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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
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New and Improved Radio

Timestamp: 01:01, 27 May 2006 (BST)
Type: Spamless communication
Scope: Building alteration
Description: I'm very sorry if this is a dupe, as I not going to go through every single radio suggestion checking--there've been lots. Now, something I saw on one William Raker's Talk page gave me an idea for a radio suggestion, which a lot of people seem to like, that won't cause spam. Instead of sending a radio message, which people recieve when you send it, you put your message on a continuous loop, and people can turn on their radio and hear the message. Certain Building bulidings become radio stations (I'm thinking these won't be marked from outside unless you're on the space, like a phone mast). If you're in this station, it's powered, and you have the Broadcasting skill, you get a new textbox marked "Broadcast," which costs 3 AP. I'm thinking the character limit will be the same as speaking. Whatever you put on it starts broadcasting into the suburb you're in and the surrounding 8, and will appear on the radio screens of people in those suburbs, and will continue to do so until someone broadcasts a different message from that particular station (like graffiti, sort of). This will cause no message, repeat, no message at all on the Since Your Last Turn screen, to anyone. Now, if you have a radio (no skill required) you can click on it in your inventory for 1 AP and be able to read all radio messages you're in range of, akin to checking cell messages. You won't be able to tell where the message is coming from unless the message mentions it, just like real radio.


  1. Keep -If this passes we get no more shitty radio suggestions. Vote Keep for a better tomorrow--Admiral Ackbar U! WTF 01:04, 27 May 2006 (BST)
  2. Keep - It might need some tweaking, but this could be amusing. --Bob Hammero TW!U! 01:36, 27 May 2006 (BST)
  3. Keep - The fact that you have to actually use the radio to see any messages makes this gold. --A Bothan SpyCDF - WTF - U! 01:44, 27 May 2006 (BST)
  4. Keep - It'd be pretty damned useful for contacting allies and other people. just expand the radius a bit and it'll work jst fine. --KuNu 19:54, 26 May 2006
  5. Keep - Could be fun. Why not? --Jimbo Bob ASSU! 02:08, 27 May 2006 (BST)
  6. Keep - The radius could probably reach a little farther, though. --Dickie Fux 02:15, 27 May 2006 (BST)
  7. Keep - Whoever made this suggestion needs to start making babies to solve the problems of tommorrow. --HamsterNinja 02:33, 27 May 2006 (BST)
  8. Keep - radius is fine, perhaps instead of having random buildings id use schools or another apropriate type of building where amature broadcasting takes place. For flavor id give each station a frequency, e.g u tune in to the following stations 99.2mhz:streets is watching 102.8mhz:streets is watching 120.5mhz:i hate streets--xbehave 02:39, 27 May 2006 (BST)
  9. Keep - Well this is gratifying. I'll get on the babies thing right away.--'STER-Talk-Mod 02:42, 27 May 2006 (BST)
  10. Keep -Ever seen Category:Broadcasts? I like this idea. Then some of those groups can actulaly make broadcasts.--Labine50 MHG 02:47, 27 May 2006 (BST)
  11. Keep - Could possibly be used for stupid stuff like 'STREETS IS WATCHIN', but could be quite useful. -- Tirion529 02:51, 27 May 2006 (BST)
  12. SpamKill - Some changes needed, like "where do you find radios?", "at what rate?", "where will the 'broadcasting' skill be placed?", and i wuold like the radio message to be broadcasted only in the same suburb you are, and not 9 as it is a bit extreme. Everyone that is voting keep is voting a half made sugestion. Just resubmit more detailed and you have my keep. --Matthew Fahrenheit 02:53, 27 May 2006 (BST) changed the Spam voite, i must confess it was there just to catch the eye of everyone who was voting keep. I wont do that again. --Matthew Fahrenheit 03:59, 27 May 2006 (BST)
    Invalid Re comments moved to Talk:Suggestions. --Bob Hammero TW!U! 04:01, 27 May 2006 (BST)
  13. Kill I hate to do it because I think radios are an awesome idea and the loop thing works, but it'd be useless! People would always turn the radio off because it'd be full of spam. Do something with the contacts list in the place of frequencies and it'll be awesome! --Ron Burgundy 03:01, 27 May 2006 (BST)
  14. Kill -- Siding with Ron here. MaulMachine U! 03:51, 27 May 2006 (BST)
  15. Keep - Best radio idea EVER! - Nicks 03:58, 27 May 2006 (BST)
  16. Keep - I like it but I think the radio needs a new item Batteries! and then we can have battery chargers which can be hooked up to generators! --Technerd 04:05, 27 May 2006 (BST)
  17. Keep - Yes, it should tell where radios are found, but that's not a big enough flaw for a kill. --Dan 04:22, 27 May 2006 (BST)
  18. Kill - Give the stats on the radio (where found and at what %) and you have a keeper.--Pesatyel 04:40, 27 May 2006 (BST)
  19. Keep - Sounds fun, I can see publicly funded, daily radio broadcasts now. Kripcat - I.U.S.S 04:47, 27 May 2006 (BST)
  20. Keep - Mpaturet gives hobos blowjobs for nickles down by the Y. --Undeadinator 05:59, 27 May 2006 (BST)
  21. Keep - At last, a good radio suggestion. --Abi79 AB 06:00, 27 May 2006 (BST)
  22. Keep - The details are unimportant, Kevan will go with what suits him. Its the raw ideas he wants. --TheWay(Ned)
  23. Keep - Bandwagon of doom. so many keeps reciently. Nazreg 11:00, 27 May 2006 (BST)
  24. Keep - Quite a good suggestion, I like it! --ZedKilla W! 8:29, 27 May 2006 (EST)
  25. Keep-I'm voting keep because I wanted to copy everyone else. -- John the baker 14:21, 27 May 2006 (BST)
  26. keep - Seems workable. Mattiator 16:16, 27 May 2006 (BST)
  27. Kill - Radios don't exist in game. Without explaining the radio item, this suggestion is useless. --Cinnibar 17:36, 27 May 2006 (BST)
  28. Kill - As Matthew - David Malfisto 17:45, 27 May 2006 (BST)
  29. Keep - Best idea ever? (cough)--William Raker 17:58, 27 May 2006 (BST)
  30. Keep -About time come on im sure there are a few Radios lying arond the city.There is no need to explain how they got there.They should simply just be there.My 2 cents.--LCpl Mendoza 20:49, 27 May 2006 (BST)
  31. Kill - Great concept, needs numbers. How about find in mall tech shops at the same rate as phones and GPS units, but drop all of their rates down so the absolute chance of finding anything is the same (i.e. each can be found at 6%/10%), and in PD's and FD's with half the find rate of a flak jacket (1%). Lot's of radio batteries (military/professional) are made to last a long time, and there are crank versions. It makes more sense for a radio to not use batteries than a cell phone or even GPS unit, for that matter. --Burgan 16:19, 28 May 2006 (BST)
  32. Kill - Only reason is that I'd prefer it not to be in specific buildings, partially for realism (cough, not much of a point, cough) and mostly because I'd prefer to be able to set up a station in a powered building, perhaps with a "tune in" list for choosing which to listen to and broadcasting degrees (faint or something) for distance. --TTHSK 13:12, 30 May 2006 (BST)
  33. Kill - makes long term communication harder. a message can't disappear every time a survivor says something new Ybbor 01:39, 6 June 2006 (BST)

Yet Another Option for Usable Blunt Weapons

Timestamp: 04:50, 27 May 2006 (BST)
Type: Weapons alteration
Scope: Blunt weapons
Description: A new skill, Strength Training, would be added. It would have Body Building as a prerequisite, just because of the name. Strength Training would give +2 damage with all blunt weapons. So the bat and pipe would max at 25% times 4 damage, or 1.0 average damage. That's only 83% of the damage output of an axe: still basically worthless unless they have some other advantage, but usable as a backup weapon if they did.

Here's the other advantage: In buildings where the flavor text includes tables and chairs, on a tiny fraction of your barricade failures (I'm thinking 0.1%, but small enough that it's negligible for balance, however small that takes), you succeed instead and the flavor text says you smash one of the legs off the chair with your bat or pipe.

So the niche of the blunt weapons would be for those who normally use firearms exclusively but carry an axe as a backup, and for those who like to have a lottery ticket. For the latter, the longer the odds are, the more of a kick it is to finally see that busted-table flavor text. Plus Kevan could tell us only some of the details, and people could have the fun of seeing the rare flavor text as a surprise. Not everyone's cup of tea, but that's what the axe would still be for.


  1. Author keep --Dan 04:50, 27 May 2006 (BST)
  2. Kill - Too overpowered. Change it to +1 damage and remove the barricade changes and it'll be fine. --Bob Hammero TW!U! 05:02, 27 May 2006 (BST)
  3. Kill - What bob said. Also, I'm fairly sure there has been an accepted blunt weapon suggestion. MaulMachine U! 05:04, 27 May 2006 (BST)
    Re - There's a peer-reviewed suggestion for Blunt Weapons Training, but it's just +10% to hit, which leaves the blunt weapons completely inferior to the axe. --Dan 13:54, 27 May 2006 (BST)
  4. Kill - I would prefer a percentage change over a damage boost, as it would turn the decision between blunt weapons and the axe into a similar one to the one zombies make between claws and biting. --A Bothan SpyCDF - WTF - U! 05:05, 27 May 2006 (BST)
    Re - The decision between claws and bite is mostly grasp versus infection, not percentage versus damage. --Dan 13:54, 27 May 2006 (BST)
  5. Kill What they said Sonny Corleone WTF 05:06, 27 May 2006 (BST)
  6. Kill I have nothing to add--Matthew Fahrenheit 05:46, 27 May 2006 (BST)
  7. Kill - Not to be overly harsh (no, seriously), but I honestly don't see a single reason to keep this. All this'd really do is give you a crappier, more complicated axe. --Jimbo Bob ASSU! 05:55, 27 May 2006 (BST)
  8. Kill - So swinging axe has nothing to do with strenght? --Niilomaan 10:37, 27 May 2006 (BST)
  9. Kill - Appreciate the effort, but I gotta ask...if its pretty much useless, why suggest adding it to the game? The barricade part is negligible, and if it's really just pure flavor, it would do nothing to change the axe being the melee weapon of choice. --Mookiemookie 12:14, 27 May 2006 (BST)
    Re - I barricade a lot every day, and it's been quite a while since I whacked any undead people with the axe. I well might take a 17% reduction in axe efficiency in exchange for an extra barricade success with flavor text once in a blue moon. --Dan 13:54, 27 May 2006 (BST)
  10. kill - take the other people's comments and you have a winner no sig no sig again. Mattiator 17:03, 27 May 2006 (BST)
  11. keepI cant be botherd to go find an axe,so improving the other weapons to make them a viable option would be a nice improvment--xbehave 17:22, 27 May 2006 (BST)
  12. Kill - Overpowered. --Cinnibar 17:35, 27 May 2006 (BST)
  13. Kill - Blunt weapons suck. Blunt weapons can be used by Zombies. Am I the only one who thinks that any change to make Blunt Weapons more useful should do so by giving some value to zombies? (The answer is yes). - David Malfisto 17:48, 27 May 2006 (BST)
    Re - I do consider that a very good characteristic for a blunt-weapons improvement to have, but not absolutely necessary. --Dan 19:01, 27 May 2006 (BST)
  14. Kill - If you're calling it strength training, it should also affect axes, plus it makes far more sense to be able to chop pieces of barricade with an axe than smash them with a bat. --Burgan 16:23, 28 May 2006 (BST)
  15. Kill Why doesn't it affect axes? The pipe, knife and bat need their own individual improvements, not this. And WHY would you be smashing up stuff with a bat in order to barricade?--Pesatyel 04:52, 29 May 2006 (BST)


Taken away For re-submitting by the author-John Z. Delorean 20:35, 27 May 2006 (BST)


Timestamp: 16:28, 27 May 2006 (BST)
Type: improvement
Scope: all
Description: You can choose your gender (male/female/none) on your status page. Just a small improvement...


  1. WTFZOMBIES/Keep Author Vote. Mattiator 16:28, 27 May 2006 (BST)
  2. Spam - You suck at suggestions. Sonny Corleone WTF 16:32, 27 May 2006 (BST)
  3. Kill - Hmmmmm... No. --Swmono talk - W! - SGP 16:48, 27 May 2006 (BST)
  4. Spam - just a small improvement...or a very large retardation. --A Bothan SpyCDF - WTF - U! 16:51, 27 May 2006 (BST)
  5. Kill - Just write it down... For example, if you were a male write "[MALE]" in your profile. Simple. This is a completely unnecessary suggestion. --ZedKilla W! 11:51, 27 May 2006 11:52 (EST)
  6. kill - It is a sound suggestion, but with so much account made, we will need to change it and stuff, it will be hell to do.--Changchad WTFW!SGP 17:18, 27 May 2006 (BST)
  7. Spam - Entirely unnecessary. --Cinnibar 17:33, 27 May 2006 (BST)
  8. keep - aslong as its set to indestinguisable by default--xbehave 17:36, 27 May 2006 (BST)
  9. Kill - Not really needed. - Velkrin 17:38, 27 May 2006 (BST)
  10. Kill - Absolutely pointless. --Bob Hammero TW!U! 20:37, 27 May 2006 (BST)
  11. Kill - Are you trying to pick up chicks through UD? --Mookiemookie 20:43, 27 May 2006 (BST)
  12. Spam - I'm actually getting my mail-order Russian bride through UD, Mook, so I'd appreciate it if you'd be a bit more sensitive about these things. Also: server reset lol --Undeadinator 22:05, 27 May 2006 (BST)
  13. Kill - Why?--The General W! Mod 22:18, 27 May 2006 (BST)
  14. Kill - Utterly worthless. --Jimbo Bob ASSU! 23:21, 27 May 2006 (BST)
  15. Kill - Your description Box is for more than describing your trenchcoat, katana, and haunted expression. besides there are Players who are playing non-gendered Charachters Conndrakamod T W! 00:49, 28 May 2006 (BST)
  16. Kill - If the question was "why not?" I'd vote keep. Unfortunately, the goal of the peer-reviewed page is to hold the best suggestions, and this one doesn't make the cut IMO --McArrowni 02:05, 28 May 2006 (BST)
  17. Keep - What's the big friggin' deal? This breaks the game how?--Pesatyel 04:54, 29 May 2006 (BST)

Silent Kill (a use for the knife), round 2

This suggestion has been spaminated with 7 Spam, 2 Keep. General dislike of silent PKing/ninja skills --Cinnibar 18:00, 27 May 2006 (BST) }}

Festering Infection

This suggestion withdrawn by author. A majority of voters said that the benefit was underpowered relative to the drawback. --Dan 01:28, 28 May 2006 (BST)

Rough Skin

Timestamp: 19:44, 27 May 2006 (BST)
Type: New Skill/Minor change
Scope: Zombies
Description: Okay, this is a two part suggestion. I know a lot of people don't like that, but the reason it needs to be two parts is because one would be unbalancing without the other. It applies to Zombies and Flak Jacket use.

The first part is to make a skill for Zombies that works as sort of a Zombie Flak Jacket. It goes directly under Vigor Mortis. I'm not very good at naming skills, so the name is negotiable, so please don't vote on that. Having this skill has the exact same properties of wearing a flak jacket, except that it makes more sense as a skill for a zombie in my opinion.

Of course, the second part of the suggestion is to make Flak Jacket useless for Zombies. Currently, Zombies use Flak Jackets more than humans, which is nonsensical and complained about often. Also, Zombies have fewer skills than survivors. This allows to add a new skill for zombies without any kind of balance change, so it kills to birds with one stone.

Now, one forseeable problem with this is that making flak jackets useless all at once could significantly reduce the strength of Zombie hordes until all of the members are able to purchase the skill. This isn't the point of this suggestion, so I propose that there be a one week grace period in which the skill is available, and Flak Jackets are still usable for zombies. They will NOT stack. During this one week grace period, zombies will be able to to benefit from Flak Jackets OR this new skill. This should give zombies plenty of time to aquire the skill before their flak jackets are rendered useless, and newbie zombies won't know the difference anyways. After the transition is complete, I don't see any reason that balance would be affected at all.


  1. Keep - Author vote --Rozozag 19:44, 27 May 2006 (BST)
  2. Spam - Nice idea, but this nerfs survivors who have a flack jacket when they are waiting for a revive. And I point to this --Teksura 20:17, 27 May 2006 (BST)
    • Re: - Yes, I've read that, but this is and improvement, not just a random change. It addresses two things that I've seen being complained about, so I don't think that rule applies. Even if it did, your vote should have simply been Kill not Spam. Spam votes are for ridiculous and outlandish suggestions. This suggestion is neither. If you don't agree with it, and you don't like it, that's fine, but I did put thought, time, and explaination into this suggestion. It does not deserve to be spaminated, only killed at worst. Save your "Spam" votes for those that actually deserve it. (Such as "Super ninja Zombies!!!" and "Thor's hammer 100++ damage!!!") --Rozozag 21:10, 27 May 2006 (BST)
    • Re: - Spam is for things that you never want to see again becasue they can not be fixed or they break a Suggestions Dos and Do Nots rule. I don't think you can fix this without breaking the "new ways to do old things is bad" rule --Teksura 23:19, 27 May 2006 (BST)
  3. Dupe - [[1]] --Mookiemookie 20:41, 27 May 2006 (BST)
    • Re: - Nope, sorry. I've seen that suggestion and others like it. For one, none of them were given any real detail or explained thoroughly, and two, this suggestion is different enough to not be considered a dupe. What I did was look at the reasons why past suggestions like that were killed, and addressed them. If you can find another suggestions that has the exact same peramiters as mine, and show it to me, I'll remove this one immediately.--Rozozag 21:10, 27 May 2006 (BST)
    • It doesn't have to be the exact same paramaters, sparky. Flak jacket-esque skills for zombies are flak jacket-esque skills for zombies. --Mookiemookie 21:37, 27 May 2006 (BST)
  4. Dupe - And it's not even as good. --ThunderJoe 20:43, 27 May 2006 (BST)
  5. Kill - What other people said about nerfing. --Bob Hammero TW!U! 21:08, 27 May 2006 (BST)
    • Re - Well, I thank you for not voting "Spam", but perhaps survivors waiting for a revive shouldn't get the advantages of a flak Jacket while doing so? Honestly, the lack of realism in Zombies using Flak Jackets is complained about a lot. This fixes that without any balance change problems. I don't see what your issue with this is exactly. --Rozozag 21:14, 27 May 2006 (BST)
  6. Dupe - Dupe McDupe. Both are skills to give zombies flak jackets. The only difference in this one is that zombies would no longer benifit from wearing flak jackets (I'm dead so my bullet proof vest doesn't work?) and that the skill has a different requirement. - David Malfisto 21:13, 27 May 2006 (BST)
  7. Dupe - Buh. --Cinnibar 21:14, 27 May 2006 (BST)
  8. Kill - I don't have enough points saved up to buy all the zombie skills when next I die, so I probably wouldn't get this right away: if you want to take away my flakjak benefit, that's a difference. But it's not an improvement imo. The peer-reviewed one makes more sense. --Dan 23:25, 27 May 2006 (BST)
  9. Kill - I die and my flak jacket now knows to let the bullets go through? I know "realism" isn't supposed to be the main thing, but this just doesn't even make sense. --Jimbo Bob ASSU! 00:36, 28 May 2006 (BST)
  10. Dupe It's an old one --McArrowni 02:09, 28 May 2006 (BST)
  11. Dupe - Dupe Dupety Dupe Dupe. --A Bothan SpyCDF - WTF - U! 03:59, 28 May 2006 (BST)
  12. Kill -Unfortunately, the problem is that flak jackets CAN'T be improved. Ironically, they are of limited use to survivors, so making them unuseable to zombies makes them of similar uselessness as GPS units, for example. And we DON'T need to make current items LESS useless (wirecutters).--Pesatyel 04:57, 29 May 2006 (BST)

Field Surgery

Timestamp: 20:37, 27 May 2006 (BST)
Type: New Skill/New Item
Scope: Survivors
Description: Ok, Since you guys didn't like my Surgeon Skill Then I will go with what you said and change it:

New skill: field surgery

Field surgery is a skill under the First Aid/Surgery skills tree. It costs 100 experiance points for civilians, 150 experience points for Military and 75 experience points for scientists. The Field Surgery skill enables you to perform the benefits of surgery, so long as it is in a powered building and the user has a scalpel in thier possesion.

Because you need a scalpel to perform Field surgery, I propose a new item:

New Item: Scalpel

The scalpel can be fount in a Hospital at a rate of 2%. If you have a scalpel in your pack then you can perform Field surgery. As a weapon the scalpel has a base hit rate of 10% and will rise to 25% with hand to hand combat and will further rise to 40% with knife combat. The scalpel does 1 point of damage due to its size.

If anyone has any questions feel free to put them in your votes.


  1. Keep - Author vote --John Z. Delorean 20:48 27 May 2006 (BST)
  2. Kill - So this is basically surgery, but it can be performed in any powered building? That doesn't seem very useful. Make the skill apply anywhere and I'll consider a keep. --Bob Hammero TW!U! 21:06, 27 May 2006 (BST)
  3. Kill - waaaaaay overpowers FAKs --Mookiemookie 21:12, 27 May 2006 (BST)
  4. Keep - Surgery in a mall? Actually... that... is a twisted kind of poetry. - David Malfisto 21:15, 27 May 2006 (BST)
  5. Spam - Nerfs Surgery, overpowers FAKs. --Cinnibar 21:16, 27 May 2006 (BST)
  6. Kill - Make it work without FAKs and with Fire Axe and I'll vote Keep... --Niilomaan 21:23, 27 May 2006 (BST)
  7. Kill - So you take surgery and remove the balancing measures? No.--The General W! Mod 22:13, 27 May 2006 (BST)
  8. Kill - Make it so the Scalpel gets used up along with the FAK. Otherwise, it is way overpowered. With the one use scalpel (can't resterilize it) it still means you have to search the hospitals. Also, no fighting with a scalpel. - Zizanie13 22:29, 27 May 2006 (BST)
  9. Kill - Overpowers FAKs, as others have said. Maybe the scalpels could be sterilized in a powered hospital: sterilize all your scalpels for 3AP. (An autoclave can hold more scalpels than you can carry, so it's one autoclave cycle no matter how many.) --Dan 23:19, 27 May 2006 (BST)
  10. Spam - Nerf Surgery, give the harmanz yet another shitty melee weapon, and turn FAKs into portable ER's? No, thank you. --Undeadinator 23:22, 27 May 2006 (BST)
  11. Kill - I have to agree with everyone else, the Scalpel should be one use. And stop trying to attack with it. You're on the right track tho. And how exactally does a skill that requires Surgery nerf it? Does scent blood nerf scent fear now? --Teksura 23:24, 27 May 2006 (BST)
  12. Kill - Overpowered. --Jimbo Bob ASSU! 00:43, 28 May 2006 (BST)
  13. Kill - How bout..45% chance of infection? Tokakeke 00:50, 28 May 2006 (BST)
  14. Kill - A bit over powered, besides field surgury (IRL) is an improvement over 1st aid and doesnt need a powered building. I'm all for a "Field Surgery" skill but this isn't it. Conndrakamod T W! 00:53, 28 May 2006 (BST)
  15. Spam - We don't need 15 points of healing per FAK to be common. Also, a scalpel is not a specialized, sterilized, fully equiped surgery room. --McArrowni 02:13, 28 May 2006 (BST)
  16. Spam - MacGyver doesn't live in Malton. --A Bothan SpyCDF - WTF - U! 04:00, 28 May 2006 (BST)
  17. Kill - Fails on multiply by a million. Does not nerf surgery, surgery is a pre-req. Scalpels should be one-use, as you need a sanitary scalpel while you're cutting on someone, you don't want other people's blood on/in you. I like that it is only in powered buildings, but I would suggest having a %50 chance to succeed to balance this out. --Burgan 16:31, 28 May 2006 (BST)

GPS Improvement

Retracted by author. Adding Mobile Phone Mast Coverage Requirement. HamsterNinja 06:03, 28 May 2006 (BST)