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Closed Suggestions

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

Timestamp: 01:32, 2 September 2006 (BST)
Type: New Item.
Scope: Advanced Communication.
Description: This would add Signaling Mirrors to Malton. It would be found in PD's at 3%, Mall Sports Stores at 3% (After all, it's used for survival) And Mansions at 2% (a.k.a. Big Freaking Mirrors!) what does this item do you say? Well, first off, its unusable to zombies and this item must be used on a tall building (Like Binoculars) And it takes up 2 inventory space. What this does is it would enable a person with a Signaling Mirror to "Reflect" Light in a particular area, say, within a 4X4 area (again, Like Binoculars) and with the item in inventory there would be a dropdown menu with "Reflect once, twice, three times, and four times" Upon choosing one and clicking the Mirror you get the message "You shine a ray of light X times." And those seeing this (They also have to be in a tall building) Would see "You see X rays of light X blocks west and Y blocks south of your location." What does this accomplish? Well, with these blank slate abilities certain reflections will mean certain things (1 ray means secured, 2 means overrun.) Lastly, this is perfect in this genre, imagine a bunch of survivors huddled inside a safehouse, seeing others far away but unable to communicate, under penalty of being discovered by zombies, one raises up a Signaling Mirror and begins communication.


  1. Keep - Author Vote, if you think there is something I can add, or remove, please state it in your vote.--Canuhearmenow Hunt! 01:32, 2 September 2006 (BST)
  2. Keep - I've always wanted this, never finished it. Thanks! --Gold Blade Hunt! 01:35, 2 September 2006 (BST)
  3. Keep - Great Idea! But won't this nerf flare guns? --Axe Hack 01:40, 2 September 2006 (BST)
  4. Keep - Could also be used to add flavor to zombie characters. "You saw a bright light flash X times from y direction, Z blocks away". Wouldn't nerf flare guns, as they're only useful as weapons, anyway. --Blue Command Vic 01:43, 2 September 2006 (BST)
  5. Keep - I like it! I like it a lot Kaylee Hans 02:05, 2 September 2006 (BST)
  6. Keep - sounds good actually, reminds me of the signs in the Dawn of the Dead remake. --Kiltric 02:21, 2 September 2006 (BST)
  7. Keep - I like it. Better than flare guns, for sure.--Grigori 03:06, 2 September 2006 (BST)
  8. Keep - Flare guns nerfed themselves after people tried using them as weapons. This gives more functionality to the otherwise useless non-NT office buildings. --Arcos TCS 03:15, 2 September 2006 (BST)
  9. Kill - And you thought flare spam was bad... --Mookiemookie 03:24, 2 September 2006 (BST)
  10. Keep - Hmm... Some good came out of the Observation thing after all. A "flare" that affects much less area than a flare, and has a useful purpose. Less spam, more utility. Pity that Malton doesn't have gas stations. ("You note that the restroom mirror is missing, not even a sliver is left.") Gene W! - Talk 04:07, 2 September 2006 (BST)
  11. Kill -Basically a flare gun. Try improving an existing item instead of adding something that does, essentially, the same thing.--Pesatyel 05:10, 2 September 2006 (BST)
  12. Keep - I like it. Can be utilized to great effect, on a more limited scale than a flare gun. The ability to flash multiple times promises flexibility and usage. Flare guns aren't all that great, as a group would need multiple flare guns to do the same signalling scheme. In any case, I have found flare guns to be far more useful in combat than they are as signalling tools. -- Declan 05:40, 2 September 2006 (BST)
  13. Keep- This is great my teams base is in an empty office building. but may I ask what is the point in having what is effectively just a low tech radio combined with a flare gun with a bit of binocular jammed onto the side. My vote is only keep because this would benefit my team Blazefire 05:49, 2 September 2006 (BST)
  14. Keep - But wait until Sonny spams it and complains about it giving survivors another means of communication. Edit Kill - I changed it after realizing what David Malfisto said about large buildings within 4x4 areas is quite true. Youronlyfriend 06:06, 2 September 2006 (BST)
  15. Kill - Gives survivors another form of communication?--Gage 06:26, 2 September 2006 (BST)
  16. Keep - Nice touch!! -- Nicks 08:24, 2 September 2006 (BST)
  17. Keep - ...but zombies should be able to see this rays of light. --Abi79 AB 08:36, 2 September 2006 (BST)
  18. Kill - A lot of buildings already have a radio transmitter that is much more effective than mirrors, and those that don't, a 4x4 area can be scouted in minutes, and all survivors informed of the building's status; not just people in tall buildings. And it's more crap to be added to my inventory when I'm searching for useful items. Why not recolour the flares or something, give 'em a colour coding scheme, rather than adding a new item? --c138 08:40, 2 September 2006 (BST)
  19. Spam - Hey folks, guess what the radio is for? Communication. This is redundant and spam generating. –Xoid STFU! 09:44, 2 September 2006 (BST)
  20. Kill - Flares could be used in the same way already (firing 1, 2 or 3) for little difference in inventory (but not from inside?), plus it'll increase spam, and tall buildings do have a use now (beyond suicide), because of binoculars, and we have radios. The flavour of the idea is good, though. --Funt Solo 10:35, 2 September 2006 (BST)
  21. Keep - I like the fact tbat you can signal different amounts of time. It wouldn't produce that much spam banyway because its only over 4x4 blocks rather than nearly 15 for flare guns. --Marie 11:15, 2 September 2006 (BST)
  22. Kill - Survivors have enough ways of communication. This causes just more spam. --Nob666 11:20, 2 September 2006 (BST)
  23. Keep - Allows survivors to communicate without having to spam the radio, good for groups. As far as "nerf"ing the flares, I don't see how. The flare gun effects more than a 4x4 area, surely? --Sekoku 14:54, 2 September 2006 (BST)
  24. Kill - I like the concept, its verry Dawn of the Deady but we already have the radios! So this sounds like more junk to my inventory & as such I think there are more decent things to spend time on programming. --Dgn 15:00, 2 September 2006 (BST)
  25. Kill - Survivors already have a ton of comunication media, and this is essentially just a modified flare gun that doesn't use ammo. No dice there. The signaling being basically free would probably make it spammy and essentially meaningless anyway. --Rgon 15:09, 2 September 2006 (BST)
    • Tally 16 Keeps (Including Author vote), 8 Kills, 1 Spam, 25 total. --Gold Blade Hunt! 16:21, 2 September 2006 (BST)
  26. Kill Spam. No, my vote is kill not spam. But I'm killing it because it would MAKE spam. It's like flares you can spam off without limit. Nobody thought of this? --Jon Pyre 17:43, 2 September 2006 (BST)
  27. Kill - 1st, survivors don't need more means to communicate. 2nd, the inability to know who is the one performing the signals totally nerf it's utility, and raises the question "what does this mean?". 3rd, even if the people that got signaled miraclously get to know what they were called for, what about the other people? Free spam? --Matthew Fahrenheit YRCT+1 00:08, 3 September 2006 (BST)
  28. Spam - That's right, I've come out and said it. And here's why this is not abuse of the spam vote. 1) It's an incomplete suggestion. If you're saying things like "area, say, within" and asking for feedback, then you do so on the talk page. 2) Communicating from 1 tall building to another tall building in a 4x4 block?! From my experience, you'd be lucky to get TWO viable buildings in that space, and factoring in the AP spent finding and using these mirrors, it'd be easier to Free Run over and just talk normally. 3) It's a flare gun. 4) Survivors don't need a new way to communicate. 6) Decreases the ammo search rates for newbies (found in PDs). 7) Waste of inventory space (again, mostly harming newbies as the rest of us would just waste an IP hit dropping the suckers). 8) Night time. 9) Spam (as in message spam). 10) I've just noticed that Xoid voted spam to. And here I was thinking I was trail blazing. Now this isn't a bad concept - but nothing can fix this idea. - David Malfisto 00:53, 3 September 2006 (BST)
  29. Kill - Use phones so I don't have to hear/see/scroll past it. --Max Grivas JG,T,Max4Mod,F! 17:43, 3 September 2006 (BST)
  30. Kill - I say, The more ways people can spam, THE BETTER!! --Officer Johnieo 00:41, 5 September 2006 (BST)
  31. Kill - Use a mirror?! Or text, radio, freerun or simply just walk. Redundant. Karloth vois RR 03:07, 5 September 2006 (BST)
  32. Spam - This is what a radio is for. Completely useless in every single way possible.
  33. Kill - David Malfisto makes a good point. - Jedaz - 05:42/19/09/2020 11:23, 15 September 2006 (BST)

Aimed shot

I hate to do this to a skill of mine that looked well on its way to peer reviewed (6/9 Keeps, one of them from Gage of all people, and I hadn't voted yet) but the two Kill voters were right: 12hp was too powerful. See below for lightly modified version, and see the discussion page for the reasons. Keep voters: Please come back and revote keep! --Gene Splicer 01:22, 3 September 2006 (BST)

Am I that bad?--Gage 01:24, 3 September 2006 (BST)
You are among the people I consider... difficult to please ;) --Gene Splicer 02:25, 3 September 2006 (BST)
On the plus side, when you like it, it has to be good! --Paradox244 W! TJ! 03:54, 3 September 2006 (BST)

A Cute, Cuddly Kitten

This suggestion was removed by the moderation team. D4rk N00b earned a warning because of this. Yay to cute, Cuddly kittens \õ/ --overlord hagnat mod 21:45, 2 September 2006 (BST)

Aimed shot V1.0000002

Timestamp: 20:35, 2 September 2006 (BST)
Type: Skill
Scope: Zombie Hunters
Description: You have discovered that not all of a Zombie need be destroyed to bring it down, and that avoiding superfluous body parts significantly reduces the damage needed to kill them. Unfortunately, the reduced structural damage to the Zombie in question makes it substantially easier for them to recover from your attacks.

Aimed shot would be a Zombie Hunter skill in the Headshot skill tree. You may only have Aimed Shot OR Headshot enabled at any one time. Upon aquiring Aimed Shot, you gain a 0AP button reading "Aim At Joints". Clicking this disables Headshot and enables Aimed Shot, replacing the button with "Aim At Head". When Aimed Shot is enabled, any attack that brings a Zombie to or below 8HP kills him/her immediately. Because the Zombie ends up taking less actual structural damage, an Aimshot zombie requires 5 less AP to stand up (to a minimum of 1). A Zombie cannot be both Headshot and Aimshot at the same time, for obvious reasons.

  • Why is this good for survivors?
  • It increases the number of zombies an individual can clear in one login. This would make it easier for Survivor groups to attempt to take back heavily ransacked suburbs, as it reduces the number of Survivors required to clear a building for repair. There would also be an impact on Sieges, as it would increase the Critical Threshold required for the Zombies to gain an overwhelming advantage. Metagamewise, it would also marginally accelerate the leveling of the Survivor in question, as he needs to do 8 less damage to gain the 10xp kill bonus(assuming there is a large local supply of zombies).

  • Why is this not too good for survivors?
  • Given that Aimed Shot has Headshot as a pre-req, anyone killing a Zombie with Aimed Shot is (effectively) "Gifting" the Zombie the 5ap Headshot would have otherwise taken. If the Zombie lacks Ankle Grab, this goes up to an effective 10ap. So while Aimed Shot can kill 6 newbie zombies for the cost of 5, each of these killed zombies will have 10ap's worth of extra barricade smashing than they would have if Headshot. For Ankle Grab + Bodybuilding, the numbers change to 8 for 7, and 5ap each.

  • Why is this sometimes good for Zombies?
  • Because as a newbie Zombie, logging in to see a 15ap stand up cost is horribly disheartening. As an oldbie Zombie, 6ap is still pretty irritating. With this implemented, sometimes Newbies they would log in to find it only costing 5ap to stand up, giving them up to 45AP to spend in one go. And everyone wants to help Newbies, don't they?

  • Most importantly of all: Why is this fun?
  • Because tactics equal fun. Survivors now have a choice: Do I want to kill this zombie quickly, or do I want to think more long term? Do I want to risk running out of AP/Bullets before I run out of zombies, or should I deal with them all now, knowing they'll be stronger tommorrow? And newbie zombies would greatly appreciate the occasional extra-productive day.


  • The only difference between this and the original submission is the threshold has been reduced to 8HP. See the discussion page to see why.
  • You do not gain 8XP for the 8 damage you do not have to do.
  • The name still sucks. Any suggested alternate names will be included as a Note if this gets Peer Reviewed


  1. Keep - a top notch suggestion. Make sure to make a vote as the author, Gene.--Gage 02:06, 3 September 2006 (BST)
  2. Keep - I hated your proposal when I read "Aimed Shot", I hated it even more when I saw the book you posted here. But I started loving it at the point where you propose adding a skill, to Zombie Hunter none the less. I hate the whole headshot mechanic to be honest. I got it but only to complete my tree. I hate robbing those people of their AP's (aps = fun) and I would just LOVE to use this skill!!! Great Suggestion, I Love It! Id even love it if it were 4hps instead of 8! Congratz! --Dgn 02:34, 3 September 2006 (BST)
  3. SPAM Ok kids, let's do the math. A pistol clip costs 3-4 AP to find and load. That's about 3-4 AP saved from not having to fire two pistol shots into the zombie. To hit with those shots the human would need to spend a further 3-4 AP firing. Thus the human has saved 6-8 AP. The zombie has saved 5 AP from not being Headshot. Of course, since barricades cost less to put up than take down, this change actually represents a far more significant AP advantage for humans. Your suggestion is broken. Rheingold 02:59, 3 September 2006 (BST)
    • Re Yeah, Paradox, that's why we're at 46%. HURRRRRR. At least unlike the author you are honest enough to admit that this is a major survivor buff. Rheingold 04:01, 3 September 2006 (BST)
  4. Keep - Quit your wining Rheingold. Zombies are already more AP efficient that humans, it's time for some survivor buffs. This is pure gold, and adds many oppurtunities for strategy. --Paradox244 W! TJ! 03:53, 3 September 2006 (BST)
  5. Keep - As long as it works with Melee weapons too, like the current headshot... --Matthew Fahrenheit YRCT+1 04:05, 3 September 2006 (BST)
  6. Kill Overpowered. Survivor gets to negate 8HP of a zombie's total, for free, and then gets 10XP into the bargain. I play exclusively as a survivor, but this just isn't playing fair. (Pretending that this is doing the zombie a favour by gifting them AP is a spurious argument.) --Funt Solo 04:14, 3 September 2006 (BST)
  7. Keep I liked it before, I like it even better now. Well done, sir, well done. --Grigori 04:18, 3 September 2006 (BST)
  8. Keep - I like it. Youronlyfriend 06:26, 3 September 2006 (BST)
    You must justify your votes.--Gage 07:21, 3 September 2006 (BST)
    See my talk page for my reasoning. Youronlyfriend 07:59, 3 September 2006 (BST)
    Now that you justified it, it is fine.--Gage 08:42, 3 September 2006 (BST)
  9. Keep -Meh this is ace. Headshot is annoying at best, and this would churn up the xp for new survivors and zombies. Nazreg 08:05, 3 September 2006 (BST)
  10. Keep Options are good. Instant kill at low levels worked with Feeding Drag, why not this? This at least has a tradeoff. --Jon Pyre 08:54, 3 September 2006 (BST)
  11. Keep - I like this idea but maybe it would be more balanced if survivors could only avoid killing 5hp seeing as the zombie only gains 5ap? --Marie 10:08, 3 September 2006 (BST)
  12. Spam - Negate 8 HP and gain 10 XP at the same time? --Nob666 10:49, 3 September 2006 (BST)
  13. keep - I think this would be more useful to melee survivors then gunmen. In any event, it adds an new dimension to combat tactics, which is good. The Mad Axeman 11:01, 3 September 2006 (BST)
  14. Keep - Keepy keepy keepy keep. I still like the suggestion! --Axe Hack 14:59, 3 September 2006 (BST)
  15. Keep - Still seems like a good suggestion to me. --Rgon 16:11, 3 September 2006 (BST)
  16. Keep - survivor/zombie rhetoric aside, the idea has a lot of merit. Nice work! -- Nicks 16:14, 3 September 2006 (BST)
  17. Keep - What Pyre said. --Max Grivas JG,T,Max4Mod,F! 17:19, 3 September 2006 (BST)
  18. Keep THis is definately my favourite suggestion from the past few weeks. brillinat idae! - HerrStefantheGreat 17:44, 3 September 2006 (BST)
  19. Keep Feeding drag for humans. That's a great way to think of it. Zs are always complaining about not having enough AP after being headshot. AP is the game. The only thing this nerfs is building camping. Because, you know, that's fun. Who wants to go out and eat brains when you can sit in the mall doing nothing but hurt newbie survivors? David Malfisto 22:01, 3 September 2006 (BST) [Edit] And again, at level twelve, 10 XP kill bonus is the least of your concerns. And ZOMG a human skill that requires you to be level 11 and gives newbie Zs 10 free XP makes humans more powerful! SPAM! SPAM! SPAM! David Malfisto 22:03, 3 September 2006 (BST)
  20. Keep - What hasn't been said? --Gold Blade Hunt! 23:23, 3 September 2006 (BST)
  21. Keep - I must say, I am impressed. This seems very reasonable. --Kiltric 00:12, 4 September 2006 (BST)
  22. Keep- I was going to ignore this because it was too long... then I saw all the keep votes. Brialiant. I always thought there should be another Zombie hunter skill Blazefire 06:25, 4 September 2006 (BST)
  23. Kill - What Rheingold said. The last thing survivors need is an even bigger AP advantage. --Pinpoint 08:33, 4 September 2006 (BST)
  24. Kill - What you are really proposing is to give Suriviors a choice. Either to grief Zombies or to get some free AP. Avoiding Headshot would be cool, but the free AP would really let Suriviors be buffed a lot. Suriviors have the AP-effienct activity of barricading, so therefore, I'll have to vote kill.--ShadowScope 16:22, 4 September 2006 (BST)
  25. Keep - Okay, who killed the keep train??!! --Officer Johnieo 00:46, 5 September 2006 (BST)
  26. Keep - but with a far lower threshold, e.g. 4HP saving just the one shot. Karloth vois RR 03:11, 5 September 2006 (BST)
  27. Comment -The idea looks...okay, but I'm a bit confused. Why bother with the "aim at head" thing? Just have the "aim at joints" button and don't bother switching it (makes this stand out from headshot, as I see it). So, if I attack a 50 HP zombie and get him down to 8 HP, he instantly dies and I earn 52 XP (where "normally" I would earn 60 XP)? AND a zombie killed in this manner has a standup cost of 5/1 instead of 10/1?--Pesatyel 04:58, 8 September 2006 (BST)
    Re - I think what you are saying is, why not simply have an "Aim at joints" button that is either on or off? If so: That is probably how it would be implemented on the back end. - if ZombieHP < 9 && AimedShotOn then AimedShotDeathFunction; else if ZombieHP< 1 then StandardDeathFunction; - Since Headshot would only be checked for in StandardDeathFunction, it does not need to actually be toggleable as the AimedShot check would always catch the zombie death first where applicable, preventing Headshot from triggering. The reason I suggested that the GUI display this as the aim at head/joints button mechanism was for aesthetic and rp reasons. Having it clear on the screen that the different death effects are decided by what areas of the zombie you target makes it more "How I shoot this Zombie determines how he dies", and less "What button I press determines what happens to that character's numbers". It also means it only takes a glance to remind yourself where you are aiming (what "mode" you are in). To the rest: Yes, you gain only 52 exp per zombie instead of 60 exp. The unspent AP can be used on shooting a different zombie if you want to bringyourself back up to quota, or finding more ammo for tommorrow. The chances of you finishing off a zombie before you run out of AP is also increased, so you will get the death exp more often. Finally, you must be at least level 12 to have this skill. You should be beyond the expgrinding stage and into more noble goals by the time you attain the rank of Zombie Hunter ;). The 5/1 stand-up ap is correct (Ankle Grab standup is not reduced because that would result in a 0AP standup cost, and I don't think I need to point out the abuse possibilites there). This is partly for flavour(less damage means easier to stand up), partly to give newbie Zombies and switcher Survivors a bit of a boost (The occasional few extra AP a day to help gain the exp needed to buy Ankle Grab (and whatever skills you personally put ahead in priority)), but primarily to give players a little more room for personal judgement. Options are only fun when you actually have some mental input into which you are using, if there's no room for debate, there's no fun. I introduced this small Zombie boost to increase the number of situations where it's possible to pick the "wrong" shot if you don't put a little thought into it, where it is not obvious which will give the best outcome. There are still situations where one is clearly better than the other, but I wanted to leave the "judgment call" area as wide as possible, and I felt this was the most thematic and balanced way to do so. I hope this has answered your questions. --Gene Splicer 03:34, 9 September 2006 (BST)
  28. kill - This one skill reduces the usefulness of body building and anklegrab. --Ziabatsu 21:48, 15 September 2006 (BST)

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