Suggestions/3rd-May-2006

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Closed Suggestions

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

Suggestion moved to the talk page due to the author editing the suggestion post submission. --Grim s-Mod 03:16, 3 May 2006 (BST)


Find Ammo

This suggestion was Spaminated with 7 spams, 0 kills and 0 keeps for being poorly written and poorly thought out. --Mookiemookie 14:32, 3 May 2006 (BST)


Autochuck

Timestamp: 15:47, 3 May 2006 (BST)
Type: Aggravation saver
Scope: Survivors searching
Description: I don't consider this a dupe of Multiple Item Drop, as that one requires a button to be invoked. I'd like to see something much more simple: In the case that your search produces an item which you already have, and for which there could be no possible use in having duplicates, I suggest the player automatically drop the item immediately:

Searching the building, you find a GPS Unit. However you already have one, and so you discard it.

This would only take effect on non-consumable items such as the following:

  • DNA extractor
  • GPS unit
  • Flak jacket
  • Fire axe
  • Kitchen Knife
  • Length of pipe
  • Baseball bat
  • Crowbar
  • Wirecutters
  • Mobile phone

This would have no effect on finding and retaining the following items:

  • Shotgun (not "consumable" per se, but definitely good to have multiples)
  • Pistol (same)
  • Flare gun
  • Pistol clip
  • Shotgun shell
  • Revivification syringe
  • First aid kit
  • Portable generator
  • Fuel can
  • Spray can
  • Newspaper
  • Book
  • Poetry book
  • Beer
  • Wine

If I have to explain why this is an improvement, you haven't been playing Urban Dead long enough. (Grumbles about throwing away 10 GPS units in a row...)

Votes

  1. Keep - Please, save my sanity. --John Ember 15:47, 3 May 2006 (BST)
  2. Keep - May I have your children, John? -Wyn (talk!) 15:49, 3 May 2006 (BST)
  3. Keep - Though I was on the fence about this. What if someone wanted a spare flak jacket in case they accidentally dropped one? But I figure that's such a small nit pick on an otherwise good suggestion. --Mookiemookie 15:54, 3 May 2006 (BST)
  4. Keep - But what if you want more than one of these items for any reason, such as working out search odds or carrying an emergency axe? Make it an option where users can choose to enable it and you've got my vote. An option to choose which items to drop if multiple (i.e. only drop knives when you have more than one) would be even better. --Preasure 16:02, 3 May 2006 (BST)
    • Re - This wouldn't affect working out search odds, as you'll still see which item you found. You just won't have to drop it later. --John Ember 16:16, 3 May 2006 (BST)
  5. Keep - Works for me --CPQD 16:03, 3 May 2006 (BST)
  6. Keep - Could THIS be the end of Spam Day (which, oddly enough, lasted for 3 days)? Tune in next time to find out! --Cyberbob240CDF - Arb - W! 16:15, 3 May 2006 (BST)
  7. Keep - Haha, Cyberbob, I thought the spam day kind of ended with April? Or you still feel a bit spammy from all those spams?:P. --Changchad 16:37, 3 May 2006 (BST)
  8. Keep I think it's a dupe but this idea is solid gold so I support it. --Jon Pyre 16:44, 3 May 2006 (BST)
  9. Keep - The name "autochuck" made me very, very wary. I definitely expected some ridiculous suggestion about throwing knives or something. This is good, though.--Wifey 16:53, 3 May 2006 (BST)
    • Re - I confess the effect was at least partially intentional. ;) --John Ember 16:55, 3 May 2006 (BST)
  10. Keep - I think I shall join the crowd chanting "KEEP KEEP KEEP" --Chineselegolas Talk 17:28, 3 May 2006 (BST)
  11. Keep - This could also save on server load. --Legom7 17:37, 3 May 2006 (BST)
  12. Keep - Even though its already coverd in the notes for the other 1 --xbehave 17:44, 3 May 2006 (BST)
  13. Dupe - Dupe of a rejected suggestion, although I think it was moved to Rejected incorrectly; it looks like it should have gone to Undecided to me. --Dickie Fux 17:59, 3 May 2006 (BST)
    • Re - Well, if we're going to put a suggestion like this on the Peer Reviewed page, I'd rather it be this one because it spells out in detail what items the suggestion affects. The other one seems to imply that shotguns and pistols could be auto-dropped as they are, technically, "infinite use." --John Ember 19:23, 3 May 2006 (BST)
  14. Dupe -As above, and also I want an extra flack jacket for my brainrotted zombie, people might want double knifes for role playing purposes, etc. to be short about it, it needs to be voluntary and controled. A button, perhaps?--Vista W! 18:02, 3 May 2006 (BST)
  15. Keep - I've seen stuff like this before, but this is well thought out. just use the other ideas they suggested. W!Mattiator 18:22, 3 May 2006 (BST)
  16. Keep -I am getting fed up with just ditching stuff Nazreg 19:16, 3 May 2006 (BST)
  17. Keep -It might be a dupe, but since the dupe is sitting in Peer Reject, it hardly seems to matter. Dunno why it got such a lukewarm reception (probably the wording/ lack of specifics), but this is a server-saving suggestion if I ever saw one.--Xavier06 19:23, 3 May 2006 (BST)
  18. Keep- Just one little change. Flak Jackets should not be part of the Auto drop situation. I know it might be rare, but consider this: I am a Zombie character currently playing as a human and in a police station with a Flak Jacket. However, I when I next die, I plan on getting Brain Rot, making it almost impossible for me to get new Flak Jackets. Therefore, I plan to collect as many as I possible can right now so I can have a store of them during my undead life. There is a reason to keep multiple Flak Jackets. --Rozozag 19:33, 3 May 2006 (BST)
    Re - No. No, there isn't. One flak jacket will last you your entire life in UD. and unlife. They don't degrade, and they don't go away.--Wifey 21:07, 3 May 2006 (BST) Author RE's only please.--The General W! Mod 21:47, 9 May 2006 (BST)
  19. keep - Me like me like alot But in regards to the voter above me how can you lose a flak jacket? ive died as a human and still had mine then been revived a number of times and never lost my jakcet so why would you need more than one? --Deadeye207 19:51, 3 May 2006 (BST)
  20. Kill - Only a keep if discarding is optional or you can set your preferences in profile. Timid Dan 19:59, 3 May 2006 (BST)
  21. Keep - I like it, but I would like it even better if this were a toggleable setting for the account, whether to autochuck or not. Would make everyone happy! --Reverend Loki 20:00, 3 May 2006 (BST)
  22. Keep - As long as it's an opt-in preference. --ism MotA - R'sR 20:03, 3 May 2006 (BST)
  23. Kill - Must be optional. --Grim s-Mod 22:26, 3 May 2006 (BST)
  24. Keep - However, as others have stated, I should be able to toggle this. --Darkstar949 22:27, 3 May 2006 (BST)
    • Tally - 20 Keeps, 2 Kills, 2 Dupes, 24 Total. -- Catriona McM 22:39, 3 May 2006 (BST)
  25. Keep - Very good idea. For those items that only one is needed and useful. Of course, it should be an option, or a preference. --Mark 23:09, 3 May 2006 (BST)
  26. Kill - I agree with Grim... should be optionnal. --McArrowni 23:21, 3 May 2006 (BST)
  27. Keep - Make it a flag in player preferrences.--Theblackgecko 00:26, 4 May 2006 (BST)
  28. Keep - I could lay pipe across Malton. --Spraycan Willy MalTel 07:22, 4 May 2006 (BST)
  29. Kill - Make it optional and I'll change it to Keep. --Seagull Flock 13:59, 5 May 2006 (BST)
  30. Kill - Make it optional... and if it autodiscards newspapers it's got my vote. DavidMalfisto 19:37, 5 May 2006 (BST)
  31. Keep - toggleability would be good, for those who WANT to carry 9 GPS Units, 3 Mobile Phones, and 6 DNA Extractors. -- Mettaur 17:51, 7 May 2006 (BST)
  32. keep - must be able to choose what gets chucked. Mattiator 03:26, 14 May 2006 (BST) Oops I voted twice. :-p Mattiator 03:27, 14 May 2006 (BST)
  33. Keep - change to toggle, otherwise I love this idea- Monkeylord 04:41, 16 May 2006 (BST)
  34. Keep Keep only if you get to choose what gets chucked. --Swmono talk - W! - SGP 01:21, 17 May 2006 (BST)

Flare Six-Shot V4

This suggestion has been spaminated with 8 Spam Votes, 3 Kill Votes and an Author Keep. It can be found here. – Nubis NWO 21:40, 3 May 2006 (BST)


Shotgun Modifications

Timestamp: 19:38, 3 May 2006 (BST)
Type: Skill
Scope: Zombie Hunters and their Shotguns
Description: This would be a Zombie Hunter skill that would allow Zombie Hunters to customize their Shotguns to various situations

Skill: Shotgun Modify (Appears on the Zombie Hunter skill tree). Allows Zombie Hunters to Modify their shotguns

Mechanics: A character with this skill would click a "Shotgun" in their inventory and be taken to a new screen to modify their shotgun. Once this screen is displayed the player would have 4 options to modify the weapon:

1) Increase Firepower: The shotgun would now deal 12 Damage and only be able to hold one shell.
2) Increase Accuracy: The shotgun would now have +5% Accuracy and only be able to hold one shell.
3) Increase Ammo and Decrease Firepower: The shotgun would deal 8 Damage and be able to hold 3 shells.
4) Increase Ammo and Decrease Accuracy: The shotgun would now have -5% accuracy and be able to hold 3 shells.

Once the modification was complete then the shotgun would be renamed to something else I am however unsure about any names. A player could click on the new weapon in his inventory to remove the modification and change it back to a regular shotgun.

The cost to modify a shotgun would be 100XP and 1 AP. The cost to remove a modification would be 0XP and 1AP.

I am not sure if this would be unbalanced or not but it is an idea to get people to spend some of their Banked XP. Im also working on one for Axes, Knives, and Zombie Combat skills.

Votes

  1. Spam XP is for character develepment not some currency to buy extra special weapons. and don't break the suggestion page.--Vista W! 19:41, 3 May 2006 (BST)
  2. Kill - What Vista said. --Mookiemookie 19:53, 3 May 2006 (BST)
  3. Kill - Hey look dude, I have used my shotgun for a long time, I am getting better at it, and now it happens to hold more ammos, but strangely it bends away, so I can't shoot properly. :(. --Changchad 20:01, 3 May 2006 (BST)
  4. Spam - Double damage? You're kidding, right? Timid Dan 20:02, 3 May 2006 (BST)
  5. Spam - Unbalanced. Actually, game-breaking, and you don't even have to run the numbers. Also, the concept of XP being used to unlock weapons belongs where it came from. Keep it there. --ism MotA - R'sR 20:06, 3 May 2006 (BST)
  6. Kill You guys are being harsh, this isn't spam in any way. At least he tried to add counter balances. --Zaruthustra-Mod 20:26, 3 May 2006 (BST)
  7. Kill - I suspect that the first two options are too "something for nothing" while the latter two would probably not get used. --John Ember 20:39, 3 May 2006 (BST)
  8. Spam - If only because of the absurdity in suggesting that the typical double barreled shotgun could hold three shells and fire without exploding. --Grim s-Mod 21:01, 3 May 2006 (BST)
  9. Spam - Hey, look! It's a spamwagon. Hop on it!--Wifey 21:13, 3 May 2006 (BST)
  10. kill - I wouldn't say its spam, just that the XP shouldn't be used to buy guns, it should be used to build skills. And, as has been said, whilst you have tried to address any unbalances it would create, the bottom two would be ignored and the top one (I'd guess) would be maxed out by most - the one shell thing isn't much of a letdown, it just means you need to reload more often. HerrStefantheGreat 22.17, 3 May 2006 (BST)
  11. Spam - *hops on* What Grim Said - Tirion529 22:18, 3 May 2006 (BST)
  12. Spam - See above. Catriona McM 22:30, 3 May 2006 (BST)
  13. Kill - This isn't good, but it's not spam. Like John Ember said, for the first two options, the loss of carrying space does not counter-balance the increase to the weapon. For the other two the increase in space does not make up for the loss in effectiveness --CPQD 22:34, 3 May 2006 (BST)
  14. Kill - It may not be spam, but it's going into Peer Rejected either way... – Nubis 22:38, 3 May 2006 (BST)
    • Tally - 7 Spams, 7 Kills, 14 Total. -- Catriona McM 22:37, 3 May 2006 (BST)
  15. Kill - Off to Peer Rejected with ye! *sweeps under a rug* -Wyn (talk!) 00:00, 4 May 2006 (BST)
  16. Kill- There is honestly no need to vote "Spam" on a suggestion like this. Just try again. --Rozozag 00:49, 4 May 2006 (BST)
  17. Kill - There's probably some merit in this suggestion, but it is buried far beneath a bunch of ill-conceived ideas. 1) The idea of unique modded weapons may seem like a good idea, but it's not quite right for this game. UD tends to work from the notion that every survivor has access to the same kind of items, but those with experience know how to use them better. The trend towards weapon-modding has more of a fantasy or post-apocalyptic feel. 2)There is a lot of banked XP out there, but making it currency to fund showy one-upsmanship ("Lookit my kewl new shotgun that I got because I just have that much XP to throw around!"). At least newly-implemented skills encourage maxed-out players to go out and do something. 3) UD doesn't operate under the same conceit that most MMORPGs have: that all character traits (accuracy, damage, whatever) should have no upper-limit. We also have no game-spawned enemies, making this a solely PvP game. Balance is key, so any suggestion that messes with weapons should keep that in mind. Play the game for a while, then look back at this suggestion...--Xavier06 15:29, 4 May 2006 (BST)
  18. Spam What Grim said. DavidMalfisto 19:41, 5 May 2006 (BST)
    • Tally - 8 Spams, 10 Kills, 18 Total. --The General W! Mod 18:02, 6 May 2006 (BST)
  19. Kill - There are some good ideas in here but its just not the sort of thing that belongs in Urban Dead. It just seems wrong. It doesn't deserve a Spam vote but is not good enough for a keep. Sorry. --Krazy Monkey 15:56, 15 May 2006 (BST)

Rail System

This suggestion has been spaminated with 8 Spam Votes. It can be found hereNubis NWO 22:23, 3 May 2006 (BST)

  • Thanks, Nubis, for providing the link. From the Spam voters, what was your objection with this one?--Xavier06 15:32, 4 May 2006 (BST)

Mutant Viral Strains

Timestamp: 23:07, 3 May 2006 (BST)
Type: Skill
Scope: Zombies, and victims
Description: This would be the 10th level zombie skill, and like it's survivor brother, has no other requirements.

Mutant Viral Strains (could be renamed, but I could not think of a more appropriate name) represents that the virus has mutated in older virus to a point that makes it more active. The virus multiplies ni the zombies glands, and it spread to others via the bite attack, because of the saliva. Basicly, it's a more active version of the original virus, but does not attack normal functions as the infectuous bite strain. The description would go as follows: Mutant Viral Strains: After a long time of exposure to the virus and serving as it's host, a new active strand has emmerged, but does not destroy normal tissue when multiplying. You may now pass on this infection to others you bite.

To talk game mechanics. This would act as the normal infection, but would do no damage and would stack with it. If you are infected, your status shows as 'Ill', and if you are both infected and 'ill', it could show as 'Weary'. What it does slightly fight the Necrotech syrum, even more than it's founding strain. A character that is 'ill' and dies has 25% of having the next necrotech injection fail on him. And I emphasise, only the first attempt. FAKs and Necrotech syringes heal this is one use (and FAKs also heal the infectuous bite at the same time). This would be a way of 'balancng out' the Head Shot skill. Zombies wanting to raise as zombies take +5 APs, Zombies (infected) wanting to raise as humans have 25% chance of having the first syringe fail.

Votes

  1. Keep - Author vote. With powered searches, much more zombie killing, and thefore head shotting, will be done. Also, with 40 APs, it has been proven to be easy to find 5 syringes and other useless crap, making syringes abondant again, or atleast on their way to be. --Certified=Insane 23:07, 3 May 2006 (BST)
  2. Kill - Believe it or not, but i think the revive nerf has solved any and all problems with revives. Pre nerf i would have voted keep, but this just seems excessive at present. --Grim s-Mod 23:15, 3 May 2006 (BST)
    • Re - It did, and then they nurfed it back by making syringes overly available with a crazy find rate thanks to powered search, and gave better chances to find ammo so that survivors waste less APs searching, more APs head shoting. --Certified=Insane 23:55, 3 May 2006 (BST)
  3. Kill - Let me run this through my decoder... So, this is essentially an extention of Brain Rot, except transferable. Personally, I think Survivors are having a hard enough time as it is. --Mark 23:18, 3 May 2006 (BST)
    • Re - No? You don't need brain rot, and it gives you no direct bonus. Cured by a FAK or syringe, and the chance is only at 25% to start with. any attempt to heal or revive gets rid of this status. --Certified=Insane 23:55, 3 May 2006 (BST)
  4. Kill What Grim said. --Jon Pyre 23:41, 3 May 2006 (BST)
  5. Kill - Great. Less hambargarz for me to snack on. Forget it. -Wyn (talk!) 00:06, 4 May 2006 (BST)
  6. Kill - Newp.--Wifey 00:32, 4 May 2006 (BST)
  7. Keep - I see nothing bogus or broken about this skill at all... it just makes revives take a little longer so what? --Surfincow 00:50, 4 May 2006 (BST)
  8. kill revives already cost 10ap, if i see the zed i just scanned has this infection am i really going to risk using 2 syringes and 20ap or just find a better target? fair enough if its one of my own group but my survivor is a lone wolf and i dont want to rely on someones charity more than i already do.--Honestmistake 13:56, 4 May 2006 (BST)
  9. Kill -Don't make suggestions on the basis that we need to balance out one side or the other; Make suggestions that make gameplay more fun, challenging, or interesting for both sides. Take "Ransack", for example. Right now, its giving zombies a slight edge, but resourceful survivors and survivor-groups are pulling together again and adapting, so its win-win: Zombies get a new skill and life just got a little more interesting for survivors. While I have some qualms with Headshot, you don't "fix" it by throwing zombies a new way to grief survivors, because then the survivors will just want something for their side again. This doesn't make life any more interesting for zombies or survivors; It just makes it more annoying.--Xavier06 15:50, 4 May 2006 (BST)
    • Re - That's total bullshit. Ransack is worse than Death Rattle! Needing to adapt for this? Hardly, an extra AP here and there and having the inconveniance of clearing the building first. Tell me how this is in ANY way more powerful than Head Shot. Seriously. If you can find me one reason that this skill griefs even the least bit more than Head Shot, then i'll reconsider. Besides, it works the same way as HS. You kill the opposing side and give them a penality for rising as what they want. If someone wants to do the math, be my guest, but as far as I say you, you have 1/4 chance to make it miss. So on 4 syringes, you will waste 10 APs. On 4 kills, zombies waste 20 APs. Please tell me how this is an anyway overpowered and griefs more than Headshot (which will not become more frequent thanks to powered searches). --Certified=Insane 21:07, 4 May 2006 (BST)
  10. Kill - SSS. --Cyberbob240CDF - Arb - W! 15:56, 4 May 2006 (BST)
  11. Keep - This is a great idea. --John the baker 13:25, 5 May 2006 (BST)
  12. Spam - So basically you want to make Brain Rot a weapon? Headshot is already balanced with Ankle Grab - HS is +5 AP, AG is -9. How about making a survivor skill to go with this that raises the search rate for syringes by 50%? DavidMalfisto 19:47, 5 May 2006 (BST)
    • Re - Spam is not a strong kill. Ankle grab works both ways. You can already easely find 2 syringes in 5 searches, that's good enough for me. --Certified=Insane 03:27, 6 May 2006 (BST)
      • Re - I know I'm breaking a rule here, but I just have to say this. Certified, 2 syringes in 5 searches is freakishly lucky, even with the recent boost. Don't have a go at people just because they don't like your ideas. --Cyberbob240CDF - Arb - W! 03:31, 6 May 2006 (BST)

Anti-Virus Manufacture (Simplified Redo)

Timestamp: 23:24, 3 May 2006 (BST)
Type: New NT Skill
Scope: Manufacture AN-6 Anti-Virus At Powered NT Buildings
Description: Anti-Virus Manufacture

Appears on science skills tree just under NecroNet Access, adds no benefits to your zombie character. Only prerequisite is NecroNet Access.

You are experienced at manufacturing and storage of the NecroTech AN-6 antivirus. You can establish anti-virus storage facilities at any powered NT building at any time for 25 AP. Any survivor with the NT employment skill may use these facilities to cure their infection for 1 AP.

  • Provided it is a powered NT building, that is also not ransacked you may spend 25 AP to set up these facilities any time. This building's description will now add "You see there is an ample supply of the AN-6 antivirus in cold storage." Every time your character successfully does this to a building that hasn't had AN-6 storage for at least 6 hours your character gains 7 XP. (This prevents people from setting up facilities, destroying it, and setting up again for XP harvesting.)

Using The AN-6 Anti-virus

  • Anyone with the NT employment skill can click on the "Use An-6" button, and for 1 AP, they are cured of infection!

Loss Of Power, Loss OF AN-6 Stores

Any time a NT building with these storage facilities loses power, the entire stores of AN-6 will be immediately lost. The lab equipment is unaffected, but it still takes 15 AP to re-create the antivirus. The anti-virus doesn't last more than a minute if it isn't stored at or below -5 degrees celcius. (Even when injected, it hurts a lot because it's so cold!)

Any zombie that destroys a generator in a NT building, causing the destruction of the AN-6 stores immediately gains 7 XP!

This is the reward for serving the zombie cause: infect all survivors.

  • NT Employment limitation: Any player with NT employment skill is not able to attack generators in a powered NT building with AN-6 storage, other survivors can destroy these generators, as well as zombies, but because of the security considerations (and certain death by complete incineration, company policy) no NT employee is permitted to destroy a generator in a NT building with AN-6 stores.)

Plot, Reasons:

This is mainly intended to be a secret anti-virus that NT just discovered and has made available. The darker purpouses behind it, is many survivors will choose (or eventually be forced to choose) some manner of NT employment just to have access to the anti-virus!

Infected survivors may still make it to their favorite NT building, only to find it without power and no anti-virus! Now they have to go to the hospital.

Ultimately, it makes sense that NT can have an efficient anti-virus, just in case. So NT employees can focus on revives, and not be "out of the loop" as a zombie for too long, because of periodic infection. This anti-virus is limited in the fact the generator must be maintained, and the building not lost to zombie incursiuon, and the antivirus cannot be picked up and moved with you like an FAK.

This also can come in handy for NT employees who get infected constantly while doing their DNA scans, revives, and scouting of the area.

Votes

  1. Keep - Author vote. I've always wanted to see NT in possession of a secret antivirus. Most players will still need to find and keep FAK's on hand, but this makes being an advanced science character just a bit more sweeter. Access to improved medicines. And, this allows for being part of the NT "society" to have it's additional benefits. --MrAushvitz 23:24, 3 May 2006 (BST)
  2. Kill Unfortunately this would only work if the character classes were kept seperate and there were only a limited number of maxed-out Necrotech employees. -- Andrew McM W! 23:29, 3 May 2006 (BST)
  3. Spam - Or they could use a FAK. Difficult solution to an easy problem. - Tirion529 23:35, 3 May 2006 (BST)
  4. Kill FAKs exist and they don't spoil when the power goes down. --Jon Pyre 23:42, 3 May 2006 (BST)
  5. Spam A complicated new way to do old things. --Grim s-Mod 23:58, 3 May 2006 (BST)
  6. Spam - I thought that this suggestion could not have been made any more retarded. I was wrong. - CthulhuFhtagn 00:00, 4 May 2006 (BST)
    • Re - Your continued ignornace is noted. --MrAushvitz 03:00, 4 May 2006 (BST)
  7. Spam - see above - --ramby T--W! - SGP 00:05, 4 May 2006 (BST)
  8. Kill - I can find a lot of FAKs in 25 AP. It's not worth expending that just to get 1 AP find-and-use FAKs later. --John Ember 00:09, 4 May 2006 (BST)
  9. Spam - Carrying a FAK around sounds like a much better idea still.--Wifey 00:35, 4 May 2006 (BST)
  10. Kill- Once again, there's no need to vote "Spam". Even if you don't like the suggestion, it is not utter ridiculous, which is what the "Spam" vote if for. --Rozozag 00:53, 4 May 2006 (BST)
  11. Spam - Even worse than the first time --Cinnibar 05:13, 4 May 2006 (BST)
  12. Kill - Super complicated new way of doing old things. --Mookiemookie 14:58, 4 May 2006 (BST)
  13. Spam - as above --Timid Dan 21:27, 4 May 2006 (BST)

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