Suggestions/9th-Dec-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Drop All Empty Guns

Removed by the author (not me). --Funt Solo Scotland flag.JPG 15:14, 9 December 2006 (UTC)


Get Rid of the Wirecutters

Timestamp: Zombie slay3r 01:50, 9 December 2006 (UTC)
Type: Removal
Scope: Items
Description: I suggest the wirecutters should be removed from the game because they are useless. Ideas for new functions of the wirecutters have also been unsuccessful and not very encouraging.

Keep Votes

  1. Author Keep - I vote keep for obvious reasons. --Zombie slay3r 01:51, 9 December 2006 (UTC)
  2. Useless items That should be taken out of the game. Anachronos 02:02, 9 December 2006 (UTC)
  3. Keep(or not) They are pretty useless, unless Kevan decides to do something drastic, like making junkyards useful(like he did to the forts). Peterblue 02:21, 9 December 2006 (UTC)
  4. Keep Random useless items should only stay if they add to the atmosphere of the game, like newspapers, which are always blowing around after an apocalypse.--Nosimplehiway 03:12, 9 December 2006 (UTC)
  5. Keep - Useless items aren't useless, they're worse than useless because they require IP hits to drop (unless my dropping items suggestion gets implemented). And unlike newspapers and poetry books (which at least give you some flavor text to read) or crucifxes (they are flavor reminders of religion), wirecutters don't really have any flavor use. I mean, how many people do you know of that attribute some kind of purpose to their wirecutters? And the fact that there may be suggestions in the future involving wirecutters is a terrible reason to vote against something being removed from the game, because that same reasoning can literally be applied to any suggestion. Plus if Kevan has plans to make the wirecutters useful again, then he can simply not implement this. That shouldn't affect whether or not we think wirecutters shouldn't be in the game as they are now. And besides, putting them back into the game later would be easy (just don't remove them from the game code but make it so they aren't found anymore; that way putting them back would only require minimum effort). --Reaper with no name TJ! 20:45, 9 December 2006 (UTC)

Kill Votes

  1. Kill I see where you're coming from but I have hope for those wirecutters yet! --Jon Pyre 02:43, 9 December 2006 (UTC)
  2. Stupid - Wirecutters can be left in the game for flavour reasons. If we had to get rido f wirecutters, we'd have to get rid of crucifixes too as they are more useless than wirecutters. At least wirecutters can do something a cross of wood can't! Kaylee Hans 05:12, 9 December 2006 (UTC)
  3. Kill - I disagree with removing items from the game. I think they could do something useful in the future. --Fullemtaled 05:33, 9 December 2006 (UTC)
  4. Kill - As Fullemtaled.--_Vic D'Amato__Dead vs Blue_ 05:34, 9 December 2006 (UTC)
  5. Sorry! - Let there be useless items to confuse newbies and clog up search rates. For flavor, I'll put up with wirecutters.--Lachryma 05:43, 9 December 2006 (UTC)
  6. Kill - It's not like it's a horrible sin to find a wirecutter, so live with it. --Wikidead 07:57, 9 December 2006 (UTC)
  7. Kill -- Repeating what's allready being said about newspapers etc. -- BzAli 14:53, 9 December 2006 (UTC)
  8. You will never know if someone comes with a good suggestion that will make wirecutters useful again... --Slice 'N' Dicin' Axe Hack 15:31, 9 December 2006 (UTC)
  9. Kill - There is a very good chance that fencing will be re-introduced.--Labine50 MH|ME|P 17:44, 9 December 2006 (UTC)
  10. Useless items are part of the game. --ExplodingFerret 21:10, 9 December 2006 (UTC)
  11. Deal with the fact that sometimes, you get shafted! --Ev933n 21:13, 9 December 2006 (UTC)
  12. As ExplodingFerret. Will change vote to Keep if you replace Wirecutters with another useless item. In other words, devote all the search percentage being occupied by Wirecutters to go to Newspapers, Poetry Books, and Crufixices. That way, useless items will still remain in the game.--ShadowScope 22:21, 9 December 2006 (UTC)
  13. kill The military is going to fence off a fort or an airport one of these days. Asheets 22:49, 9 December 2006 (UTC)
  14. Kill - I have hope for the wirecutters yet. They have flavour, and ample opportunities to be implimented in the future, unlike, for example, crucifixes. --TheDavibob 13:26, 17 December 2006 (UTC)
  15. Kill - I see how wirecutters is pointless now, but wasn't rocks at on point? We'll find something--Wbleak24 05:50, 22 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - See crucifix, newspaper, book, etc. --Sgt. Expendable JG 02:07, 9 December 2006 (UTC)
  2. Spam - Don't nerf flavor.--Gage 05:38, 9 December 2006 (UTC)
  3. Spam - Nerfs Firefighters...or whatever Conndrakamod TDHPD CFT 06:35, 9 December 2006 (UTC)
  4. Spam - If your saying we should get rid of wirecutters then why not get rid of all other flavourful but useless items? Like newspapers for example.--Mr yawn Scotland flag.JPG 08:23, 9 December 2006 (UTC)
  5. Spam - I see where you're coming from, but if the game ever expands or anyone's "rebuild fence" suggestion ever gets into the game - we'll need those wirecutters. (This must be a dupe.) --Funt Solo Scotland flag.JPG 10:14, 9 December 2006 (UTC)
    • Re: Just to let you know this is not a dupe. I looked through all the past suggestions in order to make sure the same thing or something like this wasn't posted before. --Zombie slay3r 01:31, 11 December 2006 (UTC)
  6. Spam Whats the point of removing them? They're fine in the game and it would be hard work to put them back in if they became needed/useful again. --MarieThe Grove 13:42, 9 December 2006 (UTC)
  7. Spam - Newspapers are useless, but you don't see anyone doing anything about that, do you? --Joe O'Wood TALKCONTRIBSUD 15:13, 9 December 2006 (UTC)
  8. Spam Useless items are a NECESSARY part of the game and, as Labine said, there is a chance of fencing coming back (I think we just need an idea that is fair...). And Joe O'Wood TALKCONTRIBSUD, do you read the discussion page? I have a suggestion specfically for newspapers there.--Pesatyel 03:38, 10 December 2006 (UTC)
  9. Spam As above, we're keeping crucifixes et al, so we're not going to remove wire-cutters, either. Daniel Hicken 14:17, 11 December 2006 (UTC)
  10. Spaminator - no, items may have a use in the future. Don't drop anything unless it severely interferes with the game mechanics--Ducis DuxSlothTalk 23:34, 22 December 2006 (UTC)

Clarify The NecroNet Diagram

Timestamp: _Vic D'Amato__Dead vs Blue_ 02:07, 9 December 2006 (UTC)
Type: Improvement
Scope: Any character with NecroNet access
Description: This one is pretty straight-forward. Add a symbol to the NecroNet diagram that shows your position on the map. Now, I know some people are thinking "How dumb are you? It's the spot in the middle! Hurrr!" Well, this is mainly for the people just getting the skill. It's hard to figure out exactly where you are on those first couple of views, so why not make it easier to use?

Keep Votes

  1. Author Keep - Make it an asterisk or something.--_Vic D'Amato__Dead vs Blue_ 02:07, 9 December 2006 (UTC)
  2. Just make it an asterik -It would be helpful to people who just got the skill. Anachronos 02:12, 9 December 2006 (UTC)
  3. New to game Yeah, that makes sense, all good baby MrAushvitz Canadianflag-sm.jpg 02:16, 9 December 2006 (UTC)
    Keep I wasn't even aware that you were in the middle, and I've been playing for about half a year, so... KEEP!!!!
    You have to sign your votes--Gage 02:40, 9 December 2006 (UTC)
  4. Hell, it would be helpful for ANYONE. EDIT and the voter above me needs to sign his vote (use ~~~~ if you didn't know)--Pesatyel 02:24, 9 December 2006 (UTC)
  5. Keep It isn't hard to find where you are, but you have to do it each time. This is just a useful change that'd make things easier. --Jon Pyre 02:42, 9 December 2006 (UTC)
  6. Keep Yep, nice little add on. --Nosimplehiway 03:14, 9 December 2006 (UTC)
  7. Keep - Not a bad idea... --GhostStalker 06:10, 9 December 2006 (UTC)
  8. Keep - Simply useful -- boxy T L PA DA 07:00, 9 December 2006 (UTC)
  9. Keep - I'm not so sure many people use Necronet anymore, but, sure, why not? --Wikidead 07:57, 9 December 2006 (UTC)
  10. Keep - Makes sense to help out begginer users of necronet.--Mr yawn Scotland flag.JPG 08:24, 9 December 2006 (UTC)
  11. Urban Dead for Dummies - yep. --Funt Solo Scotland flag.JPG 10:15, 9 December 2006 (UTC)
  12. Well duh! -- Nob666 12:27, 9 December 2006 (UTC)
  13. Keep -- And in response to the GPS-thingie below, people can allways find their coordinates by searching the Wiki. BzAli 14:57, 9 December 2006 (UTC)
  14. Keep - --Joe O'Wood TALKCONTRIBSUD 15:31, 9 December 2006 (UTC)
  15. My reasons are listed above. --Slice 'N' Dicin' Axe Hack 15:36, 9 December 2006 (UTC)
  16. Keep - As above.--Labine50 MH|ME|P 17:51, 9 December 2006 (UTC)
  17. Keep I've realised Keven is free to pick between suggestions. Keep. -- Andrew McM W! 17:56, 9 December 2006 (UTC)
  18. Keep - No reason not to. Not everyone realizes the obvious. --Reaper with no name TJ! 20:47, 9 December 2006 (UTC)
  19. Keep - This is a great idea. --Ev933n 21:11, 9 December 2006 (UTC)
  20. Clarification is good. --ExplodingFerret 21:11, 9 December 2006 (UTC)
  21. I got attacked by other survivors because of my "stupidity" on this matter. --Nimble Zombie 23:15, 9 December 2006 (UTC)
  22. Keep - Good small tweak --Ducis DuxSlothTalk 23:28, 22 December 2006 (UTC)

Kill Votes
#Kill If this was implemented, It would mean you could work out where you were on the map, proving more of a challenge to the skill, and giving you a reason to own a GPS. Plus it is my suggestion. Tiny bit of bias. -- Andrew McM W! 12:35, 9 December 2006 (UTC)

  • Re - You're killing my suggestion just in case yours is implemented, so they won't clash? Well, I guess that's one way to be a pretentious ass. No offense. --_Vic D'Amato__Dead vs Blue_ 17:50, 9 December 2006 (UTC) NOTE: I don't know why this Re: was put back in, or who did it, but I deleted it myself because I realized it was a dumb statement, and I said it originally because I was having a bad day overall. No reason to leave it there now, anyway, he changed his vote.--_Vic D'Amato__Dead vs Blue_ 02:41, 10 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Bounty Hunting (revised)

Timestamp: Jon Pyre 06:04, 9 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: This is a revision of the earlier tracking skill, following the voter comments that suggested it be made weaker.

Tracking would be a skill used to respond to murder and equipment sabotage. When you witness a survivor kill another survivor or destroy a piece of equipment you would have a message next to all their recorded actions indicating what general direction they've escaped to. It'd be rare your quarry would be directly in one direction but it'd give whatever is most appropriate (for instance 8n 2e would be north because it's more to the north than it is NW). It'd look like this:

Maxine destroyed the generator (Now east).

This gives bounty hunters a hint but is so vague that it's more for flavor than anything else ('We saw him heading west! After him, boys!"). Still it'd be better than nothing. And while it'd affect bounty hunters too this would hurt them as little as it would every other PKer, and they could always explain themselves first to avoid reprisals, however unlikely.

How It Is Possible To Track Someone (Pick any of these that you like)

  1. The city is covered in dirt and litter and the buildings in dust after a year of discontinued street cleaners and janitors. People could leave footprints.
  2. Actually watching the person escape a few blocks from the window.
  3. AP isn't a unit of time. Technically normal time doesn't even exist in the game. You tracking them could be assumed to take place immediately after they start running.
  4. It's a game and doesn't need to make perfect sense 100% of the time. Machines that instantly scan DNA as opposed to hour long tests, and being able to scent someone's trail to their end location without actually following the trail and lots of other stuff doesn't make sense too.

Keep Votes

  1. Author A fun and flavorful skill that really isn't much of a nerf. All this does it tell you which of 8 parts of the city someone is in. That's really really really big. Still, it makes a Bounty Hunter's task scale down from almost impossible to just extremely unlikely.--Jon Pyre 06:07, 9 December 2006 (UTC)
  2. Weak keep - I'm not thrilled, but I like it enough to give it a thumbs-up.--_Vic D'Amato__Dead vs Blue_ 06:12, 9 December 2006 (UTC)
  3. Weak keep Conndrakamod TDHPD CFT 06:36, 9 December 2006 (UTC)
  4. Not A Weak Keep - Jon said it best.--Labine50 MH|ME|P 17:51, 9 December 2006 (UTC)
  5. Keep - I'll admit I can see Grim's point. But as Jon said, this skill doesn't really hurt PKers, not a truly appreciable amount. It just gives bounty hunters a fighting chance.--'STER-Talk-ModP! 20:04, 9 December 2006 (UTC)
  6. Hell yes.--Ev933n 21:06, 9 December 2006 (UTC)
  7. Keep - Fact: PKers are almost twice as effective against survivors in an EHB building than zombies are, assuming that no one rebuilds the barricades, PKers do all their searching in PDs rather than malls (otherwise the disadvantage is even greater). Run the numbers and see for yourself. 60HP/.98DmgperAP= 61.22 AP used per survivor (PKer). (60HP/1.71DmgPerAP)+68APonBaricades=103.09 AP used per survivor (Zombie). Anything that helps to fix that is fine by me. I mean, survivors with Scent Death can already smell the difference between dead and revivifying bodies, so their dormant zombie infections clearly give them some sensory benefits while alive. This ability can be attributed to that. --Reaper with no name TJ! 21:09, 9 December 2006 (UTC)
  8. PKing is a good and proper part of the game, but this doesn't particularly wreck it at all. For tracking PKers, this is nothing compared to the sort of systems DEM have in place (custom tracking scripts embedded in the browser that send location information to a central server... yummy!). As flavour, it is tasty. So a definite keep from me! although I suggest the following clarification: "Maxine destroyed the generator (Now somewhere eastwards)." --ExplodingFerret 21:17, 9 December 2006 (UTC)
  9. Keep - Basically because PKing is just to easy, compared to being a zombie. Also, read the voting guidelines, it said "you are voting for suggestions, not users." "John Pyre" is not a reason to vote spam. --AlexanderRM 9:05, 15 December 2006 (EST)

Kill Votes

  1. Kill - No, PK/GKing is fine as it is. It is scary; Therefor, it works fine. --Fullemtaled 06:18, 9 December 2006 (UTC)
    • Re This actually makes PKing scarier all around. The initial victim would be scared of the unlikely chance of being PK'd, and the PKer would be scared of the unlikely chance of being PK'd by a bounty hunter. More fear of death for everybody, without that much more death. And considering this is a zombie city fear is good. --Jon Pyre 06:26, 9 December 2006 (UTC)
      • Re - I disagree. It would in essence tell you if the PK was still there or not. Now if it had a 45-50% chance of not giving a direction at all that would pacify me. I would even settle for a 10% chance of not giving a direction and a 40% chance of giving a wrong direction. But, as is, I do not like it. --Fullemtaled 06:34, 9 December 2006 (UTC)
  2. Kill - This suggestion feels a bit... ummm... unorthodoxed. Also, the flavor explanation for how the mechanic works is a bit strange... --Wikidead 07:57, 9 December 2006 (UTC)
  3. kill I dunno... I still feel that 1 notice of direction after leaving the building should be all you get. It isn't like the folks in the next building would care unless the bad guy did something else. Asheets 22:54, 9 December 2006 (UTC)
  4. Kill The world of Malton is fend for one's self...and I doubt people would really have the wherewithal to have a bounty hunter as it is. Daniel Hicken 14:20, 11 December 2006 (UTC)
  5. Kill This ought to be done using in-game communication. Survivors have radios, cell phones, the speak function, etc. Too bad it's used more for spam than anything else. This makes it just far too easy to stalk, and--hilariously and ironically--will probably end up being used by PKers to settle grudges with bounty hunters. Bassander 18:29, 20 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - I voted keep for your original I think, but this one is still too similar. It gives the direction they ended on, even if it doesn't tell you how far out they are any more. It's almost a dupe IMO, sorry -- boxy T L PA DA 07:07, 9 December 2006 (UTC)
  2. Spam - a "this is the way they headed" skill would be in genre. This is a "where they are now" skill.--Gage 07:16, 9 December 2006 (UTC)
    • Re There has to be a give in a game between reality and working gameplay. A "which way they headed" skill would could be completely neutralized by spending 1AP going in the wrong direction. It wouldn't help at all. --Jon Pyre 14:40, 9 December 2006 (UTC)
  3. Spam - Out of genre, its like they have satellites to track these guys.--Mr yawn Scotland flag.JPG 08:27, 9 December 2006 (UTC)
  4. Spam - as Gage. --Funt Solo Scotland flag.JPG 10:16, 9 December 2006 (UTC) Nice to see a moderator like Grim s popping in to give a brief summary of his reasons, without being overly wordy. Definitely setting a good example for everyone else, there. Huzzah. --Funt Solo Scotland flag.JPG 11:22, 9 December 2006 (UTC)
  5. Spam - Even after all these months you are still persuing this attack, one might even call it as crusade, against the rights of PKers to live and die by their beliefs. Having played both sides of the coin, starting as a bounty hunter, before shooting the unappreciative masses to see what it was like (And getting addictive. Once you start down the dark path, forever will it dominate your destiny!), i can say these things: 1, a Bounty Hunter in a building when a PKer strikes can, with a little deductive reasoning and a map, plot out likly places the pker is hiding, and pay them all a visit, until he/she finds the pker sitting there polishing his gun and returning the favour. 2, PKers have patterns, and by learning these patterns a bounty hunter, or even a large group of regular people can drive off a PKer or PKer group without the need for such petty things as the ability to magically locate the evil one. Regarding your "IC" methods of tracking: Following a single set of footprints that leap from building to building, among hundreds, if not thousands of other sets is literally impossible. On the streets, the footsteps of the zombies would obliterate any way for anyone short of a Jedi to track them, and last i checked, Jedi wasnt a selectable class in UD. 2, If you see someone jump out of a window, you only have information about that one event. The person could circle around and head west after you see him leave to the east. 3, While AP is not a measure of time, the in game clock is. Shit, that person performed the killing 16 hours ago! Quickly! Lets follow right on his heels... er... i think he went thataway! As for 4, if we let that justify anything, we may as well give zombies the ability to fly, and PKers the ability to clear entire buildings with a single can of beans. After all, zombies can jump, and farts can be so bad they might very well be deadly. Give up your foolish crusade against a fun and amusing aspect of the game. Seriously, its not as though PKers trussed you up like a pug on a spit and used you for target practice after murdering your father/mentor in a cheesy reenactment of an RPG's opening scene. Its almost as if you take it personally. YOU SHOOT ME! ME GONNA GET YOU GOOD! *runs off to suggestions page to whine*. Grow up and move on with your life. Your hatred of PKers is well beyond being considered fanatical. --Grim s-Mod U! 11:12, 9 December 2006 (UTC)
    • Re I missed your books. EDIT: Also I personally don't have any grudge against PKers. They haven't hurt me personally too often. I only think it's a flawed game mechanic in general that's just too one-sided. I don't want to eliminate PKing, just bring it in line with playing a zombie. If anything it offends me more as a zombie player than a survivor because it totally outclasses the efforts of my hardworking zed. --Jon Pyre 14:42, 9 December 2006 (UTC)
  6. Spam - Ummmm, yeah. I think Grim said everything that can be said on this. --TeksuraTalk 11:26, 9 December 2006 (UTC)
  7. Spam -- I have no idea why you hate PKers, but you will not get a keep from me unless this suggestion is altered to that you only get the info of which square the PKer departed into, and no furter info after that. For example, a PKer kills someone and leaves the building north, the only info you get is "Mary Killed John (left the building heading east)" and after that there are no updates to the position of the PKer. This way a PKer can kill someone jump out to the north and then double back, going south and no one will be any the wiser, still thinking he went North. -- Whitehouse 14:06, 9 December 2006 (UTC)
  8. Spam - Let's see. Jon Pyre? Tick. Anti-PKing? Tick. Spam? Tick. Cyberbob  Talk  15:42, 9 December 2006 (UTC)
    • Re Why is this spam? Kevan has said he's open to ideas that tinker with PKing. Considering this is about as minor a change as one could I think that falls well within the lines of "tinkering". Dislike if you want, hate it it's your right, but if suggestions affecting PKing are allowed it's a bit ridiculous to automatically vote spam on any suggestion regarding it. --Jon Pyre 15:45, 9 December 2006 (UTC)
      • Re - They may be allowed (not necessarily accepted), but I'll never vote anything but Spam on them. It'd take something pretty damn special for me to change my mind. This isn't it. Cyberbob  Talk  15:50, 9 December 2006 (UTC)
  9. Spam - Wow.... All I can simply say is.. As Grim--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:02, 9 December 2006 (UTC)

Zombies can open doors from the inside

Removed as a Dupe with 3 Dupe votes and 1 author-keep. --Funt Solo Scotland flag.JPG 17:53, 9 December 2006 (UTC)


Necrotech Lab in Forts

Timestamp: Golden Reaper 21:04, 9 December 2006 (UTC)
Type: Improvement
Scope: Fort Creedy and Perryn
Description: From what I believe, both of the game's forts are now intended as areas of large human power, just as the streets are an area where zombies rule. Because of this I believe that one of the storehouses in each fort should be turned into a Necrotech lab. This way necrotech players will also have access to their items while inside the fort.

Keep Votes

  1. Author Obvious why I voted for this Golden Reaper 21:04, 9 December 2006 (UTC)

Kill Votes

  1. Forts have enough, and unless the military takes it over, Nechronet is (I think) an independant organization.--Ev933n 21:08, 9 December 2006 (UTC)
  2. The forts need to have some reason for survivors to go outside, other than them being overrun with zeds. There are plenty of NT buildings around Creedy (just checked), and Perryn too (thanks Funt for checking that one).--ExplodingFerret 21:28, 9 December 2006 (UTC)
  3. Kill As said before, NecroTech is not part of the military, and thus shouldn't place labs inside forts. Purely flavour kill-vote. -- BzAli 22:53, 9 December 2006 (UTC)
  4. kill A fort is a fort, not a fort with an NT building, hospital, and mall attached to it. Asheets 22:56, 9 December 2006 (UTC)
  5. Kill I think this would overpower forts. --Jon Pyre 06:13, 10 December 2006 (UTC)
  6. Kill, as above. No überbuildings. Daniel Hicken 14:22, 11 December 2006 (UTC)
  7. Kill. No building should be a one-stop-shop, or it becomes too easy to hole up inside and never leave. Humans need a reason to keep moving or else they'll all flock to the forts and the game will stagnate. --Nicodeimus 05:26, 22 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - overpowered - a fort already has a hospital and access to every other useful item in the game except for syringes. They can even fuel themselves, unlike malls. No need to make them the single most useful location in the game. --Funt Solo Scotland flag.JPG 21:30, 9 December 2006 (UTC) Perryn has close access to NT buildings, ExplodeyFerret, yes. --Funt Solo Scotland flag.JPG 21:33, 9 December 2006 (UTC)
  2. Spam - Overpowered. Forts don't need everything. --MarieThe Grove 21:46, 9 December 2006 (UTC)
  3. Spam - Horribly overpowered. If you combine this with the fort body dumping you have yourself an area even better then a mall.--Mr yawn Scotland flag.JPG 22:10, 9 December 2006 (UTC)
  4. Next, let's add automatic guns to the walls. --Nimble Zombie 23:19, 9 December 2006 (UTC)
  5. Spam Boo homogeneity. --Burgan 23:23, 9 December 2006 (UTC)
  6. Spam - You made Baby Zombie Jesus cry.--Gage 23:51, 9 December 2006 (UTC)
  7. Overpowered - Also, as someone above stated, NecroTech and the military have nothing to do with each other... --GhostStalker 05:18, 10 December 2006 (UTC)

"Doctor" Class Change

Timestamp: Labine50 MH|ME|P 21:13, 9 December 2006 (UTC)
Type: Balance change
Scope: Doctors?
Description: I really think doctors should start out as "Civilians." This way they wouldn't have to blindly heal people for quite as long before they could get free-running. They aren't in the military, and I would hardly say they are "continuing the experiments that brought them here". This would not effect the skills tree.

Keep Votes
For Votes here

  1. Author Keep - Don't hate doctors because they went to university!--Labine50 MH|ME|P 21:13, 9 December 2006 (UTC)

Kill Votes

  1. There are suggestions in PR that add a new civilian class, usually called something like Nurse. I think this is a better way to deal with it; just leave Doctor as a sort of 'lemon' starting class or remove it entirely. But then, it's pretty hard to start off as a doctor IRL (six years plus of medical school with a high pass-out rate), so it makes some kind of sense it's hard in the game too -- whereas picking up 26 shoguns and blasting everyone in sight is eeeeasy peasy. --ExplodingFerret 21:20, 9 December 2006 (UTC)
  2. There are ways to fix doctors. This is not it. If you want to start as a Civ, then do it. Taking away a starting class burns my pancreas. --Ev933n 23:11, 9 December 2006 (UTC)
    The fact that Doctors have to wait a little longer to get Free Running is pretty pointless and trivial. You'd do better just suggesting Free Running be a Civilian skill (but THAT has already been tried I believe). Doctors aren't meant to be fighters. They are healers which is why combat skills are more expensive, the same way that healing skills are more expensive for military (they are warriors and not healers). Hell, healing is one of the easier ways to get XP (the easiest being DNA extraction which is a science skill). The only problem as I see is that there needs to be MORE science skills.--Pesatyel 03:50, 10 December 2006 (UTC)
    • Re - Again, missing the point. All I'm saying is that the "Doctor" class should be civilian. I was going to only put that, but then I just had to try to give reasoning behind it.--Labine50 MH|ME|P 04:05, 10 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - the problem of blindly healing people is already dealt with by this and this. --Funt Solo Scotland flag.JPG 21:28, 9 December 2006 (UTC)
    • Re - I'm not complaining about having to blindly heal people, you missed my point entirely. I’m saying doctors should be civilians. The same to you two down there.--Labine50 MH|ME|P 02:24, 10 December 2006 (UTC)
    • Re - In which case, I'm with Pesatyel on this one. --Funt Solo Scotland flag.JPG 11:43, 10 December 2006 (UTC)
  2. Spam - As Funt--Mr yawn Scotland flag.JPG 22:11, 9 December 2006 (UTC)
  3. Spam With extra Spam. Funt said it all, really. -- Andrew McM W! 23:55, 9 December 2006 (UTC)
  4. Spam # I changed my vote in response to the RE. I believe YOU are missing the point. A suggestion like this is more than just a category change. You DO realize that skill costs change, right? As a civilian, the skills would cost 100 XP each. Currently, it costs 75 for science, 100 for civilian and 150 for military. As I tried to explain above, Doctors are meant to be healers (like military is meant to be warriors) and thus it SHOULD be harder for them to take military skills, of which Free Running is one (the same way that it SHOULD be harder for military to take science skills). It was set up that way for a reason and I see no reason to change that for this one class. Why not just have ALL the class have 100 XP skill costs? Don't like it? Play as a Scout and take First Aid as your first skill. Your not suggesting that Doctors be civilians. There is no point in that. Your suggesting that doctors have easier access to Free Running then they currently do. Try simply suggesting THAT instead of this charade.--Pesatyel 07:27, 10 December 2006 (UTC)
    Pardon me, I guess you would know what I'm trying to suggest better than me, whenever I'm not sure what I'm trying to get across, I'll just go and ask you since you seem to be such an expert on me. (But seriously) Damnit I'm just trying to say that doctors should be damn civilians! That is all! Nothing else!--Labine50 MH|ME|P 05:25, 20 December 2006 (UTC)

Throw Bones

Moved to discussion page as heavily edited well after voting started. --Funt Solo Scotland flag.JPG 21:54, 9 December 2006 (UTC)