Suggestions/2nd-Dec-2005

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  1. These suggestions are now closed. No more voting or editing is to be done to them.
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2nd December, 2005

VOTING ENDED: 16th-Dec-2005

Wall of Corpses

Timestamp: 03:46, 2 Dec 2005 (GMT)
Type: Skill (subskill of Memories of Life)
Scope: Zombies
Description: This skill would be similar to the Construction skill, but would work much differently. A zombie with this skill could take the dead bodies inside or outside a building (zombie must be in the same area as the bodies in order to use them) to form a Wall of Corpses in front of that building. A minimum of five dead bodies must be on the ground in order to make the wall (makes sense, as you can't build a wall with just one body) and they must all be on the same side in order to build the initial wall. Because dead bodies are real players, they will be used randomly. If you are part of ten dead bodies lying on the ground when a wall is built, you have a 50% chance of being used for the wall.

The AP cost to build the initial wall would be 1 AP. After that, any zombie with the skill could spend an additional AP to add more bodies (one for each AP spent) to the wall, provided they have the skill. Being that the wall prevents entry by humans due to its overwhelming stench, the wall can never have so many bodies that zombies are unable to climb over it.

The only way humans could dismantle the wall is by dragging away each corpse one at a time, so that it becomes just another dead body outside the building (or inside, provided some human is inside the building when the wall is made). When the wall has only five corpses in it, dragging away one more removes the wall entirely. The cost to drag away each corpse is 1 AP, with no roll to determine success. A wall with 100 corpses would take 96 AP to dismantle; no more, no less.

The twist to it is that, being that the wall is made up of actual game players, if a player that is part of a wall stands up, he is no longer part of that wall. If all the players that make up a wall stand up, the wall is gone.

I know that many players are opposed to counter-skills, but I really think this is unique enough to merit being in the game.


EDIT: Perhaps a "Wall" of Corpses doesn't make the most sense, so replace Wall with Pile or Mound. The basic idea is piled corpses causing a stench so powerful that humans can't bear to climb over it to get in the building.

Votes

  • Keep - Submitter vote. --Navigator 03:51, 2 Dec 2005 (GMT)
  • Kill - Stop it. Zombies should not have survivor skills. Survivors should not have zombie skills. Not to mention: what happens when those zombies in your barricade log back on? Are they stuck in the barricade? Does it collapse immediately because of the shifting weight? How diffucult is it to get around the barricade? Please stop making survivors and zombies homogeneous. Bentley Foss 03:54, 2 Dec 2005 (GMT)
    • Re - Wow, it's like you didn't even READ my suggestion. I explained exactly how it would work. --Navigator 07:32, 2 Dec 2005 (GMT)
  • Kill Really, really badly thought out. Zombies usually want IN to buildings to kill humans, not to keep humans out, although it makes them easy prey. Also, you have not specified a maximum amount of bodies, and also, 5 dead bodies in one place is rare enough, at least in non-besieged areas like North Blythville. And all the reasons Bentley listed. Gotta love that guy. AllStarZ 03:55, 2 Dec 2005 (GMT)
    • Re - To answer where the bodies would come from, a large enough group of zombies could sacrifice some of their own members by killing them and then adding them to the wall. Advantage: zombie safehouse has protection. Disadvantage: those zombies part of the wall are otherwise useless. --Navigator 07:32, 2 Dec 2005 (GMT)
  • Kill - Bentley addressed most of my reasons, I'll just add one more: RP - zombies are now hiding and walling themselves off from survivors? Show me one zombie flick that has the zombies recoiling in fear and fortressing up against the human onslaught and maybe I'll change my vote. By the way, that was facetious. I'm not changing my vote. --SCOS OJ, Legion Consul for Life 0352, 2 Dec 2005 (GMT)
    • Re - I realize this does sort of go against zombie convention, but I sort of of pictured it as the zombies instinctually dragging dead bodies into a mound/wall around their gathering point. You never see it in the movies, but in the game we zombies DO have our safehouses, and it sure does suck when a pesky human shows up to close the doors or start building a barricade in our hiding spot. --Navigator 07:32, 2 Dec 2005 (GMT)
    • Re - Point taken. I have a lot more sympathy for the we need it to play the game competitively argument, because I think it's a fair point. Still I don't think this is the way to balance things, even Kevan in the FAQ suggests that zombies use hordes of zombies as "safehouses" rather than buildings. --SCOS OJ, Legion Consul for Life 0950, 2 Dec 2005 (GMT)
  • Kill - Zombies are not smart enough to stack bodies, nor o they have any reason to. Why can't survivors just walk around the bodies. This just seems like an absurd suggestion. --Cabbage cookies 03:58, 2 Dec 2005 (GMT)
  • Kill - I don't think this is unbalanced, but I don't see why zombies would spend time stacking each other like cord wood. --Dickie Fux 03:58, 2 Dec 2005 (GMT)
  • Keep - Unique, pretty well-balanced zombie skill. Could be useful for any pack of rallying zombies. --Kybard 06:28, 2 Dec 2005 (GMT)
  • keep They need all the help they can get!--Fullemtaled 06:57, 2 Dec 2005 (GMT)
  • Kill - Zombies don't need safehouses. And just how often do you see enough corpses outside an empty building to build a wall? Plus, humans can just drag the corpses away effortlessly or (in the event that the zombies somehow manage to make a huge wall) freerun in. - KingRaptor 08:06, 2 Dec 2005 (GMT)
  • Kill - building defenses and hiding is a survivor skill. Get over it. And stop abusing Re: [[1]] by replying to every vote. --Argus Blood 09:57, 2 Dec 2005 (GMT)
  • Kill - I like the safehouse mechanics as they are. --Seagull Flock 13:05, 2 Dec 2005 (GMT)
  • Kill - Why do zombies need safehouses? I don't see any point to it. --Pyrinoc 14:36, 2 Dec 2005 (GMT)
  • Kill - Zombies WANT humans to come to them, so they don't have to shuffle anywhere to feed! fermun
  • Kill - Zombies != Survivors with a different name. --VoidDragon 18:26, 2 Dec 2005 (GMT)
  • Kill - Zombies don't need barricades. --Kulatu 18:32, 2 Dec 2005 (GMT)
  • Kill having a skill for dragging dead bodies inside building for zombies is interesting but the rest is just weird. --Matthew-Stewart 18:36, 2 Dec 2005 (GMT)
  • Kill - Zombies are not the flood... --ALIENwolve 19:25, 2 Dec 2005 (GMT)
  • Kill - Interesting but unrealistic and inpractical.--The General 20:49, 2 Dec 2005 (GMT)
  • Kill - So if my zombie who is currently "dead" gets used in this barricade, would it destroy the barricade? All those bodies on the ground are still players, even if a lot of them are not active.--Pesatyel 21:43, 2 Dec 2005 (GMT)
  • Kill - Interesting how so many voters clearly haven't read the description. I have, but I still don't like the idea, I just don't see it working properly in the game. --BauulBen 18:39, 3 Dec 2005 (GMT)
  • Kill - no comment. --Squashua 22:22, 3 Dec 2005 (GMT)
  • Kill Zombies don't need construction. in any way/shape/form--Spellbinder 17:02, 4 Dec 2005 (GMT)
  • Kill If zombies do drag bodies and make a wall, then survivors would know exactly whare they are hiding.--Broton 02:04, 5 Dec 2005 (GMT)
  • Kill - No need, and it's just silly. --Drakkenmaw 19:20, 7 Dec 2005 (GMT)
  • Kill --Basher 22:01, 10 Dec 2005 (GMT)
  • Kill - I'm making sure this abomination dies and stays dead. -Penance 23:40, 15 Dec 2005 (GMT)
  • Kill - honestly, i like the flavor of a pile of rotting corpses. however, if a survivor can dump out an infinite number of dead bodies in a building normally using only 1 ap, it conflicts with the idea that 1 ap removes 1 body from a wall of corpses. --Firemanstan 02:05, 17 Dec 2005 (GMT)

Howl

Timestamp: 03:56, 2 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: There have been a lot of suggestions along the lines of letting zombies make a noise with an equivalent result as flares. The problem with those is that zombies don't use items so the suggestion has basically been "zombie makes a lot of noise whenever they want, maybe costs tons of AP". Not so good. Here's my idea how to do it: A zombie with Howl can, at a cost of 1 AP, make an unearthly loud howl that is similar in effect to a flare. Here's the limitation though: they can only make this noise when properly motivated by the sight of a living human in the same square as them. This is a good way of letting nearby zombies know that you've entered a tasty juicy safehouse or found an unconcious suvivor on the street, but it won't result in spam because every Howl you make is an attack you won't be making yourself. To further ensure that this won't result in spam multiple howls from the same location could overwrite each other so you'd only get a message once for each place rather than 40 times. Messages could be: "You hear horrifying moans from 2w, 4n" or "You hear compelling screams beckon from 2w, 4n" (depending what side you were on). This gives zombies a way of sharing simple tactical information while remaining in character and only calling attention to actual targets in a way far more productive and less spammy than flare guns.
  • Optional: Let people tell whether the sounds were from inside or outside. It's the difference between "You hear compelling screams beckon from 2w, 4n" and "You hear compelling screams beckon from a building 2w, 4n". I think this should be in effect since it'll be useful and not overpowering for other zombies to know whether you've discovered a safehouse or someone stranded.

Votes

  • Kill - Zombie spies are usually the only ones who use flares anyway. Besides, safehouses are already known: PD's, firehouses, hospitals and malls. --Cabbage cookies 04:02, 2 Dec 2005 (GMT)
    • Re - I once spent some time in a warehouse that was next door to a hospital. The warehouse was heavily barricaded and fully occupied, the hospital was empty and only had barred doors. I barricaded the hospital to very strong, planted a generator inside, fueled it, and then went back to the company of the safehouse to spend the night. I mentioned to the people there I was setting the hospital up as a ruse and asked them to maintain the barricades there. The next morning there was a small crowd of zombies outside the (empty) hospital while none were trying to get into the warehouse. Moral of the story: Do I really need to explain? --Jon Pyre 04:12, 2 Dec 2005 (GMT)
  • Keep I want there to be atleast one keep vote on this good idea, Kudos to the person who thought this up--Fullemtaled 04:37, 2 Dec 2005 (GMT)
  • Keep Zombies need ways to coordinate - it might help make up for the AP imbalance. I like this one. --Graaaaaaagh 06:02, 2 Dec 2005 (GMT)
  • Keep, I like it. Jirtan 06:43, 2 Dec 2005 (GMT)
  • Keep - "M!N!ANZ! Rally here!" Zombies need to be able to signal to each other where the food is. - KingRaptor 08:08, 2 Dec 2005 (GMT)
  • Kill I would like to say congrats on making a flare idea that isn't utterly worthless, sadly I'm still going kill though. I just dont think zombie need to be very smart and organized. --Zaruthustra 15:10, 2 Dec 2005 (GMT)
  • Kill - Zombie communication makes them too similar to humans. Zombies don't follow zombies, they follow flesh. I'd rather see something like the Scent Life suggestion, although anything like that always gets shot down. --Dickie Fux 17:57, 2 Dec 2005 (GMT)
  • Keep - I like it, very similar to some of the movies where one zombie clues in the rest of the the zombies around them that there is a human. Plus, it would make in game organization of zombie attacks more effective and maye reduce the zombie scouting. --GoNINzo 19:02, 2 Dec 2005 (GMT)
  • Keep - Good for Ferals and it may help reduce the frustration levels that newbie zombies face. --Kulatu 19:06, 2 Dec 2005 (GMT)
  • Keep - g026r 19:13, 2 Dec 2005 (GMT)
  • Keep - Zombies moaning is simply an involuntary alarm. --ALIENwolve 19:26, 2 Dec 2005 (GMT)
  • Keep -A great idea for zombie "coordination" that makes sense, as long as it is conditional flare-like (ie no false alarms are possible in this suggestion as written) and not Speak-like (sending a specific message over distance) it should be fine. --Matthew-Stewart 20:56, 2 Dec 2005 (GMT)
  • Keep - Congrats, you have made a suggestion which is actually better than the flare gun.--The General 08:42, 3 Dec 2005 (GMT)
  • Keep - I like this one, it would aid a bit of zombie communication, but due to it's AP cost and need for humans present wouldn't really be abused. I could imagine a situation where a group of Zeds send out scouts, who moan when they find the food. However, keep the distance to a block or two at most, and I can't see this situation becoming an unrealistic problem. --BauulBen 18:45, 3 Dec 2005 (GMT)
  • Keep - Please be more specific - is the howl automatically made by the server when a survivor enters zombie sight, or can the zombie player only click howl when a Survivor is in his location? --Squashua 22:25, 3 Dec 2005 (GMT)
    • Re - They can only click it if a suvivor is in their location. --Jon Pyre 23:14, 4 Dec 2005 (GMT)
  • Keep - Seems fair. Mikm 18:30, 4 Dec 2005 (GMT)
  • Keep - "M!N!ANZ!". Anyway, I see you don't specify the range. Please make it shorter than the flare to be a bit realistic? The map view sounds okay to me, but a few more blocks might not hurt. -Monstah 22:43, 4 Dec 2005 (GMT)
  • Keep - I see no problems with this. --Drakkenmaw 19:27, 7 Dec 2005 (GMT)
  • Keep - why isnt this in the game already :). zombies always know when another zombie in the area has found a human. see: 'the zombie survival guide; complete protection from the living dead'. excellent suggestion. --Firemanstan 19:40, 12 Dec 2005 (GMT)
  • Keep - That would be scary to hear if you are all by yourself inside a loosely barricaded building. -Penance 23:42, 15 Dec 2005 (GMT)

Profile Link to Affiliated Group

Timestamp: 0408 GMT, December 2, 2005
Type: Profile Mechanics
Scope: All Players
Description: Profile Link to Affiliated Group
  • Functionality: Where a player lists a group in his/her profile, create an automatic hyperlink to that group's Urban Dead Wiki page if (1) the group has 10 or more members and (2) such Wiki page exists.
  • Reasons for Implementation:
    • Expands Information Sharing: Would allow players to more conveniently learn about other groups by clicking through from the profile rather than having to manually search the Wiki themselves.
    • Expands Role Play: Relatedly, group identities will become more solidified with greater proliferation of group ID information, allowing for more intricate role play.
  • Method of Implementation:
    • Parallels Statistics Page: In the same way that the stats page automatically and automatedly tracks groups of 10 or more and automatically links to those groups' Wiki, this proposal contemplates use of the same internal mechanic.

Votes

  • Keep - Those that have read my past suggestions know how I feel about authors voting for their own ideas. I don't like it and I think it's disingenuous. Nevertheless, I respect precedent and again I will not buck the trend. --SCOS OJ, Legion Consul for Life 0408 GMT, December 2, 2005
  • Keep - I'm not opposed to the idea, but I think it would work better if you let each user specify their own page for their group. That way, users could link to their own group forum or website if they do not want to create a wiki page. --Navigator 04:54, 2 Dec 2005 (GMT)
    • RE - Actually a really good idea, but I kept it simple because--despite my mantra of let Kevan not us worry about implementation--I thought this could be implemented more quickly and easily because of the existing engine. --SCOS OJ, Legion Consul for Life 0500 GMT, December 2, 2005
  • Keep - Yeah I don't see any reason no to, but then again this is one of those ideas where it's for people who are just to lazy to search for the group. - Jedaz 05:53, 2 Dec 2005 (GMT)
    • RE - Less about laziness than about promoting group identity. Most people won't search for a group not because they're lazy, but because it's not worth their time and they don't, nor should they really, care (not the same as lazy, really I promise). This decreases the transaction cost of finding out about the groups, and while the user may derive the same end utility, the cost to get to that result is lessened by enough to make the user click through more often. --SCOS OJ, Legion Consul for Life 0640 GMT, December 2, 2005
  • Keep - This suggestion follows the first two rules of the suggestion guild lines beautifully. --Matthew-Stewart 20:59, 2 Dec 2005 (GMT)
  • Keep - Such a fundamental idea you're amazed it had to be suggested by a user, definate keep. --BauulBen 18:46, 3 Dec 2005 (GMT)
  • Keep Why not? Mikm 18:30, 4 Dec 2005 (GMT)
  • Keep - i like it. --Firemanstan 02:08, 17 Dec 2005 (GMT)

Lit Buildings Visible From Distance

Timestamp: 05:45, 2 Dec 2005 (GMT)
Type: Graphical change
Scope: Map
Description: I propose that powered buildings (those with a running generator inside) should be indicated as such on the 3x3 grid, perhaps by displaying their names in bold. Currently the game will tell you "The lights are on inside" if you are standing outside the building, but it would make sense that lit buildings in a dark city would be visible from farther away. This would make major human safehouses more visible to both humans and zombies, but that's the risk you run when you want the benefits of electricity.

Votes

  • Keep - Wow, a suggestion that makes sense. I'll be damned. --Dickie Fux 05:52, 2 Dec 2005 (GMT)
  • Kill - Who ever said it was night time. Unless day and night are implemented then this shouldn't. - Jedaz 05:56, 2 Dec 2005 (GMT)
  • Keep One that finaly makes sense!--Fullemtaled 06:24, 2 Dec 2005 (GMT)
  • Kill As Jedaz said, it's not nescissarily nighttime when you play, especially since we're not 100% sure exactly where Malton is. Not only that, but these are PORTABLE generators, so they likely don't have the power to lit the entire building, just enough to illuminate the area where the survivors are (so for all we know the lights from the window might just be dim, we can't tell since it doesn't specify). --Volke 06:36, 2 Dec 2005 (GMT)
  • Keep Who said it has to be night? If most of the city is without power, you'd probably notice the one building on the block with lights on even if it were daytime. Makes sense for hospitals, though right now the other buildings don't get a benefit from power so people would probably just not run gens in those buildings. Would be a great compliment to my Powered Buildings Search suggestion though. --SCOS OJ, Legion Consul for Life 0700, 2 Dec 2005 (GMT)
  • Keep Definite keeper, it would certainly help survivors and zombies alike to identify potential safehouses for their own purposes. --Dinictus 13:29, 2 Dec 2005 (GMT +1)
  • Keep - I like it. Could be a nice pair with the different colouring of buildings to show the barricade levels. --Seagull Flock 13:07, 2 Dec 2005 (GMT)
  • Keep - Don't see any real problem with it, in fact, it's tactically speaking good for survivors too. The only buildings that can really use generators are hospitals (well, and masts) which are generally full of humans anyway. --Shadowstar 16:25, 2 Dec 2005 (GMT)
  • Keep - Surprised it hasn't been suggested already. Riktar 02:08, 3 Dec 2005 (GMT)
  • Keep - Makes sense.--The General 09:27, 3 Dec 2005 (GMT)
  • Keep - I like it. Bentley Foss 11:42, 3 Dec 2005 (GMT)
  • Keep - Logical. --Kulatu 18:47, 3 Dec 2005 (GMT)
  • Keep - Sure. But if the day/night get implemented, make sure the buildings don't glow during day. --Monstah 22:45, 4 Dec 2005 (GMT)
  • Keep - Good for both sides. Survivors can check on nearby a generator's status without having to physically enter the building, and the zombies can know which buildings have active generators when they're choosing targets. --Drakkenmaw 19:31, 7 Dec 2005 (GMT)
  • Keep - I like it. --Basher 22:03, 10 Dec 2005 (GMT)
  • Keep - nice one. --Firemanstan 02:09, 17 Dec 2005 (GMT)

powered consturctions.

Timestamp: 07:19, 2 Dec 2005 (GMT)
Type: Skill/item
Scope: Survivors
Description: Using a skill that comes after construction. We will call in wielding skill for this, I am not particularly attached to it so it can be changed to whatever.

Namely you get to use a new item, an electricity powered wielding equipment, using that equipment in a powered building allows for the creation of a reinforced barricade. Name for every item added you have the chance to make it stronger by reinforcing it.

It could be reinforced by ether:

A: Dropping the accuracy on attacking a barricade

B: Increasing the amount of items in the barricade

Or

C: increasing the number of times the reinforced piece takes to be knocked down 9Ether way works ok)

The only thing is, if you don�t have the wielding training you can ether:

A: not us it

Or

B: not use it properly and increase the chance of knocking an item off of the barricade..

Votes

  • Keep - Creator vote. --Fullemtaled 07:19, 2 Dec 2005 (GMT)
  • Kill - Ignoring the fact of server load that this idea would increase. The barricades at the moment don't need to be more powerfull. And also when you are welding you are putting two metal peices together meaning that realisticaly no one could get throught the barricades because there would be a hunk of metal that they couldn't break down in the way. - Jedaz 07:39, 2 Dec 2005 (GMT)
Re And normaly a person would also not be able to carry 20 fully loaded shot guns.--Fullemtaled 07:44, 2 Dec 2005 (GMT)
Re Started a topic on the discussion page - Jedaz 14:11, 2 Dec 2005 (GMT)
  • Kill - Barricades are fine. Besides, welding equipment isn't common, and welding isn't as simple as placing the torch to the metal. You can't weld a piece of metal to a non-metal object, and you need a thin rod of the same metal to make the joint. And very few if any buildings will have large peices of steel or lead or iron lying around for use. - KingRaptor 08:01, 2 Dec 2005 (GMT)
Re What about factories? After all, wouldn't factories have large amounts of steel lead and iron for use in their own construction?--Fullemtaled 08:05, 2 Dec 2005 (GMT)
  • Kill - too vague, too many options. And in the end the barricades are fine as they are. --Seagull Flock 13:09, 2 Dec 2005 (GMT)
  • Kill Destroy all functioning game mechanics! DE-STROY! --Zaruthustra 15:08, 2 Dec 2005 (GMT)
  • Kill - Barricades are absolutely perfect the way they are. Please don't try to kill one of the only things about this game that doesn't need changing. --Kulatu 16:04, 2 Dec 2005 (GMT)
  • Kill - Caiger proves barricades are effective enough. --Shadowstar 16:26, 2 Dec 2005 (GMT)
  • Kill - Yeah, barricades are fine as is. --Dickie Fux 17:17, 2 Dec 2005 (GMT)
  • Kill - Reinforced by "ether"? This isn't a nineteenth century medical room... Plus I don't like the poor spelling, and barricades are okay as is. --Jack Harvey 19:55, 2 Dec 2005 (GMT)
  • Kill - Yes, because survivors will really be stupid enough to take an arcwielder to a wooden desk or plastic chair... --VoidDragon 22:15, 2 Dec 2005 (GMT)
  • Kill "consturctions" <--- 'Nuff said. --Carfan7 03:00, 3 Dec 2005 (GMT)
  • Kill - Barricades don't need improving.--The General 09:30, 3 Dec 2005
  • Kill monster kill!--Spellbinder 17:28, 4 Dec 2005 (GMT)
  • Kill - Consturctions. Hee hee hee. --Drakkenmaw 19:32, 7 Dec 2005 (GMT)
  • Kill - For the reasons given above. --Basher 22:04, 10 Dec 2005 (GMT)
  • Kill - That would make the barricades frustrating to destroy .Very Frustrating. -Penance 22:52, 13 Dec 2005 (GMT)
  • Kill - its hard enough for a zombie to destroy a EHV barricade. have you ever played a feral zombie? it doesn't need to be harder. --Firemanstan 02:11, 17 Dec 2005 (GMT)

Innate Class Abilities

Timestamp: 12:21, 2 Dec 2005 (GMT)
Type: Improvement
Scope: All Players
Description: In the current game, as characters grow in level they tend to become more and more similar as they snap up all the available skills. The goal of this suggestion is to differentiate the classes by providing some relatively small bonuses that would nonetheless leave them more well suited for the particular tasks that their class is focused on. This would make class selection a weightier task, as your class ability will have some impact in the late game as well as early on.

I specifically do NOT want to start giving damage bonuses or, even worse, bonus XP. This would almost certainly lead to serious unbalance in the game's structure. Instead, I have elected to give each class a very small chance of getting "bonus" AP for performing tasks that are suited to their class role.

I have tried to balance these abilities with each other, rather than attempt to correct imbalances in the game's current class system. This would allow the abilities to be stuck in as-is, with the assumption that rebalancing will take place within the already-existing game structure. I believe that all of these abilities would be exceedingly easy to implement, probably no more than a line of code or two per class (just a quick random number check when certain tasks are performed).

Military

Private: Valor. A trained soldier knows how to press the advantage when he has it, and make use of every opportunity. Years of combat experience impart a fierceness that awes enemies. Privates have an 8% chance to keep their AP each time they hit an enemy with a ranged weapon. (With maxed-out weapon skills, this would average to 2.6 extra AP per day if all fifty AP were spent firing a weapon. This would be very difficult to do. Realistically, if you spent 34 AP in combat, firing five pistol clips and reloading between each one, this would amount to 1.56 extra AP.)

Scout: Speed. Reconnaissance is one of the most dangerous, and most important, wartime activities. The ability to move quickly, quietly, and efficiently is essential. Scouts have an 8% chance to avoid spending an AP each time they move to another location. (If you spend all fifty AP running, this gets you an average of 4 extra AP per day.)

Medic: Triage. A combat medic must quickly learn how to prioritize patients. The realities of the battlefield require a focus on healing as many soldiers as possible, sometimes at the expense of the seriously wounded. Medics have a 5% chance of not losing an AP each time they heal an ally who has 35 or more HP.

Scientist

Lab Assistant: Methodology. Science is a difficult process, requiring tremendous focus and the ability to meet exacting standards. A true scientist views unexpected results not as failures, but as opportunities for learning. Lab Assistants have an 8% chance to avoid losing an AP when they fail to revive or extract DNA from a zombie.

Doctor: Dedication. Becoming a physician is no easy task - it requires nearly a decade of schooling, and only those with the most profound focus reach their goal. A deep sense of compassion is present in virtually all of those who have made healing their life's work. Doctors have an 8% chance of not losing an AP when they heal an ally with 35 or fewer HP.

Civilian

Cop: Discipline. Life on the beat is one long string of deadly situations. Officers can live or die based on their ability to keep a cool head when the odds are stacked against them. Cops have an 8% chance to avoid spending an AP each time they miss an enemy with a ranged weapon. (Similar to the Private's ability, this would result in an average 0.96 extra AP for a 34-round combat with maxed skills. Compared to Valor, this ability is somewhat stronger in the early game, and somewhat weaker in the late game.)

Firefighter: Heroism. Firefighters gain a 5% chance to keep their AP when performing a melee attack when 20 or more zombies are present. (This would come out to 2 extra AP for 40 turns of combat. I'm not terribly confident in this skill, as the firefighter's role is very ill-defined. This is the best I could come up with. Feel free to suggest something else.)

Consumer: Keen Eye. In modern western civilization, there is no ideal more deeply ingrained than capitalism. The consumer is a true believer, who has spent his life keeping a watchful eye out for exciting bargains. Consumers recieve a 2% chance to not lose an AP when searching. (1 extra AP for a full day of searching.)

Zombie

Corpse: Instinct. The lurching hordes of Malton act not on intellect, or even emotion, but pure impulse. This mindlessness can occasionally be an advantage - the undead attack fiercely, with neither thought nor hesitation. Corpses gain a 2% chance to keep their AP when attacking. (1 extra AP for a full day of combat.)

Please do note that the numbers I have suggested are not set in stone. They can of course be tweaked to improve balance. Suggestions are quite welcome all around.

Votes

  • Keep - Creator vote. unless 12:21, 2 Dec 2005 (GMT)
  • Keep- After re-reading it with a clear head I see how I was mistaken keep. -Fullemtaled 12:26, 2 Dec 2005 (GMT)
    • Re - Funny, I've been working on this for three days. I see that there was a post yesterday that had a similar title, but the suggestion is quite different. unless 12:40, 2 Dec 2005 (GMT)
  • Keep - Definately a completely different approach to class skills than Innate Skills from yesterday. For one, it's a far more uniform and doesn't go crazy with the class differences.Giltwist 13:41, 2 Dec 2005 (GMT)
  • Keep - Unique and makes the game more varied. - KingRaptor 14:36, 2 Dec 2005 (GMT)
  • Keep - Logical, well thought out, adds a bit of flavor to the different classes. Me likey! --John Taggart 14:43, 2 Dec 2005 (GMT)
  • Keep You know, I have some balance issues with this, but I'll let it slide. --Zaruthustra 14:47, 2 Dec 2005 (GMT)
  • Keep - Some of the numbers could use a little bit of tweaking, but I like it nontheless. Removes some of the homogenity characters get later on. --Kulatu 15:58, 2 Dec 2005 (GMT)
  • Keep - Though, perhaps the scout one should be changed to 2% like the consumer and zombie classes, as walking around isn't a skill that need extra searching times like the rest of the 8% ones you've done. --Shadowstar 16:31, 2 Dec 2005 (GMT)
    • Re - I made the scout's ability more likely to trigger because his is the only one that covers an activity which cannot get you either XP or items. unless 20:05, 2 Dec 2005 (GMT)
  • Keep I like this, and I appreciate reading suggestions that have been well thought out. --Kindie 16:55, 2 Dec 2005 (GMT)
  • Keep, the numbers should definately be tweaked, though. Jirtan 17:10, 2 Dec 2005 (GMT)
  • Keep - Nice. Also, this is the first suggestion in a while that hasn't confused me at any point. Congratulations on being able to use the english language. --Dickie Fux 17:22, 2 Dec 2005 (GMT)
  • Keep - I like this one very much. Maybe some tweaking with the numbers. Brizth 17:23, 2 Dec 2005 (GMT)
  • Keep - As if you needed another keep vote. But I appreciate a good suggestion that improves heterogeny. X1M43 17:35, 2 Dec 2005 (GMT)
  • Kill - The ideas in your proposal are nice, but they involve retroactive changes to starting-class traits that penalizes established characters. --VoidDragon 17:55, 2 Dec 2005 (GMT)
  • Keep - Eloquent and well lain out. Good job. --Arcos 18:53, 2 Dec 2005 (GMT)
  • Keep - Good lord, this has got to be the most well formed and universally acceptable suggestion made in at least a couple weeks. Could these percentages possibly improve as a character leveled up?--Osric Krueger
  • Keep - nice way to make class choice matter later on in the game. --Matthew-Stewart 20:31, 2 Dec 2005 (GMT)
  • Keep - You have my vote sir.--MaulMachine 15:45, 02 Dec 2005 (EST)
  • Keep - Finally, a way to distinguish among the starting classes, other than the fact that most of them absolutely suck in the beginning! --Sknig 21:59, 2 Dec 2005 (GMT)
  • Keep - A nice, well thought out, anti-noobish idea. What would be interesting, and I dont know if you want to do this, is if you give starting zombies a slightly better advantage than the others. This would make more people want to start as zombies and CONTINUE PLAYING as zombies. Two thumbs up!! --APOCzombie 22:17, 2 Dec 2005 (GMT)
    • Re - That was, indeed, my original intention. unless 23:37, 2 Dec 2005 (GMT)
  • Keep - This most definitely is very well thought out, differentiates the classes enough to make any given character type unique to the gameplay, etc. Has my vote! --Kcbnac 00:38, 3 Dec 2005 (GMT)
  • Keep I think you should raise the zombie one to 3% or 4% since they can only attack to gain XP and nothing else. However, they're all good but the FireFighter one. Firefighters should get that same bonus, only with the axe with any number of zombies. Might seem unbalencing, but remember that fire axes only have a max of 40% accuracy and only do 3 damage, which allows for one kill a day at best. However, whatever you do with it, making each one different like this is comething the game begs for! However, before finishing my comment, one thing.. How about adding a little more flavor to the zombie class innate skill? I know only one zombie class exists, but they need something to give them something to make them more unique. So perhaps two or three innate skills and they can only choose one? Whatever is decided on, I support this idea 100%! --Volke 01:28, 3 Dec 2005 (GMT)
  • Keep - Like the idea. Not sure if the game keeps track of the class though. I mean, sub-class. And about some of the exclusive ones. Like Private regains AP on hit, Cop regains on miss. Well when the ranged ability goes over 50%, which it eventually will, then the cop is by its very nature underpowered compared to private. Sure it's not a big deal, which is why i'm not voting Kill, but it's still worth nothing. It's almost a bad thing to raise your accuracy in that case. (of course it's so small it's barely noticable either way) Oh, and failing to scan and revive... well, revive, happens so rarely. Usually a scientist can keep track of who has brain rot and who doesn't. Riktar 02:01, 3 Dec 2005 (GMT)
    • Re - I did note the early- and late-game disparity between the Cop and Private skills in the text of the submission. Honestly, the two classes are almost identical already, I thought making them a bit different in this way could only be a good thing. The gameplay differences are fairly interesting as well - for example, a Cop who pumps his pistol skill but neglects his shotgun might still find it worthwhile to fire off all those shells he collects while searching PDs. unless 19:55, 16 Dec 2005 (GMT)
  • KeepThe only problem with this suggestion is that you've put your numbers so low to avoid being chewed out for unbalancing that you've made these added bonuses matter pretty much not at all. Still, it's better than the complete homogeny we have now.--'STER 02:42, 3 Dec 2005 (GMT)
    • Re - There is probably a germ of truth to that, but really I didn't want to make the abilities too overpowered so they could be implemented into the game as-is without too many people getting overly upset about it. As well, I didn't want to have a huge impact on the gameplay - my goal was to gently encourage players to act as someone of their class likely would, while still ultimately allowing them to viably pursue whatever path they like. unless 19:55, 16 Dec 2005 (GMT)
  • Keep Great! --Carfan7 03:01, 3 Dec 2005 (GMT)
  • Keep All I can say to this is... BRILLIANT!!! Can someone get this man a trophy or something? This is amazing. I've been waiting for something like this to come along. Sure it could use some tweaking, but the idea is amazing--Mastergw 05:52, 3 Dec 2005 (GMT)
  • Keep - Not much I can add.--The General 09:34, 3 Dec 2005 (GMT)
  • Keep - This is the only AP-changing idea I have ever thought of voting for. This is well thought-out and very much needed, as it makes classes meaningful beyond the initial days. I have often thought it was rather ridiculous that there is really no differentiation in skills between my maxed-out firefighter and my maxed-out necrotech. This fixes this problem. Bravo. --Argus Blood 10:34, 3 Dec 2005 (GMT)
  • Keep - Love it. Mikm 18:32, 4 Dec 2005 (GMT)
  • Keep - Fantastic. This is living proof that elements of the game can alter AP without being stupid and unbalancing. --MoonLayHidden 21:01, 4 Dec 2005 (GMT)
  • Keep - Let Kevan worry about the numbers. I just adore the concept. --Drakkenmaw 19:40, 7 Dec 2005 (GMT)
  • Keep - Excellent idea. --Basher 22:06, 10 Dec 2005 (GMT)
  • Keep - Sweet (APs on Z's bashing barricades as well?) ;) --Siddhant 07:45, 12 Dec 2005 (GMT)
  • Keep - See Drakkenmaw's comment. --Thelabrat 10:48, 13 Dec 2005 (GMT)
  • Keep - I really like this concept. Nervie 21:36, 13 Dec 2005 (GMT)
  • Keep - This is a great idea.I'd like to see this one incorporated into the game. Penance 23:47, 15 Dec 2005 (GMT)
  • Kill - DOES NOT COUNT - PLACED ON 17th - Looks like this is going to pass no matter what, but I'm going to get some naysaying on the record before it does. There's two problems with this. First, it breaks the retrroactive penalty rule. Even though its a bonus, its a bonus that varies by which choice you made at the beginning of the game when there was no hint these bonuses would ever even exist and thus they weren't a factor in your choice. Players are guaranteed to complain that they were forced to get one they didn't want instead of the one they did, and I don't blame them. Second, it is unbalanced. Some of those skills are much, much, much more useful than others. For instance, a maxed gun user will hit more often than he misses, so private is objectively better than cop in addition to still leveling faster, and guns always beat axes for high levels so even if the gun bonuses required a horde and the fireaxe didn't the firemen would still be screwed. Then you've got the scout's bonus, which is only going to make a difference in a few rare instances, and the necrotech one, which only kicks in when they're screwing up and makes even less difference than the scout one, and the consumer one which is the only one that is useful for every role available. No, these are terribly unbalanced, and even if they weren't they are also going to turn decisions made months ago into new benefits or lack therof that didn't even exist when the decision was made. --Brickman 18:58, 17 Dec 2005 (GMT)

Looting

Timestamp: 15:27, 2 Dec 2005 (GMT)
Type: Balance Change
Scope: Civilians/Military
Description: (Its just so large I decided to bold things of key detail)Based on Kevan�s Simulator there are three groups, the Zombies, the Civilians in the middle, and the Military. Because of the current simplicity of the game there are currently two sides, the large amount of humans and the small amount of zombies. The reason for the imbalance is not so much that zombies are weaker, but that the civilians and the military who are two separate groups with different ideals are currently combined. They both are working together towards ridding the zombie swarms from Malton; however they are also directly in conflict with each other. With this it is stating the beginnings of a separation between the civilians and the military.

The first step to this difficult seperation is a change in the XP gain of the civilian to differ from the military. One which would support key distinctions between the two and is brought up in the very start of the game. The method is by giving civilians an alternative to fighting, one which is unique to civilians since they are in fact civilians, and goes along with the games ideas. That is accomplished by Looting, it is the act of acquiring goods that do not belong to you. The game mechanics would follow these guidelines: Looting would be half as affective at gaining XP as the amount of total effort it would take to find ammo, load the weapon, search for and kill the target, and returning home. The reason for this half-gain ratio between looting and combat would represent a lesser risk the civilian is takes by looting since people learn faster when in direct danger. �Let the military go fight the zombie swarms all they want, that�s what the military is trained for, but well protect our homes!�

The direct affects of looting:

This would create a situation where there are fewer people on the frontlines, fewer people attacking zombie and giving headshots which would also indirectly mean a indirect gain in the zombies gain of XP. Looting in this current suggestion would bring about the conflict between military and civilians that is already said to be in place and I qoute, "Military quarantine units have closed Malton's borders and are moving in to eliminate the looters, to forcibly evacuate those civilians who still refuse to leave their homes." From this I am assuming that the vaccines are at such a point that the quarantine is letting out people they adminster the cure to and why we have no NPCs, civilians are here because they chose to stay "forcibly removed," therefore those who are not the military are those who are either looters, or civilians who are resisting there own removal which makes them just as bad. If you are a looter, and if your a civilian whos spent more than several months in Malton you probably are, you will be eliminated... That means YOU are under Martial law fokes, which makes military troops your, Judge, Trial and Executioner. And they have orders to shoot looters alongside zombies. That will put a third to maybe even half of both the the civilian and military sides working against each other, with zombies still in unity, that creates a definate advantage and solves zombie numbers without making the zombies powerful.

Questions:

�How could a person learn any of the skills human�s posses by simply looting?� The answer to that lies in the same way a private can stand outside everyday, shoot a few rounds into a zombie and walk home.

�Where could you loot since there none of the buildings were left untouched?� That is not totally true, but I shall ask a question in return, what place in malton is sheltered, would contain valuables, and is a place all players avoid? The housing districts, and they are at every corner of the city. This would create a situation where the civilian has to go outside, leave his protective home, much like he would if he was shooting a zombie� which would also benefit zombies... and be actively seen by the military.

Lastly and most importantly is this question, �What about the vast imbalance this would create against zombies when people in non-zombie infested areas to the point they become filled with high level civilians?� My response is that would be, these people who normally would be looting are instead going into zombie hot zones, shooting zombies, barricading homes, and making it much more difficult for zombies in general, while still gaining more XP than they would by looting. This also decreases the overall affectiveness of the humans but without making the zombies overpowered.

Predictions: If this takes place there would be civilians with their main base as malls and military would first acquire of the two forts as bases and perhaps a few controlled malls, the malls are more numourous, but forts with all the upgrades they are expected to get would be far stronger and give better weapons than either the police stations or the malls. The police, the firefighters, and the docters, all are protectors of the city, but they would have to decide who they are protecting the city from.

Future ideas: I plan to use this as a springboard for the museum and that items could be found within, as people decorate there homes which would give some experiance, the military could label them contraband, which would affectively destroy the item as it is taken away and the military gains experiance for it. This would create more disention between the two as those who loot the items are more likely to attack military members that come to close to there home. Military members would be more likely to attack civilians in hostile areas for known attacks on military members.

In most zombie horror movies military troops are and yet are not your freinds, the fall of craiger has been a victory to the survivor side, now would be the time the military command would start evicting civilians... those that dont comply will be shot, this creates resistance groups for the civilians, you absolutely do not know what happened to the people who were taken out of the quarentine... One of the true themes of zombie horrors especially when dealing with man playing god, is that the government is corrupt and cares nothing for its populous, its a scary thought to wake up one day and know your expendable, because as weve seen a person who hasnt been bitten can become a zombie, and that may mean that the only way to destroy the virus is to destroy the person too, you might get a vaccine and become a human again... but you can still jump off a building and turn right back into a zombie. With this would come with a larger the seperation between the civilians and military, a new class of looter to the civilians, a skill for looting, and a way for zombies to grow without becoming overpowered. Civilians and military troops can still work together, the cultists have proven that two sides can work together.

I am honestly not trying to pull a fast one on you all, I genuinely hope this is an effective solution to our troubles. Instead of looking at the zombies to figure out the problem, I hoped to try taking a new approach of looking at the survivors instead. I don�t mind redueing this again several times; just give your views� Oh even if this doesnt pass I would like to thank Jon Pyre and quite a few people who voted in the Today�s Exhibit Suggestion thread� if they hadn�t been so inventive about ideas I would never have put this together, and I think this is a great idea, in that it took much effort and stuff... (yea its dumb but if I did anything less I'd feel I was stealing credit.)

I really do understand this would mean so much work, many changes, but I hope that this would mean less work in the long run and overall a better game. If this is too much for Kevan to work on the he simply wont even if it passes, but I believe this is in some part what he was suggesting would happen since he put this on the front.

Votes

  • Keep - At least it has one vote to keep...sigh--Ringseed2 15:27, 2 Dec 2005 (GMT)
  • Kill - If people were more able to loot, why would they do it except to become better able to resist the zombie hordes? Right now, the purposes of looting are to find weapons, first-aid supplies, and things that make your life in the post-zombie world a little nicer ... and this makes sense. After all, the interests of people stuck in a zombie zone are going to involve protection from zombies, not just looting for the sake of looting. So, I guess I am a little confused about your overall idea. If you have some specific suggestions about how the game could be changed, perhaps you could resubmit. This is a little vague as it stands. -- Ethan Frome 16:40, 2 Dec 2005 (GMT)
  • Kill - I'd loot worthless things like gold and jewelry in my spare looting time (when I was already well supplied), simply because I've always wanted to have my very own "dragon hoard" even if it was of no practical use, but reallly that would just be a hobby (like whittling) to pass time without going mad... that has nothing to do with my vote I just thought I'd share ;-)--Matthew-Stewart 17:40, 2 Dec 2005 (GMT)
  • Re: It has now been changed to be clearer... Geeze people I was expecting at least 5 kills for reasons of it being insane... one spam becuase the guy didnt read it, and another kill just because... I feel as rejected as Einstein over here.--Ringseed2 18:43, 2 Dec 2005 (GMT)
  • Kill - I can think of one class which would loot: the Consumer. Maybe the Doctor and Firefighter, too. Everyone else is part of the response and will eliminate both zombies and looters, including the Cops (this ain't Nawlins, cops don't loot in Malton). Plus, given a choice between looting and killing zombies, I figure most players will choose the latter. Oh, and I figure the military is going to help the civilians, since more people = better chance of survival against the zombie hordes. - KingRaptor 03:22, 3 Dec 2005 (GMT)
  • Kill - This really makes no sense. --Argus Blood 10:37, 3 Dec 2005 (GMT)
  • Kill - I've read this twice and I still have no idea what the suggestion was. Exactly what in the game changes? What happens to all those skills current players had before this change takes place? Did you read that part about "Don't suggest anything that requires resetting the game"? What stops military players from just working together with other humans? Bentley Foss 11:47, 3 Dec 2005 (GMT)
  • Re: - The suggestion was to create a seperation between military and civilians, most if not all the skills players had before would remain the same, maybe one or two added. Yes I did read that suggestion rule, I didnt begin this suggestion with breaking that in mind... but eventually I came to the conclusion that if humans had a little dissention it would aggree with what was said and help the zombies without making them terribly strong, a lot of people want to help zombies without making them even stronger and this was an attempt at it. And nothing stops military players from working with other humans... even just a seperation is enough to begin problems...hmm... yes that is where I should start.. im going to recreate this.. instead of flooding my intire thought process at once Ill begin with the basics...--Ringseed2 19:09, 3 Dec 2005 (GMT)

Contagion

Timestamp: 15:53 Dec 2 2005
Type: Skill
Scope: Bite Victims
Description: Infections cause 2 hp damage/AP spent. Level 10 skill with brain rot and infectious bite as prerequisites

Votes

  • Kill - Infection is already deadly enough to survivors. Thanks for trying, bye bye now! --Kulatu 15:57, 2 Dec 2005 (GMT)
  • Kill Exactly, and making bite do 8 damage is not good either. AllStarZ 16:06, 2 Dec 2005 (GMT)
  • Kill Didn't you see the one I made yesterday that did almost the same thing? That got shot down pretty badly, although I really have to disagree with Kulatu on the whole being overpowered thing. --Vellin 16:13, 2 Dec 2005 (GMT)
  • Kill - Infection is quite powerful already, and I don't really see this helping with the "fun" side of being a zombie. --Shadowstar 16:35, 2 Dec 2005 (GMT)
  • Spam - Like the +1 damage one from yesterday --Mattiator 16:56, 2 Dec 2005 (GMT)
  • ReSame as Gangrenous Rot? You decide? I think I'll suggest an increese to zombie accuarcy soon, then a barricade hit increese. if they all fail, It's safe to say we are done with zombie empowering. That is without resorting to novelty powers. --bbrraaiinnss 17:17 Dec 2 2005
  • Kill - On a succesful infectious bite attack, a zombie inflicts 4 damage, gains 4 XP, gains 4 HP from Digestion, and infects the target of the attack -- all for 1 AP. That's plenty. --Dickie Fux 17:27, 2 Dec 2005 (GMT)
  • Kill - No.--Zaruthustra 23:52, 2 Dec 2005 (GMT)
  • Kill - Stop it. They've all given the reasons already. Bentley Foss 11:49, 3 Dec 2005 (GMT)
  • Kill - Must.....kill.....stupid.....suggestions. --Penance 23:50, 15 Dec 2005 (GMT)

Jaws of Death

Timestamp: 15:53 Dec 2 2005
Type: Skill
Scope: Bite Victims
Description: Bites which result in infections deal double damage (8). Level 10 skill with brain rot and infectious bite as prerequisites. Edit; only the first bite against a victim is infectious. Afterwards they already are infected.

Votes

  • Kill - If you have Infectious Bite, all bites result in infections. Nice try. --Kulatu 15:57, 2 Dec 2005 (GMT) Edit: Even with the first bite being the only one, this still just doesn't float my boat. Why would infecting somebody automatically deal double damage? The DoT (Damage over Time) is still dangerous enough. --Kulatu 17:05, 2 Dec 2005 (GMT)
  • Kill - See my vote to Contagion. --Dickie Fux 17:28, 2 Dec 2005 (GMT)
  • Kill -not what zombies need. --Matthew-Stewart 17:36, 2 Dec 2005 (GMT)
  • Kill "I hate balance, I'll just make an idea to show my contempt for it". Thus, jaws of death was born.... --Zaruthustra 23:51, 2 Dec 2005 (GMT)
  • Kill - Ah man, they all beat me to it. Bentley Foss 11:49, 3 Dec 2005 (GMT)
  • Kill I now have Contempt level 10 for you.--Spellbinder 17:33, 4 Dec 2005 (GMT)
  • Kill - I am making sure this suggestion dies.It's screwed already but I'm just making sure. Penance 23:52, 15 Dec 2005 (GMT)

Pirate

Timestamp: 17:09, 2 Dec 2005 (GMT)
Type: Class
Scope: Survivors
Description: Arr, it be a Pirate! Or at least a man with a neurological disorder that has made him absolutely CONVINCED that he is in fact a pirate. Pirates start with a Kitchen Knife, Hand to Hand Combat (he has spent far too much time threatening his landlady with his plastic sword and hook) and a Bottle of Beer (every good pirate needs booze, arr!) Because of his disorder, he cannot speak normally. His speak box is replaced with a drop-down box with the following four choices: Arr! Aye Matey! Ahoy! Avast!

Votes

  • Kill/Move - I think this is humorous --Mattiator 17:15, 2 Dec 2005 (GMT)
  • Kill - I think that ever since the humorous suggestions page became a proper part of the suggestions page a lot more of this vaguely funny crap has been poring in. -- Andrew McM 17:20, 2 Dec 2005 (GMT)
  • Kill - It gave me a good laugh, just because of the 'Arr, it be a Pirate!' comment at the beginning. --Kulatu 17:21, 2 Dec 2005 (GMT)
  • Kill Move this to the humorous suggestions. Not bad, I give a C+ for funny.--Matthew-Stewart 17:33, 2 Dec 2005 (GMT)
  • Kill Pirate jokes been done man. Quit suggesting jokes in the suggestion area. That whole section has just encouraged people to post their trash here... --Zaruthustra 23:50, 2 Dec 2005 (GMT)
  • Kill Hahahaha! Off to the humourous suggests you go! --Carfan7 03:04, 3 Dec 2005 (GMT)
  • Kill - It's humerous,but nothing else.--The General 09:39, 3 Dec 2005 (GMT)
  • Kill - Actually, it's not even humourous. Can people please leave the comedy to the experts? --MoonLayHidden 21:04, 4 Dec 2005 (GMT)
  • Kill Someone give me a pistol. I got to put my funny bone out of its misery. Worse than my chinese humorous suggestions, except for two because the dry cleaning and the wok weren't my idea. AllStarZ 01:34, 5 Dec 2005 (GMT)

Responsible Drinking skill tree V.2

Timestamp: Mattiator 17:17, 2 Dec 2005 (GMT)
Type: Skill
Scope: Everyone
Description: Do not put spam because of the title. I created the original. My new idea is that responsible drinking increases the chance for Alcohal to heal HP by 20%. The next skill in the tree is Bartending, which increases the chance to find alcohal. Yes I know Bartending is the exact same as the original responsible drinking, but I think it's more useful because of the Moltov Cocktail suggestion-to-be-implemented. Another idea for branch skills is toxication. What it does is increases the amount healed by alcohal by 1 hp. I am willing to add and remove different skills from the tree and change the percentages

Votes

  • Keep - Creator Vote. I didn't have time to do it before. Mattiator 17:01, 8 Dec 2005 (GMT)
  • Keep - I'll say yes just for the flavour involved. --Kulatu 17:19, 2 Dec 2005 (GMT)
  • Kill - Doesn't add all that much to game play, we already having a healing class. Plus, bartenders specialize in listening to people's problems, kind of hard in a game where talking is expensive. (costs you an action.) --GoNINzo 19:08, 2 Dec 2005 (GMT)
  • Keep This is kinda cool and will add depth to this game --Lord Evans 23:31, 2 Dec 2005 (GMT)
  • Kill - Depth? This is just bizarre. This is a zombie holocaust, not the ritz-freakin-carlton. --Zaruthustra 23:47, 2 Dec 2005 (GMT)
  • Kill - All these alcohol related ideas, wouldn't excessive drinking cause a hit point loss at some point? --Pesatyel 03:03, 3 Dec 2005 (GMT)
  • Keep - Adds flavour.--The General 09:40, 3 Dec 2005 (GMT)
  • Kill - Survivors already have a good way to regain HP. They're called First Aid Kits. Bentley Foss 11:51, 3 Dec 2005 (GMT)
  • Kill - This isn't Shawn of the Dead, there's no one bellying up to the bar in their choice pub to wait out the apocalypse. --Drakkenmaw 19:47, 7 Dec 2005 (GMT)
  • Kill - That's just plain silly. --Basher 22:08, 10 Dec 2005 (GMT)

Slam Barricades

Timestamp: 17:27, 2 Dec 2005 (GMT), Kulatu
Type: Skill
Scope: Zombies vs. Barricades
Description: Requires the Vigour Mortis skill. When attacking barricades, the zombie is given two options. First it may use a regular attack at the standard % chance of knocking off an item, second it may use a new attack called 'Slam' or something similar as it throws itself into the barricades full-force. This attack uses 2 AP instead of 1 AP, but the chance of knocking off a piece is increased to 50% (.25 DPA as opposed to the standard .20 DPA assuming a 20% chance of success when attacking barricades.) If you don't like it, that's fine. I'm desperate to think of something to help turn around the fact that zombies are outnumbered 2.7 to 1.

Votes

  • Keep I've been working along these lines for a while, definitely a good idea. Still gonna post my skill-tree idea (because I'm not giving up on each idea as I come up with it because other people come up with seomthing similar) --Kingreaper 22:33, 12 Dec 2005 (GMT)
  • Keep Hey now. :-) bbrraaiinnss 17:32 Dec 2 2005
  • Keep - Considering it would still be easier to build a barricade than knock it down, this sounds good. --Dickie Fux 18:00, 2 Dec 2005 (GMT)
  • Keep -While it doesn't affect the average AP/objects-removed ratio greatly, it does help make the variance more reliable, also zombie could use a new skill which isn't uber (over-the-top powerful). --Matthew-Stewart 18:09, 2 Dec 2005 (GMT)
  • Keep -I agree with the previous poster. If people are worried about it hurting the balance, maybe have it cost the zombie a hitpoint everytime it does it. It keeps in line with the movies as well. One zombie sacrifices it's health to take down a barricade. --GoNINzo 19:10, 2 Dec 2005 (GMT)
  • Keep Actually, increasing the attack cost and percentage would increase the variance, if I'm not mistaken. Still, zombies badly need a way to destroy barricades easier, and I don't see a 'Memory of crowbars' skill anytime soon...--Hexedian 19:12, 2 Dec 2005 (GMT)
  • Keep - Better not be a cheap buy skill. --ALIENwolve 19:38, 2 Dec 2005 (GMT)
  • Keep - I am marginally in support of this suggestion as it is. However, I agree with GoNINzo that it should cost 1 HP. (Forgot to add sig.) --Antrobus178 18:04, 6 Dec 2005 (GMT)
  • Keep - I agree wtih goNINzo have it cost an HP. --Pesatyel 21:23, 2 Dec 2005 (GMT)
  • Keep - Yeah, the zombies are in need of a boost. Or the survivors in need of a nerf, whatever. Hexedian, 'Memory of Crowbars' should be a real skill, just because it would be the funniest skill name ever. --Sknig 22:05, 2 Dec 2005 (GMT)
  • Keep Good. --Carfan7 03:05, 3 Dec 2005 (GMT)
  • Keep I like the HP cost idea. Maybe make it cost more HP and do more damage? I like the idea of a zombie being able to sacrifice himself for the greater good. --Graaaaaaagh 05:50, 3 Dec 2005 (GMT)
  • Keep - I like it as is, but a *small* HP cost would also be acceptable. I just don't want any zombie sappers. --Drakkenmaw 19:56, 7 Dec 2005 (GMT)
  • Keep - Barricaders beware!Slam attacks are in town. -Penance 23:54, 15 Dec 2005 (GMT)

Maggots Everywhere!

Removed by three spam votes with no keeps. (Of course you're going to vote for your own suggestion... you suggested it!) --ALIENwolve 19:58, 2 Dec 2005 (GMT)


Up2Date Newspapers

Timestamp: 21:12, 2 Dec 2005 (GMT+01:00)
Type: Improvement
Scope: Everyone
Description: Insted of the random articles in the newspaper it could show recent information like "suburb completely overrun" or "clan suddenly disappears"

Votes

  • Keep - author vote --Mikhayl Ruzhyo
  • Keep - But I would rather see new articles on how the outbreak started. Kind of like a mini storyline through the articles that actually explain everyhing. I might actually read them then. --Cabbage cookies 20:47, 2 Dec 2005 (GMT)
  • Kill - In character, who's going to be printing and distributing new papers? Out of character...who's going to write all these papers? However, I would like to see more variety in the newspaper stories, just for flavor's sake. Cabbage, if you suggest something like that, I'll vote to keep it. X1M43 21:32, 2 Dec 2005 (GMT)
  • Spam - See Newsletters. I think newspapers filtering in from outside Malton would make sense. --Dickie Fux 21:46, 2 Dec 2005 (GMT)
  • Spam - "What's in a name? That which we call a rose By any other word would smell as sweet." --VoidDragon 22:04, 2 Dec 2005 (GMT)
  • Spam - Thank you Dickie Fux, and Void Dragon I was looking for that because I knew I had seen it but I couldn't locate it. I also agree that papers about Malton from the outside world make more sense (the wind blew them in, supply drops, ect...) --Matthew-Stewart 22:08, 2 Dec 2005 (GMT)
  • Spam Whats that I hear? The sweet sound of impending spamination? If only the carebears wouldn't get to these first.--Zaruthustra 23:45, 2 Dec 2005 (GMT)
  • Spam Spamination! Spamination! Spamination! :D --Carfan7 06:48, 3 Dec 2005 (GMT)
  • Spam Oh sure... someone is going to go print em up.... instead of running for his life. --Adrian 19:44, 3 Dec 2005 (GMT)
  • Spam ^^ If they were a [Journalist] they might. Teehee. Tis silly anyway though. -- Tabs 01:04, 10 Dec 2005 (GMT)

Zombie Bacon

Timestamp: 21:24, 2 Dec 2005 (GMT)
Type: Item
Scope: Everyone
Description: The addition of 'bait' to draw zombies. The idea is to have something that draws the zombies to you. Currently, people use flares to do notify hordes, but what about something more permenant like a 'bacon'-like object that draws zombies as an individual basis. On the zombie's screen, they can see 'You smell bacon to the north.' If they reach the bacon, they gain some sort of bonus (like extra AP or extra HP or extra attack damage or hit percentage). Zombie hunters could use this as bait to draw individual zombies into traps. Once a single zombie reaches the bacon, the bacon smell goes away, so you get singles. Zombie spys could use this to mark popular buildings, so there would have to be a mechnism to remove the bacon as well.

Votes

  • Keep - author vote, partly idle musing, partly adding flavor. I won't feel offended if this gets spammed off here. --GoNINzo 21:24, 2 Dec 2005 (GMT)
  • Kill - Why would a zombie go to the bacon? They would know it's just some jerk with Headshot. --Dickie Fux 21:48, 2 Dec 2005 (GMT)
  • Kill - Because we need more suggestions to help survivors wipe out the "zombie threat", zombie are already in the decline so now is the time to get rid of them all* or maybe this is a bad suggestion. Also do zombies like bacon or something?? Did I miss that in the FAQ???* (*Disclaimer: Sarcasm in Italics) --Matthew-Stewart 21:53, 2 Dec 2005 (GMT)
  • Kill - Save the bacon for us survivors. At least we can appreciate the taste. --VoidDragon 22:02, 2 Dec 2005 (GMT)
  • Change - This is a misplaced suggestion. It would be great for humorous suggestions. --Sknig 22:07, 2 Dec 2005 (GMT) Change is not an actual vote choice. Go back and do it again. --TheTeeHeeMonster 22:35, 2 Dec 2005 (GMT)
  • Kill --Zaruthustra 23:43, 2 Dec 2005 (GMT)

**Re: - Heh. Zaruthustra's even given up on giving reasons for killing at this point. --Pyrinoc 02:35, 3 Dec 2005 (GMT) --Only author is supposed to RE. --Carfan7 06:46, 3 Dec 2005 (GMT)

  • Kill - Because Zaruthustra did. Go author for trying. --Pyrinoc 02:35, 3 Dec 2005 (GMT)
  • Kill - If zombie players know it's a trap, why would they bother? Bentley Foss 11:55, 3 Dec 2005 (GMT)
  • Kill Use flares to draw them instead... and BACON! come on! --Adrian 19:48, 3 Dec 2005 (GMT)
  • Kill - Beggin' Strips! Zombies don't know it's not bacon! --Drakkenmaw 19:59, 7 Dec 2005 (GMT)
  • Kill - Bacon? The zombies wouldn't go for measly strips of bacon.They would prefer warm human flesh -Penance 01:10, 15 Dec 2005 (GMT)

Muscle Recovery

Timestamp: 22:30, 2 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: As the zombies continue to roam the streets, thier muscles gain strength over time to begin to regrow muscle mass. This is viable since zombies can be brought back to human, which means they arent really rotting corpses. After a zombie gains this skill under Vigour Mortis, all zombie attacks deal double damage. This would make the Bite up to 8 HP per bite and the claws go up to 6 HP per bite, which balances out with the shotgun and only goes 1 over the pistol for humans.

Votes

  • Kill - Think before you make a suggestion. Zombies need a boost, but this would throw the game balance in completely the opposite direction. Claws would have (6*.5) 3 DPA; Pistols have a DPA of (6*.65) 3.9, but that does NOT count the insane amount of time it requires to search for just 1 pistol clip and reload between shots. --Kulatu 22:34, 2 Dec 2005 (GMT)
  • Kill - Yeah, because, you know, the zombies aren't strong enough already. The problem is that they're just boring to play as. We need more variety. Making them unstoppable killing machines solves nothing. --TheTeeHeeMonster 22:34, 2 Dec 2005 (GMT)
  • Kill - A little overpowered. Shotguns and pistols require AP search time to load up, this has no such restriction.--GoNINzo 22:39, 2 Dec 2005 (GMT)
  • Kill - Just kill it. --Dickie Fux 22:50, 2 Dec 2005 (GMT)
  • Kill - Aaahhahahaaha. Oh man, "balance". Thats rich.... --Zaruthustra 23:41, 2 Dec 2005 (GMT)
  • Kill - Agree with TheTeeHeeMonster. --Shadowstar 23:50, 2 Dec 2005 (GMT)
  • Kill - I would vote keep for this if you were tripling the damage done. Doubling it just doesn't seem like enough. --Pyrinoc 01:54, 3 Dec 2005 (GMT)
  • Kill -Wait, wait, wait. Triple damage? So your saying that zombies should be able to do 24 damage with about 5 hp. This would pretty much eliminate any fear zombies have and make them able to kill about 10 people per 50ap giving zombies an oppurtunity of 5 levels per day. This is not directed towards the author. --Cabbage cookies 04:00, 3 Dec 2005 (GMT)
  • Kill - Double is absolutely laughable. I'd have said quadruple. Also, Cabbage's ability to detect sarcasm needs a major buff, it's underpowered atm. --Graaaaaaagh 05:57, 3 Dec 2005 (GMT)
  • Kill - Making zombies ridiculously powerful is a bad idea. Bentley Foss 11:56, 3 Dec 2005 (GMT)
  • Kill WAY too much. Though it looks like even a small bonus to zombie Attack or Damage will be Killed. Lesson Learned? bbrraiinnss 23:30, 3 Dec 2005 (GMT)
  • Kill - Zombies are NOT underpowered. They're just boring. That's why people don't play them. Make them less boring, and you'll have more zombies. --Drakkenmaw 20:01, 7 Dec 2005 (GMT)

Screach

Timestamp: 22:56, 2 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: If bought Screach adds the attack Screach to the attack menu. If used it deals 1 damage and temporarily "deafens" player so they don't here anything someone says untill they are healed with a FAK.(first aid kit)

Votes
Votes here

  • Keep Author vote--Osisiris 22:56, 2 Dec 2005 (GMT)
  • Kill - WOW! Who knew that all this time we could cure deafness with First-Aid Kits! Screw hearing aids, neosporin & bandaids are the way to go! --Kulatu 23:03, 2 Dec 2005 (GMT)
  • Kill - Just kill it. --Dickie Fux 23:06, 2 Dec 2005 (GMT)
  • Kill - Pro tip number 93586, When you can't spell your own suggestion, you're in trouble. --Zaruthustra 23:39, 2 Dec 2005 (GMT)
  • Kill - And the author should never get his own vote because it does not count for anything. --ALIENwolve 00:57, 3 Dec 2005 (GMT)
  • Kill - Do I even have to add to the pile of kills? --YuriRuler90 02:08, 3 Dec 2005 (GMT)
  • Kill - This is not Final Fantasy, we don't need dozens of status ailments. --Matthew-Stewart 04:46, 3 Dec 2005 (GMT)
  • Kill - Man, I take a week off from the wiki, and everybody else starts beating me to...well...beating the bad suggestions to death. Bentley Foss 11:57, 3 Dec 2005 (GMT)
  • Spam Pardon? I can't hear anythign because some guy screamed in my ear for 150DB.. whats next? Throat losenges for zombies?
  • Kill - Mmm, status ailments. Next up - turning survivors into scarecrows! --Drakkenmaw 20:03, 7 Dec 2005 (GMT)