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Closed Suggestions

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26th November, 2005

VOTING ENDED: 10th-Dec-2005

Brain Rot Vs. Revive

Timestamp: 02:02, 26 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Scientists, Zombies
Description: When a zombie with brainrot is injected with a revive needle, it consumes the needle with the same message as normal, but the zombie falls over, and joins the dead bodies. The zombie will have to stand up, but it will still be a zombie. This allows scientists to waste a maximum of 1 needle per zombie with brainrot per login.


  • Keep - Excellent suggestion, And means the scientists dont waste a needle. --Dark Wingstalker 02:48, 26 Nov 2005 (GMT)
  • Keep - I like this idea. Wasting a needle on a Zed with Brain Rot is very frustrating. This would help that a lot. Dinferno 02:51, 26 Nov 2005 (GMT)
  • Keep - Agreed, since there's also the problem of a Brain Rot zombie moving onto a revive square and halting the process. --Lord Kelvin 20:57, 25 Nov 2005 (CST)
  • Keep - Golden. --Fixen 03:14, 26 Nov 2005 (GMT)
  • Keep It's okay. --Carfan7 03:27, 26 Nov 2005 (GMT)
  • Kill - *wince* Actually, I love this idea, but I'd rather see it implemented as a higher level NT/scientist skill - an ability you have to earn - not just something everyone waving a syringe around gets automatically. Sorry. Resubmit it as a skill and you'll solidly have my vote. --Natalya Zveda 03:31, 26 Nov 2005 (GMT)
  • Kill - Syringes are by far and away the most powerful item in the game. Making it an instant-kill for brain rotters as well? Who needs guns? Slicer 03:48, 26 Nov 2005 (GMT)
  • Keep I love this idea! Right now brain rotters grief scientists and zombies who wish to be survived simply by standing at a revive station and not moving an inch except to stand up when killed. Sounds pointless, but it prevents revivals 100%, which forces more people to play as zombies for a while longer to find another revive station. With something like this, brain rotters will still be a problem, but they will at least not make zombies who want to be revived suffer! Don't like how its an instant-kill? Just have it so that the scientist doesn't gain any XP from doing it!--Volke 03:51, 26 Nov 2005 (GMT)
  • Kill This can be easily abused... nocking them down is just like killing them, costing ten ap to get up... like an automatic kill, this could also be used by cultists to prevent zombie hunters from killing there undead freinds, you could also hide zombies that way since they are nocked down and considered dead nobody would recognize the large amounts of bodies until it was too late... for many reasons and more this could be taken atvantage of... these may be good reasons... but if were going to give zombies benifits, which i do support, Id rather see it done otherways, cause zombies rock...--Ringseed2 04:16, 26 Nov 2005 (GMT)
    • Re: It would cost 1 AP for the zombie to stand up if it had ankle grab, which I assume most get before Brain Rot --Jon Hawk 05:52, 26 Nov 2005 (GMT)
  • Kill - high survivor/zed ratios, and everyone wants to make reviving easier. Geh. Knockdown is insta-kill, and c'mon, it's against the flavor for all the dead survivors to line up to get revived. :P --RSquared 04:25, 26 Nov 2005 (GMT)
  • Kill love it, cut down on griefers, make it a skill and you have my vote -- P0p0 05:07, 26 Nov 2005 (GMT)
  • Keep - For reasons stated above. --Mendel 05:08, 26 Nov 2005 (GMT)
  • Keep - Author vote. Not trying to nerf brain rot, just cut down on griefing, and make it possible to move on to the next zombie who may or may not have brain rot. Not really sure about the RP twist to make it a skill... as I assume the stuff inside the needle is the same no matter who injects it; any comments on how it would be a plausable skill would be appreciated. --Jon Hawk 05:52, 26 Nov 2005 (GMT)
  • Keep - It's either this or the solution where scientists can distinguish between zombies. --Squashua 06:02, 26 Nov 2005 (GMT)
  • Keep, will help deal with griefers. --LibrarianBrent 06:31, 26 Nov 2005 (GMT)
  • Keep - Cute, plus not all bad for the zombie -- a "dead" zombie can't be Heatshot. --Xiombarg 07:22, 26 Nov 2005 (GMT)
  • Kill - This kills the purpose of Brain Rot if you ask me. Make it a skill and I'll abstain. - Skarmory 10:13, 26 Nov 2005 (GMT)
  • Keep - One suggestion: point out that the scientist gains no XP from this action, so there's no incentive to use a syringe on a rotter unless he's griefing a revive center. X1M43 10:29, 26 Nov 2005 (GMT)
  • Kill - This would be a significant survivor advantage, and completely obliterate any seige strategy involving placing brain-rotted zombies in revive points. - Jorm
  • Kill - This is a pretty major upgrade to the syringe. Like some others said, it might make a good skill. For the record, revive points are lame. --Dickie Fux 14:04, 26 Nov 2005 (GMT)
  • Kill While brain-rotters on revival spots are annoying, this suggestion is absolutely too powerful. Instant "killing" any zombie? No thanks. Brizth 15:09, 26 Nov 2005 (GMT)
  • Kill - As it stands, Brain Rot is already a terrible skill. It stops zombies from buying survivor skills that they might need, and doesn't really provide ANY use except immunity from being revived. NOW you're suggesting that the skill be made even worse, and force you to have to stand up after it gets used on you. Sorry, but taking away the only purpose of an already bad skill even worse isn't a good idea. --Pyrinoc 15:54, 26 Nov 2005 (GMT)
  • Keep - I love the idea, but the perfect balance is that it is shown as "nocked out" instead of dead, and when it stands up it loses no AP. --APOCzombie 16:25, 26 Nov 2005 (GMT)
  • Keep - I think it reasonable that you only waste one syringe per brain rot, but the problem of blocking revive points being discussed is odd. I've never wasted a syringe because you can DNA scan the Zeds and it seems to move you through the stack. I thought you always revive the active zombie, so I just DNA scan until I get a good one and then revive it. It could also be my habit of mixing shotguns and syringes confusing me though. --RabidChipmunk
  • Keep - Agreed... but dont impose AP on the zombies to get up again. --Adrian 17:49, 26 Nov 2005 (GMT)
  • Keep - This or something like it. No one would waste 5 revive syringes on the same zombie in, er, a sane world. I agree, no AP loss for the zombie. Or maybe just make it a rotating queue? So that once the syringe is used on that zombie, it goes to the bottom of the list for hits/revives/etc. --Shadowstar 18:08, 26 Nov 2005 (GMT)
  • Keep - It's not too powerful because, as anyone with a Necrotech character knows, syringes are gold because they're so hard to find; and the AP loss for a zombie balances out the loss of a syringe. Also, if a zombie has ankle grab (which it probably does if it has brain rot) it would only cost them one AP to get back up anyway.--The General 18:22, 26 Nov 2005 (GMT)
  • Kill - I'm sorry, this is what your DNA Extractor is for. "ERROR: CORTEX DAMAGED, REPEAT EXTRACTION". Is this not a clear enough signal that it's a Brain Rot zombie? --ThunderClaw 18:23, 26 Nov 2005 (GMT)
  • Kill -Extractor knowledge is a much better solution than this.--Matthew-Stewart 20:16, 26 Nov 2005 (GMT)
  • Keep/change - instead of "killing" them just make it move them to the bottom of the que of zombies at the location.--LS 18:15, 26 Nov 2005 (GMT-5)
  • Keep - This would help ballance the game on the brainrot issue. --Deathnut 00:32, 27 Nov 2005 (GMT)
  • Keep - As long as it rotates the zombie ques or a no AP penelty, that way no one should have an issue. - Jedaz 01:50, 27 Nov 2005 (GMT)
  • Kill - Abusable... "This just in! A Necrotech building has spontaniously transformed into a zombie... kill... place!" Oh yes, lots of green blood will be shed the day this idea goes through. But what if it simply put the zombie in a daze for their next few moves. Reducing their chances to hit and making it hard(er) to walk, Thus negeting Vigor mortis and lurching gait for a while.--Mastergw 04:47, 27 Nov 2005 (GMT)
  • Kill - I'd vote keep on LS's improvement, but as that's not the suggestion... (please vote on the actual proposal not the alterations. ("Kill/Change" maybe but "Keep/Change"?)) --bbrraaiinnss 05:33, 27 Nov 2005 (GMT)
  • Kill No offense, but this CANNOT go through, its too unbalancing. --Vellin 05:51, 27 Nov 2005 (GMT)
  • Keep - It's a good idea, at least for the game as it is today. However, if one were able to select specific zombies with the syringe I can see this being dropped. But as the game is right now, I find myself wasting precious too many syringes on zombies with this skill; even if I know they have the skill ahead of time. Either I don't notice I've hit a zombie in the stack that has brain rot, and I've already a wasted a bunch - or I've attempted numerous DNA extracts and have lost count of which zombie in the stack my syringe would currently target. Thus wasting a syringe even if I'm aware of the invulnerable zombie. Riktar 09:08, 27 Nov 2005 (GMT)
  • Kill I too love this idea, however not as arranged with it's current wording. Make it a skill addition to the game and you have my vote!--Verveonica Maudlin 17:55, 27 Nov 2005 (GMT)
  • Kill -- A 100% to kill a zombie? No way. --Nov 06:46, 28 Nov 2005 (GMT)
  • Keep - griefers are a PITA, this would solve their problem. --Larrybob 16:30, 28 Nov 2005 (GMT)
  • Kill - Revive points are an abuse of the games mechanisms (Like zombies can read spraypaint saying REVIVE CLINIC 2 BLOCKS NORTH) and I get stuck with a syringe around once a day sometimes. Thats an insta-kill and I will have to wait 5 hours to get that back. --Qwako 21:46, 28 Nov 2005 (GMT)
  • Kill - This completely nerfs the zombies ability to hamper the revive train in any meaningful way. the game is already tilted so heavily towards survivors it isnt funny, why make it more so? Live with it, or shoot the brain rotter dead. --Grim s 15:28, 6 Dec 2005 (GMT)
  • Kill - It's already an instantaneous pain to get syringed. Let's not make this worse. -- Tabs 22:37, 7 Dec 2005 (GMT)
  • Kill - Yes, let's make syringes more powerful!! wrong answer -- Athos710 13:21, 9 Dec 2005 (GMT)
  • Kill - This would make syringes unstoppable. --Phaserlight 21:34, 9 Dec 2005 (GMT)
  • Kill - tipping the odds further in the favour of survivors. --Frosty 21:56, 10 Dec 2005 (GMT)


Duplicate of Machete.


Timestamp: 05:49, 26 Nov 2005 (GMT)
Type: Improvement
Scope: Doors
Description: General:
Fences Replace Doors: Currently, Junkyards and certain buildings (Power Stations, possibly some other buildings?) have fences, but they have all been cut. I propose that the doors for any buildings that have fences be removed, and the fence be an alternative to the door. That is, the fence is only visible when the barricades are down, and has special conditions attached to it.


New Skill: Repair: Civilian, prerequisite: Construction. A survivor can use an item (I suggest "Length of Pipe", since it's currently useless and fits the idea best) to repair a fence, destroying that item in the process. A survivor can use item "Wirecutters" to destroy a fence, no skill required. Fences prevent entrance to the area (junkyard) or building (power station, etc) that they exist in, but do not prevent egress (like chain-link fences that are slanted in one direction), so no player can get 'trapped' inside a building or area because of a fence; survivors, however, can be kept from entering by it. Free running is unaffected (upper floor entrances, fire escapes, etc).


Put Your Weight Into It: Zed counter to a fence is 10 zombies to 'lean on it' and pull it down. That is, if a sufficient number of zombies approach a fence (are standing just outside the fenced area), any one could bring it down with a 1 AP action representing their combined weight leaning on the fence. Survivors, even in a group of 10, cannot use this action - they have to find wirecutters.


A fence provides a little more protection against isolated zombie attacks, but encourages more horde behavior. Wirecutters, Lengths of Pipe and Junkyards become useful again, and the streets are a little more interesting.


  • Spam We don't need fencing again. This would slaughter the ferals. And please remember that no matter how much press the Hordes get they only make up about ten percent of the zombies in the game. --Stroth 05:57, 26 Nov 2005 (GMT)
  • Keep - This is the best fence suggestion to date. --Matthew-Stewart 06:00, 26 Nov 2005 (GMT)
  • Keep - I would like to subscribe to your magazine. --Squashua 06:40, 26 Nov 2005 (GMT)
  • Keep - While it would serve little purpose on a gameplay level, it'd be a fun addition for RP-intent players. --Miikro 07:20, 26 Nov 2005 (GMT)
  • Keep - I've always thought fences should be repairable, to make wirecutters somewhat useful again. --Xiombarg 07:26, 26 Nov 2005 (GMT)
  • Keep - Ah, good. I was hoping you'd submit an improved version of this. I like it. Bentley Foss 11:02, 26 Nov 2005 (GMT)
  • Spam - Yet another "super barricade" idea. -- --Jorm 11:04, 26 Nov 2005 (GMT)
  • Spam - Jorm has it right. Also, what if you don't want to play in the zombie horde? Now you can't do anything anywhere because you don't have ten zombies with you? No thanks. --Pyrinoc 15:56, 26 Nov 2005 (GMT)
  • Kill - It isn't spam, it's kill if you don't like it. It's different from the other ones: use spam votes properly. Still, 10 zombies is a little much. Maybe lower that number, or a skill on the zombie side, and I'll give it a keep. --Shadowstar 18:11, 26 Nov 2005 (GMT)
  • Re - I was trying to think of a good name for a skill that might lower that number, like in half, but couldn't. I was just throwing a number out there cuz it sounded good. --RSquared 21:39, 26 Nov 2005 (GMT)
  • Spam This is spam because its a remake of an idea that keeps getting shot down! Fences no longer exist for a reason, because people used wirecutters on them without realizing the long-term effects it would have! If there is truly one or two left, not many know about it, and therefore, should be kept secret at all times! They're something truly special, and if anymore DO exist, this would only remove what makes them so valuable! --Volke 19:43, 26 Nov 2005 (GMT)
  • Keep - Who was it that was suggesting that spam votes shouldn't be counted as kills? I think this set shows that they should be, considering that most of the people who're voting spam haven't read the rules on spam votes. All the fences are cut, as far as anyone knows, and the other fence ideas are getting shot down because they're stupid fence ideas, not because people don't want fences back in the game. --RSquared 21:30, 26 Nov 2005 (GMT)
  • Keep - Adds some gameplay and doesn't unbalance the game. Those voting spam need to read the rules--spam is not supposed to be a synonym of kill! --Mendel 23:43, 26 Nov 2005 (GMT)
  • Kill - And how would you suggest the Surviors handle the barbed wire? You can't just repair fencing with a pipe. Once the section has been destroyed, you have to replace the whole section, unless you have some sort of tools. A pipe is not going to cut it. Then how are you going to restring the razorwire/barbed wire on top? And zombies shouldn't be allowed to get past the fences. --Vellin 05:22, 27 Nov 2005 (GMT)
  • Um, when you cut a hole in a fence with wirecutters, do you cut down the barbed wire on top? Of course not - you make a hole big enough for yourself. Thus the pipe refencing scheme; you're patching the hole you made using materials you scrounge around for (junkyards, after all...) and something to secure it. The pipe is most relevant of the current 'junk items' so I suggested that. --RSquared 21:05, 28 Nov 2005 (GMT)
  • Keep - I like the idea of fences returning to the game. Not sure about using a pipe. And what's with people with the improper spam votes? C'mon people, it's kill if you just don't like it. If the number of zombies required to topple a fence was reduced and the survivor's method of rebuilding a fence was slightly reworked, I think this suggestion would get a lot more support. But I still give it my keep. Riktar 09:14, 27 Nov 2005 (GMT)
  • Keep - I don't see why fences can't be repaired. --Pesatyel 07:36, 30 Nov 2005 (GMT).
  • Keep but let's lower the number to five or so. --Clickytickytai 14:05, 27 Nov 2005 (GMT)
  • Keep But put it in front of doors rather than instead of.--The General 20:07, 27 Nov 2005 (GMT)
  • Keep Mhm. --Monstah 00:48, 28 Nov 2005 (GMT)
  • Kill --Nov 06:50, 28 Nov 2005 (GMT)
  • Kill --Phaserlight 21:36, 9 Dec 2005 (GMT)
  • Keep - As long as zombies can actually destroy them, I see no problem with putting fences back in the game. --Drakkenmaw 09:54, 10 Dec 2005 (GMT)
  • Kill - forces zombies to metagame --Frosty 21:59, 10 Dec 2005 (GMT)

Unique Identifiers for Carried Items

Timestamp: 05:57, 26 Nov 2005 (GMT)
Type: User Interface Alteration
Scope: All
Description: Currently, the specific item in your inventory that you select is not the item that you drop.

When an item is dropped (for example, a Shotgun with 0 ammo), the server currently takes the very first item that matches it from the inventory and drops it. For example, if I had 3 Shotguns with 0 Ammo in my inventory, no matter which Shotgun (0) I scroll to in the drop-down, when I click the drop button, the FIRST Shotgun (0) in my inventory will drop. I like to keep my inventory seemingly organized, and having the server drop the first one it finds in my inventory rather than the one I specified isn't helping at all. Giving each item a unique HTML FORM INPUT identifier within the posting form would solve this problem, allowing us to drop the item we specified rather than the first one the server finds.

It is my opinion that you need not be forced to use a FireFox Extension to play this game. This does not duplicate a Peer Reviewed Suggestion.


  • Kill -- If you want your inventory organized, try some of the Firefox Extensions. UDTool and UD Graphics and Inventory Enhancer both offer options for inventory organization. Hard-coding this into the game though just seems to add unnecessary strain to the server. This really wouldn't go far in helping you organize your inventory, due to the way searching simply adds to the bottom of your inventory list.
    • Re - I should not be forced to use a particular browser. --Squashua 06:38, 26 Nov 2005 (GMT)
  • Kill - I know there are people that get attached to their weapons over time, but it's useless IMO. --Lord Kelvin 00:14, 26 Nov 2005 (CST)
    • Re - Rationale behind this was that I drop the 7 Flak Jackets that I just picked up and whoops, there goes the one at the top of the list that I was used to clicking around. --Squashua 06:38, 26 Nov 2005 (GMT)
  • Kill - I just don't like this idea, it is an over-complicated way of dealing with the real issue, the peer reviewed suggestion stackable inventory would make this pointless. --Matthew-Stewart 06:34, 26 Nov 2005 (GMT)
    • Re - Just because it's Peer Reviewed doesn't mean that it'll be implemented. This is an alternative that does not alter the user's perceptions other than do what the user expected - drop item #7, then item #7 is dropped. The current effect that is happening is akin to a programming side-effect. In any event I can see no viable counter-argument against this suggestion; the implementation and results are invisible to the casual user. --Squashua 06:38, 26 Nov 2005 (GMT)
      • RE That is not a bad point that it might not be implimented, but I was pointing out that it is a much better solution to this problem and since it already presented to Kevan this idea which isn't as good shouldn't have to be presented as well.--Matthew-Stewart 21:42, 26 Nov 2005 (GMT)
  • Keep - No comment. --Squashua 06:38, 26 Nov 2005 (GMT)
  • Kill - Um, waste of time that could be used to implement something more interesting, less complicated, and less counter-intuitive. I LIKE the fact that the item I choose is the one dropped. --Xiombarg 07:24, 26 Nov 2005 (GMT)
    • Re - I hate RE'ing everything, but the item you choose is NOT the one dropped; that's the whole argument that this suggestion is trying to get across. --Squashua 07:40, 26 Nov 2005 (GMT)
  • Kill - I don't personally know what you're talking about. This has never happened to me. I've watched my inventory change. The game drops the item I select. So...yeah. Bentley Foss 11:04, 26 Nov 2005 (GMT)
  • Kill - I see your point, but I think some method of auto-organizing your entire inventory would be a better solution. --Dickie Fux 14:09, 26 Nov 2005 (GMT)
  • Keep I am plagued by this. Don't be smartasses, either, FireFox users: I'm sure FireFox is good, and I know Explorer is bad, but the UD FireFox extensions don't work on Mac FireFox. (If you want to turn this into a Mac v PC debate, f**k off.) --LouisB3 15:01, 26 Nov 2005 (GMT)
  • Keep Solve an annoying problem. But there are better things to implement.--The General 18:07, 26 Nov 2005 (GMT)
  • Keep Agree with The General. If there's nothing else to do, this'd be nice. --Shadowstar 18:14, 26 Nov 2005 (GMT)
  • Keep - It's just a good suggestion, period. It's a nuisance as-is. No really good reasons against this suggestion. Of course, it's not really a top priority either. Riktar 09:16, 27 Nov 2005 (GMT)
  • Kill -- Extra work for Kevan for little to no benefit. --Nov 06:50, 28 Nov 2005 (GMT)

Practiced Aim skill for Zombie Hunters

Timestamp: 08:45, 26 Nov 2005 (GMT)
Type: Skill
Scope: Applies to level 10+ survivors with at least one of these skills: Basic Firearms Training, Hand to Hand Combat, or Axe Proficiency
Description: You've gotten soo much practice killing zombies that you're much better at hitting them. Add 5% to all your chances to hit.

this was a suggestion for a high-level skill, so I ask: too powerful?
A. you're required to already have spent 100xp on combat skills (MAYBE more pre-reqs would be a good idea),
B. you have to be level 10 or higher, which means 1100xp earned before you can even look at this skill (we all know how slow xp can be),
C. RPG's are a perfect place to bring in realism, and
D. 5% makes almost NO difference in this game. It's a difference of 1.54AP vs 1.43AP per successful attack (slightly more than a tenth of an action point). It'd be more of something fun to have. This is in NO WAY an all-powerful skill!

I have a suggestion for revising it, though. See the revised version of this below.

P.S. I deleted my other suggestion because flare guns should NEVER, EVER have accuracy that high


  • Kill - 65% is enough, I think. --Jorm 11:05, 26 Nov 2005 (GMT)
  • Kill - One skill that does all that is too powerful. Bentley Foss 11:16, 26 Nov 2005 (GMT)
  • Kill - No. --Seagull Flock 13:52, 26 Nov 2005 (GMT)
  • Kill - there are better skill % suggestions already suggested. --Squashua 15:45, 26 Nov 2005 (GMT)
  • Kill - 65% isn't enough for you? Ha. --Pyrinoc 15:57, 26 Nov 2005 (GMT)
  • Kill - I agree with the prospect (Bring on Reality); but it has no place at a game like this. --Adrian 17:51, 26 Nov 2005 (GMT)
  • Kill - Too high. --Shadowstar 18:15, 26 Nov 2005 (GMT)
  • Kill No dice. Sorry --Vellin 00:16, 27 Nov 2005 (GMT)
  • Kill - Obvious --Deathnut 00:34, 27 Nov 2005 (GMT)
  • Kill --Nov 06:52, 28 Nov 2005 (GMT)


Timestamp: 09:51, 26 Nov 2005 (GMT)
Type: Gameplay Change
Scope: Forts
Description: The addition of Fort Barricades has been thoroughly discussed and suggested numerous times. This idea expands on the creation of Fort Barricades on all 9 squares and adds another perspective: The ability to shoot out of the barricades.

Before you vote to kill this merely on the principle, at least read and think about it before you decide. Survivors inside barricades on a Fort Square can shoot at zombies outside of the fort with pistols or shotguns. With each described level of barricading, the shooter's accuracy decreases by 5% (minimum of 2.5%.) A 10% decrease in accuracy is enacted when the fortifications are increased to extremely heavily barricaded (for a total of a 40% drop in accuracy.)

If you don't quite get it, the numbers during barricading look like this:

  • Untrained: 2.5% max accuracy.
    • Basic Training: 25% max to 2.5% min accuracy.
      • Specific Training: 50% max to 10% min accuracy.
        • Advanced Training: 60% max to 20% min accuracy.

Tell me what you think; if you think it can be improved, please use the Discussion section to let me know. --Kulatu 09:51, 26 Nov 2005 (GMT)

Comment: It is really amusing how many people flame because the idea includes shooting out of they even realize that it is ONLY for forts? It makes the fort a safer area, as it is forts are nearly impossible to hold thanks to the massive amount of space. At least this gives them a chance. --Kulatu 15:55, 2 Dec 2005 (GMT)


  • Keep - Deacreasign accuracy for shooting out of barrricades is a nice idea overall. I find this one somewhat interesting. I say keep. - Skarmory 10:17, 26 Nov 2005 (GMT)
  • Kill - Radically changes the game mechanics in a bad way; too overpowering for survivors in seiges. -- --Jorm 11:08, 26 Nov 2005 (GMT)
  • Kill - No thanks. It would be much easier (not to mention save a LOT more AP) to just go outside, shoot the things, and Free Run back inside. Bentley Foss 11:10, 26 Nov 2005 (GMT)
  • Kill - I read the whole thing, but I'm still killing on principle. --Dickie Fux 14:13, 26 Nov 2005 (GMT)
  • Kill - No shooting outside of buildings! No no no no no no no no no. --Pyrinoc 15:58, 26 Nov 2005 (GMT)
  • Keep - I like it... so there... if you want to waste your aim to be safer, feel free.. its already risky enough. Applause --Adrian 18:39, 26 Nov 2005 (GMT)
  • Kill Shoot out of buildings = bad. --Vellin 21:25, 26 Nov 2005 (GMT)
  • Kill You're talking about forts. You can't free run back inside unless the barricades are already low. I find it interesting, but at the moment, I think it's still unworkable. --Shadowstar 01:28, 27 Nov 2005 (GMT)
  • Keep - It's not bad to consider throwing onto the growing pile of fort improvement suggetions. --Squashua 20:17, 4 Dec 2005 (GMT)


Timestamp: 20:58, 24 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Backup XP Gain
Description: A survivor with a crucifix may click on the Crucifix to 'pray', using 1 AP. As he/she attempts to reaffirm their faith, they have a 20% chance of gaining 1 XP. This chance increases to 25% while in a church and 30% inside of a cathedral. Tell me what you think. --Kulatu 09:58, 26 Nov 2005 (GMT)


  • Kill - Nah. Crucifixes should be useless, just like in real life. X1M43 10:35, 26 Nov 2005 (GMT)
  • Kill - Your god has abandoned you, harman. -- --Jorm 11:10, 26 Nov 2005 (GMT)
  • Kill - Survivors have enough ways to earn XP already. Bentley Foss 11:11, 26 Nov 2005 (GMT)
    • Re - Hardly the best reason to shoot something down. That's like saying zombies shouldn't be allowed to Horde because they're dangerous enough in groups already. --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill - I like the idea, but it shouldn't apply to all Civilians. There was a Priest class suggested that this could work with. --Dickie Fux 14:15, 26 Nov 2005 (GMT)
  • Kill THE POWER OF CHRIST COMPELS YOU BITCH! No seriously. I don't really think that religion should take any part in this game. AllStarZ 15:40, 26 Nov 2005 (GMT)
    • Re - Tell that to Kevan when he made the religious buildings and the item. --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill - Unless Kevan adds a religious element to the game (oh wait, he added crucifixes and churches... I wonder why?), I vote no. If this was to be allowed, I'd put the base chance at 5% and make it 15% in the church and 10% higher than XP from a book in a Cathedral - making a new "crowded place" for Zombies to try to get survivors from. Make changes, I'll Keep. --Squashua 15:42, 26 Nov 2005 (GMT)
    • Re - I've been pondering it for awhile and have definitely taken your suggestions into account. --Kulatu 15:52, 2 Dec 2005 (GMT)
  • SPAM - You are joking right? Just grab and use a book instead --Adrian 17:54, 26 Nov 2005 (GMT)
    • Re - Don't be stupid. --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill - Gah, this isn't spam! Don't vote spam when it's not spam! Anyways. It's not necessary. People don't become more experienced at killing people by praying. --Shadowstar 18:19, 26 Nov 2005 (GMT)
    • Re - People also don't become more experienced at killing people by using medkits and scanning a zombie's DNA, yet it still happens... --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill iIf we add religion to the game, we will eventually add Buddha and then Shiva...etc. Waaaayyy to complicated. (Hey what's the hindu god?) --Carfan7 20:33, 26 Nov 2005 (GMT)
    • Re - Except that Kevan has already added religion to the game in the form of Cathedrals, Churches and Crucifixes. I say that we use what he already gave us. --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill - This isn't a bad idea, (it has done nothing wrong) I just don't like it. Use "books" since they are not specific you can say they are for any faith you want (Bible, Necromonican, Dyanetics, ect...)--Matthew-Stewart 22:47, 26 Nov 2005 (GMT)
  • Kill - You don't eventually learn how to shoot a gun by praying inside a church for a week nonstop. --Fixen 20:15, 27 Nov 2005 (GMT)
    • Re - People also don't become more experienced at killing people by using medkits and scanning a zombie's DNA, yet it still happens... --Kulatu 15:52, 2 Dec 2005 (GMT)
  • Kill I agree, it doesn't make sense.--The General 20:23, 27 Nov 2005 (GMT)
  • SPAM -- One more to kill this. --Nov 06:53, 28 Nov 2005 (GMT)
  • keep -- hell, makes sence to me - just needs the percentages tweaked a little. --valente 17:41, 30 Nov 2005 (GMT)
  • Keep - I actually kinda like this idea. It would need the percentages tweaked but it would give more significance to churches and cathedrals. --Phaserlight 21:42, 9 Dec 2005 (GMT)
  • Kill - Kinda hoeky and just like books. Perhaps if the power of your faith restored an AP instead of HP. Makes more sense to have renew your will to fight or something.
  • Kill - X1's comment was both pithy and profound. --Frosty 22:04, 10 Dec 2005 (GMT)


Timestamp: 16:38, 26 Nov 2005 (GMT)
Type: Game Mechanics Change
Scope: buildings
Description: There's always a HUGE controversy over whether to barricade heavily or past that. This balances it. When a building is less than heavily barricaded, you will be able to "see outside" and you would be able to see if anyone is outside your specific building. The names would be grayed out or transparent or something to differentiate from the people inside. Maybe it could be text in the building's description (i.e. a person, two people, a zombie, two zombies are outside). if it is barricaded too heavily to get into, then this ability would not happen. so if you want to see enemies outside, then you barricade lighter and vice versa. Tell me what you think.


  • Keep I love this idea! Finally a balance. I love you author! --APOCzombie 16:50, 26 Nov 2005 (GMT)
  • Keep Balanced. Maybe office buildings should be able to see more (many windows)? --Sauron the Deceiver 17:05, 26 Nov 2005 (GMT)
  • Keep - You beat me by half an hour! This was my suggestion almost word for word! Why did I have to eat that bag of cheetos before going on? Why? Meh. Cheetos are good. --TheTeeHeeMonster 17:12, 26 Nov 2005 (GMT)
  • Keep Helps persuade people not to overbarricade, and it's a useful idea anyway.--The General 17:26, 26 Nov 2005 (GMT)
  • Kill Keep - Knowing who's inside and outside is a huge advantage. Change it to basic info in the building description, i.e. there is a zombie/a few zombies/a horde of zombies outside/a person/a few people/a group of people outside. Low to high barricades affecting it is good, though, so that you can't tell what's going on at heavily; that makes it scarier. --Dickie Fux 17:27, 26 Nov 2005 (GMT)
    • Re - good Idea I will change that so you see " a person, two people, a zombie, two zombies, etc. thanks for the feedback. --APOCzombie 20:11, 26 Nov 2005 (GMT)
      • RE - I don't even think it needs exact numbers, just a rough small/medium/large group description. But I changed my vote; it's close enough, and since the exterior descriptions already use the terms I'm talking about, I assume they would get used anyway, since the server is already calculating them that way. --Dickie Fux 20:58, 26 Nov 2005 (GMT)
  • Keep - Although I agree with the above sentiment that it could possibly be too powerful, I think that this could potentially add more depth into gameplay.--Lord Kelvin 11:32, 26 Nov 2005 (CST)
  • Keep - Good idea --Rolland CW 17:43, 26 Nov 2005 (CST)
  • Keep - Deal --Adrian 17:55, 26 Nov 2005 (GMT)
  • Keep - But add that you can see in from outside too. --Shadowstar 18:20, 26 Nov 2005 (GMT)
  • Keep I like the "see them in the building description" option, especially because it prevent checking their profiles as that is a more detailed examination--Matthew-Stewart 19:24, 26 Nov 2005 (GMT)
  • Keep Good job! *Thumbs up* --Carfan7 20:38, 26 Nov 2005 (GMT)
  • Keep Balance and realism. Nice job. --Argus Blood 00:23, 27 Nov 2005 (GMT)
  • Keep - Further to the "see from the outside too" idea... Only if there's a working generator inside. (Or no Venetian blinds.) --
    • Re - No, see, that is the point. If you could see from the outside, then the advantage of having small barricades is gone. Say you were a zombie, and you were strolling along shopping for brains, and you go past a building, showing 5 people in it. The zombie could A. go sit down and rot or B. attack the stronghold. The point of seeing outside is that YOU GET AN ADVANTAGE WHEN THE BARRICADE IS SMALL.--APOCzombie 08:13, 27 Nov 2005 (GMT)
  • Keep - No, make that Very Keep I like it. A great way to discourage overbarricading without too much of an advantage. I don't think it's too powerful, if you can only see what is outside on your own block, and not the blocks around you. Riktar 08:49, 27 Nov 2005 (GMT)
  • Oh so very Keep - I love it! How about further improving it, so that very low and no barricades at all give a text similar to "you see X survivors and X zombies outside", medium would give "you see (a few) survivors and (a horde of) zombies outside", while the very highest non-heavy oens would give "You see (some) people ouside". Or, to complicate it further (:D), what you see is based both on barricade level and on building type (less useful buildings = better view). - Skarmory 09:53, 27 Nov 2005 (GMT)
    • Re - That's a good idea, though I think the building type is a bit much. --APOCzombie 17:45, 27 Nov 2005 (GMT)
  • Keep - I like it, it will defenitly help people so that they wont need to go outside buildings and risk over barrication User:Crovax oddlot
  • Keep - Totally sweet idea. --Biscuit 05:07, 28 Nov 2005 (GMT)
  • Keep Good idea AllStarZ 19:48, 30 Nov 2005 (GMT)
  • Keep - Why haven't I voted on this, yet? --ALIENwolve 19:51, 30 Nov 2005 (GMT)
  • Keep - No comment. --Squashua 20:19, 4 Dec 2005 (GMT)

*kill - Heavy barricades have thier downsides. This is one of them. Live with it. --Grim s 15:31, 6 Dec 2005 (GMT)

    • Re - Yeah, this is to balance that downside --APOCzombie 03:15, 7 Dec 2005 (GMT)
  • Keep - I like this one. It helps low-level survivors (no free run) and zombies (not every building is EHB). --Athos710 13:29, 9 Dec 2005 (GMT)
  • Kill - If you want to know who is outside, step outside and see for yourself. If your building is more than VSB, you won't be able to return immediately. There already is a tradeoff. --Phaserlight 21:45, 9 Dec 2005 (GMT)

Mobile Phone Bars

Timestamp: 17:30, 26 Nov 2005 (UTC)
Type: Item Change
Scope: Mobile Phones
Description: There should be some indication on the mobile phone as to whether you have service or not. This could be implemented like coords for GPS, only with bars following.


  • Keep A decent idea.--The General 17:49, 26 Nov 2005 (GMT)
  • SPAM - if there is a repeater in the building its full, if its not its empty. No need.. sorry --Adrian 17:56, 26 Nov 2005 (GMT)
    • Re - I'm's if there's one in the suburb, not in the building. There's no way of knowing that in game currently. --Argus Blood 00:49, 27 Nov 2005 (GMT)
  • Kill I think you should spend a AP trying to find a signal, you know, wandering around the building seeing if its there.--Giltwist 13:00, 26 Nov 2005 (EST)
  • KILL - Heh. Who saw in Land of the Dead where all the post-apocalyptic yuppies wander around trying to get a signal when the Zombies are breaking in. Definately great roleplaying in game, so *KILL --Andrew McM 18:51, 26 Nov 2005 (GMT)
  • Keep Realism, folks. What cell phone have you ever had that didn't automatically tell you whether it had a signal without your trying to place a call? --Argus Blood 00:49, 27 Nov 2005 (GMT)
  • Keep - As it is now, it's just a bloody nuisance. No good reason against, if the phone can make a call it should know if it can get a signal. Riktar 08:52, 27 Nov 2005 (GMT)
  • Keep -- Nice little idea. --Nov 06:55, 28 Nov 2005 (GMT)
  • Kill - Not really important; just hit check messages, instead of running a check on the server every time you refresh the page. --Dickie Fux 20:17, 30 Nov 2005 (GMT)
  • Keep - A simple service flag would suffice. --Squashua 20:20, 4 Dec 2005 (GMT)

Eye Gouge

Timestamp: 17:18, 26 Nov 2005 (GMT)
Type: Combat Skill
Scope: Zombie and/or Survivor Melee
Description: Survivor Prerequisite: Hand-to-Hand

Zombie Prerequisite: Rend Flesh
Description: Adds a small percentage (maybe 5%) to unarmed combat for the victim to be blinded. At the very least, the victim should not be able to see other players for the duration. Potentially, the scent skills may help alleviate this for zombies. It would also be nice to have it replace the labels on the minimap with the compass direction (NW,N,NE,etc) and to replace the room description with "You can't see anything!" or something along those lines. Can only be healed with surgery (i.e. with the science skill in a powered hospital) or revification (because that seems to heal like crazy).
Comments: This offers some added usefulness to the surgery and scent skills, I think. More importantly, it can add a new dimension to the roleplay. You'd need someone to HELP you get to the nearest hospital. That'd make a neat sort of event. Have people move a block say which dirction for the blind person to go and repeat til the hospital. I know this seems like it favors zombies a bit, but it should as they have FAR better use of their other senses (mostly smell). Survivors survive almost entirely on vision.


  • Kill So survivors stumble about helplessly untill eaten by zombies and then have to deal with BOTH this and either trying to be revived or trying to hunt as a skill-less zombie. Not to mention the effect this will have on zombies: a zombie with brain rot can expect to NEVER have this status ailment removed. This sounds like a good method of encourageing players to abandon their characters and possibly the game. You're skill might be useable if it left players with the ability to see the map, so they can at least find a hospital, and had some mechaism for zombie-only players to recover without being revived but would still be a major source of greif for everyone playing. -- Rolland CW 17:47 Nov 26 (GMT)
    • Re - It says that it doesn't effect zeds, since they can still smell to see other players. I still don't like it, but next time you vote kill, read more carefully. (not by author) It does indeed affect zombies who don't have the scent skill. 15:38 EST
  • Kill - NAAH --Adrian 18:00, 26 Nov 2005 (GMT)
  • Kill - Agree with Rolland. --Shadowstar 18:22, 26 Nov 2005 (GMT)
  • Kill Surgery already has a use: heal THREE TIMES as much as a normal survivor can without any skills. Rolland explained how this causes major griefing. Also, speaking from experience, all hospitals with generators generally don't last long before at least one zombie breaks in and destroys the generator because the little message outside the hospital clearly points out to anyone outside that a generator is inside, and therefore, so are survivors. Thus, this would be almost impossible to heal a survivor of, too, unless you knew where a powered hospital was beforehand! --Volke 19:29, 26 Nov 2005 (GMT)
  • Spam - You have got to be kidding me. I don't think you could have come up with a more debilitating status alignment if you tried. Not all zombies HAVE the scent line, even level 5+ ones can still be short Scent Fear. Survivors that got blinded would be as good as dead. This is about as frustrating and griefish as a skill can get. --ThunderClaw 19:51, 26 Nov 2005 (GMT)
  • kill -This is not FF, we don't need a plethora of status ailments--Matthew-Stewart 20:02, 26 Nov 2005 (GMT)
  • Kill - No. This is just wrong in a lot of ways. Oh, and people: read the rules concerning SPAM votes! Bentley Foss 21:13, 26 Nov 2005 (GMT)
  • Kill - Violates balance and K.I.S.S. - Skarmory 09:55, 27 Nov 2005 (GMT)
  • SPAM --Nov 07:00, 28 Nov 2005 (GMT)
  • Kill - No comment. --Squashua 20:21, 4 Dec 2005 (GMT)
  • SPAM - and Spam makes three. --Athos710 13:32, 9 Dec 2005 (GMT)


But I don't like spam! (4 unopposed spam votes, and a dupe as well. Tata.) — g026r 20:47, 26 Nov 2005 (GMT)


Timestamp: 17:47, 26 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: A skill after diagnosis, however it will affect miltary mostly. Because of the fact that you have learnt how the human body works, you will know where to hurt the zombies more.

It allows +1 damage to all attacks; and it will also allow +10% to melee` attacks, where you know now where you have to strike the zombie.

RPED: You look at the advancing zombie, you know where the veins are, you aim at a major one; and pull the trigger. You watch as the zombie groans in pain.

Votes here

  • Kill No, zombies have no need of any body parts, save the brain, which is taken by headshot. This would make survivors too strong, they are already better now. --Sauron the Deceiver 17:53, 26 Nov 2005 (GMT)
  • Kill Dang, beat me to it. But yeah, it's not like zombies have a self-destruct button hidden between the fourth and fifth ribs. --Giltwist 12:55, 26 Nov 2005 (EST)
    • Re Ah, you are refering to the elusive 'gibs' skill. --Andrew McM 18:11, 26 Nov 2005 (GMT)
  • Kill True, zombies may be able to be "killed" by destruction or damage of the brain and nervous system. However, when in open combat, you will not exactly be able to aim at those parts even if you have an understanding of the anatomy of a human being. By the way, if u plan to kill a zombie by any other means, it will be difficult because zombies cant feel pain, can keep going on despite massive blood loss, can keep going on if a limb is missing, and if all limbs are missing, they can still writhe towards their targets. AllStarZ 18:13, 26 Nov 2005 (GMT)
  • Keep - I think if they're stupid then something else must be controlling them... so its not just the brain, they still have important areas... (authors vote) --Adrian 18:16, 26 Nov 2005 (GMT)
  • Kill - Regardless of the reasoning behind it, it's just a huge weapons upgrade that isn't needed. --Dickie Fux 21:04, 26 Nov 2005 (GMT)
  • Kill - No. This is too powerful. Bentley Foss 21:14, 26 Nov 2005 (GMT)
  • Keep - Obvious and useful suggestion. Not a single valid argument against it. Definite keep. --Mendel 23:54, 26 Nov 2005 (GMT)
  • Kill - Everyone knows the critical organs (central nervous system, heart, lungs) are in either the head or center mass, I don't need 100XP to know that. Besides, aiming for the veins (or arteries, for that matter)? You really want to kill the zombie by bleeding it out? I just turn the brain (or what's left of it) into pulp. And don't even get me started on the balance issues. - KingRaptor 06:19, 27 Nov 2005 (GMT)
  • Kill - Sheesh. Everybody knows undead are not effected by critical hits. bbrraaiinnss 06:28, 27 Nov 2005 (GMT)
  • Kill - Reasons stated above. - Skarmory 09:58, 27 Nov 2005 (GMT)
  • Kill --Nov 07:10, 28 Nov 2005 (GMT)
  • Kill - No comment. --Squashua 20:22, 4 Dec 2005 (GMT)


Removed by author for resubmit Giltwist 02:05, 28 Nov 2005 (GMT)

Ink Extractor

Timestamp: 19:16, 26 Nov 2005 (GMT)
Type: Scientist
Scope: Newspaper
Description: You use your skills to extract ink from a news paper to serve as paint for a spray can. To get the paint in, you go to a factory where automated processes will do it for you. The leftover paper is used as a bandaid when mixed with a flak jacket's fabric, destroying the jacket. to make it so you heal someone who has 40 or more HP for 2 HP.


  • KILL Ok, first off, how do you propose to get the ink back into the can? Secondly, it takes a lot more than paper to make a bandaid. Thirdly, ink is NOT the same thing as paint. I could go on. This is just a mess. --Giltwist 14:23 EST
  • Kill Uh, maybe keep if you can show me how to do it in real life. --Jon Hawk 19:37, 26 Nov 2005 (GMT)
  • Kill - What he said. --Lucero Capell 19:38, 26 Nov 2005 (GMT)
  • Kill - Wha??? This doesn't even make sense, see above.--Matthew-Stewart 19:38, 26 Nov 2005 (GMT)
  • Kill - Okay. I'm going to try this with my newspapers from now on! --Shadowstar 19:40, 26 Nov 2005 (GMT)
  • Kill - Dubya Tee Eff? --TheTeeHeeMonster 19:44, 26 Nov 2005 (GMT)
  • Kill -Damm stupid. Also, it spoiled my idea. I was going to suggest a way of making buildings. The idea was that you 'extract' the concrete from walls, then 'extract' the water from beer or wine. Then bring the two ingredients to an automated 'cement mixer' where it makes a 20-ton building. Buildings can then be 'extracted' from their site and then 'replaced' with your own. The 'leftover' cement can then be 'used' to make a 'garden gnome'. The gnome may or may not have a hat. I haven't decided yet. Maybe a hat would be too silly. --Andrew McM 20:00, 26 Nov 2005 (GMT)
  • Kill - Quoi? — g026r 20:46, 26 Nov 2005 (GMT)
  • Kill - This is just bizarre. Bentley Foss 21:16, 26 Nov 2005 (GMT)
  • Kill - Though Andrew McM's idea, I would vote keep just to piss off people. --ThunderJoe 00:56, 27 Nov 2005 (GMT)
  • Kill - Don't you know that baby jesus cries when crap like this is submitted? I'm sorry, but in the world we all live in, the ink used on newpapers is not, I repeat, NOT liquid. That being said, unless you plan to melt the newpaper down into paper mache', create a pinata, and then maybe get an gram of ink from the leftover mix, I dont think this would work on any planet or plane. Lets use our collective heads here, people.--Vladmyre 13:10, 27 Nov 2005 (GMT)
    • Re -I use my collective heads as paperweights. (evil, disturbing grin) --Andrew McM 14:31, 27 Nov 2005 (GMT) original author responses only
  • Kill -- Giltwist hit the nail on the head. --Nov 07:12, 28 Nov 2005 (GMT)
  • Kill - No. Not No Comment, but No. --Squashua 20:23, 4 Dec 2005 (GMT)

Spray Can

Timestamp: 19:40, 26 Nov 2005 (GMT)
Type: Interface change.
Scope: Spray Cans
Description: The approximate number of sprays/charges is displayed next to each spray can in the inventory, in the same way that pistols and shotguns show how many times those items can be used.


  • Keep Not anything major, but good. --Sauron the Deceiver 20:12, 26 Nov 2005 (GMT)
  • Kill Except where firearms have distinct rounds, you couldn't really say the same of a can of paint. Maybe it would be kosher to show when its got one charge left. --Giltwist 15:29 EST
    • RE: -- The game seems to know how many sprays a can has left, so it would be good to display it. --Nov 10:29, 27 Nov 2005 (GMT)
  • Keep - Useful, time-saving, realistic, and easy to implement. --Mendel 23:57, 26 Nov 2005 (GMT)
  • Kill - I thought we voted down a suggestion like this (grafitti artist?) earlier. And also, the guns take up two inventory spaces to represent the gun and the ammo. This would make spray cans take two spaces also. --ThunderJoe 00:58, 27 Nov 2005 (GMT)
    • RE: - that was a skill. This is an interface change. And no, spray cans still take up one inventory slot but it will display the approximate number of sprays/charges left in the can. --Nov 10:29, 27 Nov 2005 (GMT)
  • Keep - It is possible to tell how much paint is left in a can by how much it weighs. I spray my airsoft guns alot so I should know.--Mastergw 04:29, 27 Nov 2005 (GMT)
  • Keep - Good change. It's not a skill, right? It should just be in the game. Even if it's not specific (2 sprays left, 3 sprays left, etc. - instead "The can feels heavy." or some such, after a spray.) it should make things more comfortable. Riktar 08:56, 27 Nov 2005 (GMT)
    • RE: -- No not a skill. Your suggestion would add a lot more flavour as well. --Nov 11:22, 27 Nov 2005 (GMT)
  • Keep -- It's my suggestion after all. --Nov 12:19, 28 Nov 2005 (GMT)
  • Keep - Make it only available if you have tagging. --Squashua 20:25, 4 Dec 2005 (GMT)
  • Keep - This would work just like how the pistol keeps track of how many bullets it has left. I mean, you can shake a can to see how much paint is in it in real life. Good idea! --MorthBabid 22:30, 6 Dec 2005 (GMT)

AI controlled gangsters

Im sorry, but we gave this suggestion so much Spam and Eggs that we don't have any any more eggs. However, we can still offer plenty of Spam. AllStarZ 04:11, 27 Nov 2005 (GMT)

Profile Checklist

Timestamp: 20:11, 26 Nov 2005 (GMT)
Type: Improvement to lessen load of server
Scope: Game
Description: Basically, instead of selecting each users profile separately, have a button at the bottom of the screen. This button opens a page that has all the human profiles in whatever building you're in on a giant checklist. You can check off whomever you want to add to your contacts, and press another button to add them. Adding this would greatly reduce the server load (don't have to load each profile separately and then add them) and also make it easier to add large groups of your friends. Don't know how hard this would be to impliment in CGI.


  • Kill - The DB would still have to load all those pages, so it doesn't save much. And what would happen if someone did this, say, in Caiger, where there are (from what I've heard) hundreds of people? You can't add them all anyways... I just don't see this as being really useful. --Shadowstar 20:19, 26 Nov 2005 (GMT)
  • Kill Either way, take above scenario, you have to load a hundred people's profile. Anyways, some people put the burden on aol instant messenger buddy list.
  • Kill - I don't see much need for this. Also, I think it would increase server load, because each player would load dozens of profiles each time they entered a building. --Dickie Fux 20:35, 26 Nov 2005 (GMT)
  • Kill - How often do you have 50 people in a building that you just need to add? Not often enough to justify this. Bentley Foss 21:19, 26 Nov 2005 (GMT)
  • Kill -- I can just imagine the spam. --Nov 07:13, 28 Nov 2005 (GMT)
  • Keep - Nice idea for an interface, since this IS just a button on the main page an will open up a second page. More informed and educated players should vote Keep. --Squashua 20:26, 4 Dec 2005 (GMT)

Delete trash

This suggestion was spaminated by our crack squad of spaminators. If you wish for your ideas to have serious consideration, read through the previous ideas to make sure you aren't copying an old idea (albeit with serious spelling errors). Thus spake Zaruthustra. --Nov 07:24, 28 Nov 2005 (GMT)

More descrption

This suggestion was spaminated by our crack squad of spaminators. If you wish for your ideas to have serious consideration, read through the previous ideas to make sure you aren't copying an old idea (albeit with serious spelling errors). Thus spake Zaruthustra. --Zaruthustra 20:38, 26 Nov 2005 (GMT)

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