (BST)
  6. Keep - controversial, but I like it. --Kiltric 02:08, 27 August 2006 (BST)
  7. Kill - if you just broke into a mall you don't need to move around. There's 100 survivors just in that square. Plus, this would save a zombie a max of 1 AP to move to a different square if the first one was deviod of survivors!! --Officer Johnieo 02:10, 27 August 2006 (BST)
  8. Kill - Not necessary, minimal benefit. --Burgan 04:08, 27 August 2006 (BST)
  9. Spam -Nerfs Lurching Gait.--Pesatyel 04:26, 27 August 2006 (BST)
  10. Kill - There's a slim to none chance that you would ever use this. Malls that have been cracked are usually opened for such a small window of time and even if you did crack the cades yourself, memories of life is usually bought after lurching gait. And even in that unlikely situation, what Johnnieo said is true. --Mookiemookie 05:52, 27 August 2006 (BST)
  11. SPAM "I am a noob who encountered a difficulty in the game due to my lack of skills and experience and would like you to unbalance the game to make me feel better." Rheingold 06:18, 27 August 2006 (BST)
  12. Kill - The amount of AP saved would be 0-1 before getting to buy Lurching Gait. --Nob666 10:10, 27 August 2006 (BST)
  13. Kill - Misdirects young zombies to large structures. They need to be looking at churches and junkyards. --Max Grivas JG,T,P!,Bob06! 10:18, 30 August 2006 (BST)
  14. Spam - As Gage. David Malfisto 22:21, 3 September 2006 (BST)
  15. Kill - largely useless. Karloth vois RR 02:49, 5 September 2006 (BST)
  16. Kill - Zombies on rollerblades. --Funt Solo 09:37, 8 September 2006 (BST)