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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.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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VOTING ENDED: 16th-Feb-2006

Power Stations

Spaminated all 3 keeps changed to spam Drogmir 03:04, 2 Feb 2006 (GMT) COME'ON, this was a serious vote with decent ideas, how are people supposed to make adjustments to their ideas if they cant see them, i propose when a suggestions is Spaminated (like this on) the three (or how man ones there was) spam votes are left underneath.

Smashing Noises

3 spams and 3 dupes along with a lone kill... Plus I finally get to use that Spamination Shuriken I was given for my birthday last year! --Volke 01:07, 2 Feb 2006 (GMT)

You know that's not standard WCDZ issue right? AllStarZ 01:17, 2 Feb 2006 (GMT)

Never said it was! Can I not use my own equipment sometimes? Besides, it was my only one, and I don't get to do this very often, even though its covered in my fee! Speaking of which, whoever takes over for Zaru needs to cover it... --Volke 01:20, 2 Feb 2006 (GMT)
YES! Never in my life have I seen something as beutiful as 3 dupes AND 3 spam *sniff* so lovely :D --Shadow213 02:12, 2 Feb 2006 (GMT)
If only I was there to witness the Spamination it would have made me proud (a small tear wells out of my eye).--RAF Lt.G Deathnut 03:15, 2 Feb 2006 (GMT)
WELL NOW YOU CAN! Introducing the Smashing Noises Special Edition DVD. Includes Director Commentary and Deleted Scenes. Available at Best Buy, one of many American companies who attempt to intrude in other nations' economies. AllStarZ 03:46, 2 Feb 2006 (GMT)

Inhuman Hearing

Timestamp: 05:11, 2 Feb 2006 (GMT)
Type: Skill
Scope: Zombies
Description: One of my characters was a zombie for a while and I decided to spend some time in Ridleybank, and while there I noticed a problem zombies have. I wanted to occupy buildings there so that if a survivor wanted to move in they'd have to kill my character first and dump them out, but I also wanted to be able to hear Feeding Groans so I could level up. As you might know, Feeding Groan originally could be heard indoors as well but was changed to only be heard outdoors so survivors wouldn't be likely to overhear a groan and come to the rescue of the building in trouble, making Feeding Groan counterproductive to zombies. Here's an idea for a skill that preserves the purpose of the Feeding Groan change but allows Feeding Groan to be more beneficial to zombies. Inhuman Hearing would allow zombies to hear Feeding Groans even when indoors. It's a useful skill that allows a zombie to hold a building without giving up the benefit Feeding Groan has provided and I think it's fair not to force zombies to choose between resting in buildings and hearing Feeding Groans. It also remains in flavor as Urban Dead zombies already have a superhuman sense of smell, it isn't a stretch to imagine other senses of theirs are also enhanced. Many people have said that playing a zombie is boring. And at least in the case of holding a building it is. You just stand around, spending 1AP every five days. This would allow zombie players to be on both the defensive and play the game at the same time.


  1. Kill - Missing Feeding Groans is the price you pay to garrison buildings in order to keep survivors out. Bentley Foss 05:19, 2 Feb 2006 (GMT)
  2. Kill - I agree with Bentley, plus flavor wise I don't understand WHY a zombie would have better hearing than a human.. its DEAD. --Jak Rhee 05:39, 2 Feb 2006 (GMT)
    • Re Yet they can track people by scent and have stronger unarmed attacks. Zombies clearly have a few physical advantages despite their decomposed state. If smell why not hearing? --Jon Pyre 05:42, 2 Feb 2006 (GMT)
  3. Spam quit whining that the zombies need to be treated better. --RAF Lt.G Deathnut 06:14, 2 Feb 2006 (GMT)
    • Re Oh come on. That spam vote is ridiculous. You're voting spam on a suggestion just because it's a zombie skill? I'm not saying zombies need to be treated better, I just think this would be a useful skill and I think it's fair not to force people to choose between holding ground they've taken and playing. All a zombie needs to do to hold a building is spend 1AP every five days, it's boring. It's nice if they can following feeding groans and then return. --Jon Pyre 06:16, 2 Feb 2006 (GMT)
  4. Keep Nothing wrong with it. Except more messages on the main page, but IMO, that's an interface problem nowadays, not a problem with individual suggestions (shameless plug for my old character-perceived events page suggestion) --McArrowni 13:16, 2 Feb 2006 (GMT)
  5. Keep I agree with above - --ramby 13:22, 2 Feb 2006 (GMT)
  6. Kill - For now, not hearing groans are the price you pay for holding a building. And I agree, that Spam vote is entirely out of place, and it's presence here is an abuse of the system. --Reverend Loki 16:49, 2 Feb 2006 (GMT)
  7. Keep --Lord Evans 16:52, 2 Feb 2006 (GMT)
  8. Kill - Certainly not spam. But I see it as the trade off for occupying a building. --Blahblahblah 19:26, 2 Feb 2006 (GMT)
  9. Kill - Simple tradeoff between picketing buildings or hunting for groans, as mentioned above. Having both seems in-character to a degree, but unfair. Perhaps groan range for zombies with the skill (or just everyone in general, perhaps) is halved when inside buildings, rather than eliminated entirely? --Quilan 20:51, 2 Feb 2006 (GMT)
  10. Keep For the above reasons. --Mookiemookie 21:34, 2 Feb 2006 (GMT)
  11. Kill Why only zeds now? Survivors should get a skill too. --Scorpios 22:30, 2 Feb 2006 (GMT)
    • Re Because I'm suggesting this skill now. How many skills do you want me to suggest at one time? --Jon Pyre 03:21, 3 Feb 2006 (GMT)
  12. Kill Once again, tradeoff et cetera. Once again, any mods please disregard the SPAM vote. Zombies need a bit more spice, I think, but this just doesn't gel with me for some reason. --Snikers 03:56, 3 Feb 2006 (GMT)
    • Tally - 4 Keep, 7 Kill, 1 Spam --20:24, 27 March 2006 (BST)

NecroNet Uplink

Timestamp: 06:08, 2 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors
Description: Why would there be GPS Units in Necrotech buildings? Perhaps to tie in with their NecroNet zombie tracking system. This is the suggestion: If you have NecroNet access and are within three blocks of a powered Necrotech building clicking on your GPS Unit would bring up that building's NecroNet map (still centered on it, not on your current location). It'd still cost 1AP. Since you'd have to still be rather close it'd only save survivors a few AP, and much of the time it might not save any AP at all if the Necrotech building was on the way to the tracked zombies anyway. However it'd be enough to make the GPS unit useful.


  1. Spam the NecroNet can only be accessed in a necrotech building is good enough. --RAF Lt.G Deathnut 06:16, 2 Feb 2006 (GMT)
    • Re: This is NOT the place or correct useage of the Spam vote. Your simple argument and opinion does not give you God voting powers. It is in your opinion that necronet should only be used in NT buildigs, you are allowed this oppionion and you express it with a Kill, not a spam. --Kirk Howell 14:50, 2 Feb 2006 (GMT)
  2. Kill The GPS was probably issued so that Necrotech can keep track of its employees. In any case, why go to Necrotech buildings just to access the NecroNet? AllStarZ 06:19, 2 Feb 2006 (GMT)
    • Re Exactly. Necronet isn't worth the cost of traveling to an NT building unless you're already there or going to get syringes anyway. --Jon Pyre 06:23, 2 Feb 2006 (GMT)
    • Comment Okay let me say what I meant better. One: A few AP still means alot. Two: This violates the "Don't find new ways to do old things rule". Give me more ammunition manAllStarZ 06:27, 2 Feb 2006 (GMT)
    • Re At the very most it'd save 6AP, assuming they spent 3AP treking to the building and then found out the only zombie was back the way they came. Most of the time it'd save less and probably most of the time none. And while it is a new way to do an old thing it's a better way to do an old thing, not just an alternative. Any further discussion should take place on the discussion page. --Jon Pyre 06:31, 2 Feb 2006 (GMT)
  3. Kill - This idea has some merit. Allowing people to access Necronet if any NT buildings in the neighborhood have power alleviates your various and multiple (very multiple) suggestions involving "generator destruction and subsequent lack of NT access in a building" problem. However, I don't like using the GPS for this. Make it require another item such as a laptop or PDA or something (forcing you to use both another inventory slot as well as the AP to check the 'net, for the convenience of doing this anywhere), another skill ("Field Clearance" or some such), and allow access anywhere in a neighborhood (remove the 3-block radius) and I would probably vote Keep. Bentley Foss 06:55, 2 Feb 2006 (GMT)
  4. Keep - interesting idea. ericblinsley 06:59, 02 feb 2006 (GMT)
  5. Kill - Seems like the lazy man's Necronet. Just spend the few AP and walk into the building. Velkrin 07:05, 2 Feb 2006 (GMT)
  6. Keep - i like the basic idea (as is what im supposed to vte on) a little tweaking mabye Slavik 08:16, 2 Feb 2006 (GMT)
  7. Kill - Where are you getting the bandwidth? It's only a GPS system, not a true high data networking device. Rhialto 11:33, 2 Feb 2006 (GMT)
  8. Kill This is a very nice Kill, I love the idea, but GPS is the wrong device, maybe have a PDA or laptop, and the suburb must have a powerd Phone Mast, and a powerd NT Building. I think you will get more KEEP votes with a suggestion like that. SideNote: I think the SPAM vote is being abused latly. some compitition as to 'who spamed first' the Suggestions page is not a game. this practice is ruining the system. it seems Most suggestions are getting spamed and deleated within minutes of posting. Some votes that should just be Kills are becomeing spams, either to spite the Author or to play this childish game. THe point of Peer Review is to not just shoot down every suggestion, but to offer insight as to what is wrong with a suggestion, or how to fix it. Spam is for things like " ZOMG Zombie spies should be a class with 100% free running 0AP useage skill NinjaCIAPirate KnifeCUtthrought INstantKILL!!!" We need to see an end to this pattern of Instant Spam and deletion. Id like to see, even suggestions that are Spaminated, at least stay on the page and allow additonal votes for 1 day, or if not vote at least to ad comments. just because a noob author posts some sound suggestion, but doesnt realize his numbers are too powerful, shouldn't recive a spam, thast a Kill vote. This Game needs to stop, I know some suggestions should be spamed and deleted, but i would at least like to read some of the more sound suggestions. THANK YOU --Kirk Howell 14:45, 2 Feb 2006 (GMT)
  9. Kill - I agree with others who like the general idea, but want it to be a new item. I also am fond of the "Field Clearance" skill idea from Bentley Foss. --Blahblahblah 19:33, 2 Feb 2006 (GMT)
  10. Keep - I like it, and it makes sense. --Ju Ju Master 02:05, 12 Feb 2006 (GMT)
    • Tally - 3 Keep, 6 Kill, 1 Spam --20:23, 27 March 2006 (BST)


  • Removed by author for revision; Core idea seemed valid but health/status of generators needs more thought. Kept copy of notes/votes for personal revision*

Hooker class with Dirty Sanchez skill

Eddo36 is Banned from the Suggestions page, as such suggestion has been removed.

Killing all members of WCDZ

This suggestion has been Spaminated due to having the requisite 7 spam votes and outnumbering the Keep votes 7 to 3 (Greater than 2/3rds majority Spam, see Removing Suggestions for more information). As an aside, i believe this is the first suggestion to die in this manner. --Grim s 12:31, 2 Feb 2006 (GMT)

Explicit Zerg Warning

Timestamp: 17:39, 2 Feb 2006 (GMT)
Type: Clarification
Scope: All Players
Description: Kevan has stated that he implements automated penalties for players who put alternate characters too close in proximity. However, the actual paramters for what constitute "zerging" are IMO somewhat vague. What I'd like to see is an explicit warning that appears if the game finds you have an alternate character within too close a proximity. While I don't expect to ever see this warning myself, knowing that there would be a message if I were running afoul of the rules would grant me some peace of mind.


  1. Keep - Works for me - --ramby 17:43, 2 Feb 2006 (GMT)
  2. Keep - I was just thinking this the other day... -- Norminator 2 17:44, 2 Feb 2006 (GMT)
  3. Keep - Good. I wonder what will people say in their Kill votes. --Omega2 17:47, 2 Feb 2006 (GMT)
  4. Keep - Screw it, I'll vote keep. --TheTeeHeeMonster 18:46, 2 Feb 2006 (GMT)
  5. Keep - I run a couple characters independently, and try to keep them well apart from one another. There was one time, however, when I just wasn't paying enough attention, and they're wanderings brought them closer than I would have liked. A warning like this would be nice, so those who are trying to follow the rules get a heads up. Of course those who are intentially zerging will not be swayed, but this isn't for them. --Reverend Loki 17:51, 2 Feb 2006 (GMT)
  6. Keep Kill Stroth is right--RAF Lt.G Deathnut 04:28, 3 Feb 2006 (GMT)
  7. Keep - This would definitely be useful. --John Taggart 18:39, 2 Feb 2006 (GMT)
  8. Keep - Also Kevan should enact automated penalties instead of just saying he did. People have tested it and nothing seems to happen. -- Amazing 19:03, 2 Feb 2006 (GMT)
  9. Keep - Good idea. -- Andrew McM 19:11, 2 Feb 2006 (GMT)
  10. Keep - Some git zerged me the other day good and proper, so yes indeedy... -- Blue Wild Angel 19.20 2 Feb 2006 (GMT)
  11. Keep - --Blahblahblah 20:12, 2 Feb 2006 (GMT) Removed own vote. Vista has a good point. I always keep my alts at least 1 suburb away, and I've never had trouble. Now that I think about it - I believe he left it vague on purpose as part of the anti-zerging measures. --Blahblahblah 00:17, 3 Feb 2006 (GMT)
  12. Keep - Simple (sounding), and useful for those who don't want to suffer zerging penalties by accident. I like it. As an aside, looking through the UD forums (namely the bug report section) seems to indicate that there ARE automated zerging penalties. Maybe a big fat "ZERG" tag above people's heads would be nice, too. --Quilan 21:01, 2 Feb 2006 (GMT)
  13. Keep - I have a few characters in suburbs near each other, and their wanderings sometimes bring them close, so I'll vote keep on this one. --Masterofpsi 21:55, 2 Feb 2006 (GMT)
  14. Keep - Author vote. Just to clarify further, this would not expose zergs to other players (though that could be a good idea too). It'd only provide a message to players who invoke the zerg penalties. --John Ember 21:56, 2 Feb 2006 (GMT)
  15. Keep - Keeps peopel from getting in trouble accedentally. Nice --Jak Rhee 22:02, 2 Feb 2006 (GMT)
  16. Kill Keep - I like this idea, yesterday I realized that an ex-survivor of mine was getting a little too close to another character of mine.--CPQD22:33, 2 Feb 2006 (GMT) thanks Stroth --CPQD 00:43, 3 Feb 2006 (GMT)
  17. Kill - I'm going to be the dissenting voice. It states quite clearly in the rules of the game that operating multiple characters in the same area is a bad idea. If Kevan enforces the rule with penalties against the user then good for Kevan and bad for the user. Zombie God isn't going to stick his finger down and squash the zerger in a location (although this would be a hilarious bit of flavor text "The sky crackles, a giant finger descends through the clouds squishing Newt Gengrich and Al Gore flatter than pankakes.") If the user wants to take the penalty for zerging a location then I have no complaint. --Scorpius 23:15, 2 Feb 2006 (GMT)
  18. Kill -What use would the zerging countermeasures be if a zerger was warned when they happend? he could coordinate his zerging around them easily. It helps cheaters and griefers more then honest players.--Vista 23:32, 2 Feb 2006 (GMT)
  19. Spam Kill Kevan stated specificly that he left it vauge on purpose so that no one would be able to opererate just outside it's boundries. --Stroth 00:36, 3 Feb 2006 (GMT) Altered my vote. McArrowni is right. --Stroth 03:03, 3 Feb 2006 (GMT)
  20. Kill See what Stroth wrote, although I disaprove entirely of his abuse of the spam vote. am thankful she changed her vote--McArrowni 01:01, 3 Feb 2006 (GMT)
  21. Keep - why the hell not? --Dark Wingstalker 01:16, 3 Feb 2006 (GMT)
  22. Kill - I did not know of what Stroth said. And McArrowni, it's "her" ;) --Monstah 01:48, 3 Feb 2006 (GMT)
  23. Removed vote. I lost my opinion after reading what Vista said. AllStarZ 03:27, 3 Feb 2006 (GMT)
  24. Kill - Letting zergers know how far away they can get is just going to help them. Velkrin 03:51, 3 Feb 2006 (GMT)
  25. Kill - (hey, look! I can vote against an idea without using the "spam" button! What a concept!) All this will accomplish is to have zergs parked exactly one block outside of each others' "danger zone." Believe me, I'm no stranger to the "I'm not paying attention to the suburb map and suddenly one character trips over another" syndrome, but I can't approve this vote. --Snikers 04:17, 3 Feb 2006 (GMT)
    • Tally - 14 Keep, 9 Kill, 0 Spam --20:22, 27 March 2006 (BST)

Desktop Clients

Timestamp: 18:35, 2 Feb 2006 (GMT)
Type: Client
Scope: N/A
Description: This isn't a gameplay suggestion, but I can see no better place to put this at the moment. It would be very nifty to have desktop clients for the game - I realize that the the current HTML interface (and the gameplay itself) are very straightforward, but desktop clients could definitely be shiny. Initial implementations could just act like a web browser and screen scrape the existing HTML, giving them no more impact on the server than existing users. Future versions could request a non-HTML variant of the game data, reducing bandwidth, and simplifying client parsing. I'd gladly work on and help maintain an OS X variant. User:wcoleda


  • Comment - I'm not really going to vote, since I think it doesn't belong here, but to a forum. I do think it is a great idea, though. Kevan might find it interesting. (By the way, I fixed your template) --Omega2 18:48, 2 Feb 2006 (GMT)
  1. Keep - Well, this is the page for suggestions, so yeah. Nice idea, but there is a way of doing this- Look up my favourites in my computer. You will se the UD shortcut. Copy to desktop. Dust hands and sigh contentedly. It's not a bad idea, though. Andrew_McM19:09, 2 Feb 2006 (GMT)
  2. Keep - Because I like the idea. I don't really think this is the place for it, though--there's no need to talk to Kevan much at all, really. Just start making it.--'STER-Talk-Mod 20:32, 2 Feb 2006 (GMT)
  3. Keep - Maybe if the client included some extra features such as the UD tool stuff? Good idea.--Mookiemookie 21:32, 2 Feb 2006 (GMT)
  4. Keep - Should definitely be possible, though as mentioned this doesn't necessarily require anything from Kevan. Any enterprising coder could pull it off.--John Ember 22:04, 2 Feb 2006 (GMT)
  5. Keep - Maybe if Kevan opensource the game... nahh, i think this isnt a good idea, at least not now. --hagnat 01:19, 3 Feb 2006 (GMT)
  6. Kill If your answer to my question is pleasing I will change. What about Windows??--RAF Lt.G Deathnut 04:31, 3 Feb 2006 (GMT)
    • Comment - What do you mean 'what about windows'? The http protocol is standardized and ignores your OS as per the OSI 7 layer model. With regards to client use I don't believe that having clients would make the database work faster, but for Windows an 'active desktop' that renders the standard UD interface would work marvels. FireballX301 04:37, 3 Feb 2006 (GMT)
      • Ok now my memory of the OSI crap I learned is startin to kick in. --RAF Lt.G Deathnut 04:46, 3 Feb 2006 (GMT)
  7. Spam - I'm sorry, but this is a really bad suggestion. The game is played through a web browser. It's already platform-independent. Now, you suggest writing a GUI for this that would have to be compatible with an untold number of hardware/software configurations and operating systems. Guess what? Web browsers already do this. Even if, by some miracle, this ends up in the "Peer Reviewed" page, I can absolutely guarantee you that this will never, ever happen. Bentley Foss 04:43, 3 Feb 2006 (GMT)
    • Re - Not my suggestion. But a seperate integration as an 'active desktop' or somesuch would probably work, or simply a modification of a browser to facilitate UD. The intent is fine, and the intent is really the only part of this. FireballX301 05:15, 3 Feb 2006 (GMT)
  8. Kill Could discourage new users. Kripcat 12:01, 3 Feb 2006 (GMT)
    • Tally - 5 Keep, 2 Kill, 1 Spam --20:17, 27 March 2006 (BST)

Blood Tags

Timestamp: 22:25, 2 Feb 2006 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: A zombie with the Memories of Life, Death Rattle and Feeding Groan skills has the option to purchase the "Blood Tags" skill. Using this skill, a zombie is able to leave a plain-text "tag" for other zombies to find. The contents of this tag are restricted by the same translation algorithm used on Death Rattle -- a,b,g,h,r,z. The Blood Tag zombie types the message in a text field and clicks "Leave Tag."

The written-in-blood message is now visible to all who enter the block, much like a spraypainted message is. However, other zombies can not only read the tag's contents but can also smell the trail of the zombie who left the tag behind: "Zombie is now 4 blocks north, 6 blocks west." Any zombie can choose to collect the tag, at which point it is no longer visible to others, but is added to the zombie's inventory and acts as a semi-permanent locator for the zombie. (There may be limits on the scent range and how long a blood tag lasts. It's blood, it probably deteriorates.)

A zombie can choose to drop a tag if he/she tires of the location message. At this point, the tag ceases to be.

In the case of multiple tags dropped in the same block, the zombie may have a pulldown to select which tag to collect.

A zombie may or may not be able to hold more than one tag. (Interested in feedback on this and other points.) Creating a tag costs 1ap, as does picking up a tag.

Humans wishing to disrupt zombie efforts may collect and discard blood tags. However, a human cannot smell the location of the tag's author in the way that a zombie can.


  1. Kill - Hmm, no. Zombies leaving text messages to others, even if they're garbled, doesn't strike as right to me. There were a few similar suggestions before, but I don't think it's clone enough to be a Dupe. Rework on the whole letter stuff and I'll probably vote Keep. The scenting the "tagger zombie" idea is pretty nice, though. Dropping the tag kind of killed it. Make it require Scent Trail and it'd work better, as the tagger would have to be within range. Edit: hey, only one zombie following the tag?! That really doesn't help much! --Omega2 22:48, 2 Feb 2006 (GMT)
Re - Some good points. Making Scent Trail a requirement for following a tag could be good. I don't think the one-zombie limit is a big deal as the same zombie could leave additional tags in other blocks, or return to the original block after the tag was collected. Perhaps each tag could be worth 5 collectible tags, though... As far as zombies leaving messages, it's no worse than zombies writing their own wiki pages. ;) UD zombies do communicate with each other, it's just a question of how.
Re - Well, talking in game, I think writing stuff isn't really the zombie style. That's why I thought about scent. It would make easier for more zombies to track the tagger, instead of having to "collect it" (it also doesn't make much sense to me, but I'm probably missing something). Splats of smelly blood are good enough to me. If you want messages, make a death cultist alt and get it to spraypaint the messages in the block the horde is. Works much better and you have only to worry about not zerging. --Omega2 23:08, 2 Feb 2006 (GMT)
  1. Kill - I dont think if zombies are literate. unsigned vote --CPQD 23:22, 2 Feb 2006 (GMT)
  2. Kill - I agree with Omega. Also I'm not quite sure I get the collecting tags/multiple tags in one location part --CPQD 23:22, 2 Feb 2006 (GMT)
  3. kill There is a huge difference between being able to speek semi coherently and able to write. it also isn't needed for the mean part of your skill. right now you have two skills a zombie tag, and a zombie tracking device. With feeding groan zombie coordination and communication is extremely high in game. more isn't needed and would actually make zombies better at communicating then survivors.--Vista 23:27, 2 Feb 2006 (GMT)
  4. Kill - zombies are illiterate, and they != humans. this isn't a dupe, not really, but it's just bad.--'STER-Talk-Mod 23:51, 2 Feb 2006 (GMT)
  5. Kill - Zombies communicate somehow (6th sense, enhanced smell, moans, garbled language - sure). They never read... it's part of the lore. Consistent Nonsense please. --Blahblahblah 00:21, 3 Feb 2006 (GMT)
  6. Kill Zombies ARE literate. They can read graffiti done by humans. Zombie writing would therefore get no vote at all from me. However, when another zombie can pick up that text and it's well made enough to not just crumble in his hands, IMO you've just crossed to line to arts and crafts way to much and well into kill territory. --McArrowni 00:53, 3 Feb 2006 (GMT)
  7. Kill - What is this, Zombie arts and crafts day?? "ill make a tag, and you can follow it to me!! and i also made a pinapple into a candle!!" --Dark Wingstalker 01:34, 3 Feb 2006 (GMT)
  8. Spam - *sniff sniff* MMMmmmm this zombie loves to takes yoga, go on long walks on beaches, and get together with strong men... maybe I should follow... wait a second?!?!? this is a guy's blood!!! Sry, just seems a little "wierd" to be following scents like this --Shadow213 02:41, 3 Feb 2006 (GMT) Ps: Why would I want a zombie following me forever and ever. If I turn into a human then I would be killed instantly because of the gay perverted zombies following to take a bite out of me (stil doesn't sound right! Please just no!) To me it sounds just funny -_- --Shadow213 02:44, 3 Feb 2006 (GMT)
    • you can imagine them meeting. "hi i er, Follewed your Blood tag. I think.. I LOVE YOU!" --Dark Wingstalker 02:47, 3 Feb 2006 (GMT)
  9. SPAM Zombies arnt smart enough.--RAF Lt.G Deathnut 04:32, 3 Feb 2006 (GMT)
  10. Kill - Less than necessary given other forms of communication and the general lack of uniqueness amongst zombies. However, this is NOT goddamn spam. Look at my page - my idea about 'extremely loud boom boxes' is spam. This is thought out, coherent, not unbalancing, and addresses a *perceived* need. FireballX301 04:38, 3 Feb 2006 (GMT)
  11. Kill - I believe pretty much all of my reasons have been covered above. This one is no good. Bentley Foss 04:45, 3 Feb 2006 (GMT)
  12. Keep - First of all, zombies can listen humans gossip and read human tags. A zombie tag could give us fresh air on the game. Zombies could demark territories, just like some humans groups do, for example. But I didn?t like this part of smells the tag. Ok, a dog can smells a shirt and find a person, but I don?t see how this skill could help in the game. How about spend 1 HP and 1 AP leave blood tag? Look, a human must search the spray can, wasting AP, so this could balance the game.
    • Tally - 1 Keep, 9 Kill, 2 Spam --20:16, 27 March 2006 (BST)

Zerg Shield

Deleted By author. It was a stupid idea anyways. --Shadow213 02:26, 3 Feb 2006 (GMT)

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