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Closed Suggestions

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Daily Game Stats Additions: "Demolitions Count"

Timestamp: MrAushvitz Canadianflag-sm.jpg 04:09, 8 December 2006 (UTC)
Type: Other game stats
Scope: How many pieces of equipment, & heads got busted today...
Description: Don't ask me why I seem to give a crap about the daily statistics page lately, but what the hell.. adds to the information of what's been happening for the day.

Along with the regular current game statistics, I propose:

  • Total Generators Destroyed Today: X (X by Zombies, X by Survivors)
  • Total Radios Destroyed Today: X (X by Zombies, X by Survivors)
  • Total Radios In Operation: X

(Where X is not the total number of radios themselves, but how many of them are currently powered.. if we had the total # of radios and how many of them are powered, that would be more than a bit of X-ray vision.. so we'll just leave it this way, nice and simple. This number is updated every hour.)

  • Total Murders Today: X

(where X in this instance is how many survivors were killed by another living survivor, or a PK.. we're all a bit curious I'm sure. Since the # of bodies and revivifying bodies total is up there already!)

  • "Safe" Malls Remaining: X/22

(where X is how many of the 22 malls in Malton that are not ransacked, if even 1 section of a mall is ransacked that mall is not counted towards this total. This "mall count" is updated every hour, so it does fluctuate. This stat does not give any info as to what specific malls are up and running, zombie populations, etc.. only that the zombies have left their mark!)

The Need:

Well, more than anything this gives a nice overview of what is going down in Malton without giving any specifics as to what area. If street violence is up you get an overall view, the same for how many malls are out of commission. How many radios are up and running, etc.

I did not include total running generators, because, even though they might be able to see by satelite how many buildings have power the power to specific buildings goes on and off so often... it's just a waste of server load. Leave that one to the imagination.

Keep Votes

  1. Author Keep - It just seems like good info, and keeps things interesting. This info would prove interesting as an overview of how things are changing from day to day... MrAushvitz Canadianflag-sm.jpg 04:09, 8 December 2006 (UTC)
  2. Sure. I like it. -Mark 04:45, 8 December 2006 (UTC)
  3. Keepmmmmm Stats page....Good. Conndrakamod TDHPD CFT 05:48, 8 December 2006 (UTC)
  4. Keep - The stats page only really keeps track of the players, adding these new stats would make the page more interesting. --Zombie slay3r 05:53, 8 December 2006 (UTC)
  5. Keep - I say drop the mall part and put in the number of syringes manufactured everyday via Necronet. --Wikidead 06:45, 8 December 2006 (UTC)
  6. Keep - Looks good to me.--Mr yawn Scotland flag.JPG 06:51, 8 December 2006 (UTC)
  7. Keep - yeah sure, if'n the boss man has time -- boxy T L PA DA 07:30, 8 December 2006 (UTC)
  8. Conditional - I don't like the Safe Malls count - it gives too much away. --Funt Solo Scotland flag.JPG 08:56, 8 December 2006 (UTC)
  9. Conditional - Aye, ditch the Malls thing, but otherwise yes. I suggest a Note on peer review --Gene Splicer 11:22, 8 December 2006 (UTC)
  10. Keep - I'm with you, we definitely need more stats. I'd also love to see some player rankings, not to mention more group rankings, but that's another suggestion altogether. --Matt Scott 13:48, 8 December 2006 (UTC)
  11. A complete comeback for MrA after god knows how many suggestion before this I spammed or killed.... --Slice 'N' Dicin' Axe Hack 13:55, 8 December 2006 (UTC)
  12. keep I like Asheets 15:52, 8 December 2006 (UTC)
  13. Keep - I'm not very happy about the mall part, as it can be misleading (just because a corner of the mall isn't ransacked yet doesn't mean there aren't 300 zombies right outside about to inflict a deathblow). But I definitely like the counting of "PK/RK/GK"ing counts. This way we'll finally be able to see decisively how widespread these are (whether that would make them a problem may or may not be a different story...). --Reaper with no name TJ! 16:38, 8 December 2006 (UTC)
  14. Keep - You might want to revise your mall thing a bit, but other than that, I like it. --GhostStalker 18:19, 8 December 2006 (UTC)
  15. Change - Add in operational Generators, and take out malls.--Labine50 MH|ME|P 18:49, 8 December 2006 (UTC)
  16. I like the idea of the malls stat. --ExplodingFerret 18:52, 8 December 2006 (UTC)
  17. keep- take out the mall, put in # of powered buildings, then it's perfect--Seagull
  18. Keep - Its good, get rid of mall things, though.--Canuhearmenow Hunt! 20:38, 8 December 2006 (UTC)
  19. keep- Ditto seagull--Nosimplehiway 03:24, 9 December 2006 (UTC)
  20. keep- Sounds alright to me--Ducis DuxSlothTalk 23:16, 22 December 2006 (UTC)

Kill Votes

  1. Kill Meh. Disinterested. --Burgan 04:42, 8 December 2006 (UTC)
  2. Kill, and change put in powerd buildings, maybe ransaked ones to... (and total buildings as a reminder) and syringe manufacture sounds nice. --AlexanderRM 6:51, 15 December 2006 (EST)

Spam/Dupe Votes
If anything, zombies may be quite proud of the number of malls they've taken out of commission, at least temporarily...

Better Searching Thanks To Flares

Timestamp: Jon Pyre 05:37, 8 December 2006 (UTC)
Type: Improvement
Description: Flares are worthless now, just a bit of spam that's quickly ignored. Especially since radios can reach people at a distance and convey meaning. Therefore I suggest an entirely new purpose to the flare: Making light.

Let flares be used indoors as well as outdoors. Firing a flare outdoors would continue to do the same; shoot it up for all to see. A flare used indoors would instead be struck and tossed on the ground. This would illuminate the building and provide a search bonus equal to generators. The light would be visible from outside, but instead of yellow perhaps red. Flares and their light would enter the room description though they couldn't be attacked. Flares wouldn't replace generators though, here's my idea for the differences. A flare would only burn for two minutes. While it could theoretically help anyone searching at the time usually it'd just benefit the person who struck the flare. Flares also only provide light, not power. So they wouldn't permit surgery or powered nerotech functions. So the pros and cons of generators vs. flares would be:

GENERATORSLasts a long time, aids your allies, surgery/necronetRequires finding two items
FLARESRequires only one itemBurns quickly, doesn't aid your allies much, no surgery/necronet

So flares would finally, finally, finally have a purpose. You wouldn't prefer them for a populated resource building safehouse since that'd mean less FAKs and and syringes for your fellows survivors to use on you. But if your safehouse is a nondescript building and you want to make a raid for supplies having a flare or two on hand could prove useful. You could find an empty/lightly defended building, repair the ransack and dump the zed, then toss a flare on the ground to briefly gain a benefit while you search. This provides two different tools for different kinds of circumstances.

And of course once you have light you have light. The powered generator search bonus and the flare search bonus WOULD NOT STACK. It'd just be a waste of a flare then.

  • Note on Voting: Some voters have commented they think two minutes is too brief.

Keep Votes

  1. Keep Although I disagree with you... In Dunell Hills we often try to take Zombies out with Flares. Nothing warms your heart like flare-heading a Zombie. And I've hit with as many as four flares against 1 zombie once but that was the one day the RNG was on my side... Conndrakamod TDHPD CFT 05:52, 8 December 2006 (UTC)
    • Re Well, yeah. It is fun to fight with a flare if not necessarily practical. Fortunately this doesn't prevent flares for being used to attack or signal, it just adds a new function in addition to those. --Jon Pyre 05:58, 8 December 2006 (UTC)
  2. Sweetness (Lights flare in an abandoned hospital) "Okay guys, no time to set up shop, grab what you can and get the hell out of here! MrAushvitz Canadianflag-sm.jpg 05:54, 8 December 2006 (UTC)
  3. Strikes flare Let's search and tell ghost stories in the eerie red light. --Jon Pyre 05:58, 8 December 2006 (UTC)
  4. Fires flare on ground Ooooh...shiny. But I like this...hop in, search a building and hop out again without wasting fuel... Ashnazg 0725, 8 December 2006 (GMT)
  5. Keep - a decent use for flares, although I think ~10 minutes wouldn't be unreasonable -- boxy T L PA DA 07:27, 8 December 2006 (UTC)
    • Re I can always add a note to the suggestion saying voters suggested an increased number of minutes. This is just the general idea, it'd work well with 4 or five minutes also. --Jon Pyre 07:29, 8 December 2006 (UTC)
  6. 'tiger tiger...' Real flares have thermite in them which will burn through concrete so from a realism point this should be a no. Real lifw isn't so heavily populated by zombies though so I say yes. Oh, but just to be contradictory it should only be alight 1 minute.--Honestmistake 08:47, 8 December 2006 (UTC)
  7. Keep Makes PDs more useful too --Gene Splicer 11:21, 8 December 2006 (UTC)
  8. Keep I like this idea - see MrAushvitz vote for why. It adds a great deal of flavour and encourages real time coordination between survivors. The flare light should be noticeably different from building lights (provided by fueled generators) and should be visible from outside. Zombies active in the area would then know a survivor is awake in that building (maybe introduce a side effect of the flare that lasts for a much longer time - such as smoke from a burning flare curls out of the windows of this building, or the harsh cordite smell lingers around this building - which remains for 30minutes) –Ray Vern 13:20, 8 December 2006 (UTC)
  9. Condition - I like most of this except the 2 minutes deal which seems a little clunky. How about instead it affects every player's next action who was present when the flare was lit. The idea being that I saw this flare go off, and I remember seeing something over here... Oh, look, ... a newspaper. --Matt Scott 9 14:23, 8 December 2006 (UTC)
  10. keep This is just like my suggestion for using wirecutters to turn on and off lights. That said, though, expect to get spaminated. Asheets 15:54, 8 December 2006 (UTC)
  11. Keep - I like the idea, although I agree that the search bonus for using a flare should be less than that of a powered generator. Also, it should last a little longer. --GhostStalker 18:22, 8 December 2006 (UTC)
  12. Keep - I thought there were similar to roman candles, but then again, we have zombies running around.--Labine50 MH|ME|P 19:01, 8 December 2006 (UTC)
  13. Keep - Pyre never ceases to amaze. You know how we have liberal politicians who want more laws and conservative ones who want fewer? I'm a liberal voter on Suggestions. I'm always inclined towards adding a suggestion even if it's not "wow we need this," even if it's just a somewhat-nifty little addition like this is. The more complex the game is, the more stuff there is to do and see and use, the better it will be.--'STER-Talk-ModP! 20:23, 8 December 2006 (UTC)
  14. Keep- I really do like this idea. A final good use for flares=good--Grigori 21:17, 8 December 2006 (UTC)
  15. Keep - As in keep your end of the bargain: add a note saying people want it more than 2 minutes to accomodate those with a slow connection or upload rate.--Wikidead 00:20, 9 December 2006 (UTC)
  16. Keep- Good idea, and very evocative. Plus, you have the right screenname to post a fire based idea. lol--Nosimplehiway 03:31, 9 December 2006 (UTC)
    • Re I'm a fireman, the name seemed appropriate. --Jon Pyre 03:55, 9 December 2006 (UTC)
  17. Keep Makes sense, is vaguely useful, and sounds cool. Good enough for me.--Lachryma 05:51, 9 December 2006 (UTC)
  18. Keep I see no reason to vote against it, and it could come in handy. --Thelightguy 04:20, 11 December 2006 (UTC)
  19. keep- ditto GhostStalker--Ducis DuxSlothTalk 23:18, 22 December 2006 (UTC)

Kill Votes

  • Kill - Flare guns can't be used the same way as hand-held flares or ones that are stuck in the ground. The flare can't be taken out and used in the previously mentioned manner because it is designed as a projectile, therefore I have to vote kill, although it is an interesting idea. --Zombie slay3r 06:26, 8 December 2006 (UTC)
  • Re You could always fire down onto any tile, concrete, or stone floor or surface...basically anything that isn't hard wood. It's not like it'll explode, it's just meant to glow. --Jon Pyre 06:49, 8 December 2006 (UTC)
    • Re: - That's true, but at the velocity the flare is going, it would most likely deflect of the solid object and end up damaging the building or something like that. --Zombie slay3r 01:39, 9 December 2006 (UTC)
      • Re I did some research on wikipedia: "In the civilian world, flares are commonly used as distress signals, and may be ignited on the ground or fired as an aerial signal from a pistol-like flare gun." So potentially the same type of flares fired upwards could also be thrown on the ground. --Jon Pyre 02:38, 9 December 2006 (UTC)
        • Re: - I still don't think flares shot from a gun are the same as those ignited and put in the ground, but there is most likely some easy way to makeshift engineer it so it would work in that manner. --Zombie slay3r 08:56, 9 December 2006 (UTC)
  • Kill - I like this idea, but two minutes seem kind of... lacking... --Wikidead 06:45, 8 December 2006 (UTC)
  • Re That's the idea. On most connections you can probably spend most of your AP on searching within two minutes. --Jon Pyre 06:49, 8 December 2006 (UTC)
    • Re: Ok then. --Wikidead 00:20, 9 December 2006 (UTC)
  1. Overpowered - the search bonus should be half that of generators (which could provide lighting for dozens of rooms throughout the building). This would be spam (on the same grounds), but I like the idea a lot. --Funt Solo Scotland flag.JPG 08:55, 8 December 2006 (UTC)
  2. As Funt. --Slice 'N' Dicin' Axe Hack 13:59, 8 December 2006 (UTC)
  3. Kill - As funt, this needs to be less powering.--Mr yawn Scotland flag.JPG 15:23, 8 December 2006 (UTC)
  4. Kill - I like what you're trying to do here (flares definitely need to be slightly better weapons or get a new purpose), but the fact that this only lasts such a short while actually makes it more powerful. The thing about generators is that if you want to use them you have to make yourself vulnerable for a long period of time (unless you want to destroy the generator when done; but one search session wouldn't make it worth it). With this, you don't make yourself vulnerable for nearly as long. And shouldn't a burning flare on the ground (especially if it was shot from a gun) cause fires? --Reaper with no name TJ! 16:48, 8 December 2006 (UTC)
    • Re Not if it isn't on anything flammable. Theoretically you could have the same quick benefit and low risk with a generator, you'd just have to smash it as soon as you're done. It carries less risk only because it has a lot less reward, and zombies can still see it while it's on. It isn't like flares are overwhelming easy to find anyway. --Jon Pyre 18:55, 8 December 2006 (UTC)
  5. Kill - I read the suggestion and came to the exact same conclusion as Reaper with no name: it just doesn't have the same risk as having a generator. Needs some tweaking. -- Nob666 17:23, 8 December 2006 (UTC)
  6. I like the idea, I reckon it could benefit from being a lower search rate increase than a generator, by the tiniest amount. I'm not sure if two minutes is long enough either, but then that can be seen on implementation as to whether it's useful. --ExplodingFerret 18:58, 8 December 2006 (UTC)
  7. Kill - I like the comcept, but flares in the gun are projectiles...maybe add a flare item instead?--Seagull Seagull 20:26, 8 December 2006 (UTC)

Spam/Dupe Votes

  1. Uses flare to mark off the crime scene where this suggestion died - Move along, nothing to see here. No, really. Nothing of merit here to see.--_Vic D'Amato__Dead vs Blue_ 06:12, 8 December 2006 (UTC)
    • Re Care to explain? "nothing of merit" while I guess counts as justification is pretty darn vague --Jon Pyre 06:22, 8 December 2006 (UTC)
      • All this is is a short-term generator, which is incredibly unnecessary. It doesn't add anything to the game. When it comes to new abilities or item uses, I ask myself "Would I use this?" when I decide to vote. In this case, hell no is the answer.--_Vic D'Amato__Dead vs Blue_ 06:34, 8 December 2006 (UTC) Also, what Zombie Slay3r said, though voting based on realism in a zombie game is somewhat stupid.

Increased XP level cost

Removed as a Dupe with 3 Dupe votes and 1 author-keep. --Funt Solo Scotland flag.JPG 14:44, 8 December 2006 (UTC)


Timestamp: Matt Scott 9 15:01, 8 December 2006 (UTC)
Type: New Action/Flavor
Scope: Players in churches or cathedrals
Description: This is a flavor suggestion. The people of zombie-infested Malton are seeking hope amongst the despair:
  • Survivors inside a church or cathedral have a new action button that says, "Pray" or "Say a Prayer".
  • This costs 1 AP to use.
  • When you click the button, you receive this flavor text: "Overcome by despair, you kneel at a dust-covered bench to pray."
  • When someone in the room prays, all other players read this: "Matt Scott kneels to pray."
  • If that player has a crucifix, the text reads: "Matt Scott kneels to pray, clutching a crucifix tightly."

Just a little flavor to add to the apocalyptic nature of UD. Players could pray for forgiveness upon being revivified or prior to leaping from the cathedral window. For even more flavor combine this with the Sickening Thump suggestion for the following exchange:

Matt Scott kneels to pray.

Matt Scott says, "God, I just can't take this anymore..."

Matt Scott steps out of the third floor window! You hear a sickening thump outside.

Oh and this is not a dupe of a similar suggestion, Faith, since there is no XP benefit, can only be used in a church or cathedral, and does not require a crucifix. Prayer, like crucifixes, should exist purely for flavor.

Keep Votes

  1. Author Keep - Can't stop the flava. --Matt Scott 9 15:01, 8 December 2006 (UTC)
  2. Keep - Makes perfect sense. I would bet any man, religious or not, would try to "repent" to god in these dark days.--Mr yawn Scotland flag.JPG 15:25, 8 December 2006 (UTC)
  3. Not Hugely Serious Keep - Assuming various religious symbols of other common British faiths are added to the game. Including a Darwin Fish pendant.--Gene Splicer 15:46, 8 December 2006 (UTC)
  4. keep ditto Gene Splicer Asheets 15:56, 8 December 2006 (UTC)
  5. Great Idea! - This needs to be implemented. Now. It has no effect on gameplay and yet adds so much flavor! --Reaper with no name TJ! 16:51, 8 December 2006 (UTC)
  6. Prays For A Blessing On His Next Headshot Allows for a lot of RP options.. if there were real live zombies all over the damn place, ya, people would probably drop to one knee, just in case. Additionally, I actually have a reason to carry a crucifix in my inventory (so I can click me button!) MrAushvitz Canadianflag-sm.jpg 18:04, 8 December 2006 (UTC)
  7. Keep - Finaly, a use for crucifixes.--Labine50 MH|ME|P 19:01, 8 December 2006 (UTC)

Kill Votes

  1. Kill Just say "Oh lord, see us through the time of grief". I support adding emotes to the game, but not random emotes here and there. --Jon Pyre 16:24, 8 December 2006 (UTC)
  2. Kill - I just don't want to see any more religious stuff in the game. Crucifixes are enough. -- Nob666 17:21, 8 December 2006 (UTC)
  3. This pretty much sums up my thoughts about prayer and this suggestion. --GhostStalker 18:25, 8 December 2006 (UTC)
  4. Kill - Malton may be English, but it's still secular. No prayers in church unless you can accomodate every religion (which, by the way, is impossible). --Wikidead 00:20, 9 December 2006 (UTC)
    • RE - I'm racking my brain trying to figure out your logic here. Keep churches secular? Huh? And hey I'm all for inclusivism, it's just that there are only churches and cathedrals here. And besides how is the word "pray" not all-inclusive? People keep mistaking this for somehow introducing religion (which has already been introduced, first off) -- but I said to begin with that it accomplishes nothing. No XP, no HP, no AP, just flavor. If you think Malton should be secular then stay away from churches, isn't that how people do it in the real world? (No, I'm not asking for realism, just making a point.) --Matt Scott 9 00:30, 9 December 2006 (UTC)
      • Re: I was joking about including every religion (like I said, impossible), but apparently, I'm no good with humor... Why exactly are you making this suggestion? This seems utterly useless and unnecessary, so implementing this will have no effect whatsoever. The key to making a passable suggestion is to suggest something that is broad and general, with a far-reaching effect, but does not seem over or underpowered in any way. If you want to pray, just do so as John Pyre and Nosimplehiway have said. --Wikidead 08:12, 9 December 2006 (UTC)
        • RE: I guess I'm a big fan of random. Walking into a church and seeing a pray button seems like a nice touch of flavor, just like having a suicide option in tall buildings (which is just as useless since a couple hours on the street will do the same job -- unless you're trying to add flavor that highlights the utter despair of Malton). I think it would have been better to suggest this with a set of other similar action buttons that accompany certain building types (having this as a lone suggestion seems to have struck a nerve). --Matt Scott 9 23:18, 9 December 2006 (UTC)
  5. Kill- Using the speech box for this not only requires no changes to the game, but allows you to customize the prayer to be more inclusive. I have a Jewish character, and she'd say kaddish yatom. 'Course it's hard to sit shivah when they... just... keep... coming... back!--Nosimplehiway 03:49, 9 December 2006 (UTC)
  6. This is already in the game. It's called the Speech box (man we need emotes!). Faith at least gave some tangible benefit to the suggestion. This doesn't add anything. The only good thing about the suggestion is that you looked in the old stuff first....--Pesatyel 03:26, 10 December 2006 (UTC)

Spam/Dupe Votes

  1. noobs might be under the false assumption that is in any way useful to their character progression. --Funt Solo Scotland flag.JPG 15:50, 8 December 2006 (UTC)
    • RE: Same is true for Newspapers and Poem Books. Besides, noobs would quickly abandon the practice once they realize god seems to have abandoned Malton. --Matt Scott 9 16:00, 8 December 2006 (UTC)
  2. Use the speech box. --ExplodingFerret 18:59, 8 December 2006 (UTC)
  3. No. --Pollux


Timestamp: Gene Splicer 15:42, 8 December 2006 (UTC)
Type: Skill
Scope: Zombies
Description: A skill under Lurching Gait. For the action immediately after entering a new square (either by walking or enter/exiting a building) or after standing up, the chance to hit against Survivors is increased by 50% of the Zombie's base attack. Performing any other action causes you to lose your chance to use this, otherwise it is applied automatically in the manner of Tangling Grasp.

Clarification: This is not a flat 50% increase. It's 50% of the base, giving you a total of 75% for the first claw and 45% for the first bite.

Flavour: It's always the zombie you don't see who gets you. A freshly arrived zombie will probably not have been "noticed" by anyone yet, and as such will find it easier to hit someone than a zombie that is already in there scaring the crap out of everyone. The same goes for a just-stood-up zombie, they have the "I thought it was dead!" advantage. This bonus does not apply to attacks against generators, radios, barricades and so forth, because you can't surprise an inanimate object.

Usefulness: While a bonus to 1 out of a possible 49 attacks does not seem that useful, a bonus to 1 out of 10 or 1 out of 5, (the amount the zombie who actually broke down the barricades usually has left) is a very nice bonus indeed. Especially since a succesful claw attack will trigger Tangling Grasp for the higher level zombies, and a succesful Bite will infect the Survivor hammering away to rebuild the barricades. Additionally, it will retrigger when you re-enter the building after dragging a 12hp lunchpack outside for your friends. In other words, this skill is of most benefit to zombies who spend a lot of their time performing actions that benefit other zombies.

Flavour Text: "A zombie burst into the building and grabs ahold of you!". "A Zombie emerged from a shadowed doorway, catching you by surprise". "A nearby corpse grabs at you as it hauls itself to its feet."

FFS learn to proofread, Me --Gene Splicer 15:51, 8 December 2006 (UTC)

  • Note: I forgot the flavour text from the Zombie side. Not sure I can enter any now without it counting as editting the suggestion after submission, so throw us some ideas in the keep votes --Gene Splicer 18:55, 8 December 2006 (UTC)

Keep Votes

  1. Author Keep - WTF ZOMBIE OUT OF (freaking) NOWHERE! (editted for family friendlyness)--Gene Splicer 15:42, 8 December 2006 (UTC)
  2. change make it a skill under ankle grab instead Asheets 15:59, 8 December 2006 (UTC)
  3. 50% * 50 * 3 = 75; 75% * 25 * 3 = 56.25. Keep. QED. BUT they shouldn't get Tangling Grasp on the first attack. --Funt Solo Scotland flag.JPG 16:02, 8 December 2006 (UTC)
    • Re - Funt, I have no idea what you are saying, but thanks for your support --Gene Splicer 16:07, 8 December 2006 (UTC)Wait, I get it. He's saying that attacking for 3 damage 50 times with a 50% chance of succes results in 75 total damage, but attacking for 3 damage 25 times (by, say, hopping back and forth between two sections of a mall) results in 56.25 damage. He was examining the most obvious exploit and finding it not that impressive. Because I rock and so does my suggestion --Gene Splicer 16:56, 8 December 2006 (UTC)
    • Re - even better, my math was wrong, because it would be 3AP each time (out, in, attack), so your idea is even more balanced and wonderful and gosh. --Funt Solo Scotland flag.JPG 16:59, 8 December 2006 (UTC)
  4. Keep Sound's good. 1.5 * 50 = 75, 1.5 * 30 = 45 might be what funt was going for? Also, since it adds only 50%, then you've haven't created a system where repeatedly going in & out will help you, but it is fun for people who drag. --Burgan 16:35, 8 December 2006 (UTC)
  5. Keep - Multiplying a zombie's accuracy by 1.5x sounds a little scary (even for just one attack), but when I sit down to think about it I can't find anything wrong with it (run the numbers and you'll see what I mean). Even if someone tried to abuse this by leaving and coming back after each attack, they'd find their attack power to be exactly 1/2 of what it would be without the first attack's bonus due to the 2 extra AP they'd be spending per attack(0.5*3=1.5 and 0.3*4=1.2, but 0.5*1.5*3/3=0.75 and 0.3*1.5*4/3=0.6). And that doesn't even consider tangling grasp. To top it all off, this works perfectly within the genre. I mean, it is always the zombie you don't see who gets you! --Reaper with no name TJ! 17:05, 8 December 2006 (UTC)
  6. Keep - Another semi-useful flavor skill for brainrotters to buy, woot. (Edit- missed that it also applies immediately after you enter a building- yup, that works then.)--Swiers 17:13, 8 December 2006 (UTC)
  7. keep zeds don't really need a buff but this is great fun. just thinking of the faces of all those happy campers in the mall when a rampaging horde comes shambling in makes me all warm and fuzzy! actually rewards feeding draggers as well so is very noob friendly.--Honestmistake 17:20, 8 December 2006 (UTC)
  8. Body piles are dangerous! Oh, man, zombies with infectious bite may get lucky every now and again and stand up and bite some poor shmuck on the ass! I do love that prospect! Makes the bonus AP for being headshot less annoying. Very in genre, for zombies. MrAushvitz Canadianflag-sm.jpg 18:07, 8 December 2006 (UTC)
  9. Zombies coming up the hell right now! Shoot 'em in the head! Shoot 'em in the head! </mcchris> --GhostStalker 18:28, 8 December 2006 (UTC)
  10. Keep - Why not.--Labine50 MH|ME|P 19:01, 8 December 2006 (UTC)
  11. An interesting little bonus, doesn't seem too bad. Definitely good for use on breaking and entering to get a quick bite in on the most active survivor in the list. --ExplodingFerret 19:06, 8 December 2006 (UTC)
  12. Keep- I disagree that you need an attack bonus to add to atmospherics, just add descriptive text to any successful attack. That said, outside of malls it is not overpowered, and it would encourage zombies to go in and out and in and out, creating an opportunity for survivors to barricade them out.--Nosimplehiway 03:57, 9 December 2006 (UTC)
  13. When I first read it, my thought was that this would abusable (the in-out attack) but at 3 AP to do it for each attack, that might not be a bad offset (not to mention the possiblity of the target moving before you return and/or a barricade popping up). This would probably be good for newbie zombies.--Pesatyel 03:32, 10 December 2006 (UTC)

Kill Votes

  1. Kill Eh, I don't think they need an attack bonus. --Jon Pyre 16:25, 8 December 2006 (UTC)
  2. Kill - As Jon. Maybe make the attack bonus a little lower instead though?--Mr yawn Scotland flag.JPG 17:18, 8 December 2006 (UTC)
  3. Kill - No, not only is this unoriginal, but also neglects to consider the fact that Ankle Grab is already powerful enough without the need for an attack boost. --Wikidead 00:20, 9 December 2006 (UTC)

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Malton Court

Timestamp: Lord of the Pies 18:07, 8 December 2006 (UTC)
Type: New Large Building
Scope: Everyone?
Description: As the name says, this is a suggestion about courts in Malton (both civil and criminal). Now, at the moment Malton is severaly lacking in buildings such as the City Hall and Prisons (both of which have already been suggested, though) but so far there hasn't been a suggestion about Courts (as far as I know). Therefore, I propose that two Courts should be added to Malton, one being a Civil Court (or Civil Law Court) and one being a Criminal Court (or Common Law Court, or Criminal Law Court) as Large Buildings.

The Criminal Law Court would be located in Judgewood (for the name, (idea being blatantly copied from the Prisons suggestion)) and would replace Park Way, the Cuss Arms, the Westover Monument and Bennet Way at (17, 18), (18, 18), (17, 19) and (18, 19) respectively. The Criminal Law Court would contain Books at a search rate of 1.5%, Newspapers at 2%, Fire Axes at 2.5%, Pistols at 2%, Pistol Clips at 2.5% (Criminal Law Court, remember, the guards would probably need small firearms), Mobile Phones at 3% and Radios at 1%, with the total percentage for a successful search being 12%.

The Civil Law Court would be located in Galbraith Hills (due to its position nearer to the centre of the city (idea being blatantly copied from the City Hall suggestion)) and would replace Kerswill Square, Dustan Avenue, Deem Drive and Burch Walk at (44, 57), (45, 57), (44, 58) and (45, 58) respectively. The Civil Law Court would contain Books at a search rate of 4%, Newspapers at 2%, Poetry Books at 0.5%, Fire Axes at 2.5% and Mobile Phones at 3%, with the total percentage for a successful search being 12%.

The external descriptions of both Courts would be You are standing outside the [Civil/Criminal Law Court] , deteriorating gothic architecture adorning its gutters and rooftop. Players would be able to gain 2XP by tagging the exterior of a Court. The internal description of 3 of each Court's squares would be You are standing in a courtroom, rows of benches lying empty in the dark whilst the remaining square's internal description would be You are standing in the waiting area, comfy seats lined in rows around the walls. If powered, the courtrooms' internal descriptions would be You are standing in a courtroom, large, large, flickering ceiling lights illuminating a number of statues and stained, stained-glass windows while the internal description of the fourth square would be You are standing in the waiting area, dull lights showing a sreak of blood pointing towards the exit.

Keep Votes

  1. Shootouts on the courthouse steps! Man, this would be awesome! Like, zombies trying to speak.. and human survivors RP'ing lawyers saying stuff like "Your honor, my client was dining on a recently deceased family when this so called Zombie Hunter inadvertently shot him in the back of the head.. ruining his burial clothes and costing him much needed time and money. We're suing this Zombie Hunter for $10 thousand your honor." Etc. Players will create characters named: Judge Judy, Judge Joe Brown, and so forth. MrAushvitz Canadianflag-sm.jpg 18:11, 8 December 2006 (UTC)
  2. Objection! : Overruled! --Funt Solo Scotland flag.JPG 18:29, 8 December 2006 (UTC)
  3. OBJECTION! </Phoenix Wright> I like it, although I'm not sure why you would find Fire Axes in courts... Also, shouldnt the civil courts also have radios? Maybe a small chance of finding a generator should be added to both of them as well. --GhostStalker 18:31, 8 December 2006 (UTC)
    • Re - Fire Axes are needed because courts are important buildings, and therefore fires need to be axed as fast as possible to preserve valuable documents. Radios wouldn't be found in the Civil Law Court because there wouldn't be any real security on the level of that in the Criminal Law Court. Generators...they could be added too, I suppose. --Lord of the Pies 18:48, 8 December 2006 (UTC)
  4. Keep - Don't really care, but don't have a problem with it either. Therefore, keep, as others might enjoy it. --Reaper with no name TJ! 18:34, 8 December 2006 (UTC)
  5. Keep - Case dismissed! --Mr yawn Scotland flag.JPG 18:55, 8 December 2006 (UTC)
  6. Keep - Random streaks of blood FTW!!21!--Labine50 MH|ME|P 19:01, 8 December 2006 (UTC)
  7. I dunno if Kevan is tired of being asked to implement little suggestions like this that involve quite a bit of fiddly work that probably isn't a great deal of fun, with no real changes in the game... but that's for him to decide, I guess. --ExplodingFerret 19:09, 8 December 2006 (UTC)
  8. Sure - to ExplodingFerret, at least all these suggestions mean that if a new city is ever opened or the Fallback suggestion from a while back comes through, he won't have to think much about what to put in them. We've pretty much built at least one city with all the location suggestions that have been made --Gene Splicer 19:29, 8 December 2006 (UTC)
  9. Keep - Sounds like it would be a good idea, trying to lock zombies out of a court house! Plus like MrAushvitz said shootouts on the courthouse steps!! . --Darkvengance 20:13, 8 December 2006 (UTC)
  10. Keep - This is very good. Ah, I remember my Prison suggestion... *Daydreams*--Canuhearmenow Hunt! 23:38, 8 December 2006 (UTC)
  11. It also ties in with the War Crimes Court. I can see people setting up shop there. -Mark 00:00, 9 December 2006 (UTC)
  12. Keep - With all due respect, your Honor, all the minor change and flavor suggestion may be a bit tiring. Also, it would be funny if a PKer stormed a courtroom. Either way, keep. --Wikidead
  13. Keep- Yeah, okay, though I really don't care if there is a courthouse or not. So, score one for apathy. Yay! Go, Team Apathy!--Nosimplehiway 04:01, 9 December 2006 (UTC)
  14. Yes they deserved to die, and I hope they burn in hell!--_Vic D'Amato__Dead vs Blue_ 09:02, 9 December 2006 (UTC)
  15. The verdict: KEEP. Case closed. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 00:28, 10 December 2006 (UTC)
  16. I don't really see the need for EVERY suggested new building be a "large" building, but that is relatively minor.--Pesatyel 03:34, 10 December 2006 (UTC)
  17. Bailiff, remand this one into Kevan's custody! I like it. :) I like the judge flava stuff, too. Daniel Hicken 19:45, 16 December 2006 (UTC)
  18. Bailiff, I'll be in my chambers!! - a...CLASS ACTION SUIT!!!!! --Pollux
  19. Keep - Haha, finally judgment groups have a place to hang out instead of a vanilla library..--Ducis DuxSlothTalk 23:30, 22 December 2006 (UTC)

Kill Votes
Against Votes here

  1. kill but only cos its not worth reprogramming it. For a rebooted version of the game though i can't see why not.--Honestmistake 19:56, 8 December 2006 (UTC)
    • Re - According to the voting guidelines, programming complexity is not a valid vote. Besides, the majority of Peer Reviewed suggestions aren't implemented, but just because something isn't implemented it doesn't mean that it's a bad idea. --Lord of the Pies 20:28, 8 December 2006 (UTC)
      • Re-RE I know but i just can't see it being viable for any of the (frequently good) new building suggestions to be implemented.--Honestmistake 23:28, 8 December 2006 (UTC)

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Second suggestion in one day moved to discussion page. --Funt Solo Scotland flag.JPG 23:47, 8 December 2006 (UTC)

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