From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

VOTING ENDS: 11th-May-2006

Street Running

Timestamp: 02:55, 27 April 2006 (BST)
Type: New Survivor Skill
Scope: Makes outdoor long distance running not so costly
Description: Street Running

Appears under civillian skills tree, adds no benefits to your human character. No additional prerequisites.

Your survivor is an excellent runner. In addition, they are skilled at circumventing all of the outdoor debris in Malton whereever possible. For every 4 AP of movement you spend in outdoors movement before you log off, the computer will recover 1 additional AP 8 hours later. Your character does not stay exhausted from running for long.

  • It's pretty basic, as soon as your character takes their 1st outdoors movement, the computer starts tallying the total tally until you log off. Then it sets a time (8 hours from now) for you to get back your AP Kickback, then you gain X AP back, where X is 1/4 of the distance you traveled outdoors (rounding down.) This movement does not have to be all outdoors movement (in a row), the computer just adds up the total # of outdoors AP moves, so you can dodge in and out of buildings, using free running as well. All that matters is the final outdoor total when you log out (which in many instances might mean you get back an extra 1 to 3 AP on busy days.)
  • For most this will simply be a useful skill if your character needs to move to a completely different part of Malton, or for long distance scouting purpouses (heavily zombie infested areas.) The main reason you get back a portion of the AP, is your character's AP cannot exceed 50.. but outdoors travel is something you excell at. This skill is also useful if you are planning to do a lot of outdoors movement, prior to something else. Thus assures your character won't be completely exhausted later on when that time comes.
  • This skill is deliberately set up so it cannot be abused, but it can be used to your character's benefit. Not the least of which, is if you have to get the hell out of this part of Malton in a hurry!
  • Note: Moving outside of a building counts as 1 outdoor movement (so the benefit is also inherent in the risk of being seen by zombies.)


  1. Keep - Author Vote. I think I found a safe way to avoid the "don't mess with AP" rule. This skill doesn't mess with your character's AP, or max. AP, doesn't give free actions or anything of the sort. But you do get a portion of your movement AP back, of what was outdoors anyways. And for noobs who find themselves in a very dangerous part of Malton, a faster way out. --MrAushvitz 02:55, 27 April 2006 (BST)
  2. Spam - Regeneration of AP in any manner other than 1 per half hour is game-breaking. Imagine the headaches at Sieges where all these survivors can run around outside distracting zombies into futile chases far more often... becomes unbalancing and grossly unfair to zombies. There is no way to tweak what you've written here in it's current format to be anything less than completely broken. You're better off going back to the drawing board. --Cinnibar 03:14, 27 April 2006 (BST)
  3. Kill - Don't like it, it gives people something for nothing. - Jedaz 04:05, 27 April 2006 (BST)
  4. Spam - messing with the AP regeneration rate is messing with AP. ---CPQD 04:11, 27 April 2006 (BST)
  5. Spam - Don't mess with AP. --McArrowni 04:12, 27 April 2006 (BST)
  6. Kill - CNR do's and dont's Agent Heroic 06:32, 27 April 2006 (BST)
  7. Spam - For the reasons mentioned above. --Toast Boy 07:11, 27 April 2006 (BST)
  8. Spam - *sniffs* I smell an AP suggestion! --Cyberbob240CDF - Arb - W! 08:34, 27 April 2006 (BST)
  9. Kill - "Appears under civillian skills tree, ADDS NO BENEFITS TO YOUR HUMAN CHARACTER." So Who exactly do you propose this affects? This dosent look like your usual work, its scrappy. You usually read it through or somehting.Nazreg 09:42, 27 April 2006 (BST)
  10. Spam - Never mess with your AP. --Abi79 The Abandoned 13:18, 27 April 2006 (BST)
  11. Kill Look at the skills that are in the game already. Their mechanics are pretty simple, right? Look at your suggestion: "spend 4.75^.32758 APs outside, and then you gain an extra AP on leap years, Administrative Professionals day and the vernal equinox." This is why they fail. --Mookiemookie 14:18, 27 April 2006 (BST)
  12. Spam - Never mess with your AP Timid Dan 14:45, 27 April 2006 (BST)
  13. Spam - This is abusable. This part: "Moving outside of a building counts as 1 outdoor movement" makes scouting right outside a building nearly twice as efficient, by repeatedly entering and exiting a building to see how any zombies are outside. It's possible to never log out, so it's also possible to complement the 16 AP from the 8 hour wait to a full day of AP after 136 scouting exits. --ism 15:33, 27 April 2006 (BST)
  14. Keep - the guidlines wrong btw, kevan gets ideas from here so if he plans to do something then why shouldnt we suggest it here :S and i like this suggestion --xbehave 16:37, 27 April 2006 (BST)
  15. Spam - MrA, I normally think that many of your suggestions are made because you like this game and you like creating creative suggestions, and I have no problem with that. However, I'd like you to print out this suggestion, tear it up into little pieces, light the scraps on fire (preferrably outside), and never speak of it again. Dickus Maximus 17:13, 27 April 2006 (BST)
  16. Spam - Don't mess with AP. Leave. AP. ALONE! - David Malfisto 18:08, 27 April 2006 (BST)
  17. Spam - Heheh. A survivor skill that "adds no benefits to your human character." That brainfart aside, don't mess with AP regeneration. That's needlessly complicated, and fairly stupid. You would have at least gotten a non-spam if it was a "1 AP per 2 moves outside" thing. That would at least get survivors leaving their building networks, and it would be far simpler.--Wifey 18:18, 27 April 2006 (BST)
  18. Kill - Don't mess with AP. Furthermore, "until the person logs out": And if the person doesn't log out, simply closes the window? Does the computer recognize that as "logging out"? G F J 18:30, 27 April 2006 (BST)
  19. Kill - Problem with this, IMO, is it's hard to predict. Will I be getting an AP back later? Two? When? Here's what I suggest: change the skill so that it introduces a 12.5% chance of not losing an AP when moving between blocks outside. (Apologize if you suggested such previously.) You'll still save (roughly) 1 AP for every 8 you expend out of doors, but you'll reap the benefit sooner and won't be wondering what your AP might amount to later on. -John Ember 19:55, 27 April 2006 (BST)
  20. Spam - You know why--Bermudez 21:55, 27 April 2006 (BST)
  21. Spam - Encourages streaking. --Undeadinator 22:04, 27 April 2006 (BST)
  22. Spam - mmmm, Its Ham, but Spicy! --Teksura 22:10, 27 April 2006 (BST)
  23. Kill AP is not a unit of time, nor is it a unit of stamina. That message saying you are too tired to continue is merely flavor. --Jon Pyre 22:57, 27 April 2006 (BST)
  24. Kill What Agent Heroic said. --Steel Hammer 23:31, 27 April 2006 (BST)
  25. Kill Presupposes that people log off at the end of a session. I don't think most do. Also "adds no benefits to your human character."??? So this is a human skill that only helps Zombie movement? Ignatius Newcastle 02:47, 28 April 2006 (BST)
  26. Spam - My AP is fine. Don't mess with it. 343 04:15, 28 April 2006 (BST)
  27. Spam - Appears under civillian skills tree, adds no benefits to your human character. a bad start, how can you developed a skill if there are no effects for you?--Vista W! 10:32, 28 April 2006 (BST)
    • Tally - 2 Keep, 10 Kill, 17 Spam, 29 Total.

Length of Rope

Timestamp: 03:37, 27 April 2006 (BST)
Type: Item/Skill
Scope: Survivors that don't have free run
Description: Piece of Rope. Enables free running without the skill bought. Can only be used once (otherwise people would hold onto it forever). Found in Factories (2%), Warehouses (4%), Fire Stations (5%), Hardware Stores (7%). Lets newbies get into barricaded buildings but still have to spend AP searching and using, also relatively rare. Using the item takes 2AP [3AP total due to mechanics of the way you use it] (due to the obviously difficult task of climbing along a piece of rope to get to another building). Mechanics would work like this:

1. Click the item. (1AP lost). When refresh is finished after clicking this item, a small (in use) text appears beside it and it is "readied". 2. Click adjacent block (2AP lost if successful [adjacent block is actually a building])

If adjacent block cannot be freerun to (is not a building), player is notified that they have moved to this block but the "piece of rope is useless". Rope is not discarded, but player ends up in the block anyway. Rope is not "in use" anymore, and must be clicked again to "ready it". Survivors that have freerun and attempt to use this will be notified after "readying it" that this is "useless". It will not ready.


  1. Keep - author vote. I feel I've fixed the unbalancing and realism problems with Grappling Hook. The search percentages I just came up off the top of my head. I can always resubmit if someone has better ideas for probabilities. Tokakeke 03:39, 27 April 2006 (BST)
  2. Kill - Not unless your Charles Bronson. Freerunning is a skill for a reason. --\(o_-o)/-Bear 03:41, 27 April 2006 (BST)
    • RE That's not really a reason to kill. If anyone can run across buildings, they should be able to climb across a rope. Army recruits do it all the time. Tokakeke 03:44, 27 April 2006 (BST)
  3. Kill - Just like everything in Malton, heavy barricades have a cost; namely, they leave new humans out in the cold, or in lightly barricaded buildings nobody with Construction ever helps out with, to become new zombies. It is the job of the survivor community to keep new humans safe and well provided with supplies, not that of the in-game mechanics.--Guardian of Nekops 03:50, 27 April 2006 (BST)
  4. Keep - Against my insticts, I must say. I like the fact that it's single use, allowing, for example, consumers to actually access malls without being useless for another level, wihtout making it consistent. Though I understand the kill votes (it's basically finding a new way to do old things)--McArrowni 03:59, 27 April 2006 (BST)
  5. Kill - This is better than previous rope ideas (one use, and it can be found in at least one building type that doesn't require free running to get into, making the whole idea moot), but I still don't like an item to replace a skill. --CPQD 04:45, 27 April 2006 (BST)
  6. Kill Also been suggested many times before... BuncyTheFrog Talk GBP 05:01, 27 April 2006 (BST)
  7. Kill - As above - Jedaz 05:54, 27 April 2006 (BST)
  8. Kill - +1 --Toast Boy 10:26, 27 April 2006 (BST)
  9. Kill - Buy the skill. --Mookiemookie 12:28, 27 April 2006 (BST)
  10. Kill - I can't count the number of times Free Running items have been suggested before. You know what happened to the suggestions? They DIED. --Cyberbob240CDF - Arb - W! 13:58, 27 April 2006 (BST)
  11. Kill - Similarly styled item suggestions have shown up before, this is not the best of them. Timid Dan 14:46, 27 April 2006 (BST)
  12. Kill - 1) Dilutes the find rates of other items and adds another useless item for the players who do have FR, 2) discourages new players from buying FR by offering an illusion of a viable alternative, 3) replaces XP-gain activities with searching for and using a one-time item. This is supposed to help new players, right? --ism 15:39, 27 April 2006 (BST)
  13. Dupe - - The suggestion was deleted by the author, but it's the same thing, free run without buying freerunning. Dickus Maximus 17:18, 27 April 2006 (BST)
    • Re Forgive the "re" and correct me if I'm wrong, but I thought an author retracting a suggestion and resubmitting it isn't a dupe. This is by the same author.--Mookiemookie 18:12, 27 April 2006 (BST)
    • Comment Yep. Dickus has been caught NOT READING THE SUGGESTION - not only is "Grappling Hook" mentioned twice in the submission, but some of the same text is used from Grappling Hook. Tokakeke 18:31, 27 April 2006 (BST)
    • Re Author retraction removes it from the archive and for all intend and purposes to dupe it counts as never to have been submitted, it is inconsequential who resubmits it. --Vista W! 10:19, 28 April 2006 (BST)
  14. Spam If you spent the AP needed to find and use ropes attacking zombies or healing others you could easily buy Free Running. New way of doing old things - there is no possible way to fix this suggestion. David Malfisto 18:12, 27 April 2006 (BST)
    • Re Getting into malls? Getting into masses of heavily barricaded buildings? I'd rather search for this than have to search for ammo, or FAKs, and then use 20 of them to get enough XP to buy free run. Tokakeke 18:31, 27 April 2006 (BST)
  15. Keep - A total of 3 AP and the price of having to find the item (and lose it afterward), all to move one block? Not bad. Not bad at all.--Wifey 18:24, 27 April 2006 (BST)
  16. Spam McArrowni was nice enought to link to the page so i didn't have to--Bermudez 21:59, 27 April 2006 (BST)
  17. Keep - I'm split on this. On the one hand, the idea of helping newbies appeals to me. They have a hard time adapting to over-barricading, and the game's probably lost a lot of fresh meat to filing cabinets and chairs. This provides a solution for clever newbies without being a "Get Out Of Jail Free" card in any sense of the word. On the other hand, I just love smashing defenseless forts. The minor tactical considerations involved--Infectious Bite FTW--adds a bit of minor spice to an otherwise monotonous task. Throwing in ropes could, in a way, spell the end of that. But then it struck me: how awesome would it be for a horde to have to smash any nearby hospitals to waste a fort? And thusly I voted. --Undeadinator 22:20, 27 April 2006 (BST)
  18. Kill I too like heavy barricades to have a penalty in trade for the additional protection. --Jon Pyre 23:03, 27 April 2006 (BST)
  19. Keep -It would help newbies at a total cost of 3AP to use and 50AP to 17AP to find. It would not invalidate or replace free running, nor make overbarricading free of penalty, in fact it total cost is higher then breaking down the barricades to very strong, entering and then rebarricading.--Vista W! 10:25, 28 April 2006 (BST)
  20. Keep - One-use items are hard to 'break.' Besides, all RPGers know the use of 50 yards of rope and a 10-foot-pole, here's one of those two items. Almafeta 18:30, 29 April 2006 (BST)
  21. Keep -I was mostly happy with Grappling Hook, so I like it in this form too. An emergency item for newbies who find themselves with little AP left, but not so prevalent as to make no-one buy Free Running. Some of the search rates might be slightly off, but not so much that I'd vote Kill on it.--Xavier06 04:03, 30 April 2006 (BST)

Making Electricity Important

Timestamp: 03:56, 27 April 2006 (BST)
Type: Rule change
Scope: Metagame (what is considered tactical)
Description: This is a pair of suggestions, which, together, provide a 'gamist' reward for doing something which, ICly, be a goal.

First, while in a building that is powered, all human attacks would gain a +5% accuracy rate. Because you can see, you can tell who is alive and kicking and who is just kicking, as well as making it easier to notice movement and line up shots. Insignificant at higher levels, where the accuracy rates are already very higher, but it gives the lower level characters something they can do to directly aid in defense -- as well as shore up their defenses.

Second, grant humans XP for installing or refueling generators, and grant zombies XP for destroying generators. This reward should be minor: 2 XP in normal locations, or 4 XP in 'major' locations (armories, cathedrals, fire stations, forts, hospitals, malls, necrotech buildings, phone masts, police stations, and stadiums).

For the players, it gives them stronger 'strongholds', while for the zombies, it makes places where fuel cans (and, to a lesser degree, mobile generators) can be found into tactical points alongside hospitals and gun/ammo sources, spreading out the humans into more locations; thus, unless the humans are well-organized to take advantage of strategic electricity, the zombies have an easier time playing "divide and conquer."


  1. Kill - with the number of generators floating around malton, this is basicallly a 5% boost for all survivors --CPQD 04:50, 27 April 2006 (BST)
  2. Kill - Among other things, we don't need any more accuracy, we're good as it is. BuncyTheFrog Talk GBP 05:08, 27 April 2006 (BST)
  3. Kill - Eww! I hope to never gain XP. Your blowing my whole deal. Sorry, I know its a weird perspective. --Spraycan Willy MalTel 05:10, 27 April 2006 (BST)
  4. Kill - And while we are at it why don't we just give survivors mech warriors - Jedaz 05:54, 27 April 2006 (BST)
  5. Keep - i dont think the attack bonus is abd at all, any smart zed attacks the generators first anyway, most battles occurs vs non active players anyway. - ericblinsley 07:54, 27 April 2006 (BST)
  6. Kill - I agree with the XP part, but the 5% boost must go. NOW!!!! :) --Cyberbob240CDF - Arb - W! 08:32, 27 April 2006 (BST)
  7. Kill - Why wouldn't zombies get the bonus as well?--Pesatyel 09:13, 27 April 2006 (BST)
  8. Kill - I want mech warriors! No. But really this is stupid. We survivors don't need better accuracy. --Toast Boy 10:25, 27 April 2006 (BST)
  9. Kill - What CPQD said --Mookiemookie 12:29, 27 April 2006 (BST)
  10. Kill - What if humans put a generator in place, then another comes with one, wants the xp, smashes the first, then put a new one in place? It's arguably still a slow source of xp, I guess. But what CPQD said --McArrowni 13:55, 27 April 2006 (BST)
  11. Kill - What CPQD said. Timid Dan 14:47, 27 April 2006 (BST)
  12. Kill - It would had been a good idea, if the suvivors are at 30% and zombies at 70% population and survivors need a dire boost to get balanced. But now, no.Wikkid BigShot 11:37, 27 April 2006 (EST)
  13. Keep - A 5% boost for staying in a powered stronghold is balanced out by the fact zombies will know where your hidding out, infact giving survivors an incentive to use generators would help zombie too --xbehave 16:43, 27 April 2006 (BST)
  14. Keep +5% accurracy suggestions almost always makes me wanna vote Kill... but giving a use to generators... well I'm willing to put a Keep to this. But I'll remain unperturbed by the joy and the madness that this suggestion will create. David Malfisto 18:16, 27 April 2006 (BST)
  15. Kill - ... the pig, slit her throat, spill the blood!--Wifey 18:27, 27 April 2006 (BST)
  16. Keep - I like the idea of making generators more important. G F J 18:34, 27 April 2006 (BST)
  17. Kill - I like the Xp thing, but the 5% will make the existing attack too effective, I know it's only 5% and really it is helping lower levels. But the light will help the human not the zombie? There must be a balance with it, without the balance with the light helping human to the zombie, I may have to kill it. --Changchad 19:18, 27 April 2006 (BST)
  18. Keep - It really just means zeds will smash the generator before doing anything else. Which they pretty much do anyway. Don't see the harm. --John Ember 19:46, 27 April 2006 (BST)
  19. Keep - Lol, zombie breaks into lit building sees no people and smashes generator, sure, he deserves some XP for his hassles. --MrAushvitz 20:16, 27 April 2006 (BST)
  20. Kill - While I'm not apposed to the XP for generator smashing, the 5% boost if game breaking. the only way this could possible not be game breaking would be to give zombies +5% in unlit buildings. but even then I would probably still kill, seeing as how attack rates are fairly strong as they are--Bermudez 22:03, 27 April 2006 (BST)
  21. Kill - You would have had me but for the +5%. I don't like rules that give harmans a better chance to hit. Harmanz hit just fine already. But you're thinking along the right lines, at least. --Undeadinator 22:24, 27 April 2006 (BST)
  22. Kill Hey, here's an extra 5%. And to balance things out let's give the zombies an extra 5%. And we're back where we started. How boring. Don't suggest pure attack bonuses, suggest interesting new gameplay!!!! --Jon Pyre 23:04, 27 April 2006 (BST)
    Re: Note that there's no accuracy bonus for zombies. Humans can use light to line up shots, zombies can use any ol' sense (sight, smell, hearing) to get in range, latch on, and tear. Almafeta
    • Kill - Resubmit as just the XP gain for installing/destroying generators. Unsigned. Remove the strikeout when you've signed it.--Wifey 15:37, 8 May 2006 (BST)
  23. Kill - I like the whole XP deal, but the accuracy boost shouldn't be. Crazy Hand 14:53, 8 May 2006 (BST)

The Other, Other Electricity Suggestion

Timestamp: 18:47, 27 April 2006 (BST)
Type: Building POWAH!
Scope: Bookish survivors
Description: As most of you know, reading a book gives only a 10% chance of learning something. That's a little silly, though, isn't it? Well, not when you factor in that, for a long time, the power was out in Malton. Reading in the dark strains the eyes, so we likely had too great of headaches, trying to read, to retain anything.

Ah, but now we have power! And with it, we have myriad suggestions for improving the human condition in powered buildings. Most of these suggestions are either game-breaking or make little sense. Or both. Still, everyone wants to give some sort of use to powering buildings other than Hospitals and NTs. I mean, besides telling all the zombies outside that there's a buffet waiting.

So here's the suggestion: While in a powered building, one gets an extra 10% chance to learn from a book. After all, you can read things much more easily now. Yes, I know: it's another way for survivors to get XP. On the other hand, it will attract more noobies to libraries. Entirely unnecessary? Certainly. Not game-breaking, though, and it adds at least some functionality to generators in other buildings, even if it's tiny (and will likely only see use in libraries).

Of course, if you don't like this, I could always make a suggestion for crunchy bacon.

--Wifey 18:47, 27 April 2006 (BST)

Votes here; I don't believe in author votes

  1. Keep - Sure, why not? Makes sense... --Mookiemookie 18:52, 27 April 2006 (BST)
  2. Keep - I like this, it really won't kill the game or something. And it is kind of cool. --Changchad 19:11, 27 April 2006 (BST)
  3. Keep - Good idea. It gives generators another use. G F J 19:15, 27 April 2006 (BST)
  4. Keep - powah to the people!!!!--Legom7 19:29, 27 April 2006 (BST)
  5. Keep - Whats that I hear about crunch bacon giving 100% Bonus in hit rate and 500 AP, no AP for walking and unlimited server hits and adding 60 dmg to fist?--Wikkid BigShot 14:37, 27 April 2006 (EST)
  6. Keep - Meh, why not --CPQD 19:41, 27 April 2006 (BST)
  7. Keep - Mmmm, bacon. --MrAushvitz 20:17, 27 April 2006 (BST)
  8. Keep - I'm almost sure this is a dupe, but if it is then I voted for it then as well. DavidMalfisto 20:31, 27 April 2006 (BST)
  9. Kill - i dont really like reading books, however it will still be useless,i think the bonus shouldnt aplly to buildings that already have a use for generators, and should be faded out when new uses are found.--xbehave 20:51, 27 April 2006 (BST)
    Re - Do hospitals and NecroTech buildings lack lights? I wasn't aware. I'll head down to New England Medial Center right away. They won't get away with this infringement of policy!--Wifey 00:56, 28 April 2006 (BST)
  10. Keep - Won't hurt anyone --EnForcer32 20:59, 27 April 2006 (BST)
    • Keep - .2 XP per 1 AP still isn't a very good trade off. This vote is invalid until you put the gold in the, until you sign it. Yeah. Sign it. --Undeadinator 22:27, 27 April 2006 (BST)
  11. Keep - There's nothing I love more in a zombie apocalypse than to brew myself some warm cocoa, curl up by a fireplace and read a nice book. --Undeadinator 22:27, 27 April 2006 (BST)
  12. Keep - I'd prefer it if ONLY worked within a library, but I can't see how that would realistically work (unless it was a big, huge book or something).--Pesatyel 22:44, 27 April 2006 (BST)
  13. Keep Eh, not really worth Kevan's time to code this but if he could magically snap his fingers and bring it into existence with no effort it'd be marginally worthwhile. So it really depends whether Kevan thinks this is cool enough to spend a few hours working on. --Jon Pyre 23:06, 27 April 2006 (BST)
  14. Keep - Makes books worth reading *thumbs up*. --Porgon 23:58, 27 April 2006 (BST)
  15. Keep - Um... Buncy sees no problem with this. BuncyTheFrog Talk GBP 00:22, 28 April 2006 (BST)
  16. Keep - Why not? Agent Heroic 01:07, 28 April 2006 (BST)
  17. Keep i was thinking the exact same thing after reading a generater sugestion that i didnt likeAvicm 02:03, 28 April 2006 (BST)
  18. Keep - I think we have a winner... 343 04:11, 28 April 2006 (BST)
  19. Keep - Great suggestion. Good job. Somewhat useless, but then again...books are fun!--ShadowScope 04:31, 28 April 2006 (BST)
  20. Kill -well it is Entirely unnecessary, It'll still keep books as one of the most crappy ways to gain xp, I just don't see the need.--Vista W! 10:14, 28 April 2006 (BST)
  21. Keep - I first thought this was a dupe but its much more simply put together. Well described. --Spraycan Willy MalTel 19:15, 28 April 2006 (BST)
  22. Kill - Learning more because you're reading by artificial light instead of star/moonlight doesn't make sense. Almafeta 18:19, 29 April 2006 (BST)
  23. Kill - Cool. --Swmono talk - W! - SGP 23:47, 10 May 2006 (BST)
  24. Keep - Cool for those who use books, and it doesnt affect those of us that don't. Crazy Hand 00:28, 11 May 2006 (BST)

Deadman's Switch v2

Timestamp: 19:40, 27 April 2006 (BST)
Type: New item
Scope: Dying survivors
Description: Summary: A way for players to signal to their comrades when they need a revive, given certain conditions.

Mechanics: A new item, NT Heart Monitor, will be found in NecroTech buildings with the same search odds as the GPS unit (about 7%). Upon finding this item, the player can click on its inventory button for the cost of 1 AP. The player sees the message:

Your NecroTech Heart Monitor has been activated. Mutual contacts will be notified of your demise.

The Heart Monitor can be deactivated by clicking on it again, at no AP cost. Reactivation would cost another 1 AP, however. When activated, the Monitor inventory button is tagged with an asterisk to show it's working.

Then, when you're killed (by humans or zombies), the Heart Monitor fires off a signal to everyone on your contact list. Only contacts who have cell phones and have you as a contact will receive this signal. Also, cell phone coverage must be working in the suburb.

Those who receive the signal see this message:

You receive a distress signal from PlayerName, indicating a location 3 blocks to the west and 4 blocks to the north.

That person now needs only to proceed to the location and look for a zombie which he recognizes. Since the dead man is on his contact list, he'll be able to pick him out and stick him with a syringe. The NT Heart Monitor, however, is "used up" and removed from the player's inventory. Thus the player will probably want to keep several on hand, and activate a new one upon standing up as a human.

Should anyone get tired of receiving these distress signals from their more hapless comrades, they need only remove such people from their contact lists.

Net result: Instead of waiting in an impersonal revive queue, you'll now be waiting for one of your known associates to come and give you a hand. This seems more in keeping with the spirit of Urban Dead than revive points.


  1. Keep - Author vote. Took the feedback on the first version into account. Now it's an item that can be used up, so players will need to keep a few in inventory for this to work. Also requires cell phone coverage. --John Ember 19:40, 27 April 2006 (BST)
  2. Keep - better, one use and a low percentage to find one (I'd still like it to be a bit lower) sold me. I'm still not a huge fan of this, but a lot of players are doing this exact thing through meta-gaming. Why not make it part of the game --CPQD 19:49, 27 April 2006 (BST)
  3. Keep - It gives me pleasure. --MrAushvitz 20:18, 27 April 2006 (BST)
  4. Keep - A step away from metagaming revive points/lists. A step towards realistic in game revives. Mildly pro-PKing as you wouldn't really want to inform the PKers you're keeping tabs on that you've just died. DavidMalfisto 20:34, 27 April 2006 (BST)
  5. Keep - wonderful. --ramby T--W! - SGP 20:37, 27 April 2006 (BST)
  6. Keep - Good job, John. Looks like a winner to me. --Mookiemookie 20:57, 27 April 2006 (BST)
  7. Kill- Something about this rubs me the wrong way. I can't put my finger on it... but there's something about this that I don't like. Oh well, it looks like it's getting through anyway since this is the first kill. --Rozozag 21:27, 27 April 2006 (BST)
  8. Keep - Excellent idea. --Reverend Loki 21:27, 27 April 2006 (BST)
  9. Kill- If I have a brainrotter tagged on my contact list (to avoid reviving him/her at a revive point), and they have ME on thier contact list for any reason, they get to learn whenever I die? I'd prefer that one explicitly notified friends only. Of course, this would require a tweak to the contact list. It's just enough that I can't vote KEEP, but I don't really want to vote KILL. I have to vote KILL because there's no neutral/change vote option available. I think it's a GREAT idea, but it needs a better contact list to work effectively as a prerequisite. Timid Dan 21:31, 27 April 2006 (BST)
    • Re - Zombies can't check phone messages in general. They "hear" the beep, but they don't see who's calling. These distress calls would work similarly. --John Ember 22:16, 27 April 2006 (BST)
  10. Keep - I beleive a neutral vote is simply not voteing. aside from that the Brain rotter wouldn't be able to answer its phone and get he message anyway (As a zombie, you are unable to use the objects you are carrying.) --Teksura 22:00, 27 April 2006 (BST)
    • Kill - 1st about half the people I have on my contact lists are enemies, I don't want them to know when I die. 2nd most of the people on my contact lists are far away. I don't need to see "sombody you may or may not care about bit the dust 60 blocks north and 80 blocks east. SIGN YOUR VOTES YOU WACKY DEVIL YOU --Undeadinator 22:31, 27 April 2006 (BST)
    • Re - Certainly not everyone is going to find this useful in every situation. That's why I made sure the item can be turned on and off easily. --John Ember 22:16, 27 April 2006 (BST)
  11. Keep Good I like it, will help me be located and I wont have to find a revive point. By the way the above is an unsigned vote. Whitehouse 22:19, 27 April 2006 (BST)
  12. Keep - Even though I do so love clogging up Revive Points, I do so love to despise them even more. Should encourage harmanz to play nice with each other. --Undeadinator 22:31, 27 April 2006 (BST)
  13. Keep Not a bad idea. I might suggest something inspired by this, you've given me an idea. --Jon Pyre 23:08, 27 April 2006 (BST)
  14. Keep - Sounds interesting and useful, and would provide a (costly) non-metagame method for efficient revivication. --Karlsbad 23:11, 27 April 2006 (BST)
  15. Keep - I keep my enemies in my firefox extention, my contact list is for friends only. Good Job, I like it. I want one.. :) --Steel Hammer 23:35, 27 April 2006 (BST)
  16. Keep - I like it, grouping just got that much funner. --Porgon 00:02, 28 April 2006 (BST)
  17. Keep - Gack! BuncyTheFrog Talk GBP 00:24, 28 April 2006 (BST)
  18. Keep - Your NecroTech Heart Monitor has been activated. You have no chance to survive make your time. Ha ha ha ha ...--Wifey 01:01, 28 April 2006 (BST)
  19. Keep - What you say? Agent Heroic 01:09, 28 April 2006 (BST)
  20. kill i would vote keep if you where able to choose who on your contac list you get notified of because otherwise it could cause someconfusion if you use your contact list for brain rottersAvicm 02:08, 28 April 2006 (BST)
    • Re - Rotters, assuming they're zombies (and that's going to be the case 95% of the time) will receive a "sound" but that's it. They won't get the name or location of the dying player. --John Ember 04:03, 28 April 2006 (BST)
  21. Keep - Nice job, it's even better than the last one, and I loved the last one. Just a few questions: 1) Does the item require a Skill? 2)Shouldnt the item also be available in Hospitals as well so Newbies can use them too? --Starsaver 03:34, 28 April 2006 (BST)
    • Re - I decided to make this version item-only, which has the nice effect of making the feature available to brand-new players. I considered putting the device in hospitals too, but the combination of vital-sign monitor, GPS unit and cell phone seemed to make for a pretty advanced piece of tech. I guess you're concerned that new players won't know which buildings are NT buildings and so won't know where to search, but this can be addressed in-game by survivors sharing info. --John Ember 04:03, 28 April 2006 (BST)
  22. Keep -I'd set the AP cost higher, but this way it is an easy access item and that has its advantages as well. but a nice suggestions that promotes in game cooperation, and would limit the artificial mrh? cows lines. and it would be in flavor for this particular setting.--Vista W! 10:10, 28 April 2006 (BST)
  23. Keep - Nice job John! This is much clearer than my Electronic Voice Phenomena, and serves the same purpose. I hope Kevan finds time to implement this winner! --Agazman 13:49, 28 April 2006 (BST)
  24. Keep - Being an item and not a skill makes this suggestion a ++ Thanks John! --Spraycan Willy MalTel 19:12, 28 April 2006 (BST)
  25. Keep - See above.--ShadowScope 05:07, 29 April 2006 (BST)
  26. Kill - I use my contact list to store the names of PKers (so I can recognize them as zombies). This item would simply alert any PKers in my vicinity of my location. Almafeta 18:21, 29 April 2006 (BST)
    • Re - This is a poor reason for a kill. There are two simple solutions already built into this item. (1) Change your contact list or (2) Don't use this item. Bad kill. --Agazman 21:55, 29 April 2006 (BST)
  27. Keep - Yeah, yeah, the contact list needs to be modified, but this item is an option, not a requirement, so if your contact list is also your personal enemies list, JUST DON'T USE IT! Too good an idea to be fouled by niggling points. True, a more inclusive suggestion would include a contact-list fix as well, but experience shows that the more things you add to a suggestion, the more likely it is to be killed. K.I.S.S.--Xavier06 04:20, 30 April 2006 (BST)
  28. Keep - Brilliant. Heart Monitors might be found in hospitals too. KILLers: if you don't want people to be notified, don't use the heart monitor item. -- Mettaur 16:43, 7 May 2006 (BST)
  29. Keep - This will make life a lot easier for the NecroTechies. Though I believe that there should be a requirement to at lease have a NT employment for this to work. --Lyoko is Cool 06:04, 11 May 2006 (BST)

Elite Skills

Timestamp: 20:02, 27 April 2006 (BST)
Type: Skills, high-level characters
Scope: Maxed characters
Description: A while back, there was a suggestion based on elite-level skills for increasing XP costs. I'd link to it, but I can't seem to find it. In any case, it provided something for maxed-out characters to work towards and break up the homogeneity of high-level characters. The skill wasn't all that well recieved, mostly because it included some AP-increasing skills.

Well, here's my take on it. No AP-messing, don't worry, and there are some other differences that make it different enough not to warrant a dupe. The basic idea is the same, though. The skills' costs would increase exponentially; the first time you picked up an elite skill, it would cost 100 XP. The next would cost 200 XP, then 400 XP, then 800 XP, and so on. As it stands, each skill would be self-contained; elite focus in pistols will not increase the cost for elite shotgun skills. If you would prefer the reverse, please note so in your kill votes.

All of the following are seperate skills, and their prerequisites are noted in the descriptions. Each are highly-trained, highly-focused versions of existing skills. Elite skills will have no cap, because they'll essentially cap themselves - you need 102, 300 XP just to pick up ten elite skills.

Unlike headshot, elite skills have no level prerequisites. If you want to be the greatest tagger ever without so much as free running, well, that's your funeral. Becuase of the relatively low returns for XP, most characters will be maxed out before taking elite skills anyway.

  • Elite Pistol Training Each time you take this skill, it adds 1% to hit with pistol attacks.
    • Prerequisites: Basic Firearms Training, Pistol Traing, Advanced Pistol Training
  • Elite Shotgun Training Each time you take this skill, it adds 1% to hit with shotgun attacks.
    • Prerequisites: Basic Firearms Training, Shotgun Training, Advanced Shotgun Training
  • Elite Axe Training Each time you take this skill, it adds 1% to hit with axe attacks.
    • Prerequisites: Hand-to-hand combat, Axe Proficiency
  • Elite Knife Training Each time you take this skill, it adds 1% to hit with knife attacks.
    • Prerequisites: Hand-to-hand Combat, Knife Combat
  • Elite Free Running There are no planned improvements to Free Running. If you want there to be, note as such in your kill votes.
  • Elite Bargain Hunting Each time you gain this skill, it adds 1% to your chance to find something when searching a mall.
    • Prerequisites: Shopping, Bargain Hunting
  • Elite Body Building There are no planned improvements to Body Building. No one should be unkillable, thank you. Everyone is vulnerable.
  • Elite Tagging Each time you gain this skill, your spray can is likely to last one spray longer before running out. No one really knows what the mathematical mechanism is for a spray can running out, so I can't give numbers.
    • Prerequisites: Tagging
  • Elite Construction Each time you gain this skill, the chance of failing to barricade ("you try to add XXX to a barricade, but can't find a place for it") is decreased by 1%.
    • Prerequisites: Construction
  • Elite Necrotech Stuff There are currently no planned elite skills for Necrotech skills. If you want there to be, note as such in your kill votes.
  • Elite Surgery Each time you gain this skill, you heal an additional 1 HP when using a FAK in surgery conditions only.
    • Prerequisites: First Aid, Surgery
  • Elite Diagnosis There are no planned improvements to Diagnosis. I fail to see how there could be.
  • Elite Headshot There are no planned improvements to Headshot. Headshot pisses on the newbies enough as it is, thank you.
  • Elite Scent Trail Each time you gain this skill, the range of your scent ability increases by one. Currently, I think it stops working at ten squares or something.
    • Prerequisites: Scent Fear, Scent Trail
  • Elite Scent Blood There are no planned improvements to Scent Blood. There's nothing that can be done, really, in such a skill.
  • Elite Infectious Bite There are no planned improvements to IB, nor to Digestion. I can't think of how there could be.
  • Elite Neck Lurch Each time you get this skill, it adds 1% to hit with bite attacks.
    • Prerequisites: Vigour Mortis, Neck Lurch
  • Elite Death Grip Each time you get this skill, it adds 1% to hit with claw attacks.
    • Prerequisites: Vigour Mortis, Death Grip
  • Elite Rend Flesh No planned improvements. No damage increases at all, thank you.
  • Elite Tangling Grasp Each time you gain this skill, your chance to lose your grip on a missed attack ("XXX writhes in your grasp. Your attack does no damage. You lose your grip on XXX") is reduced by 1%.
    • Prerequisites: Vigour Mortis, Tangling Grasp
  • Elite Memories of Life skills There are no planned improvements to these skills. Again, I don't see what improvements there could be.
  • Elite Ankle Grab There are no planned improvements to Ankle Grab. I can't see any means of doing so besides nerfing Headshot.
  • Elite Brain Rot There are currently no planned improvements to Brain Rot.


  1. Kill - Needs caps. Velkrin 20:05, 27 April 2006 (BST) Edit: I should also point out something else for those who don't think a cap is needed due to the exponential experience. The higher your chance to hit, the faster you can gain XP. 23:53, 27 April 2006 (BST)
  2. Keep - Requiring over 3 million XP to get +15% is enough of a cap for me. --Norcross 20:16, 27 April 2006 (BST)
    • Re - Seeing something like this makes me wonder if UD has an XP count limit. --Starsaver 03:44, 28 April 2006 (BST)
  3. Keep - Gives ya somewhere to go. --MrAushvitz 20:20, 27 April 2006 (BST)
  4. Kill - HAY GUYZ I DONT UNDERSTAMD THAT URBAN DEAD WORKS IN INCREMENTS OF 5%! - CthulhuFhtagn 20:22, 27 April 2006 (BST)
    • Notice - Myth. See Flaregun, 2.5%. Timid Dan 21:37, 27 April 2006 (BST)
      • Notice - Fact. 2.5% is half 5%. It takes only minor calculations to do that roll in a 5% system. --Grim s-Mod 12:22, 28 April 2006 (BST)
        • Notice - Incidentally, this is why Basic Firearms Training bumps it to 15% and not 27.5%. - CthulhuFhtagn 19:40, 28 April 2006 (BST)
  5. Keep - A percent is a fraction of 100 therefor it hould eb able to handle 1%. --ramby T--W! - SGP 20:35, 27 April 2006 (BST)
  6. Keep - LOL SHOTGUNS HAVE A 1% CHANCE OF BEING FOUND! KEKEKE! Seriously, where is this 5% nonsense coming from? A lot of the search odds don't seem to conform to that. That said, while it's not Kill worthy, I don't think the XP cost is high enough. DavidMalfisto 20:38, 27 April 2006 (BST)
  7. kill - sure it costs alot of XP but there are alot of players with stockpiles of XP!--xbehave 20:44, 27 April 2006 (BST)
  8. Keep I freakin' love it. It's certainly not overpowered; 3100 EXP for a 5% boost to hit? Jeez. --Cerebrus13 21:04, 27 April 2006 (BST)
  9. Keep - I like it. Even the most veteran among us are only going to be able to buff ourselves a few times before exhausting our banked XP. Seems really balanced. --John Ember 21:11, 27 April 2006 (BST)
  10. Keep - The only thing that gives me pause is Elite Surgery- seems like maybe too much bang for your buck. Not enough for a kill vote, though.--Guardian of Nekops 21:14, 27 April 2006 (BST)
  11. Keep Not game breaking or useless.--Legom7 21:18, 27 April 2006 (BST)
  12. Keep - Allows us to spend that abnked xp, but doesn't break the game --CPQD 21:27, 27 April 2006 (BST)
  13. Keep - Well thought out, balanced, not at all game-breaking, and both survivors and zeds get something. Am I at the right Wiki? --Reverend Loki 21:32, 27 April 2006 (BST)
  14. Keep - I like these. --Brizth 21:34, 27 April 2006 (BST)
  15. Kill - Nah. Timid Dan 21:37, 27 April 2006 (BST)
  16. KEEP - I love the way you left things that could be potentially game breaking alone, No Extra HP, No extra healing anytime with an advanced first-aid, and the already annoying headshot is left alone. Great use of judgement. Although it is true that people will be able to gain advantages that will add up, it is self caping because of the massive amount of XP put into createing a noticeable difference. I don't care who you are, you don't have 100,000XP to give yourself 75% acc with a gun. (and if you did you earned it) --Teksura 21:56, 27 April 2006 (BST)
  17. Keep - I have to maxed out characters both have been maxed for a month after 6 months total play. My human has ~1300 my zombie ~600 one could get 3 skills, the other 4, this seems reasonable to me because both mostly tank now: I.E. build/destroy barricades and comunicate among groups. This means they are gaining XP slower then the did before, so it's clearly self-limiting.--Bermudez 22:19, 27 April 2006 (BST)
  18. Keep - Excellent work - cool idea KyleTravis 22:23, 27 April 2006 (BST)
  19. keep - Personally I think this will get a RuneScape sort of trend going there:\. As this game is really hugely dependent on %, and this will definately help the maxed out people to keep improving, but with the ap restriction, who would actually be able to get 10% up in any skill? Personally, I will not use it, because a slight percentage change really does not make a huge difference, I'd rather save up my xp and wait till new skills come out. This is a good idea, but personally I won't use it, as the raise in % is pointless unless you can improve hugely. --Changchad 22:26, 27 April 2006 (BST)
  20. Keep - What Teksura said. --Cyberbob240CDF - Arb - W! 22:37, 27 April 2006 (BST)
  21. Kill I think I could afford 4% right now. I don't need a 4% bonus to my shotgun skill. Sure it might take forever, but next year there'd be people walking around with 70+% shotgun skills.--Jon Pyre 23:15, 27 April 2006 (BST)
  22. Keep at first I thought it would be sucka ... 5% for 1500 XP? PFT! but then I realised you would allready have the base, basic training, training, and advanced training under your belt. :3 - --Porgon 00:06, 28 April 2006 (BST)
  23. Keep I'd have to think long and hard about what skill I'd like to improve. Good suggestion. BuncyTheFrog Talk GBP 00:29, 28 April 2006 (BST)
  24. Keep So, when are we getting rid of all the similar level 15/21/36'ers? Agent Heroic 01:13, 28 April 2006 (BST)
  25. Kill there NEEDS to be a cap and the exp cost themselves wouldnt be a good enough cap people who play this game every day could gain the first 10 in about one week (include the incresed odds in your caculations) in less then a year you could get 100% accuracy this would only punish newbies who dont have elite skillsAvicm 02:16, 28 April 2006 (BST)
    • Re Is that so? Gain the first 10 elite skills in a week, huh? You realize that would, as I said, require 102 300 XP. I don't think anyone in the game has gained that since it began. Maybe one or two, but I seriously doubt it. And 100% accuracy in less than a year? Let's do some math. If you went straight for, say, the top pistol accuracy, you could start as a private and gain the three pistol skills for 150 XP. From there, you only need 35 elite pistol skills to make 100. That requires 2^35*100-100, or 3 435 973 836 700 XP. In case you're bad with numbers, that's approximately three and a half trillion XP, plus the 150 to start with. --Snikers 02:40, 28 April 2006 (BST)
  26. Kill What Jon Pyre said. Right now some people have massive amounts of xp, yet they have no incentive to get any, and don't start getting their xp faster because they get more. With this, they would on both count). People are going to get ridiculously high on some skills, especially the fact that you can be elite in both shotgun and pistol and pay little for both. As is, getting xp as a maxed survivor is ridiculously easy. IMO, putting a cap on it would help, and I actually think that upping the xp cost would help put it out of easy reach. --McArrowni 02:34, 28 April 2006 (BST)
  27. Keep - OH MY GAWD THIS IDEA IS LIKE HAWT EYE SECKS--'STER-Talk-Mod 03:03, 28 April 2006 (BST)
  28. Keep - This is wonderful, id love to have this put in the game. This way our characters will start to be differant from each other, right now all we have is the same skills. --Starsaver 03:35, 28 April 2006 (BST)
  29. Kill - I'd have a 71/72% pistol skill immediatly and as pistol is the most effective way to gain more XP with that I'd have a 80% pistol skill before the end of the year without sweating. maxed out characters are already so strong that any combat boost would destablize XP gain and the powerbalance, I am one of those people that have too much XP, and I don't to be more powerful.--Vista W! 10:04, 28 April 2006 (BST)
  30. Kill - This is fucking awful on a game breaking level. Even with the price growing geometrically, this vastly overpowers older players with respect to newbies, and given all the boosts to the survivor skills in there, for which a person could just buy the first two tiers at little cost, would vastly overpower them. --Grim s-Mod 12:19, 28 April 2006 (BST)
  31. Kill - Survivors get 11 skills they can upgrade, and zombies get 4. This is just a nerf on zombies in fancy clothing. --WibbleBRAINS 14:49, 28 April 2006 (BST)
    • Tally: 10 Kill, 21 Keep, 31 Total. 67.7% support. --Snikers 15:23, 28 April 2006 (BST)
  32. Keep -- I'd use triangular costs for additional +1%s (100xp, 200xp, 300xp, etc.), but this works too. Almafeta 18:33, 29 April 2006 (BST)
  33. Kill - I'm corcerned about all the maxed-out players running around with banked XP, too, but flushing it down a skill-imrovement sinkhole doesn't seem the solution. Yes, yes, I know it is terribly expensive, but then again, we don't often get new skills so there's plenty of time for the maxed-out players to continue to accumulate XP (at ever-increasing rates!). A cap, I'm afraid, is still very necessary. I'm not sure I'm quite ready to share this game with Level 50+ demi-gods yet...--Xavier06 04:37, 30 April 2006 (BST)
  34. Keep -Anything that makes me kill more efficiently sounds good to me.Besides you got some other nice stuff in this too. --LCpl Mendoza 14:08, 10 May 2006 (BST)
  35. Kill - Just sneeking in my kill at the last moment. - Jedaz 14:22, 10 May 2006 (BST)
  36. Keep - Oh! Almost forgot - author vote. Anyways...anyone that thinks that characters will pick up elite skills faster and faster is clearly innumerate. Please note that every time you pick up an elite skill, it has a cost equal to EVERY EXPERIENCE POINT you've EVER dropped into that skill, plus 100 XP. One more percentage point isn't going to come even close to equalizing that. --Snikers 02:10, 11 May 2006 (BST)
    • Tally: 12 Kill, 24 Keep, 36 Total. Two thirds support.


Timestamp: 20:42, 27 April 2006 (BST)
Type: Yet another excellent medical skill
Scope: FAK's heal just a bit more for the severely wounded.
Description: ER

Appears under science skills tree just under diagnosis, adds no benefits to your zombie character. As an additional prerequisite your character must also have first aid.

When your character is offline at an indoor powered building, they often assist in the care of the severely wounded in emergency situations. Whenever a FAK is used at your location to heal a survivor (other than you) who is at 15 HP or less, and you have this skill, the FAK used heals an additional 1 HP (2 HP at a powered hospital).

  • This skill is culmative, which is to say the 1 or 2 HP bonus per additional helping ER personnel stacks. But it maxes out at +4 HP per FAK used on a survivor at 15 HP or less. Many players who are using their FAK will be "pleasantly suprised" when their FAK is just a bit more effective due to local assistance. "(player), (player) and (player) offered you emergency assistance!"
  • This skill is a "community benefit" for your character ending their session at a powered hospital or other powered safehouse with wounded (if you wish.) The benefits to your character are other players may be much more interested in your status should you go missing (ie. they may search out and attempt to revive you, use FAK's on you more often to keep you alive, invite you to join their faction, and so forth.)
  • The reason this skill benefits other players while you're ofline, is to represent your character's humaitarian efforts spent when they are not doing things for their own benefit (ie. searching, zombie hunting, etc.) It is assumed your character still rests, but they are often called on in serious emergencies for assistance. This skill is well known amungst doctors, nurses, firemen, police, and medics as well as many millitary professions.
  • This skill is yet another reason for a safehhouse to have power whenever possible.


  1. Keep - It's pretty simple, and has a cap on it (+4 HP.) Newbies would definately appreciate being around higher level chars with this skill. --MrAushvitz 20:42, 27 April 2006 (BST)
  2. Kill - i dont want mt character doing anything when im not watching --xbehave 20:45, 27 April 2006 (BST)
  3. Keep - Sure. Sounds okay to me. But why have it only work after you've ended your session? Seems unneccessary to keep track of that; it should work just because you're in the building.--Guardian of Nekops 21:09, 27 April 2006 (BST)
  4. Kill - I like the concept, but it seems a bit too something-for-nothing as-is. I'd suggest a "Watch for emergencies" button that would cost an AP or 2 to invoke, and which would put you in this "assistance" mode while you're away. Performing any other action would take you out of that mode. Also wondering, does the inactive player get the XP for these heals? --John Ember 21:17, 27 April 2006 (BST)
  5. Keep I like it when my vote tips a balence. --Legom7 21:21, 27 April 2006 (BST)
  6. Kill - something for nothing is right, and I think FAK's don't really need a boost --CPQD 21:23, 27 April 2006 (BST)
  7. Kill Needs an AP cost associated with it, as John said. And even then, I still wouldn't like it because FAKs don't need a boost, as CPQD said. --Mookiemookie 21:28, 27 April 2006 (BST)
  8. Keep - Hell, the generator in the hospital isn't spending AP to boost someone else's FAK, why can't the same be applied to a character? Oh no, and additional 1 HP might break the game! --Reverend Loki 21:35, 27 April 2006 (BST)
  9. Kill - Healing is fine in it's current form. Survivors get plenty of easy HP anyway, I'd go in the opposite direction and reduce it long before I'd consider increasing it Timid Dan 21:39, 27 April 2006 (BST)
  10. kill - A good idea but what happens when I'm attempting to take out a PKer and run out of AP? I log in later and find I have helped heal that scum I was trying to kill just a few hours ago. we have surgery for a reason --Teksura 22:05, 27 April 2006 (BST)
  11. Kill - redundant with surgery, since that alreday takes a genny and a hospital--Bermudez 22:35, 27 April 2006 (BST)
  12. Kill - I like the idea, but like John Ember, it should cost a couple of AP to invoke.--Pesatyel 22:59, 27 April 2006 (BST)
  13. Kill FAKs restore 10hp and 15 in a powered hospital. I'd like people to play in that framework rather than getting rewarded. --Jon Pyre 23:17, 27 April 2006 (BST)
  14. Kill - Wounded humans are XP banks. The more XP you can earn from them, the better. Thus the more FAKs you use, the better. DavidMalfisto 23:31, 27 April 2006 (BST)
  15. Kill - What Teksura said... --Steel Hammer 23:43, 27 April 2006 (BST)
  16. Kill - Redundant to surgery. Humans don't need more healing. --Zaruthustra-Mod 01:00, 28 April 2006 (BST)
  17. Spam -Can you say "Caiger?" I knew you could.--Wifey 01:06, 28 April 2006 (BST)
  18. Kill make it cost ap to heal and then make you able to set an option to how much ap their charicter will spend to how much they gain so they dont use all their ap healing people and one more thing dont let it wprk for inactive people and i might chang my voteAvicm 02:22, 28 April 2006 (BST)
  19. Kill - Healing is fine in it's current form and it's something for nothing, generators take up a lot of AP to find and set up, in all likelyhood more then they safe.--Vista W! 09:55, 28 April 2006 (BST)
  20. Kill -Too open to abuse in its current form, but I like the idea behind it. Since (as far as I know) there is no limit on the amount of survivors, it would be far too easy for a hospital to become a one-stop shop for all your healing need. You walk in with one foot in the grave and one FAK later, *DING* you're at full health, ready to fight again. As above, don't fix what's not broken, but if you must, Ember's idea to commit AP beforehand is a good idea. I'd include a twist to it, though: Call it "Work a shift in the ER" and allow the player to choose a number of AP (with some built-in limit, like 10 or so) to contribute, each 2AP being worth one bonus to someone else's heal.--Xavier06 04:54, 30 April 2006 (BST)

Senior Lab Tech

Timestamp: 22:10, 27 April 2006 (BST)
Type: New NT Skill
Scope: Manufacture AN-6 Anti-Virus At Powered NT Buildings
Description: Senior Lab Tech

Appears on science skills tree just under NecroNet Access, adds no benefits to your zombie character. Only prerequisite is NecroNet Access.

You are experienced at manufacturing the NecroTech AN-6 antivirus. You can manufacture this antivirus at any powered NT building for 5 AP per vial. Every time you manufacture a AN-6 vial you gain 1 XP, but you are only allowed to gain a maximum of 5 XP per 24 hour day doing this. This antivirus must remain in a refrigerated lab unit, until used. Any NT building that loses power begins to lose viable vials of the antivirus with each passing hour.

  • NT employees are free to manufacture all the vials they like (but XP gain caps at 5 XP per 24 hour day.) These vials cannot be removed from the NT building. The vials are not visable, or usable by those without the NecroTech Employment skill.

Using The AN-6 Anti-virus

  • To use a vial you need simply click on the "Use AN-6" button in the NT building. This antivirus is only available to NT employees (to keep them active in their research, revive and study capabilities.)
  • Each use of the AN-6 will cost 2 AP to administer to yourself, and completely cures infection. (The increased AP cost is due to finding a FAK takes searching, but this does not.)

Loss Of Power, Loss OF AN-6 Stores

Every hour, the computer will check all NT buildings that have AN-6 vials in storage, that are not powered. Each of those buildings will immediately lose 25%, rounding up of their remaining vials. The antivirus loses it's potency very quickly when not stored at at or below 5 degrees Celcius.

NT Building Description

Along with the building's description, if it has at least 1 vial of AN-6 in storage it will also read: "This building contains a lab refrigeration unit which hold (X) usable vials of AN-6."


  1. Keep - Author vote. I've always wanted to see NT in possession of a secret antivirus. This allows senior NT characters to help NT newbies stay alive, it also gives the zombies a great sense of satisfaction when they take (and hold) a NT building, as well as destroying a generator in a NT building. Additionally, a useful skill for the science character to harvest more XP from time to time when they need just a few more XP to get that much needed skill. --MrAushvitz 23:10, 27 April 2006 (BST)
  2. Kill So it's like a FAK that only cures infection, requires power, and spoils. The only thing new here is that anyone can use it, which is an interesting idea but not enough to make up for the fact it costs 8AP to make and use something considerable worse than an FAK. --Jon Pyre 23:25, 27 April 2006 (BST)
    • Re - 7 AP (5+2), you do hoever, get to gain XP while you're helping other players with their infection problems. This could be handy in a major NT safehouse installation. I also intended this idea to be used for serious zombie "hotspots" in Malton, where even getting to and searching a hospital can be dangerous. --MrAushvitz 00:01, 28 April 2006 (BST)
    • Re I must have misread. Still, you could probably find an FAK in 7AP and hospitals aren't really that dangerous even if there are zombies inside. It's a turn based game so 30 zombies means you probably won't get attacked spend just 7AP.--Jon Pyre 03:02, 28 April 2006 (BST)
  3. Kill - Finding new ways to do old things. DavidMalfisto 23:34, 27 April 2006 (BST)
  4. Kill - So its a super complicated way to create a really AP expensive item thats totally worthless? Get a FAK. --Zaruthustra-Mod 00:24, 28 April 2006 (BST)
    • Re - So you guys wouldn't have a problem if this was a lot cheaper AP-wise. I was just thinking since NT has been studying why zombies exsist, it would make sense they'd have a whole shwack of anti-virus at their disposal. --MrAushvitz 02:19, 28 April 2006 (BST)
  5. Kill- it seems like a good idea but it will put too much stress on the system than its worthAvicm 02:25, 28 April 2006 (BST)
  6. Kill - Finding new ways to do old things.--Vista W! 09:49, 28 April 2006 (BST)
  7. Spam - New, stupid, and POINTLESSLY COMPLICATED ways of doing stuff that already exists. Get a FAK. Timid Dan 15:03, 28 April 2006 (BST)
  8. Kill - One word. FAK. --Cyberbob240CDF - Arb - W! 15:08, 28 April 2006 (BST)
  9. Kill - To even be close to useful, you should be damn near tripping across the things. The storage angle keeps it from being completely useless, in so far that it is useful in a very specific place for a very specific survivor. But then you have to spend extra AP just to use it! Even removing the 5AP prep from the equation (since its not necessary that you make these syringes), you still have to get to the NT building to use it, which you could just spend getting to a safehouse and asking for a FAK (which, if anyone is on, is usually provided tout-suite). Needs to be a lot easier to get to/use to make it truly useful. Also, as mentioned before, there's absolutely nothing wrong with the FAK as it is. Don't fix what ain't broke, 'kay?--Xavier06 05:12, 30 April 2006 (BST)