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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.
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Box of Shells

Timestamp: 00:10, 2 May 2006 (BST)
Type: Improvement
Scope: Survivors, shotgun
Description: This suggestion is for a new item to the game, namely a box of shotgun shells. These boxes of shells are found with 1 to 3 shells outside of armories, inside armories they are found full with 5 shells. When a box of shotgun shells is found then the player will take all shells up to the maximum that they can hold in their inventory.
  • Chance to find
    • Armory - 2%
    • Police Department - 1%
    • Mall Gun Stores - 2%
  • Contents of Box
    • Armory - 5 shells
    • Police Department & Mall Gun Stores - 60% chance of only containing 1 shell, 30% chance of containing two shells, 10% chance of containing 3 shells
  • Flavor Text
    • 1 Shell - You have found a box of shotgun shells, however, there is only one left
    • 2 Shells - You have found a box of shotgun shells with two left inside
    • 3 Shells - You find a half full box of shotgun shells with three left inside
    • 5 Shells - You have found a full box of shotgun shells
  • Mathematics
    • Police Department - Shells can be found by themselves at the rate of 1 shell for 17 AP versus the box of shells which can be found at the rate of 1 shell for 100 AP, 2 shells for 50 AP, 3 shells for 33 AP
    • Mall Gun Stores - Shells can be found by themselves at the rate of 14 AP versus the box of shells which can be found at the rate of 1 shell for 50 AP, 2 shells for 25 AP, 3 shells for 17 AP
      • The 2% find rate of the box is low enough that it will not be increased by skills, I am unsure of how calculations for the 30% find powered malls is preformed so I will not speculate on it
    • Armory - Shells can be found by themselves at the rate of 1 shell for 17 AP versus the box rate of 6 shells for 50 AP which equates to 1 shell for every 10 AP spent
  • Analysis - Outside of armories the pay off for finding a box of shells is so low that the pay off in the long run is negligible - in essence they add a bit of lucky flavor to the game. However, inside of armories they are more likely to be found, but this is also in keeping with the increased risk of being in an armory.


  1. Keep - Author vote --Darkstar949 00:10, 2 May 2006 (BST)
  2. Kill - Powered malls now have a 30% chance of finding SOMETHING, and then pile this on top of it? No, I think not. --Mookiemookie 00:13, 2 May 2006 (BST)
  3. Kill - Its come up before, many agree that the price for having a high damage weapon is the cost of searching for the single ammo. You might also want to take a look at this, mainly the adjusting rates part. Velkrin 00:16, 2 May 2006 (BST)
    • Re - I thought of that and countered it with the 60% chance that even if you do find a box of shells the odds are that you still only find one shell. --Darkstar949 00:21, 2 May 2006 (BST)
  4. kill - A little too powerful with the powered search. Make it 4 shell boxes instead and I might reconsider. Mattiator 00:19, 2 May 2006 (BST)
    • Re - Do you mean four shells in regards to the armory? --Darkstar949 00:22, 2 May 2006 (BST)
      • Re - Make it so Four is the maximum you can find, which would be in the armoury. Mattiator 17:52, 2 May 2006 (BST)
  5. Spam - Don't screw with Shotguns - Tirion529 01:12, 2 May 2006 (BST)
    • Re - What are your grounds for a spam vote? --Darkstar949 01:21, 2 May 2006 (BST)
      • It throws off the balance of Pistols/Shotguns. They don't need to be changed. - Tirion529 02:15, 2 May 2006 (BST
        • Re - I'm confused, from the math the only place it throws things off is at the armory, everywhere else the odds aren't even par with finding a single shell. --Darkstar949 02:18, 2 May 2006 (BST)
  6. Kill- People are being to flippant with the spam votes. Spam is only supposed to be for suggestions that are ridiculously ridiculous. I think I remember reading somewhere that "Spam is not a strong "kill". Voting "spam" on a serious suggestion when you should just vote "kill" is just an attempt to be rude, in my humble opinion. Oh well, it's not like anyone's ever going to learn. --Rozozag 01:37, 2 May 2006 (BST)
  7. Kill - Listen to the sensei! --Undeadinator 01:41, 2 May 2006 (BST)
  8. Kill - Make it a MAXIMUM of 3 shells (not 4 or 5) in a box. Also, put the boxes in other buildings (mansion, for example). I under stand it isn't "realistic" but it makes for better use of non-resource buildings. Also, I agree wtih Rozozag about people getting carried away using "spam" votes.--Pesatyel 02:06, 2 May 2006 (BST)
    • Re - Having the boxes in non resource buildings is actually an interesting idea - I'll add it to my list and play with the values a bit before submitting it. --Darkstar949 02:12, 2 May 2006 (BST)
  9. Kill - All this does is increase the find % when searching for ammo, it's fine the way it is. --CPQD 02:59, 2 May 2006 (BST)
  10. Kill - No. --Certified=Insane 03:27, 2 May 2006 (BST)
  11. Kill Why do survivors need an ammo upgrade at this point? --Jon Pyre 04:19, 2 May 2006 (BST)
  12. Kill - Mummy, make the bad man stop! Why won't he stop Mummy? He keeps tormenting me! --Cyberbob240CDF - Arb - W! 04:43, 2 May 2006 (BST) Dupe - Changed after following Nazreg's link. --Cyberbob240CDF - Arb - W! 12:42, 2 May 2006 (BST)
  13. Kill -suggested before, killed before, but I'm too lazy/buzy to dig up the link--Vista W! 11:07, 2 May 2006 (BST)
  14. Kill Dupe - For all the same reasons as mrAushvitz and His ammo boxes.[[1]]Nazreg 12:26, 2 May 2006 (BST)....Change of heart. Nazreg 19:31, 3 May 2006 (BST)
  15. Keep For the simple reason that I own a shotgun and buy boxs of 25 shells. Its about time someones suggested this. MajesticNinja 17:49 31 April 2006
  16. Kill it like a cockroach. Terrible idea. There is no ammo shortage around Malton, so this is really no needed. furtim 18:37, 2 May 2006 (BST)
  17. Kill shotguns are balanced by the ap cost of finding ammo 1 at a time, and loading 1 at a time. any kind of change to the current system is overpowering--Bermudez 00:47, 3 May 2006 (BST)
    • Tally - 2 Keeps, 12 Kills, 3 Spams/Dupes 20:34, 15 May 2006 (BST)

Knife Throw

Timestamp: 00:19, 2 May 2006 (BST)
Type: Ability
Scope: Survivors
Description: A survivor can throw his knife at an enemy for 5 damage at 15% chance

to hit. The survivor loses his knife if he does this. Hand to hand combat does not affect the chance, but advanced knife training does. I think this gives more of a reason to use the kitchen knife and buy Advanced knife training.


  1. Keep Author Vote. Mattiator 00:19, 2 May 2006 (BST)
  2. keep YAY a use for the knife even if it is just .75hp/ap--xbehave 00:25, 2 May 2006 (BST)
  3. Keep Reasonable way to use the useless knife. It's like the flare gun except weaker. Saromu 00:30, 2 May 2006 (BST)
  4. Keep Precentage seems low, but Saromu is right. Weaker flare gun. Also, a brand new reason to get a flare jacket!--ShadowScope 00:35, 2 May 2006 (BST)
  5. Kill - A) The percentage is too low. Much easier to just find myself a pistol clip. B) How should this be implemented on the interface?--Wifey 00:45, 2 May 2006 (BST)
  6. Kill - Useless and would never be used. Why add dead weight to the game? --Grim s-Mod 00:49, 2 May 2006 (BST)
    • Re - Same reason why they have flare guns, lead pipes, and baseball bats. Who in their right mind would use them? At least with this if you get one you can put it to some use instead of just dropping it like people normally would. Saromu 02:27, 2 May 2006 (BST)
  7. Kill I like the idea, but the numbers are wrong. A knife is still useless as long as the average damage is below the 1.2 you get by just swinging your axe. It should be better than an axe swing, but not as good as a pistol shot where you had to search for ammo. Make it 35% and 4 damage, and you'll have my enthusiastic vote. --Dan 00:54, 2 May 2006 (BST)
  8. Spam - When I could just search for a shotgun shell and do 8-10 damage with it? No thanks - Tirion529 01:13, 2 May 2006 (BST)
  9. Kill - Eh... This just doesn't do it for me. Dickus Maximus 01:20, 2 May 2006 (BST)
  10. Kill - The idea of throwing knives is interesting, but kitchen knives are largly unthrowable. --Darkstar949 01:23, 2 May 2006 (BST)
  11. Kill Take a look at your average kitchen knife. It's badly balanced, and not heavy enough to keep momentum. AllStarZ 02:26, 2 May 2006 (BST)
  12. Kill You can technically throw a kitchen knife, it just... y'know... doesn't work too well. --Cerebrus13 02:32, 2 May 2006 (BST)
  13. Kill - this is useless --CPQD 03:03, 2 May 2006 (BST)
  14. Kill - Tell me how throwing it is supposed to make it do any more damage then actually stabbing?. --Certified=Insane 03:28, 2 May 2006 (BST)
  15. Keep - The game doesn't have to be realistic. It's a freaking zombie apocalypse. As for interface, make it an attack called "knife throw". Besides, this has RP value. --RCG Tiburon W! 03:48, 2 May 2006 (BST)
    Re - RP value? What, so you can pretend you're V?--Wifey 06:42, 2 May 2006 (BST) Author Re's only please.--The General W! Mod 18:07, 6 May 2006 (BST)
  16. Kill I agree with Grim. It's just not worth it. --Jon Pyre 04:20, 2 May 2006 (BST)
  17. Keep - As has been said before, we're in a game. With zombies in it. Realism is nice, but not wholly expected or necessary. -Wyn (talk!) 04:30, 2 May 2006 (BST)
  18. Spam - *realises how useless this is, and has a heart attack, causing his head to flop on the keyboard - writing this message* --Cyberbob240CDF - Arb - W! 04:41, 2 May 2006 (BST)
  19. Keep - *everyone looks around and realizes that Jedaz threw a knife into Cyberbob240's back*, well it was cool - Jedaz 07:57, 2 May 2006 (BST)
  20. Kill -suggested before, killed before, but I'm too lazy to dig up the link--Vista W! 11:06, 2 May 2006 (BST)
  21. Keep - Hello to all you people who dont like if for Two reasons. 1. kitchen knives arent balenced. this a false statment, a lot of the good quality knives are weighted with sand in the handle if not with somehting else making them very nicly balanced. and 2. cant be better than pisols as you dont need to search for ammo. I'm thinking that if you throw the knife its not going to come back to you, so this could be made better/more powerful as find rates for knives would make this a negligable skill if you dropped its effeciancy down. Enough of my spam. yes I know I cant spell.Nazreg 11:46, 2 May 2006 (BST)
  22. Kill Ditto Grim. DavidMalfisto 19:39, 2 May 2006 (BST)
  23. Kill - Hitting with fists would be on average more effective than this. I don't mind the idea, but the percent needs to be higher for it to be worth considering. --John Ember 20:13, 2 May 2006 (BST)
  24. Kill - No you may not throw a knife and pretend to be a Ninja. Also I've never heard of this Advanced knife training Skill. Is it suppose to be after Knife Combat? --Teksura 22:17, 2 May 2006 (BST)
  25. Spam - Call me harsh or anything, I think this is kind of useless to be honest. --Changchad 22:30, 2 May 2006 (BST)
  26. Keep - Makes knives useful, but nerfed enough to not be overpowerful. Given the difficulty of throwing one IRL, A "Kife Throwing" skill should be required. -- Mettaur 17:36, 7 May 2006 (BST)
    • Tally 9 keeps, 14 kills, 3 spam/dupe. Mattiator 01:56, 10 May 2006 (BST)

Death Speech

Timestamp: 02:59, 2 May 2006 (BST)
Type: Skill
Scope: Death Rattle
Description: This is yet another idea to improve the use of Death Rattle.
    Skill: Death Speech (Appears under Death Rattle)
    A Zombie with this skill will have the first three letters
left alone when they use Death Rattle

This skill would allow Zombies to say small words like "Die" or "Eat".

    Skill: Improved Death Speech (Appears under Death Speech)
    A Zombie with this skill will have the first five letters
left alone when they use Death Rattle

Using this skill Zombies could say more complicated words like "Smash", "Crush", "Kill" or even "Help"

So, for example: "Eat Brains" would be translated as "Eat dkelso" or something to that effect. Zombies could even make whole sentences by speaking over and over again time talking would of course cost one AP.

Something like these skills could increase RP value and help dead survivors ask for Revives.


  1. Keep - With one modifcation, there are alot of words that you can make with 5 letters, therefore I would suggest making it 4 instead. --Darkstar949 03:15, 2 May 2006 (BST)
  2. Kill-"Mrh?" anyone? Besides, one can easily transalte Death Rattle via the many transaltor sites out there. People would use them and save 200 XP.--ShadowScope 03:52, 2 May 2006 (BST)
  3. Keep - I like it. One could say "Reviva". so they could be revived --ramby T--W! - SGP 04:04, 2 May 2006 (BST)
  4. Kill I don't want zombies to go around saying "poop". --Jon Pyre 04:21, 2 May 2006 (BST)
  5. Keep Good if someone actually wants to spend the 200 XP (and as my zombie is feral, I would). Jon, I don't want survivors running around saying 'poop', either. So lets take away the 'speak' button! I'll write up the suggestion right now. -Wyn (talk!) 04:26, 2 May 2006 (BST)
  6. Keep - Good idea, helps in-game stuff. Dickus Maximus 04:57, 2 May 2006 (BST)
  7. Kill - GRAAAAAAGH! ZAMBAH NAH BARHAH GRAAAAGH AHN RAGGABH! --Undeadinator 06:03, 2 May 2006 (BST)
  8. Kill - The reason for Undeadinator's kill vote almost convinced me to vote keep, but I don't want zombies speaking fluently. Not even for five characters. Zombie players and humans should have to be creative in the speaking of and deciphering of death rattle.--Guardian of Nekops 06:23, 2 May 2006 (BST)
  9. Kill - Banana Gangbang it is, then.--Wifey 06:44, 2 May 2006 (BST)
  10. Keep - Spend some more XP, so you can be semi-understood. Could cut down on zombie spies walking up to piles of bodies and telling them which buildings to hit, when a fellow zombie can walk up and say NW. "Someone's in my fruit cellar.. someone with a fresh SOUL!!!!!" MrAushvitz 07:24, 2 May 2006 (BST)
  11. Kill - I just hate this idea, it's realy bad flavor and minimal benefit for Zombies. - Jedaz 08:01, 2 May 2006 (BST)
  12. Kill - Zombies don't need to talk about things that aren't 'GRANDMA GANGBANG HARHARHAR!' - Tirion529 09:21, 2 May 2006 (BST)
  13. Kill - Death rattle is fine as it is.--Jorm 09:23, 2 May 2006 (BST)
  14. Kill - Wyndallin, At least survivors saying poop is in flavor. Coherent zombies certainly are not, this way a zombie could recite word for word shakespeare's Richard the third's monologue.--Vista W! 10:31, 2 May 2006 (BST)
  15. Kill - "Hello. Fello. W. Zombi. Es. My. Name. Is. Frank. I. Poses. S. Great. Knowl. Edge. In. The. Field. Of. Liter. Ature. I. Have. A PhD. In. Appli. Ed. Physi. Cs." Is this the way we REALLY want zombies to start talking? --Cyberbob240CDF - Arb - W! 10:37, 2 May 2006 (BST)
  16. Kill - Seems far too much to pay for something that would have limited use. It seems unfair at first not being able to communicate directly, but zombies do have more indirect lines--feeding groans and scents-- to glean information as well as the symbolic import of the five basic zombie words. If that survivor passes you up at the revive spot, even with your plaintive "Mrh?", it probably because he can't use a syringe yet, doesn't have one, or just doesn't wanna waste it on you, but its not likely due to the fact that he didn't understand you...--Xavier06 10:54, 2 May 2006 (BST)
  17. Keep - yeah becuase 5 is too few to put streets is watching --xbehave 16:26, 2 May 2006 (BST)
  18. Kill - I like my Death Rattle raw. --WibbleBRAINS 18:32, 2 May 2006 (BST)
  19. Kill - Ghaz zaggazhan zagz azz. - CthulhuFhtagn 21:00, 2 May 2006 (BST)
  20. Kill - Do I even have to say it? --Teksura 22:11, 2 May 2006 (BST)
  21. Kill -The Zombie Lexicon is better, this kind of proves the current system is better. And that pretty screws the death rattle over, as death rattle kind already restrain the letters being used anyway. --Changchad 22:28, 2 May 2006 (BST)
  22. Kill - 5 letters is too much for me. Only 3 would be sufficient IMO.
  23. Keep - Most will speak in zombie anyway, so why not give a bit more understanding to zombies.--Theblackgecko 00:44, 3 May 2006 (BST)
  24. Kill -nah this is tarded. when was the last time you heard a zombie speak cohearantly?Nazreg 19:33, 3 May 2006 (BST)
    • Tally - 7 Keeps, 17 Kills, 0 Spams/Dupes 20:38, 15 May 2006 (BST)

Railway Station Items

Timestamp: 03:46, 2 May 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Railways gain some flavor as some of the common items found in them begin to turn up. Yes this is a bit stereotypical, but newspapers are common in subway/railway stations, and it makes sense that there would be some useable spray cans around as well.
  • Newspaper - 5% chance
  • Spray Can - 3% chance
  • Beer - 2% chance
  • Wine - 1% chance


  1. Keep - Author vote, I've checked the other suggestion pages and couldn't find something similar. --Darkstar949 03:46, 2 May 2006 (BST)
  2. Keep - I like it --ramby T--W! - SGP 04:07, 2 May 2006 (BST)
  3. Keep - Interesting, nothing that could upset the balance yet also gives a chance of something atleast remotely valuable happening. If only there were air-ports, we could suggest there by a 95% chance of beer showing up. --HamsterNinja04:17, 2 May 2006 (BST)
  4. Kill - Make wine a 75% chance and this'll get my vote :P --Cyberbob240CDF - Arb - W! 04:46, 2 May 2006 (BST)
  5. Kill - I don't see any point to this, besides flavor (and it's such a small amount of flavor that it's not worth the work)--CPQD 06:12, 2 May 2006 (BST)
  6. Keep - There's random, useless or near useless junk all over the game already. Adds to the survival feel that would really happen in a deserted city; "Great, a newspaper, an empty spray can, and a bottle of wine. What am I gonna do with all THIS junk!" Since it's in the game already, might as well be consistent.--Guardian of Nekops 06:29, 2 May 2006 (BST)
  7. Keep - Eh. Why not? It makes sense.--Wifey 06:45, 2 May 2006 (BST)
  8. Keep - Can I make an improvized shelter out of newspapers, and be a homeless zombie hunter? Whom zombies have a difficult time finding because the smell of ass and booze make the Z's mistake him for a corpse? MrAushvitz 07:28, 2 May 2006 (BST)
  9. Keep - I don't see why not, it's not like anyone really searches there any ways - Jedaz 08:03, 2 May 2006 (BST)
  10. Keep - I don't see the benefit, but it'll help newbies get some things. - Tirion529 09:22, 2 May 2006 (BST)
  11. Keep -Yeah, OK, whatever. D949, you officially get the vote for the Safest Possible Suggestion made today. This suggestion is like a calming Alka Seltzer for my brain after it ingested so much Spam the other day.--Xavier06 11:02, 2 May 2006 (BST)
  12. Keep -Why not? I'd lose the alcohol, but to be honest I don't care.It nice to vote on something that isn't totally crap again--Vista W! 11:09, 2 May 2006 (BST)
  13. Keep - It couldn't hurt. --Mookiemookie 12:19, 2 May 2006 (BST)
  14. Keep - Good stuff. --Swmono talk - W! - SGP 12:27, 2 May 2006 (BST)
  15. Keep - No logical reason against. Nice one. -- Andrew McM W! 12:28, 2 May 2006 (BST)
  16. Keep - Makes sense. --Abi79 The Abandoned 12:49, 2 May 2006 (BST)
  17. Kill - Percentages should be at least doubled to be in line with the 20% standard chance of success. --xbehave 16:28, 2 May 2006 (BST)
  18. keep - Yay! A use for railway stations! How about if you can find pieces of pipe there too? Just an idea... Mattiator 17:48, 2 May 2006 (BST)
  19. Keep - Makes sense, and it's flavoursome too. -- Catriona McM 19:33, 2 May 2006 (BST)
  20. Keep - More Paint! --Spraycan Willy MalTel 07:12, 4 May 2006 (BST)
  21. Keep - Makes sense, can't hurt. -- Mettaur 17:39, 7 May 2006 (BST)
    • Tally 18 Keeps, 3 Kills, 0 Spams/Dupes 18:46, 7 May 2006 (BST)

Account Screen

Dupe of Undecided Character Management Page. And for future reference, you cannot add more to a suggestion after it has been submitted, so get everything you want done from the get-go. – Nubis NWO 15:42, 2 May 2006 (BST)

NecroNet Systems Upgrade: Part 1 (resubmitted)

Timestamp: 17:51, 2 May 2006 (BST)
Type: NecroNet improvement
Scope: Applies to humans with a GPS and the NecroNet skill
Description: (resubmitted by author, hopefully making more sense) (I have split my idea into two suggestions, as I am unsure of whether they will both get accepted) To make both GPS units and the NecroNet skill more useful, I suggest that when a player carrying a GPS unit accesses NecroNet, GPS co-ordinates will be added to each square. At present, the NecroNet map looks like this:Necrotech-scan-from-dury-19-01-06-17-23-GMT.PNG

If my suggestion was implemented, it would look something like this: (magnified so co-ordinates can be read)Necrotech highlight.PNG
(Position of GPS co-ords and zombie count can be changed. This is just an example)
Optionally, flavour text could be added, such as "You plug your GPS unit into a terminal and log in, and bring up a view of DNA-scanned specimens in the surrounding area"


  1. Keep - Author Vote. I think this would make it easier to interpret the map. -- Andrew McM W! 12:19, 2 May 2006 (BST)
  2. Keep ... There's no need to Tally... but I'll update it. As I said before - upgrading Necronet is good. DavidMalfisto 19:53, 2 May 2006 (BST)
  3. Keep - Doesn't really do anything, but why not? --Swmono talk - W! - SGP 20:08, 2 May 2006 (BST)
  4. Keep - Can't say it has a high priority to me, but yeah it could be a minor fun addition--Vista W! 20:33, 2 May 2006 (BST)
  5. Keep - A minor tweak that enhances the flavor of the game. The best type of suggestion. – Nubis 20:40, 2 May 2006 (BST)
  6. Kill - would look too cluttered for my liking--xbehave 21:10, 2 May 2006 (BST)
  7. Keep - Not sure I would use it, but it's a good idea. And Xbehave, make sure and double check your editing - I had to fix your formatting. --Reverend Loki 21:24, 2 May 2006 (BST)
  8. Keep --Dickie Fux 21:30, 2 May 2006 (BST)
  9. Keep - Make this 8 keeps ;]. --Changchad 21:32, 2 May 2006 (BST)
  10. Keep - Nice, In the DEM forum, I see lots of people posting map scans that are nearly useless because it takes a lot of work to understand what little square is really what. The real usefullness in this sugestion will be instantly knowing what is where. even when I did my own map scans (before I got the firefox extention) I'd be thinking "Wait, where is that horde of 17 zombies again?" as I'm walking the street looking for them --Teksura 21:48, 2 May 2006 (BST)
  11. Keep - Like the others, I'm not sure I'd use it, but it looks pretty cool. --Cyberbob240CDF - Arb - W! 22:31, 2 May 2006 (BST)
  12. Keep - I like it, gives another use for two items that could use it, necronet and GPS. --HamsterNinja 22:40, 2 May 2006 (BST)
  13. Keep - Need I say more? --Darkstar949 23:29, 2 May 2006 (BST)
  14. Keep - Minor improvement, here's to the tweaks that make gaming better.--Theblackgecko 00:53, 3 May 2006 (BST)
  15. Keep - Sweet new adittion to necronet --revoso 01:13, 3 May 2006 (BST)
  16. Keep - See, I knew what you meant! Good work, love it. -Wyn (talk!) 01:15, 3 May 2006 (BST)
  17. Keep - On the unspoken understanding that all you NTs now have to cut back on your ceaseless bitching. --Undeadinator 01:56, 3 May 2006 (BST)
  18. Keep - Yeah. Me likey.--Wifey 03:00, 3 May 2006 (BST)
  19. Keep - I dont see why not. Also, i have to congratulate you for the largest timestamp error in wiki history, with your suggestions timestamp being off by two months. --Grim s-Mod 03:04, 3 May 2006 (BST)
  20. Keep - Great idea -- Mettaur 17:41, 7 May 2006 (BST)
  21. Keep - Make that 20 keeps. Love the idea. It makes it easier to kill that lone zombie standing at X
  22. Keep - ahh, sweet Necronet Suggestions... Mattiator 04:34, 15 May 2006 (BST)
    • Tally - 21 Keeps , 1 Kill -- 18:08, 15 May 2006 (BST)

NecroNet Systems Upgrade: Part 2

Timestamp: 17:51, 2 May 2006 (BST)
Type: NecroNet improvement
Scope: Humans with NecroNet Access skill
Description: When you have logged onto the NecroNet the condition of all other Necrotech buildings inside the scanning area is shown. This means that when the map is bought up any other Necrotech buildings inside the scanning area will be flagged with an icon to show if the NecroNet is running in that building. I think this will enhance the sense of it being an actual 'net'. It is not overpowered as it only shows generator condition in one type of building, not things such as survivor numbers or barricade strength.


  1. Keep - Author vote. -- Andrew McM W! 12:20, 2 May 2006 (BST)
  2. Keep - Not overpowered, and it would make sense to see that NT X is not connected to the 'network', but NT Y is. --Abi79 The Abandoned 12:58, 2 May 2006 (BST)
  3. Keep - Yeah, it's nice flavor wise and not over powered like Abi79 said. - Jedaz 13:33, 2 May 2006 (BST)
  4. Keep - Makes sense to me. -Wyn (talk!) 13:40, 2 May 2006 (BST)
  5. Keep It's a net. Makes sense. --Jon Pyre 14:06, 2 May 2006 (BST)
  6. Keep - nice--Vista W! 14:28, 2 May 2006 (BST)
  7. Keep --Dickie Fux 14:45, 2 May 2006 (BST)
  8. Keep - Makes sense. --Mookiemookie 15:02, 2 May 2006 (BST)
  9. Keep - See dickie fux --ramby T--W! - SGP 15:13, 2 May 2006 (BST)
  10. Keep - Ohhh I likes this one. Not overpowered at all and it could help "Response Teams" get NT facilities back up and running sooner. --Starsaver 15:29, 2 May 2006 (BST)
  11. Keep - Good idea --CPQD 16:19, 2 May 2006 (BST)
  12. keep - woot! finaly someone makes a good worthwhile update to the necronet! Mattiator 17:46, 2 May 2006 (BST)
  13. Keep - Good idea! Now if only we can challenge other players to Quake over Necronet.... --Reverend Loki 17:48, 2 May 2006 (BST)
  14. Keep - YES --EnForcer32 17:53, 2 May 2006 (BST)
  15. Keep - Bow Chicka Bow Bow! Beefing up Necronet = teh sex! DavidMalfisto 19:44, 2 May 2006 (BST)
  16. Keep - Yay NecroNet! --Swmono talk - W! - SGP 20:10, 2 May 2006 (BST)
  17. Keep - Provides useful information that helps facilitate in game group planning and suburb maintenance. I like it. – Nubis 20:41, 2 May 2006 (BST)
  18. Keep' - Deft. simple. logical. allows for some strategery. well done.--Bulgakov 20:42, 2 May 2006 (BST)
  19. Keep - So basically the Necronet computer will also look to see what other Necrotech buildings are logged into the Necronet. I don't see why a "who's online" feature wouldn't of been built into a network like that. Thease people would of needed to know who they are able to transfer data to. --Teksura 22:04, 2 May 2006 (BST)
  20. Keep - Everyone else as already said it best --Darkstar949 23:39, 2 May 2006 (BST)
  21. Keep - Makes sense --McArrowni 00:38, 3 May 2006 (BST)
  22. Keep - Why not. --Theblackgecko 00:46, 3 May 2006 (BST)
  23. Keep - Very good suggestion. Dickus Maximus 02:43, 3 May 2006 (BST)
  24. Keep - Finally putting the Net in NecroNet -- Mettaur 17:44, 7 May 2006 (BST)
  25. KeepLike the idea. "Hey X, do we need to go refuel The X building?" "Just a sec X, I'll check" "No we don't need to re-fuel the X building, X" "Ok X, I'll go re-fuel that Bank for no reason at all." Labine50 02:54, 14 May 2006 (BST)
    • Tally - 25 Keeps, 0 Kills, 0 Spams/dupes -- 02:54, 14 May 2006 (BST)

Advanced Necrotech skills

This suggestion has been spaminated with 7 Spam Votes, 2 Keep Votes, and a Dupe Vote. It can be found here. – Nubis NWO 20:33, 2 May 2006 (BST)

Kung Fu Combat

Spaminated with 9 Spam Votes, 3 Kill Votes and 1 Author Keep. You can find the suggestion here. – Nubis NWO 22:55, 2 May 2006 (BST)

Fix the 51 AP Zombie bug

This is not a suggestion, it is a Bug Report. Put it in it's proper place. – Nubis NWO 18:12, 2 May 2006 (BST)

Flamethrower (Revision)

Timestamp: 18:11, 2 May 2006 (BST)
Type: weapon
Scope: survivors
Description: This is a firearm. It takes fuel cans to run. It does 13 damage at 5% chance to hit (without skills). It's weakness is it takes 2 ap to shoot it. It is affected by basic firearms training (increases accuracy by 15%). It has easy-to-find ammo which gives it an advantage over other firearms. It can only be found in armories, which makes the building more valuable for survivors to hold. It takes one ap to reload and one fuel can gives 8 shots. I believe it is an average weapon, good for zombie hunting but not for defense where more ap-efficient weapons are useful.


  1. Keep - Author Vote. Mattiator 18:11, 2 May 2006 (BST)
  2. Keep - Here's the math. A fuel can has 5% odds of being found in an auto repair; that's 20 AP per can. As each can is worth 8 shots, figure 2.5 per shot found. Every shot reload is 1/8 AP, so 0.125. Add the searching plus the reloading and the 2 AP to fire and you get 4.625 AP per fired shot. Max damage is 13 at 20%, so 2.6. Overall effectiveness is thus 2.6 hp per 4.625 AP, or 0.56 MBR. That's only a hair more effective than the baseball bat, but a big improvement over the flare gun. I do like the idea of using fuel cans as ammo, and the higher hit percentage on more expendable ammo means that (unlike the flare) this weapon might actually get used. Also, the fact that these ammo odds do not stack on top of existing gun store odds (since the ammo comes from somewhere else) seems like a really good thing. --John Ember 18:22, 2 May 2006 (BST)
  3. Keep - My gut says kill. My head said do the math. Seeing as Jon did the math, and I'm lazy and I trust him, I'm going to say keep because this looks like a "balanced" weapon. DavidMalfisto 19:52, 2 May 2006 (BST)
  4. Keep - What John Ember said. --Swmono talk - W! - SGP 20:04, 2 May 2006 (BST)
  5. Kill - Isn't this your fourth suggestion today? and I don't think weapons only found in forts are a good thing.--Vista W! 20:38, 2 May 2006 (BST)
  6. Keep -Well we finally have a sensible flamethrower suggestion and it provides further use for the fuel cans. Krazy Monkey 21:03, 2 May 2006 (BST)
  7. Keep - yay flamage!!! burn zombie burn.--Honestmistake 21:09, 2 May 2006 (BST)::::: still love this but having read other peoples comments had to add this bit; why is your wanting fuel used for generators a good enough reason to vote kill? i never search for fuel or generators but with this in the game i might, as me getting fuel does not stop you getting fuel what right have you to complain if i use mine to burn down the city while playing the violin.--Honestmistake 13:41, 4 May 2006 (BST)
  8. Keep - I like it as is well enough to vote for it, but I can't help feel that there should be a penalty for using it inside.. like burning down the building. --Reverend Loki 21:19, 2 May 2006 (BST)
  9. Keep --Dickie Fux 21:27, 2 May 2006 (BST)
  10. Keep - Assuming Ember's math is correct, this could be an interesting addition, as well as giving the armories a use. --Pinpoint 21:50, 2 May 2006 (BST)
  11. Keep - I really want to vote kill but I honestly can't see anything wrong with this. Can it be that someone thought up a flamethrower sugestion that is not game breaking? --Teksura 21:55, 2 May 2006 (BST)
  12. Keep Keep!!! Keep!!! Keep!!!! I LOVE FIRE!!! Gotta love the smell of roasted half decayed flesh in the morning! --MajesticNinja 21:58 2 May 2006
  13. Keep - There aren't enough burnings in Malton. Besides, between this and the flare gun you can be a "torch loonie". Someday we'll have those molotov cocktails, we'll see. Gives people with a whole shwack of fuel something to do when they can't seem to find a generator somedays. Now I can finally make my insane priest character who keeps saying things like "Cleanse the streets brothers!" --MrAushvitz 22:19, 2 May 2006 (BST)
  14. Keep - Finally! A nugget of gold in the midst of all that other filth! --Cyberbob240CDF - Arb - W! 22:29, 2 May 2006 (BST)
  15. Kill - My problem is it being the 4th suggestion of the day. But I need to notify that the MBR is kind of just above the knife, and personnally I think it will just be another weapon people will search and drop. --Changchad 22:34, 2 May 2006 (BST)
  16. Keep - Finally, a way to cook my pop-tarts! Brilliant! --HamsterNinja22:37, 2 May 2006 (BST)
  17. Keep - Odd, it actually looks fairly balanced. What a concept. Velkrin 22:55, 2 May 2006 (BST)
  18. Keep - One, every zombie game needs at least one rare weapon like this, and two, burning things is fun. However, I should make one suggestion to the item - as opposed to basic fire arm training giving a 15% increase in chance to hit, perhaps it should allow you to be able to use the weapon with another skill giving the incresse. --Darkstar949 23:38, 2 May 2006 (BST)
  19. Kill The answer to having to many overpowered weapon suggestions is not to make an UNDER-powered one. If the maximum hit chance closer to 30% rather than 20%, then it might actually be worth using. However, I'll change my vote to Keep if you can come up with a really good argument against that. Not that it really matters at this point. --Rozozag 00:16, 3 May 2006 (BST)
  20. Kill - I don't care how much dammage it does, a max of 15% is just not good enough to make it worth using. Make it 25% and I reckon it'll be good, it'll be less efficent then the shotgun, but just a little better then the pistol. (Ignoring search and reload rates for ammo) Also you failed to specify what the chance of finding one is. - Jedaz 00:47, 3 May 2006 (BST)
    RE1)Who cares what the odds are? kevan's creative he'll figure that out. 2)With bassic firearms trianing, It INCREASES 15%. 20% is fair in my books. At least it isn't: Hey peeps i got an idea for a flame thrower!!1 It can be found anywhere, even on streets, with a 90.353% chance of finding it!11! All you have to do, is fuel it up with a fuel can once, then you can use it forever and ever without re-fueling, And it has a 99.999999% chance of doing 75 damage! When it sets that zombie on fire, theres a 99.999945% chance it making that zombie run around doing damage on the nearest 5 zombies!! lets keep it balanced and say that when a zombies lights another zombies on fire, they only recieve 60 damage. Labine50 03:06, 14 May 2006 (BST) Only the author can RE. Xoid Talk U! 09:27, 15 May 2006 (BST)
  21. Keep - I see someone having fun with flamethrowing.--Theblackgecko 00:52, 3 May 2006 (BST)
  22. Keep - BURN!BURN! --revoso 01:06, 3 May 2006 (BST)
  23. Keep - Wow. I don't hate this. -Wyn (talk!) 01:17, 3 May 2006 (BST)
  24. Keep - One could have fun with that! --ramby T--W! - SGP 01:26, 3 May 2006 (BST)
  25. Keep - A balanced out idea. It is pretty powerful, and the accuracy balances it. TROGDOR the BURNINATOR! Mikhail Vicktor 20:43, 2 May 2006 (EST)
  26. Kill - Fuel cans are already rare, and people need them to fuel buildings. The weapon is really weak with an etremely high variance. Nobody will use this. Its like a complicated flare gun. --Zaruthustra-Mod 01:52, 3 May 2006 (BST)
  27. Kill - Knee-jerk reaction to the words "flamethrower". lol hay guys vote-editing wheeeeeee wtf --Undeadinator 01:57, 3 May 2006 (BST)
  28. Kill - A baseball bat that uses extremely rare ammo and misses constantly? WHERE DO I SIGN!?!? --Mookiemookie 02:02, 3 May 2006 (BST)
  29. Keep - Hey, look a weapon that is normaly unbalanced is now balanced --Lord Evans W! 14:34, 3 May 2006 (BST)
  30. Kill - Yikes! We need fuel so many places now! No, please, no. --Spraycan Willy MalTel 07:16, 4 May 2006 (BST)
  31. Keep - Great idea! Balanced, Subtle, yet effective. Labine50 03:06, 14 May 2006 (BST)
  32. Keep - Variety is the spice of life, and it's a good alternative use for fuel cans. Xoid Talk U! 09:27, 15 May 2006 (BST)
  33. Keep - The numbers are too low, but I trust Kevan to fix them, and you can't get a firearm approved with honest numbers. The damage per combat AP is as follows: 13 damage times .2 chance to hit divided by 2 AP per use, which comes out to 1.3. I would never waste a pair of inventory slots on something that needs ammo while being that small an improvement over the axe. What I like is having auto repairs be defensible by providing their own ammo. Upgrade auto repairs to a major resource point! --Dan 16:29, 15 May 2006 (BST)
    • Tally - 25 Keeps, 8 Kills, 0 Spams/Dupes 20:40, 15 May 2006 (BST)


Timestamp: 20:30, 2 May 2006 (BST)
Type: Skill
Scope: Zombies
Description: Essentially a more extreme ransacking, it requires Memories of Life and Ransack to be available. A zombie with this skill would have greater memories of what existed before they were killed (emotions, feelings etc.), but their brains have deteriorated and as such they can only feel certain emotions, chief among them anger (I just know that someone studying biology is going to tell me that that's completely wrong and impossible, but hey...). As such, they feel a compulsive need to destroy things - much more than simply knocking over a few shelves and pushing over a desk. They gain the following bonuses, but only if there are no Survivors present (in Large Buildings, there must only be no Survivors in that particular corner):
  • A +10% bonus to destroy Generators
  • A +5% bonus to damage Barricades (but only if they're inside)
  • The benefit of smashing NecroNet computers when Ransacking - the damage done by Ransacking needs to be Repaired before NecroNet can be used again in that building, even if there is a powered generator

They don't gain the benefits while there are Survivors there, because the presence of living creatures distracts them.

Additionally, if there are Survivors present then their Feeding Groan has a +1 bonus to its range.

However, they have a 50% chance of not opening a door when using the Memories of Life skill, because they're in such a rage that they've partly forgotten such things.


  1. Spam and here we go, with the circus of either trying to power up the new skill or nerfing it, surprised it took so long.--Vista W! 20:36, 2 May 2006 (BST)
    • Re - The only part here that's involved with the actual Ransack skill is the third benefit, which to be honest isn't all that powerful. Aside from that, there have to be no humans present at all for the first three bonuses to work (so they're not exactly going to help much unless you've already killed everyone inside), and zombies with this skill can't even open doors half the time. --Lord of the Pies 20:50, 2 May 2006 (BST)
    • "Essentially a more extreme ransacking"--Vista W! 21:09, 2 May 2006 (BST)
    • Re - In flavour only (with the exception of the bit about smashing NecroNet computers). --Lord of the Pies 21:13, 2 May 2006 (BST)
  2. Kill - The zombies have just got a new skill and now you want to give them another one? We should concentrate on keeping the balance, not completely overpower one side.Krazy Monkey 21:05, 2 May 2006 (BST)
    • We just got a skill to do something that you can repair without one, and besides, you got an extra search bonus that doesn't need a skill, either. --TheTeeHeeMonster 21:27, 2 May 2006 (BST)
    • Re -Yep. Your right. The game is balanced against zombies because we get an additional 0.00000005% chance of finding things when the lights are on. And your forgetting, first we have to get all the zombies out of the building before we can repair, Which is hard durring mall sieges when theres 100+ zombies in the building.Labine50 03:18, 14 May 2006 (BST)
  3. Kill - I like the idea behind this one, but I want to see how Ransack effects balance first. Come back and re-submit this one in a few weeks. --Reverend Loki 21:26, 2 May 2006 (BST)
  4. Spam - Ransack is too new. Because of its newness (if thats a word), Its a very poor time to attempt to change it. --Teksura 21:40, 2 May 2006 (BST)
    • Fixed your vote for ya --Pinpoint 21:52, 2 May 2006 (BST)
  5. Kill "but their brains have deteriorated and as such they can only feel certain emotions, chief among them anger (I just know that someone studying biology is going to tell me that that's completely wrong and impossible, but hey...)" - Actually that is possible, though "deteriorated" is perhaps not the right word when referencing the Undead. [Edit] Oh and see above. DavidMalfisto 21:53, 2 May 2006 (BST)
  6. Kill Next skill after despoil is desecrate, then followed by violate (corpses). --MrAushvitz 22:25, 2 May 2006 (BST)
  7. Spam - What Vista said x 10. --Cyberbob240CDF - Arb - W! 22:32, 2 May 2006 (BST)
  8. Spam Zombies just got a boost in that regard. --Jon Pyre 22:34, 2 May 2006 (BST)
  9. Kill- they remember how to smash more important things, but forget how to open doors? Opening doors is one of the most important skills to a zombie. --CPQD 23:24, 2 May 2006 (BST)
    • Re - Of course, it's entirely my mistake to assume that a bloodthirsty psychopath in an uncontrollable frenzy would be unable to properly open doors. --Lord of the Pies 17:03, 3 May 2006 (BST)
  10. Kill - Wait until we see what the effects of Ransack are, first. And CPQD, have you ever played the game? Memories of Life is required for this skill. Therefore, your point is completely and irrevocably invalid. -Wyn (talk!) 01:12, 3 May 2006 (BST)
    • Re - I believe that he was referring to how the skill prevents zombies from opening doors half the time. However, I've just explained why that would be the case. --Lord of the Pies 17:03, 3 May 2006 (BST)
  11. Kill - Rename "The Who" and re-submit. --Undeadinator 01:55, 3 May 2006 (BST)
  12. Kill -- EEEEEEEEEEK. Terrible, terrible, terrible. furtim 02:01, 3 May 2006 (BST)
    • Re - ...You know, your criticism would be more helpful if you actually explained, in detail, why it's 'terrible, terrible, terrible'.
  13. Kill -More of a status ailment than a skill per se, unless you can turn it on and off at will.--Xavier06 13:39, 3 May 2006 (BST)
  14. Kill - too scattered, and we only juts got ransack. -- Mettaur 17:46, 7 May 2006 (BST)
  15. KillThe game is already balanced against survivors with the new ransack thing, let alone this idea. When theres a real apocolypse, and hell freezes over, and pigs fly, And the game is balanced i might have a 5% chance of voting keep if the lights are on inside. :) (sorry, couldn't resist) Labine50 03:18, 14 May 2006 (BST)
    • Tally - 0 Keeps, 11 Kills, 4 Spams/Dupes 20:42, 15 May 2006 (BST)


Spaminated with 7 Spam Votes, and 2 Dupe Votes. Did not give information on find rates for gun itself, ammo, or bayonet nor where they would be found. You can find the suggestion here. HamsterNinja 2:04, 3 May 2006 (BST)

Save zone outside city

This suggestion was Spaminated. Badly spelled idea from someone with very little game experience. 8 spam, 1 dupe.--'STER-Talk-Mod 01:01, 3 May 2006 (BST)

Weapon Expert

Timestamp: 22:57, 2 May 2006 (BST)
Type: Skill
Scope: Milatary
Description: A skill that allows you to search for the kind of Weapon you want in a building, Basickly it adds some bottons next to the search botton that says look for gun, Malee Weapon, ammo.


  1. Kill - Someone can simply search for nothing but ammo once they get all the guns they need? 30% chance of finding Ammo in a mall gun store? No thank you. --Teksura 00:01, 3 May 2006 (BST)
  2. Kill - Extremely bad. This will unbalance the game since people would be able to search only for shotgun shells and become a killing machine. An unfair advantage to humans. Saromu 00:04, 3 May 2006 (BST)
  3. Kill - Not enough details - Jedaz 00:55, 3 May 2006 (BST)
  4. Dupe - Been done before, and better - Specific Search. And Saromu, no. It doesn't give any advantage to humans. *points at the link* -Wyn (talk!) 01:08, 3 May 2006 (BST)
  5. Spam - Basickly, I suspect you may have been asphyxiated for brief periods of time in your infancy. --Undeadinator 01:53, 3 May 2006 (BST)
  6. Spam ^ What they said very well. --Jon Pyre 02:22, 3 May 2006 (BST)
  7. Spam What undeadinator said only with the word "Brief" replaced with "Long"--Mpaturet 02:49, 3 May 2006 (BST)
  8. Kill - With fire( not that i support any flamethrower suggestions)--Bermudez 02:51, 3 May 2006 (BST)
  9. Spam - "Basickly" the best idea evar!!!!--Wifey 02:55, 3 May 2006 (BST)
  10. Kill - Really bad idea, and you made me have to dig blindly into the history to find what time you posted this suggestion to correct your bloody timestamp. --Grim s-Mod 03:00, 3 May 2006 (BST)
  11. Dupe - Well, maybe. If this suggestion actaully had any details to it, we might know how close it resembled Specific Search. But since I can't think any numbers applied to this could make it any better than the Dupe, it really doesn't matter.--Xavier06 13:45, 3 May 2006 (BST)
  12. Kill - I am sure this is not a good idea, in fact, I am very sure this is not a good idea, as it will kill the game.--Changchad 16:57, 3 May 2006 (BST)
  13. Kill - The new powered searching feature is sure to ratchet up the game's pace somewhat, as you can now pretty much reload your ammo inventory in a single day. This suggestion would notch it up even more, which makes me wary. --John Ember 17:05, 3 May 2006 (BST)
  14. Spam - I thingc Wifey sumd it all upp niseli. --Cyberbob240CDF - Arb - W! 17:12, 3 May 2006 (BST)
  15. Kill - Stupid. i dont like it. its spelled worse than most of my votes. Spell checker dude. Nazreg 21:35, 3 May 2006 (BST)

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