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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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Timestamp: 00:54, 4 June 2006 (BST)
Type: Minor change
Scope: People with Crucifixes
Description: Clicking on a crucifix in your inventory would cause you to hold it up. This would be seen as "You hold up a crucifix" other players would see this as "So n' So holds up a Crucifix" This would be strictly for RPing purposes,and would, of course, cost 1 AP. It wouldn't be any different from talking, other that the fact that the word "says" and quotation marks would be removed.


  1. Keep - Author Vote. --Rozozag 20:37, 6 June 2006 (BST)
  2. Keep - 'Cause I believe there should be something to do with every item, even if it's totally useless. --Jimbo Bob ASSU! 01:29, 4 June 2006 (BST)
  3. Kill - This would spam the screen, and be totally pointless. Please read the Suggestions Dos and Do Nots page. –Bob Hammero TW!P! 01:37, 4 June 2006 (BST)
  4. Keep - I don't see why not. If people wanted to spam, they could just talk for 1 ap. I don't see how this falls under bad suggestion guidelines, though. --Cinnibar 01:50, 4 June 2006 (BST)
  5. Keep - Power of Christ compels you bitch. Sonny Corleone WTF 01:51, 4 June 2006 (BST)
  6. Keep - What the heck.--'STER-Talk-ModP! 02:09, 4 June 2006 (BST)
  7. Keep - Bob Hammero, if you think this will spam the screen then suggest that talking is removed. Talking can spam the screen just the same and you don't even need an item for it. Hell the radio spams a lot more then a small message saying you held something up. If someone wanted to spam with crap they would talk, not look for an item to hold up. --Teksura 02:32, 4 June 2006 (BST)
  8. Keep - It's the holy emote! --Ember MBR 03:11, 4 June 2006 (BST)
  9. Keep -Everyone knows the way to stop the Zombie Horde is by waving cruifixes around!--ShadowScope 03:33, 4 June 2006 (BST)
  10. Kill As said, spam. Besides, since when are zombies supposed to be repelled by crucifixes? It doesn't even make sense roleplay wise. *Guy holds up crucifix* "Hey guy, that's a nice crucifix!" --Jon Pyre 05:06, 4 June 2006 (BST)
    • Re: - Well, actually, that would be up for the player him/herself to decide. I was thinking something along the lines of:
      Wannabe holds up a Crucifix
      Wannabe says "Get out of here you heathens, this is Holy Ground!"

      But it could potentially be something like:
      MrMunch holds up a Crucifix
      MrMunch says "I like it 'cuz it's shiney!"

      Whatever you want.--Rozozag 20:37, 6 June 2006 (BST)
  11. Keep - Jon, the crucifixes don't have any effect. It is for this reason alone that I'm voting Keep. --A Bothan Spy Mod WTF U! 05:08, 4 June 2006 (BST)
  12. Kill - The less I see of religion, the better. EDIT: Also, wouldn't the generic "emote" suggestion cover this and more? –Xoid 11:31, 4 June 2006 (BST)
    • Abstain - Would this work for zombies too? If so, Keep. 343 07:42, 4 June 2006 (BST)
      • Invalid vote struck. Abstain is not a valid vote type. Please vote either Keep, Kill, Spam, or Dupe. –Bob Hammero TW!P! 08:17, 4 June 2006 (BST)
        • You're not a mod if I'm not mistaken, don't cross out votes unless you are. Tokakeke 04:27, 5 June 2006 (BST)
  13. Keep - I would like to see some future purpose for the crucifix. Maybe it can do something in conjunction with something else...anyway, nice flavour. --Otware 10:13, 4 June 2006 (BST)
  14. Kill - COmpletely pointless. You can just always say "*holds up crusifix with hard determination, with fire glowing in his eyes, thinking of the lost souls of blah blah blah*".--William Raker 11:24, 4 June 2006 (BST)
  15. Keep - nice little tweak--xbehave 18:08, 4 June 2006 (BST)
  16. Keep - Works for me. --Paradox244 19:12, 4 June 2006 (BST)
  17. Kill - Good ideas for Peer Approved only please. David Malfisto 20:48, 4 June 2006 (BST)
  18. Keep - awesome little tweak. --Wilhelm 02:50, 5 June 2006 (BST)
  19. Kill - The crucifix does nothing now...and after this it would still do nothing. Like William Raker said, you can just say you're holding up your crucifix when you speak. Nobody would use this if it was implemented because it would cost twice the AP for the same result. Only possible benefit is giving people more room to talk on and on. -CWD 03:02, 5 June 2006 (BST)
    • Re: But, it would still have that annoying little "Says" in there, and the quotations. This way, it shows that you actually do have a crucifix, and went through the trouble of finding one in order to hold it up. I think that's worth something --Rozozag 20:37, 6 June 2006 (BST)
  20. Kill - Not very useful. --Toejam 04:49, 5 June 2006 (BST)
  21. Kill -While I DO like flavor stuff and simple stuff (not everything has to be a major event/change to the game), this...just does nothing. As William Raker pointed out, you can just do that in the speak section. What we need, which this hints at and has already been discussed, is an EMOTE addition.--Pesatyel 05:17, 5 June 2006 (BST)
  22. Keep - Every item should have a use, even if its just a flavour addition. --Zementh 12:17, 7 June 2006 (BST)
  23. Keep - It's just a bit of harmless fun. The only problem is it might spam up the display a little. --Ashnazg 0636, 17 June 2006 (GMT)


Spaminated with 7 spam votes/7 total votes. Most voters thought that the suggestion would only be a tool for griefers. –Bob Hammero ModB'cratTA 04:56, 4 June 2006 (BST)


Spaminated with 7 spam votes/8 total votes. Most voters thought that the suggestion would far overpower survivors, and was not completely thought out. –Bob Hammero ModB'cratTA 05:01, 4 June 2006 (BST)

Climb Trees

Timestamp: 04:18, 4 June 2006 (BST)
Type: Skill?
Scope: Survivors
Description: Egads! Some malodorous miscreant has heavily barricaded your entry point, and now you are left to the tender attentions of the ravening horde of zombies crawling about this forsaken city. But wait! What's that there in yonder parkland? It's a stately and noble oak, with grand, spreading branches into which you can cravenly scurry while you recouperate enough to look for a new hiding place... or atleast rip yourself open a new one. You are saved! (or are you...)

Not really a skill as I don't think it warrants spending XP, but I suggest that survivors be able to climb trees in order to potentially save themselves from peril should they become locked out of their safe houses and lack the AP to look for another or break into one. By spending perhaps two AP in a park, a survivor can scurry up into a tree. The survivor will still be invisible to adjacent blocks, as if she'd entered a building, but be visible to anyone standing in the park. Flavor text-wise, people entering the park would see "Player X, Player Y, and Player Z are cowering in the trees". Zombies and PK-ers in the park can choose to attack the tree to knock the player down to the ground, causing about two HP of damage and making the survivor then vulnerable to further attack. Each strike of the tree will have a chance of knocking down *each* person in the tree, so a particuluarly fortuitious strike could bring down survivors like candy from a piñata. In mechanics it should be about as effective a three-success barricade. Thus, a zombie with Vigour Mortis and Death Grip would have to make two strikes at 25%-ish accuracy to knock someone out of a tree.

Each survivor would have their own pool of 'barricade points'. Thus, Survivor A climbs into a tree. A passing zombie manages to remove two barricade points, but then gives up. Survivor B climbs into the tree as well. Another zombie drops by, manages another lucky strike, and Survivor A falls out of the tree, while Survivor B manages to cling on for dear life. Hopefully for Survivor B the zombie will give up shaking the tree and start feasting on poor Survivor A.


  1. Kill - How about we make things better for zombies? Seriously, the "let's make zombie numbers dwindle even more!" suggestions are getting old. Zombies are played by other players. Remember this.Bob Hammero TW!P! 04:42, 4 June 2006 (BST)
  2. Keep For the sheer hilarity of it. "You angrily smash into the tree. 23 survivors drop to the ground around you." --Cerebrus13 04:43, 4 June 2006 (BST)
  3. Kill - As Bob, but less harsh. It's not so much that this is necessarily a bad idea - it's that the last thing we need right now is yet another gimmick for survivors. --Jimbo Bob ASSU! 04:46, 4 June 2006 (BST)
  4. Kill Find an entry point, use a crowbar to break the cades down to very strong, or perish outside and level up some zeds. --Jon Pyre 05:04, 4 June 2006 (BST)
  5. Kill - I be ninja! --A Bothan Spy Mod WTF U! 05:06, 4 June 2006 (BST)
  6. Kill - I don't know this sounds reasonable, of course, zombies must be given chain saws to cut down the trees. --`mudez U! LCD 05:24, 4 June 2006 (BST)
  7. Kill - That is a very amuseing idea. I laugh at the thought of knocking people out of a tree. And I laugh harder when I start to imagine the entire ULC of Caiger mall go and try to break the world record for most people climbing a single tree at the same time. But I vote kill nonetheless --Teksura 05:30, 4 June 2006 (BST)
  8. Keep - Author vote, what this basically does is create more, albeit rather crappy, buildings. That and I find the idea of survivors falling out of trees like autumn chestnuts to be an unbearably fun image. --Tommathy 06:05, 4 June 2006 (BST)
    • Humorous I think all the trees in Malton have been eaten. --Ron Burgundy 07:13, 4 June 2006 (BST)
      • Invalid vote struck. Humorous is not a valid vote type. Please vote either Keep, Kill, Spam, or Dupe. –Bob Hammero TW!P! 08:21, 4 June 2006 (BST)
  9. Kill - Since this is humorous, should this get moved to humorous suggestions, or did the author really intend for this to go ingame? –Xoid 07:43, 4 June 2006 (BST)
  10. Kill - Go Humorous. Dammit. This place has got enough shit suggestions trying to screw up zombies. --Changchad WTFW!SGP 12:02, 4 June 2006 (BST)
  11. Kill - A Tree Grows in Malton by Sonny Corleone WTF 14:37, 4 June 2006 (BST)
  12. Kill - Why do you hate zombie players? --Mookiemookie 14:43, 4 June 2006 (BST)
  13. Kill - Just look at the stats and Zed/Survivor Ratio, even after the last Rev Nerf the Zed Population keeps dwindling. We don't need crap like this.. Just don't get locked outside.--Vykos 18:21, 4 June 2006 (BST)
  14. Kill - No. --Paradox244 19:13, 4 June 2006 (BST)
  15. Kill - I think this could be made workable if you removed the invisibility issue and reduced the "barricade strength" of the tree. --Ember MBR 19:32, 4 June 2006 (BST)
  16. Kill - While Cerebrus raises a good point... I think not. David Malfisto 20:50, 4 June 2006 (BST)
  17. Kill you could live indefinatly ina barricaded safehouse, but you could not safely spend a night in a tree Ybbor 03:40, 5 June 2006 (BST)
  18. Kill -Not clear enough. "Perhaps 2 AP?" If you want to suggest, you have to state EXACTLY what you want to suggestion. Exact numbers. If you aren't sure what numbers to use, start on the talk page.--Pesatyel 05:21, 5 June 2006 (BST)
  19. Kill -Love it! It needs, however, a cap on the ammount of people hiding per park, as well as, in my opinion, a weaker defence. Also, introduce a zombie skill (not sure which tree) 'Climb Tree' or somesuch, where the zomie makes an attack at normal to-hit percentage, and on success drags the survivor from the tree, and deals normal damage plus 2 for falling. This way it doesn't give either side much of a bonus, but adds a new way to play, and maybe you'll get lucky if you're locked out one night. --Burgan 15:09, 5 June 2006 (BST)
  20. keep - OMG perhaps its just cos i only got back into the country a few hours ago (finding myself to be the proud owner of 3 zeds!) but i love this. I honestly can't see how it nerfs zeds, after all if i read it right its like being in a lightly barricaded building that everyone nearby can see into. this would not be the safe house of choice for anyone. though if each park had only a dozen suitable trees and each had to be attacked seperatly that would make for a lot of light barricades. Regardless lets all cheer "TIMBER>>>" and be done.--Honestmistake 14:48, 6 June 2006 (BST)

Advanced Communication

Timestamp: 04:43, 4 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: This suggestion would create a new skill located under Death Rattle and accessible only to zombies of level 10+ (as with Headshot for humans).

It would allow zombies with the skill to speak without distortion to other zombies. Players would type text into their speech box, and all other currently zombified players, even if they themselves do not possess this skill, would see the resultant speech as clearly as if it had been written by a survivor, with (possibly, but not required) additional flavor text such as "Name groans <insert text here> sonorously." Humans, however, would still see speech from the skill-possessing zombie as if it had been run through the Death Rattle filter.

The reason this is needed:

First, zombies numbers are declining precipitously. This isn't even owing to them getting revived - they're just quitting. The number of players has dropped by somewhere in excess of 5000 people, and the bulk of that is zombies.

Second, this is because playing a zombie just isn't as much fun - and in large part this is because playing a feral zombie is simply a much more isolated, alienating experience. A lot of attention is paid to the relative combat power of the two sides. What people pay less attention to, however, is that the survivors possess a virtual monopoly on communication.

They can spraypaint static messages to one another that can be left for people who aren't even there right now to see. They can speak freely to one another. And with cellphones and, especially, the new radios, they can speak to one another clear across the city with very few restrictions.

Zombies, on the other hand, have to purchase a skill just to enable them to grunt out more than half-unintelligible messages to one another and nearby survivors.

As of right now, zombies - the race which is supposed to be highly skilled at hording together, rooting out hiding places, and finding and inevitably exploiting the weaknesses of their enemies - cannot communicate anything much more sophisticated than "Grab mah manbagz, harmanz!".

For newbies especially, having nobody to lead them or give them an idea of where they can go must be disheartening. This skill would go a long way towards fixing all that, without being unbalancing - it just gives the zombies a little taste of what the survivors have.

I recognize I may be on shakier ground here as far as genre goes - most of my zombie knowledge comes from UD. However, I believe that this is the kind of thing that fits in with the zombie/monster movie theme.

Often, the supposedly animalistic enemies display unexpected - and generally incomprehensible - intelligence. Examples would be the aliens in the Aliens movies, or "Big Daddy" in Land of the Dead. That last example, in particular, establishes a precedent for more advanced zombies having some form of communication. This isn't "magic zombies," or anything like that. It's just an example of emergent behavior on the part of a new "lifeform," namely the zombies.

If voters don't like this version, I'd appreciate it if they would note what, if anything, I could do to fix/improve this suggestion in their votes. If I get enough input, I'll take this to Talk for a rewrite and then resubmit it.

Edit: for all of you claiming that this would somehow make zombies the same as survivors, please go here for my rebuttal(s) so that I don't have to spam this page up reposting it.

Further Edit (since people seemed to miss this as a comment): This is NOT a dupe. A dupe must have no viable differences from another suggestion. This has several. First, Grim's suggestion is a change to Death Rattle. Mine's a whole new skill. Grim's has no level req. Mine does. Further, (though this is very minor) Grim's has no suggested flavor text, and mine does (a little). Again, this is NOT a dupe. I'm guessing that what led Kevan not to implement Grim's idea is a concern that it would change the character of the game too much to enable very large numbers of zombies to talk to one another normally. I'm hoping the additional restrictions on my idea would address that.


  1. Keep - Author vote. --Jimbo Bob ASSU! 04:44, 4 June 2006 (BST)
  2. Keep - Good idea. Zombies need the boost. –Bob Hammero TW!P! 04:45, 4 June 2006 (BST)
  3. Keep What that guy said. And dammit, why can't I think up these "short and simple" suggestions?! --Cerebrus13 04:48, 4 June 2006 (BST)
  4. Keep - A much needed Zombie boost. Might not be enough to bring back the horde that left, but it might be a start. -- Tirion529 04:50, 4 June 2006 (BST)
  5. Keep - I voted keep on other versions of this months ago, and I still do so now. And I believe this can dodge dupe votes because of extra restrictions and timeliness. --McArrowni 05:05, 4 June 2006 (BST)
  6. Keep - Great. Really great. --A Bothan Spy Mod WTF U! 05:07, 4 June 2006 (BST)
  7. Dupe Dupe as linked below. I'm certain I've seen this before, someone please help me find the Dupe link. And if not a dupe, zombies that are able to talk would reduce much of the character of the class. They'd basically just become survivors that spend most of their time outdoors. Hordes would exchange messages like "Zombie Mr. T pities the fool!" or "Post ZK screenshots at!". Very out of genre. I agree zombies need a better form of communication but I'd rather it be some organic instinctive thing like Feeding Groan rather than something this blunt and unbalancing. --Jon Pyre 05:18, 4 June 2006 (BST)
    • As it is, zombies already say those kinds of things - they're just forced to metagame in order to do so, as well as to say anything useful. Right now, zombies are crippled, and they need a fix for that. And speaking of out-of-genre spam, didn't you make a suggestion for radios predicated on the assumption that the requirement of a skill would result in greater maturity? The level restriction I have here would do what your's did and then some. Finally, pick a vote. If you wanna make a dupe vote, you have to find the specific suggestion that this supposedly duplicates exactly and provide a link to it. --Jimbo Bob ASSU! 05:30, 4 June 2006 (BST)
  8. Spam If zombies can speak like humans, let's let them use guns! and then then can use radios as well! and climb past baracades, and revive people and... wait, that would make them stop being zombies! sigh, when will people ever learn?--`mudez U! LCD 05:27, 4 June 2006 (BST)
    • Oh, don't be an ass. You're making a very clear slippery-slope fallacy right there, implying that X will inevitably lead to Y when any reasonable evaluation would show that this is obviously not the case. What I'm proposing is comparatively unrestricted speech for high-level zombies that choose to purchase and use this skill - and nothing more. Cast your vote on that, please. --Jimbo Bob ASSU! 05:34, 4 June 2006 (BST)
  9. KEEP - Zombies need a better way to work together. Who is to say zombies aren't able to understand other zombies? Have you ever seen 2 zombies seeming to have a misunderstanding of what the other was saying? The stupid things some may say is the small price we will have to pay to help save the game itself before everyone goes over to Nexuswars --Teksura 05:45, 4 June 2006 (BST)
  10. Keep - Good idea --Darkstar949 07:05, 4 June 2006 (BST)
  11. Kill - Fix zombies, but don't do it by making them survivors. --Ron Burgundy 07:16, 4 June 2006 (BST)
  12. Keep - I feel that this is a long time coming, but we beter not get radio operations! 343 07:58, 4 June 2006 (BST)
  13. Keep - Like it. --Abi79 AB 11:23, 4 June 2006 (BST)
  14. DUPE- Hell. I duped it before, a lot of other people duped it before. Stop duping this one. --Changchad WTFW!SGP 12:00, 4 June 2006 (BST)
  15. Dupe - I cant believe i didnt think of this fir... oh wait, i did! HAHA! --Grim s-Mod 14:38, 4 June 2006 (BST)
  16. Keep - It's only to zombies so it technically isn't them talking like humans. Good. Now let's get this implemented before flamethrowers and the buddhist monk class is. Sonny Corleone WTF 14:40, 4 June 2006 (BST)
  17. Dupe grim --Mookiemookie 14:45, 4 June 2006 (BST)
  18. Kill - Almost all devoted Zed players have much XP to spend, allowing 'normal' communication through a skill for Zeds at lvl 10+ is just madness. And the whole idea that every Zed could understand them is even more mad. You should've stated that only Zeds with that skill could understand eachother. If there would be a skill for better Zed communication it should still be distorted but less than now. ( Now it's unreadable without translator scripts) I'm up for better com skills for Zeds,.. but talking like normal humans,.. no way.--Vykos 18:33, 4 June 2006 (BST)
  19. Kill - Now they want to take DR from us!--Cah51o 20:20, 4 June 2006 (BST)
  20. Dupe - Now I'd love to vote Dupe and leave it at that, but I just know that some ass will say "it's not a dupe" and strike out my vote. If that happens, count this vote as Spam on the grounds that - Survivors and Zombies should not be made even more similiar. This just removes flavour from Zombies. I've seen a lot better zombie buffs than this anyway, and when was the last time you saw zombies gather together for a sit down chat?! Zombies can already say everything we need to using zombie code we can say "go to XXX", "attack XXX" and really - what more do we need. That's not even factoring in feeding groans. David Malfisto 20:55, 4 June 2006 (BST)
  21. Kill - I've got a great idea - Lets just get rid of zombies all together. It'd be easier than slowly blurring the line between the two sides, and hell, really - just cut to the chase. --Blahblahblah 03:50, 5 June 2006 (BST)
  22. Kill - No zombie shakespeare, please. Tokakeke 04:29, 5 June 2006 (BST)
  23. Kill My problems with this are two-fold. 1) With feeding groans, zombie screens are already spammed to hell when they log on. With this it would be insane. 2) This opens up a terrifying new world-zombie pick up lines. If I have to suffer through hearing "You look good enough to eat" even once I will eat your children. Unsigned vote struck. --Jimbo Bob ASSU! 06:41, 7 June 2006 (BST)
  24. Kill -Actually a dupe is a suggestion that is "exactly or very close" to an idea in Peer Reviewed or currently voting. I think this would qualify. However, I think it is an IMPROVEMENT, as far as it being a new skill under Death Rattle. I'm voting kill because I don't like the level restriction.--Pesatyel 05:31, 5 June 2006 (BST)
  25. Kill as per ron burgandy vanis314 05:38, 5 June 2006 (BST)
  26. Keep - playing as a zombie is sooo boooring, compaired to playing as a survivor anyway,so what if they get similar they're never going to be the same until zombies can barricade and u can revive yourself as a survivor, theres no problem making them more similar--xbehave 21:07, 6 June 2006 (BST)
  27. Keep - Part of what I feel is wrong with UD [Refer:] --wcil 11:33, 14 June 2006 (BST)

Advanced Ineventory

Timestamp: 07:45, 4 June 2006 (BST)
Type: improvement
Scope: anyone carrying stuff
Description: OK well i found that having stuff is complicated, you could have 12 shotgun shells littered all over your inventory and mistake the shells for a shotgun and click the wrong thing, same goes for pistol, DNA exttractors, wirecutters in the clutter of a large inventory its difficult sometimes to function

i think a system should be made were anything you have that is the same will be filed as such like a gun shows its ammo--- Shotgun Shell(8) or Flak Jacket(2) that would help


  1. Dupe - I fixed your suggesting format for ya! Also, there are firefox plugins that do this. I think they're somewhere in here [1] --Ron Burgundy 07:45, 4 June 2006 (BST)
  2. Keep It is a dupe but such a badly needed dupe that I'll give this dupe a keep. --Jon Pyre 07:50, 4 June 2006 (BST)
  3. Dupe - Thanks Ron. I was working on a strike out but you fixed it first. 343 07:53, 4 June 2006 (BST)
  4. Dupe/Spam - Whoever suggested this also *overwrote* a suggestion that had been removed for revision, in addition to the tragic formatting. --Tommathy 07:54, 4 June 2006 (BST)
    • You are only allowed one vote. Second vote struck. If you want to vote Spam instead, you need to change it. –Bob Hammero TW!P! 08:24, 4 June 2006 (BST)
    • He [343] REMOVED my vote as well. –Xoid Illegal Re. --A Bothan Spy Mod WTF U! 10:42, 4 June 2006 (BST)
  5. Kill - "Ineventory"? Spell-chek plz. Also, use Firefox + UDtool. It's not hard, and it's got a variety of other benefits as well. --Jimbo Bob ASSU! 08:17, 4 June 2006 (BST)
  6. Spam - This is already done with UDTool. –Bob Hammero TW!P! 08:24, 4 June 2006 (BST)
  7. Dupe - Since NO ONE else is picking up on the bleedingly obvious; I'm reinserting my illegally removed vote here: "Fucked up spelling, and bad grammar aside; I don't mind this suggestion. I <3 Firefox, but there are other browsers out there, and not everyone likes to use extensions. On top of that, the extension is buggy in this regard at the moment, check the Bug Reports page, near the bottom. –Xoid 07:52, 4 June 2006 (BST)" And someone finally provides a valid link to a dupe. See Raystanwick's vote. –Xoid 14:57, 4 June 2006 (BST)
  8. Spam - SPEL-CHEK L0LZORZ!!1eleven1 (as Bob) --A Bothan Spy Mod WTF U! 09:23, 4 June 2006 (BST)
  9. Dupe - Yeah, the grammar here is bad, but at least you can understand the basic idea of an organized inventory, which I find very useful. Or is this some kind of a conspiracy to get people to change their browser to Firefox? --Nob666 09:40, 4 June 2006 (BST) Vote changed after Raystanwick provided a valid link to a dupe. --Nob666 17:22, 4 June 2006 (BST)
  10. Dupe - a dupe of this: Inventory_Stacking. Oh don't you worry, I'll learn the linky thingies. I'm getting there... --Raystanwick 13:29, 4 June 2006 (BST)
  11. Dupe See Raystanwick for the link --McArrowni 14:39, 4 June 2006 (BST)
  12. Dupe - gchfdfjreuytjr --Mookiemookie 14:46, 4 June 2006 (BST)
  13. Dupe - And use firefox. kekeke. David Malfisto 21:02, 4 June 2006 (BST)
  14. Dupe - --Teksura 23:29, 4 June 2006 (BST)
  15. Dupe - One should NOT be required to use Firefox/UD tool (which is not as impressive as everyone seems to think).--Pesatyel 05:47, 5 June 2006 (BST)
  16. Dupe - even tho FF is as impressive as everyone thinks it is, nobody should be forced to use software they dont want to, where not microsoft--xbehave 21:12, 6 June 2006 (BST)

Newbie Quickstart

Removed by author to talk page. I'm gonna try and rework this there with the help of the community, so if you wanna I'd appreciate you heading over to take a look. --Jimbo Bob ASSU! 07:25, 4 June 2006 (BST)

Scent Blood Upgrade To Improve Zombie Coordination

Timestamp: 06:48, 4 June 2006 (BST)
Type: Improvement
Scope: Scent Blood
Description: Scent blood is currently mostly redundant with Diagnosis and zombies could use an information upgrade to compensate for the new radio skill. Here's an idea to fix both problems:

The skill Scent Blood in addition to its current benefits would also allow zombies to "Catch Scent" of the immediate area around them. This would be a new button that would appear when outdoors they cost press for for 1AP. They'd catch scent of two things while sniffing: the rotting scent of fellow zombies and the fresh blood of recently killed survivors. It'd do so by bring up a 5x5 map similar to Necronet centered on the zombie's position. There'd be a few differences though since this isn't an actual map but a representation of the zombie's sense of smell. The details are as follows (please read this part closely as this is the crux of the suggestion):

  • Unlike the necronet map squares would not be colored based on the land type. Color would instead be based on the smell of rotting flesh given off by standing zombies. If no zombies are present in that square the square color is grey. 1-5 zombies are represented by pale green. 5-15 are represented by ordinary green. 15-30 zombies are represented by dark green. More than 30 zombies are represented by a black square.
  • Zombies are more sensitive to the scent of fresh blood and thus can precisely pinpoint the number of fallen survivors in a location. On the 5x5 chart the number of bodies that have been killed but not yet stood as zombies that are outside would be marked on each square in red text. This includes those that were dumped from indoors.

What would this ability do for zombies? It would allow them to find and track hordes easily. It would also help them select targets by showing where fellow zombies have successfully struck in the recent past. Where Feeding Groan serves as a "Come and get it" kind of dinner bell for zombies catching scent would help them choose where to go in the absense of groans or when moving into a new area before they've heard groans yet. Seeing killed survivors in the immediate area would also act as a morale boost for zombies. A zombie player may get disheartened if they haven't killed a survivor in a long time but seeing that the overall zombie attack on the suburb is leaving plenty of dead survivors piled up would serve as a scorecard bound to raise undead spirits. This suggestion at the same time is not overpowering since it does not allow give zombies X-Ray equivalent powers to see through buildings. It doesn't give away the presence of survivors until zombies have already found them and killed some.


  1. Keep Author vote. A quite useful but not unbalancing informational upgrade for zombies that stays in genre. I believe this would solve many concerns zombie players have brought up about their communication limitations. --Jon Pyre 06:48, 4 June 2006 (BST)
  2. Kill - Raise the AP cost (this is quite powerful, after all) and you'll have my vote. Maybe 2 AP? --A Bothan SpyMU!P! 06:54, 4 June 2006 (BST)
    • Re I don't think the information is too overpowering. It's certainly useful but nothing that really deserves a huge cost. Remember, the range is just equal to a quarter of a suburb. To get info on a larger area you'd have to spend plenty of AP moving around. And the difference between 1 and 2 AP is more or less insignificant in terms of game balance. --Jon Pyre 06:57, 4 June 2006 (BST)
  3. Kill - The scorecard bit sounds like fun, but this seems like it would overlap too much with Feeding Groan, as well as being overpowered. The scan function of Necronet - what you're comparing this to - only allows you to see zombies from a set, powered, location, and then only those that have been recorded with DNA scanners. This'd allow you to see all zombies without exception from a mobile grid. As such, this'd be a huge boost to zerging survivors, who could easily use this to monitor zombie levels in a large area. --Jimbo Bob ASSU! 07:14, 4 June 2006 (BST)
    • Re What exactly would they use that info for? If a survivor wants to level up finding a zombie requires no outside help. Zombies stand right back up. If you aren't trying to level up the 6AP spent headshotting outdoor zombies isn't worth the many more AP plus ammunition it'll take to kill them. And if a survivor wants to report horde positions they can do so easily by walking to safehouses and talking, or using cell phones/radio. This would just help zombies. As for Feeding Groan, this fufills other purposes. This would help you pick targets that aren't being breached and don't have Feeding Groans coming out. For instance if you saw a horde but no bodies that would indicate they're laying siege to a building but not killing people, meaning they could use your help. --Jon Pyre 07:32, 4 June 2006 (BST)
  4. Keep - Yes, this is powerful, but zombies really need a boost. I like it. –Bob Hammero TW!P! 08:28, 4 June 2006 (BST)
  5. Keep Great idea! I would vote to kill it because I think it's overpowered, but I'd rather vote on the idea than the mechanics and numbers, which are contingent. --Ron Burgundy 08:37, 4 June 2006 (BST)
  6. Keep - Good for ferals. Sonny Corleone WTF 14:43, 4 June 2006 (BST)
  7. Keep - I was going to say that it should be a separate skill, then I realized that scent blood effectively does nothing (or almost). Also, zombies still need better coordination tools--McArrowni 14:44, 4 June 2006 (BST)
  8. Kill - Will happily change this to a keep if the ap cost is raised to 2 --Etherdrifter 16:53, 4 June 2006 (BST)
    Re - The AP part isn't the whole point of the suggestion. That's up to Kevan. Sonny Corleone WTF 17:21, 4 June 2006 (BST) Non-author Re. --A Bothan Spy Mod WTF U! 17:24, 4 June 2006 (BST)
  9. Keep - I wouldn't mind this a new skill, either, just so I'd have something to spend my nearly 4,000 XP on. In fact, you could split it into about forty new skills. But a way of finding new targets without spying is something zombies have always needed. --Dickie Fux 17:36, 4 June 2006 (BST)
  10. Keep -- Interesting proposal, doesn't break the game. I like the idea of a zombie skill analogous to NecroNet. The fact that it doesn't work for zombies/bodies inside buildings makes it fairly reasonable. furtim 18:15, 4 June 2006 (BST)
  11. Keep - Since zombies are effectively prevented from talking with each other, it seems right to heighten their senses instead. This would allow a feral to go help with a siege already in progress, providing better coordination for zeds. --Ember MBR 19:37, 4 June 2006 (BST)
  12. Keep - Useful for zombies. Not a complete waste of XP. Discourages Dr Z type characters... got my vote! David Malfisto 21:05, 4 June 2006 (BST)
  13. Kill - While I do think zombies need a boost, I don't think this is the way to do it. --Raystanwick 01:48, 5 June 2006 (BST)
  14. Keep = Dead sexy. --Blahblahblah 03:45, 5 June 2006 (BST)
    Kill a bit powerful, and not entirely necessary if a killed zombie can get up with little major inconvience. Unsigned vote. –Xoid 04:51, 5 June 2006 (BST)
  15. Keep May Thor bless you with a portion of his ocean full of beer. HamsterNinja 04:48, 5 June 2006 (BST)
  16. Keep Thank you! Great idea! Fixes zombie hording problems without making speech intelligable. I'd rather see it at 2 AP, but that's not killworthy to me. --Burgan 15:17, 5 June 2006 (BST)
  17. keep i just bought the scent skills for my 2 zeds hoping the recent changes might make them usefull, they probably won't. this would. enough said--Honestmistake 15:12, 6 June 2006 (BST)
  18. Keep - I don't think minor alterations are a good enough reason to vote Kill --Rozozag 21:05, 6 June 2006 (BST)
  19. Keep - Erm the whole point of kill is so that minor alterations are included, but this suggestion is perfect as is--xbehave 21:15, 6 June 2006 (BST)

Zombie Not-Talking Communication

Timestamp: 07:39, 4 June 2006 (BST)
Type: Skill, balance change, improvement, Ron Burgundy, etc
Scope: Zombies attempting to horde
Description: I'm Ron Burgundy, here's what I'm suggesting on your suggestions page, tonight:

I just submitted this, but I'm changing it because it seems pretty close to a dupe and Jimbo Bob pointed out a problem. The new part is now in italics. Since I'm changing it, I guess I should remove the votes for the old one. I'll do that, but here they are for the sake of thought:

Keep - My Vote: a zombies get pwned to easily because they just sit there in little packs and noobs with axes can simply hack them down with axes or pistols, organization may even the odds --Jason C 011:51, 3 June 2006 (PST)
Dupe I can't find it but I remember a suggestion called "Beckon" or something similar that let zombies gesture to each other in a manner similar to described. --Jon Pyre 07:47, 4 June 2006 (BST)
Dupe - But still an excellent idea. Kevan, you listening? We want this. Actually, I think the level req to try and kill spam makes it worth saving. Might even be worth restricting it further to prevent the aforementioned "dead survivor abuse" (survivors with the spare XP to grab this skill are gonna be over level 10 already). Not sure how you'd do that, though. Also, damnit all to hell - limited talking does not make you a survivor. --Jimbo Bob ASSU! 07:58, 4 June 2006 (BST)
Re: Then vote keep, suckah! You're right, though. Survivors with XP to blow are all above 10. Maybe making it cost a good amount of AP would do the trick- oh, I know! Make brain rot a prereq! --Ron Burgundy 08:09, 4 June 2006 (BST)
Whoops - I just forgot to replace that with Keep, actually. And I actually thought of the Brain Rot thing myself, but I couldn't figure out how to justify it in terms of the skill. I like things to have some kind of in-game explanation. --Jimbo Bob ASSU! 08:14, 4 June 2006 (BST)

The zombie numbers keep falling and someone above me suggested high level zombies be able to talk to other zombies without translating everything into gra and mhr and such. The reason behind this, of course, is to allow zombies to work together and horde more easily (if you'll notice, the vast majority of groups in the game are survivor groups). The zombie's strength is fighting, zombies are better in groups, zombies can't communicate well enough to make groups. Allowing them to talk effectively makes them humans, so to hell with that! Give them a skill to signal and gesture to other zombies.

This skill/balance change/improvement would appear as "A zombie gestures frantically to the east" or "A zombie points west," depending on how far the target is. Players would be able to pinpoint targets by entering the coordinates into a box similar to the speech box. It should require users to be at the 10th level to cut down on spam and make sure that only high level characters are able to form and direct hordes. To prevent survivor abuse, it should require brain rot. Hell, if we're going to have the zombie equivalent of survivor zombie hunters, they should be zombie players all the way! This will also make brain rot a more desirable skill. If you're worried about how zombies with rotted brains could gesture at things, consider this: the more rotted a zombie, the more hungry! Zombies with brain rot should be the most aggressive.

This sort of thing may not be of use to large hordes that work in the meta-game, but it should be good for groups that are just starting out, ferals that cluster together, or groups trying to snowball. It'll basically allow the zombies to work together and maybe make playing a zombie more fun! After all, "more zombies in game" translates to "more zombies for the Channel 4 News Team to put under the knife."

Of note: This ain't no clear cut dupe! The first one was just a skill that says "a zombie beckons 1 block south 2 blocks east." This gives non-specific "follow me here" directions to zombies. It also requires brain rot- finally, a reason to buy a skill that shoots you in the foot!


  1. Keep: I wrote it, I changed it, I like it! It ain't no dupe! --Ron Burgundy 08:20, 4 June 2006 (BST)
  2. Keep - Why not. Anything to boost the zombies. –Bob Hammero TW!P! 08:37, 4 June 2006 (BST)
  3. Keep - I gave my concerns, and Ron listened to and addressed them. Class act. Also, Ron: I moved the parts of our earlier discussion that were relevant to my suggestion to that suggestion's talk section. That's okay by you, right? --Jimbo Bob ASSU! 08:46, 4 June 2006 (BST)
    • Re Sure as she born me! --Ron Burgundy 16:57, 4 June 2006 (BST)
  4. Kill I hate to vote against the Voice of Malton but I don't think zombies would follow the points. They'd end up becoming like flares. Zombies would point all the time but with no way of knowing what the point of their pointing was nobody would go that way. --Jon Pyre 08:49, 4 June 2006 (BST)
    • Re: Mmm, very true. The level 10 and brain rot requirement may do something about that, but I'm not sure if it's enough. When all is said and done, I actually like some of the other zombie coordinating skills more. Then again, the whole idea of zombies coordinating sorta strikes me as against the zombie vibe. --Ron Burgundy 08:55, 4 June 2006 (BST)
  5. Kill - You'd have dead survivors pointing entire hordes in the wrong direction. --A Bothan Spy Mod WTF U! 09:25, 4 June 2006 (BST)
    • RE Can't get the skill without brain rot! --Ron Burgundy 16:56, 4 June 2006 (BST)
  6. Kill - This sucks so bad. The current big hordes can co-ordinate better than that, even without communication in game. It is interzombie communication or nothing. --Changchad WTFW!SGP 12:05, 4 June 2006 (BST)
    • RE It's intended for small hordes that are just starting out and uncoordinated. --Ron Burgundy 16:56, 4 June 2006 (BST)
  7. Kill - Sorry Ron, but I like the death rattel talk. I have a zombie character, and I would hate to lose the wonderful vocabulary that we use. If we talked like harmans then we might as well be harmans, but we are not. Death rattle talk is part of Barhah, the spirit of the hoard, and we cannot lose that spirit. The talk we use now adds flavor and is just plain fun. This is not to say that you're any less awesome (and well groomed) than you most certainly are, but I have to vote kill on this one. --Paradox244 19:20, 4 June 2006 (BST)
  8. Kill - So I gesture to the east among a small crowd of zeds. A few hours later, one of those logs in and tries to follow my gesturing. Well, there are a couple zeds 1 block east, and a couple more 3 blocks east, and a couple more... boy, these zombies all look the same, don't they? --Ember MBR 19:40, 4 June 2006 (BST)
  9. Kill HAAR -A-! Gang bang harm man! BARHAH!!! *You heard a loud and low groaning 4 blocks to the East.* Existing skills FTW! David Malfisto 21:12, 4 June 2006 (BST)
  10. Keep Meh, OK. Better than the zombie prose suggestion. Tokakeke 04:32, 5 June 2006 (BST)
  11. Keep Yays! --Burgan 15:21, 5 June 2006 (BST)

Memories of Malton

Timestamp: 08:35, 4 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: This subskill of Death Rattle is designed to help zombies coordinate attacks in their immediate area. Before mortification the zombie was a long-time resident of Malton and knew its streets and buildings well. When they see a building they recall the name easily, activating some of their old brain functions. This allows them to clearly utters the name of a location currently on their 3x3 screen without it being garbled. So if the building to the north was "St. Geneve hospital" the zombie could say "Harmans an Geneve" or "Barhah! Geneve har harmans! Graaaaah!". These higher brain functions go dormant again once they no longer see the target and the memory of how to pronounce its name slips away. If it is not currently seen by the player the zombie cannot utter it. This would only include names. If they were in front of Combly Arms they could say Combly but not arms. If they were by St. Matthew's church they could say "Matthew" but not "St." or "Church". They would however be able to say "warehouse", "factory", or "junkyard" though since those don't have names. The secondary ability this skill would offer is to allow zombies to utter the names of all Malton's suburbs clearly. The reasoning behind that is while an individual building may be difficult to recall for a dead brain if not in plain sight an entire suburb is harder to forget.

This skill would allow zombies to have simple tactical coordination without having them go around reciting classical poetry and discussing physics.


  1. Keep Author vote. I have a zombie character and I know this would be extremely useful. There has been many a time when I've wished to tell fellow zombies to attack the building next door or to migrate to a nearby suburb full of choice targets. And while it allows zombies to conduct some rudimentary planning via speech it avoids zombies quoting Shakespeare. --Jon Pyre 08:35, 4 June 2006 (BST)
  2. Keep Kevan is writing suggestions under the guise of one Jon Pyre. Come out from behind that false mustache, Kevan, I know you're in there. --Ron Burgundy 08:40, 4 June 2006 (BST)
    • Re Accusing me of being Kevan? That sounds just like something someone who actually was Kevan would do! --Jon Pyre 08:45, 4 June 2006 (BST)
      • As I said the other day, everyone in this game is actually Kevan. Everyone, that is, except you, the person reading this. Urban Dead is all a massive attempt to deceive you, put on by none other than GOD. You may have read Descartes and that may make you think God wouldn't do this, but Descartes was actually just another trick. Take it or leave it, here's the truth: you live in a universe occupied by two beings: yourself and a perverse, unknowable diety that created everything just to toy with you and is now revealing himself so as to toy with you even more! --Ron Burgundy 08:53, 4 June 2006 (BST)
  3. Keep - Very nice idea. It would vastly improve things without breaking the game. Just to clarify: would zombies be able to say things like "warehouse" or not though? The way your suggestion phrases it makes it unclear. –Bob Hammero TW!P! 08:41, 4 June 2006 (BST)
    • Re They would be able to say it while it was on their screen. As soon as there isn't a warehouse in sight though they would no longer be able to. --Jon Pyre 08:45, 4 June 2006 (BST)
  4. Keep - Excellent idea. I still don't agree in the least that there's anything wrong with my idea, but you've presented an alternative idea that I'd be very nearly as happy to have. Kudos. Also, I think it's pretty dang cool that everybody started busting out with zombie skills right after mine came out. Jimbo Bob: Trendsetter! ;-) --Jimbo Bob ASSU! 08:53, 4 June 2006 (BST)
  5. Keep - Much better than that other communication boost. Balanced = good. --A Bothan Spy Mod WTF U! 09:30, 4 June 2006 (BST)
  6. Keep - I like this a lot. Ditto to what Cyberbob and Bob Hammero said. –Xoid09:40, 4 June 2006 (BST)
  7. Keep - Yes! Great idea! Not so sure about the name though... --Otware 10:51, 4 June 2006 (BST)
  8. Keep - Of the odd amount of Zombie communication suggestions today, this is, in my oppinnion, the best. Just wondering how the interface for this would work. Would it just automatically leave intacts suburb and nearby building names? Or what?--William Raker 11:21, 4 June 2006 (BST)
    • Re Yep, it'd work just like that. --Jon Pyre 15:26, 4 June 2006 (BST)
  9. Keep - I really like this idea, it's balanced, and it keeps you in character. --BBM 13:30, 4 June 2006 (BST)
  10. Keep - It is a well known fact that zombies are the greatest at giving directions. Sonny Corleone WTF 14:47, 4 June 2006 (BST)
  11. Keep --HerrStefantheGreat 16:52, 4 June 2006 (BST)
  12. Keep - It sound in character and does not make zombies = survivers so why not --Etherdrifter 16:58, 4 June 2006 (BST)
  13. Keep --Dickie Fux 17:40, 4 June 2006 (BST)
  14. Keep - Helps Zeds without making them uber monsters--xbehave 17:45, 4 June 2006 (BST)
  15. Keep -- Seems reasonable. Not overpowered, but plenty useful. furtim 17:54, 4 June 2006 (BST)
  16. Keep - Simple, elegent, and balanced - a class act all the way. --Darkstar949 18:21, 4 June 2006 (BST)
  17. Keep - Good stuff. --Swmono talk - W! - SGP 19:06, 4 June 2006 (BST)
  18. Keep - I have some misgivings about this, just look at what I said about the suggestion above this one, but as long as it's just for buildings and streets I say keep. --Paradox244 19:24, 4 June 2006 (BST)
  19. Keep - Wow. Perfect. --Ember MBR 19:43, 4 June 2006 (BST)
  20. Keep - Meh, not bad. David Malfisto 21:14, 4 June 2006 (BST)
  21. Keep - This is the only Zed Communication skill I can accept, the rest of the babble still needs to be translated only the Building name is in coherent text.. perfect!--Vykos 22:58, 4 June 2006 (BST)
  22. Keep I have mixed feelings about this, but I vote keep --Teksura 23:24, 4 June 2006 (BST)
  23. Keep might be annoying to be a zombie and make a typo and have the whole thing get grbaled though Ybbor 03:51, 5 June 2006 (BST)
  24. Keep - Nice - help zombie communication without making them humans. --Blahblahblah 03:55, 5 June 2006 (BST)
  25. Kill - Because everyone voted Keep and I am so counter-culture, man. Tokakeke 04:33, 5 June 2006 (BST)
  26. Keep Those this could work out really weird if Kevan made one block an adult bookstore. HamsterNinja 04:51, 5 June 2006 (BST)
  27. Kill - I was under the impression zombie-ish was all garbled not just because of the brain dead buisness, but the mortification of the speeky-parts. I like the scent and gesture suggestions better, zombies shouldn't be able to speak but use other means instead.--Burgan 15:25, 5 June 2006 (BST)
  28. Keep - Nice one - Egglord 11:44, 6 June 2006 (BST)
  29. Keep - I am motivated to vote keep! It would be much fun to cower in terror as zombies loudly declare the name of my hideout as a target. --Kenny Matthews 21:16, 17 June 2006 (BST)

Caffeine Pills

Spaminated with 5 straight spams, 0 dupes, 0 keeps, 0 kills. Using moderator privilege to remove this. –Xoid STFU! 14:52, 4 June 2006 (BST)

Zombie Chihuahua

Removed as per Suggestions Guidelines, Criterion 13. – Nubis NWO 17:34, 4 June 2006 (BST)

Radio work for Scouts

Timestamp: 23:11, 4 June 2006 (BST)
Type: Class improvement
Scope: Scouts
Description: Given that Scouts currently start off only with Free Running and a flare gun, they have an extremely difficult time gaining their first few levels. Free Running helps keep them alive, but even Consumers arguably have an easier time leveling because their Shopping skill allows them to find more useful items.

What I propose is giving the Scout Radio Operation in addition to Free Running and a radio receiver instead of the useless flare gun. It only makes sense a soldier assigned to recon work would have a means of communicating with his home base.

I realize that "realism" as a justification for a suggestion is a slippery slope (I.E. why do privates have pistols instead of M-16s?). I also know this would make life only marginally easier for Scouts, and that two starting skills would be unprecedented. But at least it would make playing as a Scout a tad more interesting and encourage people to try it over one of the combat classes.


  1. Keep - Author vote. -CWD 23:11, 4 June 2006 (BST)
  2. Kill -This makes it possible for someone to zerg spam the radio network.Imagine hearing at once on every frequency STREETS IS WATCHIN or some more 'Colorful' Spam message.Fails multply by a billion rule.
    • Re:A fair point, so I won't complain about this being unsigned. -CWD 02:50, 5 June 2006 (BST)
  3. Spam - I have a better idea. Why don't we just give new survivors all skills? Read Suggestions Dos and Do Nots. –Bob Hammero TW!P! 23:21, 4 June 2006 (BST)
  4. Kill - Make it so they have the radio in addition to the flare gun but still only have free running as a starter skill. That'll get a keep vote from me. --Teksura 23:26, 4 June 2006 (BST)
  5. Kill - I agree that scouts lack a clear XP path, but giving anyone more than one starting skill seems wrong. --Ember MBR 23:33, 4 June 2006 (BST)
  6. Kill - For the above stated reasons. It might be better if a Scout kept Free Running, but instead of the flare gun, gets a radio so he can tune into broadcasts to start. This allows him to keep flexibile and more situationally aware (as a scout should be), while still only having a single skill. -- Declan 23:53, 4 June 2006 (BST)
  7. Spam - Scouts can't gain XP... so give them another non-XP producing skill? What the hell? --Jimbo Bob ASSU! 00:20, 5 June 2006 (BST)
    • Re: I can't suggest giving them any skill that's directly useful for gaining XP without making them an overpowered version of some other class. My only thought was to make them a little more interesting. -CWD 02:50, 5 June 2006 (BST)
  8. Kill - First, no other class starts with two skills. Second, learn how the radios work; you don't need the skill to listen. Finally, finding a radio isn't hard enough to require starting with one. --Raystanwick 01:56, 5 June 2006 (BST)
    • Re:- I know how the skill works, I'm aware you don't need the skill to listen. Anyway, based on feedback, I will probably withdraw this. Whoever that was is right that there's too much room for spam-zergs, though making the first 200 radio frequencies skill-dependent has done precious little to stop that anyway. Thanks for the comments. -CWD 02:50, 5 June 2006 (BST)
  9. Kill While I agree with the suggestions of letting scouts start with a radio, there are so many people destroying radios because of radio spam that this will only make things worse Ybbor 03:54, 5 June 2006 (BST)
  10. Spam - 2 starting skills = spam. --Blahblahblah 03:57, 5 June 2006 (BST)
  11. Kill - I like, but it's dead by a billion. --Burgan 15:26, 5 June 2006 (BST)
  12. Kill - Not only would it be, you know, completely useless, but also, take heed, that each class starts with ONE skill, and one skill only, that way they start as level 1. Two skills would mean starting as level two, which really makes hardly any sense. Also "VAGINAVAGINAVAGÌNAVAGINAVAGINA*million". Also "Ridleybank is completely safe for human dwelling, move there today, in fashion news, barbeque sauce is the new black trenchcoat"--William Raker 19:52, 5 June 2006 (BST)
  13. Kill - Broken, and will only perpetuate radio spam - Egglord 11:46, 6 June 2006 (BST)
  14. spam - scouts are already the best class--xbehave 21:19, 6 June 2006 (BST)
  15. Kill - Lose the second skill. Keep the flare gun. David Malfisto 12:48, 8 June 2006 (BST)

Recognize Voice on Radio

Retracted. Knew there'd be a dupe. Mookiemookie, thanks for being civil. :P -- Amazing 23:43, 4 June 2006 (BST)

Anytime --Mookiemookie 02:53, 5 June 2006 (BST)

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