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Closed Suggestions

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

Removed as a Dupe (or this, this, -this, this, this, this, this, or this) with 3 Dupe votes. --Funt Solo 12:34, 9 November 2006 (UTC)

Necrotech Tracking Chip

Timestamp: Jon Pyre 04:19, 9 November 2006 (UTC)
Type: Item
Scope: Survivors
Description: As faith in their own revival formulas grew and the odds of escape shrunk many Necrotech personnel began making plans for after death. A tracking chip was developed to draw attention of field units and facilitate their own revival. Found in necrotech buildings (3%, half taken from GPS) then injected under the skin these chips would send off a faint tracking signal and transmit a pre-entered message.

Explanation of buttons and AP Cost and stuff:

In powered NT buildings people with the item would have a button "Program Chip". Clicking on it would bring up a text field a lot like the one for cell phones. You could save a brief message. Then you'd press a button marked "Inject" and it'd be saved under your skin. The total AP cost would be 2. It'd have no effect while alive but once killed the chip would activate.

This would allow anyone with Necronet Access inside powered NT buildings to find you after pressing another button "Track Personnel" (1AP). Everyone chipped within a 4 square radius would show up on the scan. It'd be a list of names arranged from earliest killed to latest with a profile link, their current location, time of death, and the message. It'd look like this:

Darkman: Deceased 3 days 2 hours 45 minutes (3 west 1 north)
Please help! I'm an active medic and need to get back into action
Redplex: Deceased 2 days 14 hours 37 minutes (1 east 1 north)
Damn it! They got me! Check up on St. Pious, they must have broken in!
HeadmasterQ: Deceased 2 days 10 hours 3 minutes (right outside)
I have brain rot. I'll be waiting outside the Necrotech for a chance to slip in and get brought back

The process of being revived would damage the chip and require you to find a new one for the next time you die. And when a zombie if you change your mind about being tracked there'd be a new option to attack: "Tracking Chip". This would have a 100% chance of tearing the chip out of your body.

This doesn't buff humans since it doesn't decrease the cost of reviving someone, but it does let you see who's been waiting longest. Better someone who's been waiting a few days get a revive than someone who just died. This doesn't hurt zombies since it doesn't increase the overall amount of revives, just averages out the amount of time any individual person has to wait.

  • Clarification: You'd have to be standing to show up on the scan.

Keep Votes

  1. Author Not a buff since it doesn't make anything more powerful. It's just a way of spreading the tedium of waiting evenly. And since it's an item anyone can find and use this doesn't favor older players over newbies. --Jon Pyre 04:22, 9 November 2006 (UTC)
  2. I like it.--ShadowScope 04:23, 9 November 2006 (UTC)
  3. Great, when zombies get combat revived, they pop a chip in that says "Do not revive me, or else.", kill the syringe happy scientist, then jump from a window.--Labine50 MHG|MEMS 04:38, 9 November 2006 (UTC)
  4. Keep -- ExplodingFerret, I hope you realise that you must insert this chip yourself. Someone who wants to be anonymous won't put it in, yesno? (EDIT: ExplodingFerret, I see your point now, and I really must say you did not make it clear in your original vote. And IMO, zombie anonymity doesn't mean the ability to tell between killed survivors and real zombies, it means the ability to single out one zombie for attacking, healing (if you want), reviving or anything like that.)I like this idea because it facilitates revives (without being too overpowered IMO - in fact, I feel 3% could be somewhat underpowered). I think it's time survivors got a little buff...recently, there's been Feeding Drag, Tangling Grasp and now you can only dump one body at a time; what's up for survivors? -- Ashnazg 0426, 9 November 2006 (GMT)
  5. Great idea! It makes NecroNet Access a more worthwhile skill, and it makes sense. And I disagree with Funt that this is a dupe. The linked-to suggestion automatically tells everyone in your contacts list (if they have a mobile phone and the mast is working), and activates upon death. In this the person uses the NecroNet and sees all of the zombies with the chip that are within a 4 block radius. It also has the added ability for zombies to be able to remove the chip. I think those are more than enough differences to make this not be a dupe. --Reaper with no name 14:01, 9 November 2006 (UTC)
  6. Keep - This is both cool and realistic. To identify the zombie for revive, you could probably just get their user profile when you read their message on NecroNet. --Uncle Bill 06:04, 10 November 2006 (UTC)
  7. Keep I think it's a great idea zombies have Brain Rot to keep them as zombies, why not have chips to help keep survivors, um, surviving. --Tahoe 05:54, 19 November 2006 (UTC)

Kill Votes

  1. I like it, but I think there should be a time limit on how long a person can use the chip while a zombie. Once implanted the chip stops broadcasting a signal after some amount of time (say a few days). Also, would this counter zombie anonymity? I mean if you look at the NecroNet and see Joe with his chip standing with 3 other zombies, would you be able to single out Joe from the other zombies on the scene?--Pesatyel 04:46, 9 November 2006 (UTC)
    • Re It does not nerf zombie anonymity because you must willingly insert the chip.--Jon Pyre 05:15, 9 November 2006 (UTC)
      • That doesn't answer my question. If the only way to determine if someone has the chip is via NecroNet, then this is kinda pointless since I would go onto the street and see 4 zombies, how do I know which one is Joe? Or are you saying, since the player willingly puts the chip in, I'd see Joe and 3 zombies? Or would I have to DNA extract the 4 to find Joe? Or would I be able to detect Joe's chip with something (DNA extractor, GPS, something new)? And, ExplodingFerret, if the zombie doesn't want the chip, they have the option of removing it (says in the suggestion).--Pesatyel 06:35, 9 November 2006 (UTC)
      • Re The rules say I only get one re but since you actually asked me a few questions I think I'm allowed to reply. You check Necronet in a building. It gives you the location of chipped people and you may add them to your contact list. That allows you to pick them out. This doesn't change the way you view zombies themselves at all, zombies are still anonymous unless they willingly let you add them to your contacts. --Jon Pyre 07:45, 9 November 2006 (UTC)
  2. Pesatyel is right. Please don't nerf zombie anonymity any more than it already is.--ShadowScope 04:54, 9 November 2006 (UTC)
  3. Kill - 3% odds means it's not worth the AP spent getting one of these.--J Muller 05:51, 9 November 2006 (UTC)
    • Re You only need to find one before you die. If you search for syringes you're bound to find one or two of these as you go. Use one, save the next one for when you're brought back --Jon Pyre 07:40, 9 November 2006 (UTC)
  4. It *does* nerf zombie anonymity... the anonymity of the zombies who choose not to have a chip. The likelihood from survivor perspective of them being seen as an actual zombie player will be increased. Also, you're making it hugely safer and easier for revivers. I don't know quite how it works, but I'm guessing if they use necronet access or records to see how many zombies there are per square, and then use this, they can work out which square contains the least real zombies (looking also at profiles for liars), and go to that one. It's subject to abuse, I think, too; personally my message would be "I'll join the horde outside of Blackmore if I die, please heal me if I need it". --ExplodingFerret 05:56, 9 November 2006 (UTC)
    • Re We already have revive points which are massive groupings of non-"real zombies". Your odds of being attacked there isn't too high. DNA scanners already allow you to check profiles. And zombies can also mrh to give them away. This just lets you see who's been waiting the longest in your area. And in response to your below statement: you can't add everyone in the game to your contacts list. You'd need to check the list each time you go out because it'd constantly change as zombies move away/get revived by other people. The idea of entering a building and being friends with everyone and being able to single out a lone hostile zombie is pretty farfetched. Also DNA scanning gives xp. This does not. And the "right square" already exists: revive points.--Jon Pyre 07:48, 9 November 2006 (UTC)
      • Re It's a lot less AP than scanning. If you're a reviver, you'd need never scan again. Also, think of the AP saved going *directly* to the right square which has the best opportunities. (To the TWO people who fail to read to read my vote properly and comment to that effect... WHY? I have reworded it so hopefully even a five-year-old can understand; if not: let me make it AMAZINGLY plain for you in short story form. You have two friends in a building. You enter a room with three people, and discover two of them are your friends. GUESS WHAT? The third one isn't your friend!) --ExplodingFerret 08:54, 9 November 2006 (UTC)
  5. Change - Its a nice idea but... it wears off after one death? I am killed by Pkers what around twice a week? (Being an active force has its downsides) so I don't think it should be one death long but should last for ever. Survivors should have the option to remove it. The other thing I would want this suggestion to do is rather than be on necronet (I know this is the basis of the suggestion what I think) it should also be available for tracking handheld- so people you choose off your contact lists (NOT everyone on the contact list) can track you when you are dead through NT Buildings (they have a code) or on a handheld machine. I think taht would be a nice touch. --MarieThe Grove 16:03, 9 November 2006 (UTC)
    • Re 3% isn't really that rare though. If you look for syringes you're going to be able to stockpile these chips. --Jon Pyre 18:51, 9 November 2006 (UTC)
  6. Kill for now. Potential changes: the message only appears when you DNA extract, chipped zombies show up on standard Necronet as "5(2)" and must be tagged by a DNA extractor first, the chip only lasting a certain amount of time in your dead/undead body - 1 week? --RSquared 21:05, 9 November 2006 (UTC)
  7. Kill - too sci-fi. --Funt Solo 21:18, 9 November 2006 (UTC)
    • Re It is sci-fish, but we already have DNA scans and revival syringes. --Jon Pyre 21:38, 9 November 2006 (UTC)
  8. Kill - Meh. Chronolith 03:38, 19 November 2006 (UTC)

Spam/Dupe Votes

Spam/Dupe - and I prefer the version in Peer Reviewed. --Funt Solo 12:25, 9 November 2006 (UTC)
  • Re That sends a message to everyone in your contact list with a mobile phone. That isn't quite as useful because A) Everyone who can revive you might be halfway across Malton B)The person might have no idea who you are and not make the effort to find you C)The people who receives it may not have any science skills D) Mobile phone service may not be active in your area or the area your contacts are in. E) They might be busy doing something else F) They might be dead. -- This doesn't rely on paging your friends and hoping one is around. It instead lets you turn up to people who definitely have the skills, are nearby, and willingly and able. And it is designed to average out the wait time in queue. Sure the Heart Monitor is great if you have eighty contacts and they'll swing by the help you but not so much if you're new to the game or not heavily involved in groups. This aids everyone by letting people know who's been waiting the longest. --Jon Pyre 18:50, 9 November 2006 (UTC)
  1. Dupe - Looks close enough for a dupe vote.--Mr yawn Scotland flag.JPG 15:16, 9 November 2006 (UTC)

Crucifix Change

Removed as humorous--Gage 08:00, 9 November 2006 (UTC)

Handsaw/Sawed-Off Shotgun

Timestamp: Wfjeff 07:52, 9 November 2006 (UTC)
Type: New Weapons
Scope: Shotguns

The Handsaw

Damage: 2 points
Base accuracy: 5%
Locations: Factories (2%), Warehouses (1%), Hardware Stores (3%/7%), Junkyards (1%)

  • Starting Skill: 5% accuracy
    • Average damage per AP: .1
    • Average damage per 5 attacks: .5
    • To kill 50HP enemy: 500 attacks
  • Hand to Hand Combat: 20% accuracy
    • Average damage per AP: .4
    • Average damage per 5 attacks: 2
    • To kill 50HP enemy: 125

Other Uses:
Handsaws can be used to turn regular shotguns into sawed-off shotguns, which have 15% extra to hit but do 2 less damage.

Comments: Handsaws make poor hand-to-hand combat weapons and are used mainly for the manufacture of sawed-off shotguns. They are melee weapons, so they can be used by zombies if they have them in inventory at the time of death, but they are inferior to unskilled zombie attacks.

The Sawed-Off Shotgun

Damage: 8 points (6 against a flak jacket)
Base Accuracy: 20% Accuracy
Capacity: 2 Shotgun Shells
Locations: Cannot be found, must be made with a handsaw

  • Starting Skill: 20% Accuracy
    • Average damage per AP: 1.6
    • Average damage per 2 shells: 3.2
    • To kill 50HP enemy: 32 attacks
  • Basic Firearms Training: 45% Accuracy
    • Average damage per AP: 3.6
    • Average damage per 2 shells: 7.2
    • To kill 50HP enemy: 14 attacks
  • Shotgun Training: 70% Accuracy
    • Average damage per AP: 5.6
    • Average damage per 2 shells: 11.2
    • To kill 50HP enemy: 9 attacks
  • Advanced Shotgun Training: 80% Accuracy
    • Average damage per AP: 6.4
    • Average damage per 2 shells: 12.8
    • To kill 50HP enemy: 8 attacks

Comments: This weapon is very useful at lower levels because it is the only firearm which can be used with a fair amount of accuracy even without basic firearms training. This reflects the large spread of the sawed-off shotgun, making the ability to aim much less important.

With basic firearms training and shotgun training they are slightly better than regular shotguns but with advanced shotgun training they become slightly inferior. This makes sense because people who know what they’re doing with shotguns would want real shotguns anyway.

Since sawed-off shotguns cannot be found anywhere and therefore must be made with a handsaw—which is somewhat difficult to come by—this weapon is only worth obtaining for lower level characters. Scientists and consumers benefit most from this since it presents an alternative to wasting XP on upper level weapons training for scientists and its higher availability in hardware stores affords the consumer an advantage in finding a handsaw to make them with.

Analysis: Due to the general inconvenience of shotguns in general, let alone the creation of sawed-off shotguns, this addition to the game is not unbalanced. To compare, see the statistics for the shotgun. It adds a new dimension to the game where items can be used to modify other items.

Handsaws have been designed to mimic the crowbar, which has a specific use, namely tearing down barricades, and is otherwise a practically useless item. The only difference between the two is the locations in which they can be found.

Keep Votes

  1. Author Keep - i like it. Wfjeff 06:17, 23 November 2006 (UTC)
  2. Keep - Sweet. Now we just need to introduce bottles of Johnny Walker. --Jon Pyre 08:01, 9 November 2006 (UTC)
  3. Keep - Should be implemented along with Agent Heroic 08:44, 9 November 2006 (UTC)
  4. Keep - As Jon Pyre. –Xoid MTFU! 12:41, 9 November 2006 (UTC)
  5. Keep - I don't have a problem with a sawed off shotgun being more accurate than a pistol... +15% seems high. But what the hell, I'm sure it will cost AP to do the conversion. If Kevan impliments this chances are he'd only allow the shotgun to be modified in certain buildings (ex. auto repair shop.) And down the road, the saw may be needed for other things. Well thought out! MrAushvitz Canadianflag-sm.jpg 15:07, 9 November 2006 (UTC)
  6. Nice. Good for new players. -Mark 16:50, 9 November 2006 (UTC)
  7. Keep - As above.--J Muller 23:25, 9 November 2006 (UTC)
  8. Keep - New weapons are always welcome in my opinon.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:39, 10 November 2006 (UTC)
  9. Keep/Change I like the premise but it should work the other way around, plus attack, minus accuracy. --Tahoe 05:58, 19 November 2006 (UTC)
  10. Keep - I like it. Also, since I can't RE: it, I'll respond to ExplodingFerret's Kill vote here. A regular shotgun does 10 damage, 8 against a flak jacket. That's -20%, as usual. Since this gun does 2 less base damage than a regular shotgun, the 6 damage against flak jacket makes perfect sense (at least to me). --Blue Command Vic DvB 06:26, 23 November 2006 (UTC)
    • Re - Thank you, it makes sense to me too.Wfjeff 21:42, 23 November 2006 (UTC)

Kill Votes

  1. OK, first: zombie bite does 4 damage, no flak stopping, pistol does 5 damage, 1 stopped, shotgun 10 damage, 2 stopped. Generally the pattern here is 1 for every 5 rounded down, which your gun doesn't obey. Second: It's not going to be used by anyone with any sense. Anyone who will be searching any of the places you list will be doing so to keep somewhere powered or for tagging; anyone new will be looking to get XP. I was going to add something about you having made sawn-offs more accurate but doing less damage; as generally it's a close-range weapon and so much the opposite effect, but at a range it's just about believable. --ExplodingFerret 09:07, 9 November 2006 (UTC)
    • Re The way flak jackets work is they reduce the damage for any weapon that deals over 4 damage by 20%. I took 20% of 8 and rounded up to make the gun slightly weaker. I can just as easily round up but I wanted flak jackets to be more effective against the sawed-off than the regular. Second, people will use it, read the comments on the sawed-off shotgun. It makes more sense for low-level scientists especially because it's easier than getting enough XP to buy a bunch of shotgun proficiency skills at 150XP a pop. If you think the weapon is too underpowered to be worthwhile though, I can beef it up by changing the damage or accuracy. It seems like people are more concerned about overpowered weapons than underpowered ones around here. I'm just playing to my audience. --wfjeff 09:23, 9 November 2006 (UTC)
  2. Kill - Surely the shotguns as implemented in the game already match the characteristics of a sawed-off shotgun?--Sgt Toni Reyes Union Flag.png OMEGA 13:36, 9 November 2006 (UTC)
  3. Kill - I like this idea a lot (and it's well-thought out), but the shotguns in the game are clearly already sawed-off. Otherwise, there'd be no explanation for how they take up the same amount of inventory space as a pistol. --Reaper with no name 14:06, 9 November 2006 (UTC)
    Perhaps because Kevan typically gives item a weight depending on the amount of data needed to store it? –Xoid MTFU! 14:25, 9 November 2006 (UTC)
    Are mods allowed to make non-author re's? Well, regardless, while that is the true explanation, I'm referring to the "in-game" explanation. --Reaper with no name 17:52, 9 November 2006 (UTC)
  4. Kill - I don't like it. First off, i think that for the accuracy the damage should be decreased a little more. Also low-levels will never bother with this because of the handsaw. It will take them ages just to make this weapon. Seems kinda useless after all that when the AP could've been used to gain XP.--Mr yawn Scotland flag.JPG 15:23, 9 November 2006 (UTC)
  5. Kill - actually, it reduces the damage by 20%, then rounds your damage up to the nearest whole number --Gene Splicer 16:04, 9 November 2006 (UTC)
  6. I fail to see how a sawed-off can be more accurate then an undamaged shotgun. -Certified=InsaneQuébécois 21:40, 9 November 2006 (UTC)
  7. Kill - Normal weaponry is already accurate enough. Plus you failed to account for the type of shell. Yes it would be more accurate with say buck shot but what about a slug? Correct me if I'm wrong but law enforcement typically uses slugs. --Carl Panzram 20:34, 10 November 2006 (UTC)
  8. Kill - Toss the zombies a few offensive upgrades and then we'll talk. Chronolith 03:38, 19 November 2006 (UTC)

Spam/Dupe Votes

  1. --Funt Solo 12:28, 9 November 2006 (UTC)
    • Re I'm hoping this vote won't be counted since it doesn't list either spam or dupe and no reason is given for either. Wfjeff 06:22, 23 November 2006 (UTC)


Timestamp: The Mad Axeman 11:14, 9 November 2006 (UTC)
Type: New skill
Scope: Bluntweapons
Description: Blunt weapons are a bit usless for everyone at the moment. Prhaps its just the frustration at having to use such inadequate equipment, but some survivors have started to use baseball bats, lead pipes and crowbars with outstanding savagery.

Berserker is a skill that appears under hand to hand training. Having it always gives a +15% bonus to hit with all blunt weapons. It also gives the survivor the ability to go berserk. In order to go berserker the survivor must make 12 uninterupted attacks with a blunt weapon against a living/undead target (Not generators, radios or barricades).

Once berserk, the survivor is attacking so fast and hard that their attacks inflict 4 damage because they hit the target twice on a succesful attack. A message comes up saying "In a savage rage, you repeatedly hit the zombie. They take 4 damage." The berserk state lasts until the survior does anything except attack with a blunt weapon.

This ability doesn't work with none blunt weapons because it requires the user to move at great speed. Bladed weapons have a tendancy to stick in what they hit, and it takes time to yank them out of the victims skull. Furthermore the axe is too heavily to use this fast for long. Most important of all, the other weapons don't need a buff.

Because the first 12 attacks are made with a weapon less effective than the fire axe, using this skill only becomes 'cost effective' if the survivors is willing to spend 25 or more AP doing nothing except attack with a blunt weapon. The axe is still superior for quick hit and run tactics.

By way of reference, it takes an average of 42 AP to kill a 50 hp target with an axe. With this skill, it's 37 Ap, saving 5 Ap. A zombie with maxed claws does it in about 29 AP, so it still inferior to zombie melee attacks. Also remember that even once the survivor has spent enough AP to reach the hightened state of aggression they still need enough AP to get back to safty.

This skill also works for zombies, but they still don't gain any benefit from the hand to hand skill. This means that a zombie with this skill has a 25% chance to hit for 2 damage with a pipe, plus the chance to go berserk. This is better than un-upgraded claws, and so is useful to the 'newly converted', but not doesn't increase the combat effectiveness of high level zombies.

Keep Votes

  1. keep - My idea, my vote. The Mad Axeman 11:14, 9 November 2006 (UTC)
  2. I can't actually find anything wrong with it, which is annoying; I generally don't like existing weapon tweaks. --ExplodingFerret 14:02, 9 November 2006 (UTC)
  3. Keep - Blunt weapons need a buff badly. Especially when zombies use them. --Reaper with no name 14:07, 9 November 2006 (UTC)
  4. Keep - Yer, and anything that makes l33ted up survivors less resistant to turning to the Grey is a good thing --Gene Splicer 14:11, 9 November 2006 (UTC)
  5. Keep - It has it's uses... since the 2 best hand weapons in the game can go up even more for accuracy. MrAushvitz Canadianflag-sm.jpg 15:11, 9 November 2006 (UTC)
  6. Keep - It looks ok to me. And now blunt weapons are finally going to get the buff they deserve.--Mr yawn Scotland flag.JPG 15:25, 9 November 2006 (UTC)
  7. Damn - weird one, this. It feels like something should be wrong, but I don't see anything wrong. *mutter* --Funt Solo 15:38, 9 November 2006 (UTC)
  8. Fantastic Anyone find it ironic that a suggest to go berserk with blunt weapons was put forward by The Mad Axeman? --Jon Pyre 19:14, 9 November 2006 (UTC)
    • Re - Yeah, I'll have to change my name to Al Capone or something. The Mad Axeman 09:52, 10 November 2006 (UTC)
  9. Keep - I guess this would give some use to blunt weapons. --Winnan 20:15, 9 November 2006 (UTC)
  10. Keep- Gives a purpose to blunt weapons, and I like that. Plus, as before, I like the idea of frantically bashing a zombie with a crowbar.--Grigori 20:53, 9 November 2006 (UTC)
  11. Keep - At last, a use for blunt weaponry.--J Muller 23:28, 9 November 2006 (UTC)
  12. Keep -Same as Funt Solo's comment; something about this suggestion feels horribly wrong. Nevertheless, there doesn't seem to be anything rationally wrong with it, so a keeper. --Wikidead 01:15, 10 November 2006 (UTC)
  13. Keep Nothing about it seems horribly wrong to me. -- Ashnazg 0427, 10 November 2006 (GMT)
  14. Keep I like the buff for the weapons but not the skill. --Tahoe 06:01, 19 November 2006 (UTC)
  15. Keep It gives zombies a reason to bother carrying weapons, and it helps out newbies. I like it. Wfjeff 21:46, 23 November 2006 (UTC)

Kill Votes

Clarify - do the 12 uninterupted attacks have to be successful? --Funt Solo 12:30, 9 November 2006 (UTC)
Re - No. The Mad Axeman 12:43, 9 November 2006 (UTC)
Re - I can't make up my mind now - I'll wait to see the reasoning of other voters. --Funt Solo 13:02, 9 November 2006 (UTC)
Kill - So basically it's useless to zombies once they get a few basic attack skills? Sorry, give the zombies a few offensive upgrades and then we'll talk. Chronolith 03:40, 19 November 2006 (UTC)

Spam/Dupe Votes

Fireman's Carry

Removed for edit --Funt Solo 13:56, 9 November 2006 (UTC)

Fireman's Carry v2.0

Timestamp: 13:56, 9 November 2006 (UTC)
Type: new skill
Scope: survivors
Description: A survivor with this skill can help a wounded comrade back inside the barricades.
  • Skill Tree: Civilian Skills
  • Prerequisites: Body Building
  • Rules: For 1AP, the ability to carry a survivor with less than 12HP into a building from the street, as long as the barricades are at VS++ or less, and as long as the carrier has 40 or less inventory points of equipment. Once inside, the move is complete.
  • Spam Notes:
    • This does not nerf Feeding Drag, as to nerf something you must effectively negate it. This would allow a sort of real-time tug-of-war to occur between zombies with Feeding Drag and survivors with Fireman's Carry.
    • This is not a pied-piper skill: just as Feeding Drag only allows someone to be moved from inside to outside in the same square, this only allows someone to be moved from outside to inside in the same square.
    • This has no effect on zombies.
    • So, why can't you carry someone with 60HP inside? People take this skill to help the wounded - if you can see that someone is clearly not wounded, then attempting to carry them anywhere is likely to end up in a bout of fisticuffs. (Thus, we remove the possibility of greifing.)
  • Those limits, again:
    • The survivor to be carried must be at 12HP or less.
    • The survivor to be carried must be standing outside a building.
    • The barricades of the building must be at VS++ or less.
    • The carrier must have less than 41 inventory points of equipment.
  • NOTE - Pesatyel came up with this idea a few hours before me on the discussion page, with hardly any differences to this, and I only noticed it after posting this. Apologies - great minds think alike / fools seldom differ.

Keep Votes

  1. Keep --Funt Solo 13:56, 9 November 2006 (UTC)
  2. The last time this kind of skill came up I said I'd like to see it edited in this way... and here it is. --ExplodingFerret 14:05, 9 November 2006 (UTC)
  3. Keep - Good idea. The only thing I'm worried about is the possibility that someone might want to be killed by zombies(death cultist, anyone?). Then again, this could be a way to combat that sort of thing. --Reaper with no name 14:10, 9 November 2006 (UTC)
  4. Keep - Also, it does anything but nerf feeding drag... it makes it more effective. That's 2ap of no barricading going on there. --Gene Splicer 14:37, 9 November 2006 (UTC)
  5. Keep - Just to confirm, you and your injured chum enter the building for that one AP, right? --BBM 15:12, 9 November 2006 (UTC)
    Re Confirmed. --Funt Solo 15:23, 9 November 2006 (UTC)
  6. Keep - Firefighters, cops and medical personnel would buy this.. cool. Call it a tiny kickback for survivors for having to spend 1 AP per zombie for dumping now... "Medic!" MrAushvitz Canadianflag-sm.jpg 15:13, 9 November 2006 (UTC)
  7. Keep - I like it, much much better then all the other carry suggestions.--Mr yawn Scotland flag.JPG 15:28, 9 November 2006 (UTC)
  8. Sounds good. I don't like the name, though. -Mark 16:54, 9 November 2006 (UTC)
  9. Keep - Excellent. 1 question, what does my inventory have to do with carrying someone? Also, does the survivor have to be on my contacts list?--John Blast 18:07, 9 November 2006 (UTC)
    Re - The inventory limit is there as a nod to realism - you can't carry another person if you're fully loaded with equipment. You want to rescue people, ditch some kit first. The survivor doesn't have to be on your contacts list. The idea is that if the conditions of the skill are met, a drop-down list will appear with a Fireman's Carry button, to allow you to rescue them. --Funt Solo 19:17, 9 November 2006 (UTC)
  10. Keep This has one flaw. One teeny weeny but crucial flaw that I'm not going to kill over since it's an oversight and I'm sure Kevan would fix it. If a survivor is dragged out and then healed this would require the rescuer to blast their ally with a shotgun a few times to pull them to safety. That's more than a bit silly. Better instead to just flag people who've been dragged, keep that flag on them until they perform an action, and only allow you to move people with a Feeding Drag flag. Also, you should be able to put the person in a building from outside even if barricades are above VS (without going in yourself maybe) because this would require you to chop down barricades at many safehouses. --Jon Pyre 19:04, 9 November 2006 (UTC)
    Re - Thanks for the Keep. I think this keeps it simple: if the person isn't at 12HP or less, they don't get rescued. End of. If someone wants to get around the rules by blasting away at their pal (or the 'cades) - well, it's their AP. --Funt Solo 19:17, 9 November 2006 (UTC)
  11. Keep - Wow, you've actually managed to achieve something people have wanted for a while, but no one has properly been able to express before. A fair balance, and making it dependent on the survivors own inventory capacity really makes it interesting! --MorthBabid 19:08, 9 November 2006 (UTC)
  12. Keep - Well thought out. --Winnan 20:17, 9 November 2006 (UTC)
  13. Keep- It could be more useful, though. 30 hp would probably be a better roof.--Grigori 20:59, 9 November 2006 (UTC)
    Re - I hear ya. I wanted to avoid calls of "griefer-fodder", and synergise this skill with Feeding Drag. A 30HP survivor might not thank you. --Funt Solo 21:14, 9 November 2006 (UTC)
  14. Keep - Excellent job avoiding most possibilities for greifing. It's rare enough that zombies are standing inside a building survivors are outside of that this would offer very few opportunities to grief.--J Muller 23:30, 9 November 2006 (UTC)
  15. Keep Good enough for government work... Conndrakamod TDHPD CFT 23:43, 9 November 2006 (UTC)
  16. Keep - You truly are a great mind, but I cannot say the same about Pesatyel. Remove the inventory requirement because... well, I don't want to go too much in detail. Also, if you are carried inside by someone, you should be notified, to prevent false pker claims when someone decides to shoot you so they can carry you inside. --Wikidead 01:15, 10 November 2006 (UTC)
  17. I was tempted to vote kill since you stole my idea (heh), but it is basically what I had in mind. The only thing I don't like is the barricade level. I see VS as too high (on the discussion page, I suggested not more than Light). I see a survivor trying to get in as having to climb over or around barricade items to get in and out. But carrying someone with you? I'd think the extra barricade items would make it more difficult to get in and out effectively.--Pesatyel 02:52, 10 November 2006 (UTC)
    Re - I stole your baby! I'm not claiming authorship on this one - call it a community suggestion. Hopefully [he who shall not be named] will tweak it suitably and implement it - that would be cool. (I'll add notes with everyone's concerns if this makes it to PR.) --Funt Solo 08:27, 10 November 2006 (UTC)
  18. Keep - Although I'd rather see a version of Fireman's carry that lets you rescue someone when their safe house is broken into (i.e. cades are down, zeds are inside, and it's time to leave but your buddy is asleep), this is still pretty good. I like it. --Uncle Bill 06:10, 10 November 2006 (UTC)
  19. Keep - Useful and balanced. -- Ashnazg 0425, 10 November 2006 (GMT)
  20. keep keep keep! finally, i can help those poor noobs that try and nap outside. and maybe properly tell them off afterward... --Kaminobob 09:15, 17 November 2006 (UTC)
  21. Keep I love this idea. I think that it will help noobs the most because they (we) are most likely to get trapped outside. --Tahoe 06:03, 19 November 2006 (UTC)
  22. Keep - Balanced enough, in terms of the spent ap on carry vs. cading, plus the risk, in a siege, of comrades cading beyond VS++ while a carry is attempted and leaving two tasty snacks outside. Adds flavor/drama without unbalancing the game. --Barbecue Barbecue 19:51, 20 November 2006 (UTC)

Kill Votes

  1. KILL!!!! You're nerfing feeding drag! This would further disrupt the balance. The only reason zeds are on the rise is because were more organized than a lot of survivor groups and we work together. Plus! We can not use feeding drag if doors are closed or if buildings are barricaded. So I think that the same rules should apply to fireman's carry. Afterall you're encumbered by another person's weight. --Carl Panzram 20:45, 10 November 2006 (UTC)
    Re - This does not nerf feeding drag at all. A large horde will (probably) consume a 12HP survivor who's been dragged into it, long before anyone happens to rescue them. Add to that the fact that the rescuer just spent 2AP that would probably have been spent 'cading - and in fact this helps zombies (in large horde seige situations, at any rate).--Funt Solo 00:20, 11 November 2006 (UTC)
    Re - Wrong! I just told you why it nerfs feeding drag. You can use it to get through barricades! Feeding drag won't even work through a closed door. A real time tug of war will never happen. You'll barricade then carry in the wounded survivor this suggestion nerfs feeding drag. --Carl Panzram 22:13, 11 November 2006 (UTC)
  2. Funt, if you are outside...anyone can consume a 12 HP...long before anyone can rescue them. And, the hopping out to save the surivior means that he's going to get nibbled on too....Therefore, this skill is useless. Balanced though.--ShadowScope 04:13, 12 November 2006 (UTC)
  3. Kill - First give zombies the ability to Open Doors from inside a building, and to throw humans outside (instead of having to use Feeding Drag to bring them outside, then go back inside the building). Otherwise, it's yet another powerup for humans while zombies have a very limited set of skills. Chronolith 03:43, 19 November 2006 (UTC)
  4. Kill - It's been already said, but there would be no real time tug of war as zombies cannot move through barricaded doors, while humans with this skill can. Raggedy Man 18:27, 19 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

"Epic" characters

Timestamp: Leeksoup 23:11, 9 November 2006 (UTC)
Type: new mechanic
Scope: everyone
Description: Everyone's seen the big bad boss-type characters in everything made about zombies. Why don't we have them in Malton?

The gist of it is this, and I'll get to mechanics later: Zombies would have a single player declared "Horde Leader" and survivors would have a single person declared "Malton Commander".

First, the mechanics of picking. Every two(?) days, the server would check if there is a Malton Commander and a Horde Leader/Malton Commander. If there is NOT, it would pick one currently standing Zombie/Survivor with all the zombie/survivor skills (including Brain Rot for zombies. Note, you only need zombie skills for Leader and you only need survivor skills for Commander, not both) and send them a prompt, to be seen upon login: "Do you want to be Horde Leader/Malton Commander?" To prevent abuse, you would be unable to do anything until you pick either Yes or No. If Yes, you become Leader/Commander, with all its benefits and disadvantages. If No, the server picks another random zombie/survivor that meets the requirements. You lose this special status upon being killed.

Now, the mechanics of Horde Leader. If you picked Yes, you would become Horde Leader. This would change your title on the map from "You see X zombies here" to "You see X zombies here, including the massive Horde Leader!" Additionally, your position would be marked with a bright red asterisk. In return, you would get 200 HP max (and given upon becoming Leader, so you have full health), and an attack and barricade buff. Claw attacks would have 5 damage and 75% accuracy (better than a pistol!) and bites would have 7 damage 55% accuracy. Because of the high damage, they would be affected by flak jackets, but it's still 4 damage and 6 damage! NOTE: There is only one Horde Leader. This would not be a universal buff. There is only one, and the survivors get something too. In addition, you would get a survivor damage negation that stacks with a flak jacket, of a 20% decrease in damage over 5. It's like having another flak on, on top of your current one (if you have one).

Now for Malton Commander. After clicking Yes on the prompt, your inventory is emptied and stored in the server. (So you don't actually lose anything, it's just stored.) You are then given:

  • An M1A1 Assault Rifle with 6 damage per shot, 75% accuracy and 14 bullets in a clip (unbuffed by skills).
  • 3 extra clips
  • SWAT-grade ceramic body armor with 40% damage negation to attacks above 5 (just like the Horde Leader, if he had a flak)
  • A special radio that allows you to broadcast from anywhere, if it's powered or not, or even outside.
  • A specially designed combat helmet that prevents you from being killed by pk'ers. You can be really, really hurt, but if you go below 0 you can stand back up as a survivor AND as Malton Commander. Sorry, PK'ers, no farming the Commander in hopes of becoming it.
  • Emergency Medical Supplies, 6 count, that heal 15 HP anywhere (unbuffed by skills).
  • A DNA extractor
  • A GPS
  • Two MK4 NT syringes, designed to only take 5 AP

You still only have 60 HP (you need all the survivor skills), but you are a survivor and survivors naturally last longer per life. You can search for more materials in a Fort. No one but the Commander can get these supplies there. He has a 100% chance of finding *something*, but it may be something he didn't need (like a GPS.) He can find all other things (pistols, shotguns, FAKs etc) in their normal places at normal rates.

Remember, there are only ONE OF EACH out at a time. If they die, a new one is picked in TWO DAYS. They still have the normal AP cap of 50, and the same AP generation rate. It would just add that 'epic' feel if there were some truly great threats out there, for both sides.

Keep Votes

  1. Keep -- Author.Leeksoup 23:11, 9 November 2006 (UTC)

Kill Votes

  1. Kill - No superpeople, please. If you're going to create "commanders" and "horde leaders", make them the leaders of groups, perhaps with abilities proportionate to membership numbers.--J Muller 23:34, 9 November 2006 (UTC)
  2. Kill -snerk- Huh? HAHAHAHAHAHAHAHAHAHA, Where to begin? Lets just go with No.Conndrakamod TDHPD CFT 23:41, 9 November 2006 (UTC)
  3. Kill - I agree with Funt Solo. --Wikidead 01:15, 10 November 2006 (UTC)
  4. Kill - Is this supposed to be funny? Did you even think about the balance issues? --Joe O'Wood 02:03, 10 November 2006 (UTC)
  5. Kill I kind of like how everyone is an ordinary person. Or zombie person. --Jon Pyre 05:20, 10 November 2006 (UTC)
  6. Kill I also feel the same way as Jon Pyre. What happens if the Horde Leader suddenly spawns outside Caiger and the Malton Commander in the opposite corner of the map? -- Ashnazg 0432, 10 November 2006 (GMT)
  7. Kill - Mere words cannot express my lack of constructive criticism for this unmitigated disaster. While it's evident you put thought into it, it is inherantly unbalanced. Leaders could lay waste to entire buildings with stats like that... I believe we send this one Mrh?ing back to the nearest cemetary. Peter Moran 01:04, 12 November 2006 (UTC)
  8. Kill Sorry, no. I like the general idea but the people become far too powerful.
  9. Kill - Worst. Balance. Issue. EVAR.--Blue Command Vic DvB 06:34, 23 November 2006 (UTC)

Spam/Dupe Votes

  1. balance --Funt Solo 23:55, 9 November 2006 (UTC)
  2. Geez, you didn't even TRY to balance this! I mean at the least people could get extra XP for wasting the "leader". There aren't any penalties at all!--Pesatyel 02:55, 10 November 2006 (UTC)
  3. Spam - As the above 2 spam votes, theres no balance!--Mr yawn Scotland flag.JPG 07:08, 10 November 2006 (UTC)
  4. Spam - I wanna play Paul Bunyon.... the ZOMBIE!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:41, 10 November 2006 (UTC)
  5. thanks... but NO! - in future, please read rules before posting. i know they are a little long, deal with it. you'll look less... how to put it... mentally retarded in the long run. --Kaminobob 09:12, 17 November 2006 (UTC)

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