Suggestions/28th-Aug-2006

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Closed Suggestions

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

Timestamp: 00:24, 28 August 2006 (BST)
Type: Improvement
Scope: Everyone
Description: Speaking, radio transmissions, attacks, etc. all have a timestamp on them to let you know when they happened. Graffiti doesn't. I'm proposing a feature addition to let you know how recently some graffiti was put up. I thought of this after standing at a revive point for several days before realising it's no longer in use, despite the promise made by the graffiti...

The age of the graffiti would be described as being in one of three stages (because can you tell how old graffiti in the street is, to the minute??)

New -

"Somebody has spraypainted "revives here" onto one of the larger gravestones. The paint looks wet."

1 day to 7 days old -

"Somebody has spraypainted "revives here" onto one of the larger gravestones."

8 days and older -

"Somebody has spraypainted "revives here" onto one of the larger gravestones. The paint is wearing off."

Votes

  1. Author Keep --C138 00:25, 28 August 2006 (BST)
  2. Keep - Can't see whats wrong with it.--Canuhearmenow Hunt! 00:25, 28 August 2006 (BST)
  3. Keep - Nice, always wondered why it dried so fast.--Agent White WTFW!SGPCMS-MetaCMS 00:39, 28 August 2006 (BST)
  4. Keep - I see no reason not to have this. – Nubis NWO 00:41, 28 August 2006 (BST)
  5. Keep -The times might be questionable to some, but I see nothing wrong.--Pesatyel 01:00, 28 August 2006 (BST)
  6. Keepwagon revvin up... Rheingold 01:18, 28 August 2006 (BST)
  7. Kill - to shut down the "Keepwagon," to be non conformist, so you can't say this was unanimous later, and because I HATE flavor. Take that.--Gage 01:31, 28 August 2006 (BST)
    • Re - And thus shall it be known from this day forth that I hate you. --c138 01:38, 28 August 2006 (BST)
      • Re - that was more of a joke than anything else. I hope you get that. I just think Kevan could do better stuff with the time he spends updating. Please don't hate me. --Gage 01:43, 28 August 2006 (BST)
        • Re - I got the joke, I'm not that slow. XD I agree, he could do better stuff, but it's the tiny little things like this in the game that annoy me and make me want to post suggestions. --c138 01:47, 28 August 2006 (BST)
  8. KEEPTASTIC - I like this suggestion almost as much as I like the old Emergency! show. Since I quite like Emergency!, that means I like this suggestion. Also, Gage, you make your Emergency! alter-ego a sad paramedic . . . --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 01:35, 28 August 2006 (BST)
  9. Kill - Just like all other flavor suggestions. After god knows how many times you'll be cursing about this suggestion. --Axe Hack 02:09, 28 August 2006 (BST)
    • Re - It's not flavour. As I said, the idea came to me after realising that I'd been waiting for a revive at a long-abandoned revive point because of misleading graffiti. It's an extremely basic piece of missing functionality that is present in every other part of the game. --c138 02:58, 28 August 2006 (BST)
      • Re - IT IS STILL FUCKING FLAVOR! --Axe Hack 03:00, 28 August 2006 (BST)
        • Re - Wow, caps and curses. It's definitely flavour then. --c138 03:27, 28 August 2006 (BST)
          • Intervene Kids, kids, you're both right! It is mostly meant for flavour, but it does have a bit of use to it. In other games, it may be referred to as IC. Certainly better than saying "This paint is 8 days old." However, if you're spending your limited time mooing at a revpoint, sucks to be you. --Kalir 03:30, 28 August 2006 (BST) No non-author re's, bucky. --Mookiemookie 04:32, 28 August 2006 (BST)
  10. Kill - Gives survivors another way to communicate better. They can now see how old a revive point spraypaint is. That's great. Why not help zombies with communication? We got speech that resembles that of a retarded, lobotomized monkey. --Sonny Corleone WTF RRF ASS DORIS Hunt! 02:12, 28 August 2006 (BST)
    • Re - Should zombies communicate in morse code then? ... --c138 02:58, 28 August 2006 (BST)
      • Re - I'd rather remove Death Rattle talk for zombies since we can't recruit in game like so many survivors can. The only way to recruit in game is by using a harman alt and that is frowned upon. So while your enemy is still using smoke signals to communicate you get hi-tech instruments. Fun... --Sonny Corleone WTF RRF ASS DORIS Hunt! 03:01, 28 August 2006 (BST)
        • Re - Zombies now have the pointing thing to help improve their communication slightly. Want to reconsider your vote? *Points at Sonny* -- Andrew McM W! 17:05, 28 August 2006 (BST)
  11. Keep - Sounds good. If it's not worth it's time to implement, Kevan will not implement it. It's a fine suggestion, regardless. --Burgan 02:33, 28 August 2006 (BST)
  12. Keep - Thari TжFedCom is BFI! 03:51, 28 August 2006 (BST)
  13. Keep I like it. --Grigori 03:53, 28 August 2006 (BST)
  14. Keep - About Time! someone made a suggestion like this. Thank You C138. --Kiltric 05:24, 28 August 2006 (BST)
  15. Keep - could explain cant be bothered Blazefire 05:26, 28 August 2006 (BST)
  16. Keep - Fine suggestion and is of some use. --Nob666 09:37, 28 August 2006 (BST)
  17. Keep - I like it. I like it a lot. The Badman Bob06! 12:30, 28 August 2006 (BST)
  18. Keep - A very good suggestion. Well Done. -- Andrew McM W! 17:05, 28 August 2006 (BST)
  19. Keep - I like flavour stuff--Some guy 17:09, 28 August 2006 (BST)
  20. Kill - I just dont really like it.. Maintaining ingame Graffiti is as good a part of the game as anything else.. And its not because its not done properly that it needs a fix trough game mechanics. --Dgn 17:25, 28 August 2006 (BST)
  21. Keep - Interesting - Bango Skank 17:51, 28 August 2006 (BST)
  22. Keep - I like --Gene Splicer 18:52, 28 August 2006 (BST)
  23. Keep - Doesn't harm the game. --Matthew Fahrenheit YRC | T | W! 20:00, 28 August 2006 (BST)
  24. Keep - This would add realism and Information--Rpgfan 23:44, 28 August 2006 (BST)
  25. Kill - I think the problem of not knowing how old graffiti is, and the misleading nature of it is actually a nice dimension of gameplay. I think this is a good example of giving a piece of information taking away part of the fun of the game. --Rgon 00:08, 29 August 2006 (BST)
  26. Keep - May allow us to determine some kind of timeframe when the "streets" makes their rounds. Thereby capturing and beating him, savagely! - MrAushvitz 02:01, 29 August 2006 (BST)
  27. Keep - Sure. Why not? --Sekoku 03:23, 29 August 2006 (BST)
  28. Keep Interesting. --Jon Pyre 03:59, 29 August 2006 (BST)
  29. Kill I like the anonymous feature of spraypaint. --A1C JerryASSPKASAT 12:20, 29 August 2006 (BST)
    • Re - Can you clarify what you mean by "anonymity", with regards to a basic age estimation being added to the screen? --c138 18:45, 29 August 2006 (BST)
  30. Kill - I think the organizational advantage that survivors have over zombies is already pretty huge, and giving them additional information like this will just make it bigger. Also, agree with Rgon, above: the fact that you don't really know how old graffiti is makes reliance on it chancy, which is a nice feature. --Centerfire 19:50, 29 August 2006 (BST)
  31. Keep - Adds flavor and information while preserving anonymity. --Max Grivas JG,T,P!,Bob06! 09:35, 30 August 2006 (BST)
  32. Keep - Like the other dude said, if it helps me hunt down and kill STREETS, I'm all for it. --Funt Solo 15:42, 31 August 2006 (BST)
  33. Keep - I concur with Funt solo, however I must say he has a very odd name. --Officer Johnieo, 15:47, 31 August 2006 (BST)
  34. Keep - Tastes useful. David Malfisto 22:30, 3 September 2006 (BST)
  35. Keep - I was going to vote kill if it had been to the minute, but I like this. Karloth vois RR 02:37, 5 September 2006 (BST)

Power Station Purpose(Revised)

Timestamp: 16:29, 28 August 2006 (BST)
Type: Power Station Purpose +2 New Skill
Scope: Power Station
Description: The power station will power the city for a total of 30 minutes due to excessive amount of energy needed. Krinks Power Station will power the western half of the city while Tolman Power Station will power the eastern half. Ransacked buildings will not be powered until the building damage is repaired. In order for a power station to work, generators must be placed in all parts of the power station. If a generator already exist in a building before the power station comes online, that generator will stop working until the power station dies. Not everyone will be able to place a generator in power stations. They need the skill "Electrician". The "Electrician" skill enables you to hook up a generator in power stations. However, to purchase the "Electrician" skill, you must be at least Level 10. But to fuel the generator, you need the skill "Power Operator". "Power Operator" enables you to fuel the generator, but you cannot get the skill until you are at least Level 20.

Votes

  1. Author Keep - This time, I made sure I didn't plan this at night. Took me from 9AM to 11:25AM to plan this. --Axe Hack 16:29, 28 August 2006 (BST)
  2. Spam - Power stations again, didn't we get enough of them already? --TauronC | GRR! 16:41, 28 August 2006 (BST)
    • Re - Last time, I planned the power station thing at night. It was due to my sleepyness that I left a bunch of info out. --Axe Hack 16:45, 28 August 2006 (BST)
  3. Keep - Yay, a decent Power Plant suggestion! --Sgt. John TaggartUNIT 11/5 NEVAR FORGET WCDZ 16:59, 28 August 2006 (BST)
  4. Keep - I like it, quite a good idea--Some guy 17:05, 28 August 2006 (BST)
  5. Spam - How many times must this suggestion be put up? Power Stations powering any building besides itself is overpowered. To actually be to defend said power station would be impossible since it's a death trap. --Sonny Corleone WTF RRF ASS DORIS Hunt! 18:03, 28 August 2006 (BST)
    • Re - Ehhh...I got this suggestion when I read about the power stations on the buildings page. Started wondering....If power stations may power other buildings in the future(which may never come), why won't it power buildings now? --Axe Hack 18:13, 28 August 2006 (BST)
  6. Spam - Sonny speaks the truth --Mookiemookie 18:05, 28 August 2006 (BST)
  7. Spam - powerstations = not a good idea--Gage 18:47, 28 August 2006 (BST)
  8. Keep - I like most suggestions that alter the mall/nt-centric gameplay. --Kiltric 18:48, 28 August 2006 (BST)
  9. Kill - Nice but overpowered. I guess almost all domestic electric lines would be broken by now. Maybe it could power only street lights and give a small hit chance bonus to survivors. You don't need the 30 minutes limit, zombies would rush the station way faster. --Doc Groucho 19:54, 28 August 2006 (BST)
  10. Spam - 2 gennys can power... 5 thousand blocks. Keep dreaming pal. --Matthew Fahrenheit YRC | T | W! 20:08, 28 August 2006 (BST)
    • Re - Uh-oh....I forgot Tolman was two blocks....That power station should only be giving power for 15 minutes...... --Axe Hack 20:53, 28 August 2006 (BST)
  11. Spam - No. Overpowered, and also: Mall seiges are bad enough as it is. The Power Stations seiges if this ever happened would just be ridiculous. --Rgon 00:15, 29 August 2006 (BST)
  12. Spaminateplzkthxbai. Rheingold 01:47, 29 August 2006 (BST)
  13. Keep - His power station suggestion is the best one yet, and the 2 skills he proposed could have other uses with telephone masts and radio. Kevan might impliment it with some modifications of his own.. - MrAushvitz 02:03, 29 August 2006 (BST)
    • Re - Telephone masts? Wonder why I didn't add that in before. Zombies should be able to destroy them for 2XP. They could be repaired with the "Electrician" skill......that was a good idea! Should have added that...I really should have........ --Axe Hack 15:32, 29 August 2006 (BST)
  14. Kill -Would generators reactivate if the Power Station goes down? I think this would just end up making the two power stations the "new malls." I also don't think all the extra skills are needed. Level 20? Seems a bit high. You might want to look at past Power Station suggestions.--Pesatyel 02:37, 29 August 2006 (BST)
    • Re - When do you suggest the "Power Operator" skill should be purchasable? Level 5? --Axe Hack 15:33, 29 August 2006 (BST)
  15. Kill How does a generator, capable of powering a single building, power a power plant capable of powering a city. Where does the energy come from? Besides, finding generators gives people a challenge. Better that than everyone living off the largess of fifty people manning the power plant. --Jon Pyre 04:06, 29 August 2006 (BST)
    • Re - Hey buddy, read the suggestion. It states that in order for the power station to work, a generator has to be in every part of the power station. So it's not 1 generator powering the power station. --Axe Hack 15:55, 29 August 2006 (BST)
  16. Spam - 1. I've seen better. 2. 30 minutes really isnt worthwhile. Youronlyfriend 04:59, 29 August 2006 (BST)
    • 30 minutes not worthwhile?! It gives power for 5000 buildings FFS! That would make 2500 hours or 104 days and 4 hours for one building. Even if you count those blocks without buildings and those already having a generator, it would still give huge bonus. And not even thinking about how it hides every damn lighted safehouse by lighting every building around it. How exactly that isn't WORTHWHILE?! --Niilomaan GRR!Bob06! 06:48, 29 August 2006 (BST)
      • Note - No non-author Re's.--The General T Sys U! P! F! 15:20, 29 August 2006 (BST)
      • Re - What's the chance your going to log on within 30 minutes of someone refuelling the generator? Or will you offer to log on every 30 minutes and refuel it for us. Youronlyfriend 09:45, 29 August 2006 (BST)
        • Re - Hey Niilomaan, this suggestion only applies to blocks with buildings. --Axe Hack 15:51, 29 August 2006 (BST)
    • Not even worth voting on - SURE a power station needs a fricking generator to run... just no im all for seeing power stations working again but just NOOOOOO Blazefire 05:49, 29 August 2006 (BST) Invalid vote type struck. Suggest change to Spam or Kill. Rheingold 05:58, 29 August 2006 (BST) Actually it isnt even a vote considering it was numbered.--Mr yawn 09:07, 29 August 2006 (BST) Struck completely incoherant non-author comment.--The General T Sys U! P! F! 13:33, 29 August 2006 (BST)
  17. Kill - I really like the idea of a power station doing something, but so far, I haven't seen a good one. Your's is a bit too complicated, I think, but a good one could come along someday. Discuss some more and try for something else - Bango Skank 06:20, 29 August 2006 (BST)
  18. Spam - No! Power stations lead to radiation. Radiation leads to super mutants. Super mutants lead to hundreds of free scoped hunting rifles. Hundreds of free scoped hunting rifles leed to annihilation of zombies. So this is so totally overpowered! --Niilomaan GRR!Bob06! 06:40, 29 August 2006 (BST)
    • Re - Do you see anything in the description about radiation???!?!?!? This suggestion does not come with the "Radiation"! You can just forget about the radiation! --Axe Hack 15:48, 29 August 2006 (BST)
  19. Spam - Nerfs binoculars.--Thari TжFedCom is BFI! 06:45, 29 August 2006 (BST)
    • Re - Nerfs binoculars? We're talking about electricity not something that has to do with the map. --Axe Hack 15:08, 29 August 2006 (BST)
      • ReReReRe - I was joking, the idea of having energy after a year of undead siege is a joke too.--Thari TжFedCom is BFI! 15:38, 29 August 2006 (BST)
  20. Spam - WAY TOO COMPLICATED. Stick to the KISS principle. Agent Heroic 08:43, 29 August 2006 (BST)
  21. Spam -No... Just no. --A1C JerryASSPKASAT 12:24, 29 August 2006 (BST)
  22. Spam - So if you have a generator and a can of fuel you can power up the building you are in, but when in a power station with a generator and a can of fuel and you have bought the appropriate skill you can power up roughly 2500 buildings? No. --Nob666 18:25, 29 August 2006 (BST)
    • Re - PEOPLE DO NOT READ! It states that in order for a power station to run, there has to be a generator in every part of the building, so Krinks need 4 generators to run and Tolman need 2(just because Tolman is 2 blocks........)! --Axe Hack 18:34, 29 August 2006 (BST)
  23. Spam - What Fahrenheit said. --Max Grivas JG,T,P!,Bob06! 09:39, 30 August 2006 (BST)
  24. Keep - Huzah! --Officer Johnieo, 12:51, 31 August 2006 (BST)
  25. Spam - Like all other powerplant ideas, this is retarded monkey crap. David Malfisto 22:31, 3 September 2006 (BST)
  26. Spam - Power Stations, from my point of view, are for flavour. And how can 4/2 fuel cans power 2500 buildings? The Badman Bob06! 13:00, 6 September 2006 (BST)
  27. Kill - I agree with others that this is overpowered - but I don't think it's spam - powering up the city would be a cool meta-goal. --Funt Solo 09:28, 10 September 2006 (BST)

Corpse Mutilation

Spaminated with 10 Spams out of 15. Purely griefing skill. --Brizth M T 20:09, 28 August 2006 (BST)