Suggestions/RejectedApril2007

From The Urban Dead Wiki
Jump to navigationJump to search

Peer Rejected Suggestions

April 2nd

Neuro-Toxic Bite v3.0

Timestamp: 10:00, 2 April 2007 (BST)
Type: New Zombie Skill
Scope: Zombies.
Description: A mutation of this zombie's Infectious Bite, coupled with the poor sanitation of a city besieged for over a year, have caused a unique neuro-toxic reaction:
  • Prerequisites: Level 10, Digestion, Infectious Bite
  • Effect: Any survivor infected by this zombie's bite also loses the ability to speak properly, until treated with a FAK (which, as normal, cures the infection). Instead, they speak as if they were a zombie with Death Rattle.
  • Notes: Mobile 'phone comms are okay as the survivor can still text normally. Radio or normal speech is effected.
  • A revision of the Peer Undecided Neuro-Toxic Bite v2.0.
Left Queue: 21:34, 29 May 2007 (BST)

April 3rd

Chemicals in Crates

Timestamp: Reaper with no name TJ! 16:53, 3 April 2007 (BST)
Type: Crate Change
Scope: Supply Crates, Zombies
Description: You know, there's one huge problem with the supply crate drops: There's not much of a reason for zombies to smash them. Sure, they stop survivors from getting the items inside and get some XP, but XP means nothing once you max out. So...

Noting how zombies tend to congregate wherever they drop supply crates, the military has decided to test out some anti-zombie substances provided by Necrotech. By placing chemical containers inside the supply crates, zombies smashing them will also smash the containers and become exposed to the chemicals. Unfortunately, the plan backfires and results in temporary mutations that increase zombie lethality.

Basically, whenever a zombie (survivors are unaffected, since they're, well, alive) smashes a supply crate, they get a +5% accuracy boost to all attacks for the next 24 hours. It's not too much of a boost (especially not for something so temporary), but it's enough to make smashing crates worthwhile for zombies.

Left Queue: 21:54, 29 May 2007 (BST)

April 4th

Item that attracts Zombies

Timestamp: Chris' 'Redfield 21:27, 4 April 2007 (BST)
Type: Improvement [I hope]
Scope: All
Description: As I bet you have all seen, a zombie attracting unit. You've seen a zombie master, a zombie queen, and even a few audible noises from players. This effects both humans and zombies. The Item is called "Fumes".

The human aspect: humans may find these "fumes" in NT buildings (.5%) (20% encumbrance). A Human would carry the "Fume" and no zombies would be attracted to it because it has not been opened yet. but, Much like a generator, it can be set up inside a building, but unlike the generator, it can be set up outside also. The fumes would show up in BOLD RED LETTERS SHOWING THE COORDINATES like this, (35,78) on a zombie's screen. but, it only effects zombies 3 blocks away [in every direction] from that building, And much like a generator it can be destroyed, if not, then after a day it disperses. It would give someone XP for setting it up, and destroying it. This would only effect zombies with the "scent death" skill. It disappears from your inventory after 1 use. a person may kill it like they can a genny. [humans cannot see the fumes unless they are in the exact same place as the fume is.]

The zombie aspect: Zombies in general; can't see this and are not effected by it. Only the ones with the "scent death" skill. But, this can also be used by a zombie. As some of you have noticed, when you are a zed, you can still use a crowbar to attack with. so you can take the "fumes" and still set them up, by expelling them from your body, giving you XP, and making the area stink with it. Also, zombies could be able to attack these fumes, but not in the way a person can, not like a generator. Zombies would get a (.5%) chance of "sucking up" these fumes thus, stealing the fumes from the area, to be used again. Any zombie that "sucks up" the fumes or are even in the vincinity of the fumes become infected, so when revived, they will remain infected until they are given a first aid kit.

General use: This is appealing to the Pkers among us, because of the effect it could have on strategic buildings and the possiblility of many zombies coming to the area to kill these people. Unfortunatly for them, people can attack the fumes and disperse them like a generator, and A lot of the zeds don't have scent death, so they couldn't see it, even if they were in the general area. This also appeals to the people who revive zombies, or brain rotters to advertise a revive point. Even more for Pkers, is that random human have a (7%) chance of becoming infected from the fumes. Zombie hunters would use it to attract zombies to a certain area and launch a large scale revive and attack assualt on them. And to the zombies it can be used to see where people are, to feed on them. This overall could be very effective and fun for everyone to use, although rare to find and very encumbring, but is evenly distributed betwwen groups as not to be overpowered or the such.

Note after seeing votes: Obvious;y you keep the fumes in a jar that comes with it. if you read the whole thing then it states the effects that it could have on everyone.

Left Queue: 22:14, 29 May 2007 (BST)

April 5th

Zombie Killer

Timestamp: Karloth Vois RR 13:31, 5 April 2007 (BST)
Type: Skill
Scope: Zombie Hunters
Description: Skill costing 100XP, only available after level 10.

When shooting at a group of zombies, you automatically target the zombie with the lowest health.

This does not give out any profile links or anything else further reducing zombie anonymity- you're still shooting at "a zombie". It does compromise zombie anonymity slightly, and it does have a terrible name. However, it's a simple and powerful skill for those stupid enough to attack a horde.

Left Queue: 22:16, 29 May 2007 (BST)

Experience Usage

Timestamp: Sipex 9:34am, 5 April 2007 (EST)
Type: Game Mechanic/Skill Add
Scope: High level Players
Description: Alright, I've put a lot of thought into this after reading many extra experience use suggestions, ones that usually get shot down because they increase search rates or other percentage chances.

What I'm suggesting that once all of the Survivor or Zombie skills are purchased that a new menu of experience purchases opens up, specific for the player type (zombies have their own stuff and survivors have theirs). Each of these purchasables will not increase your survivor or zombie level but just give you what you request. All Survivor explicit purchases require all base survivor skills to be purchased while all Zombie explicit purchases require all base zombie skills before purchasing. Shared purchases require either tree to be completed.

Note: All of the experience costs below are not a basis of voting, if this were to be implemented I'm sure Kevan would choose costs that he found appropriate and not what I have here.

Survivor List:

Extra Speech (200xp): Gives the survivor one message of 51-100 characters which will be used automatically when the survivor speaks a message which exceeds 50 characters. Once the survivor uses their extended speech this skill will become re-purchasable for the same amount. Killed survivors retain their stored extended speech but cannot use it as a zombie.

Engrave Item (1000xp): Allows the survivor to choose an item to engrave with his/her name. Any engraved items will show an asterisk next to it in a user's inventory. When an engraved item is used a message is added to look much like the following "Sipex attacked you with an engraved fire axe for 3 damage." where the word 'engraved' will be a link to the user's profile. Any engraved item that is set up will show the word engraved as so "There is an engraved radio transmitter here." where the word engraved works as previously mentioned. Engraved items that are dropped or destroyed are lost forever. Any zombie using an engraved item will not show a link to his/her profile to protect Zombie Annoymity. Can be bought multiple times for the same amount as above.

Zombie List:

Wail (200xp): Allows the Zombie to wail which is audible to anyone within a 1 block radius. If the Zombie is inside than only those inside will hear the wail, this applies to extended buildings too, if a zombie were to wail inside a mall, as long as the mall blocks are adjacent to the zombie all the occupants inside those blocks would hear the wail. When a wail occurs the message "You hear a high pitched wail from 1 block (n/s/e/w) (and 1 block (n/s/e/w))." Once a wail is used it may be re-purchased for the same amount above and can only be used once. If a zombie is revived/killed with a stored wail the wail is retained but cannot be used while the zombie is a survivor.

Scratch (1000xp): Allows the Zombie to scratch a spray-paintable surface, no message will be left but any spray-paint which is scratched will be left un-decipherable. Has one use before it must be re-purchased for the same amount above. Any scratched surface will show something like the following "The wall is scratched and scraped making any previous messages undecipherable". Revived/Killed zombies retain their stored scratch but cannot use it as a survivor.

Shared List:

Add Prefix Title (1000xp): Gives the user a list of prefixes to choose from which will be added to the beginning of his/her name when seen by others and in the user's profile. This can be turned on/off for free once purchased. Must be purchased for 100xp (a lesser amount) if user wishes to change title. When a zombie the user's prefix will only be visible in his/her profile when scanned. Some examples of prefix choices are: Mr, Mrs, Ms, Dr, Sgt, Pvt, Sir, and Lady.

Add Postfix Title (1000xp): Gives the user a list of postfixes to choose from which will be added to the end of his/her name in the user's profile and at times when the 'zombie hunter' postfix would appear (much like Zombie Hunter, but will allow you to choose). Can be turned on/off for free once purchased. Must be purchased for 100xp (a lesser amount) if user wishes to change title. When a zombie the user's postfix will only be visible in his/her profile when scanned. Some examples of postfix choices are: Zombie Hunter, Surgeon, Quick, Crafty, Benevolent, Strong, Resourceful, Horrid, Ragged, and Fierce.

Buy 10 IP hits (1000xp): Adds 10 IP hits to the user's current IP for the day, useful if you get have alts and get that 'You only have X moves left on this address message' but you have something you'd like to complete (or you'd like to get to safety). Can be purchased once per day per IP address, extra IP hits do not transfer over to the next day.

Left Queue: 22:17, 29 May 2007 (BST)

April 7th

BARBRAZ

Timestamp: Fuster 14:14, 7 April 2007 (BST)
Type: Franchise group
Scope: All players
Description: Currently looking for staff and a first franchise location, BARBRAZ will be Malton's premier slowfood joint and hang-out for both zombies and humans. All franchise premises are to be kept unbarricaded to allow free entry. The franchise will facilitate consensual zombie-human feeding (zombies must ask to feed using Mhr? and may not feed below 10HP) and will provide med care for humans. There will be a strictly enforced 'no kills, no revives' policy on franchise premises and any customer violating these rules will be barred and a bounty issued. By regulating and supervising zombie feeding we will foster improved relations between the zombie and human communities and will usher in a new era of zombie-human harmony.
Left Queue: 13:29, 9 April 2007 (BST)

April 9th

New zombie skill tree

Timestamp: Chris' 'Redfield 00:54, 9 April 2007 (BST)
Type: Skill
Scope: Zombies
Description: To obtain any skills on this tree, you must be a level 40 zombie

This is new skill tree for zombies called "scelestus mortuus" or the "infamous dead" . Basically it is just a whole bunch of new approved zombie skills that seem to be a bit powerful. Almost like a zombie master. it is just a category to put peer approved suggestions for zombie skills, in. nothing more. a bit bland actually, sorry.

Left Queue: 08:52, 9 April 2007 (BST)


Cleaning Kits

Timestamp: User:kennyrogers1 11:42, 9 April 2007 (BST)
Type: Item
Scope: Humans
Description: Anyone who owns and operates firearms knows that you have to maintain them. To make it more realistic I suggest that after x number of uses guns become dirty and need to be cleaned. You can find the kits wherever you find guns, they should be easy to find and get used up after around 5 uses.
Left Queue: 10:02, 9 April 2007 (BST)

Air Strike

Timestamp: Seloth 13:24, 9 April 2007 (GMT)
Type: Buildings.
Scope: Everyone.
Description: This is basically a bomb hitting the city scenario.There are a couple of ways this could work.
  • A large Bomb hits the a central suburb killing all in the suburb and chaning all buildings into waste land.
  • A Nuke hits the centre of malton killing all in the sburbs listed and making all builings wastelands ,Evryone not in the suburbs listend would be given something like a mild Radiation poisoning but acts like infection.There could be a very small number of derelict buildings or runs that you can hide in and barricade.But these would be rare and widely spaced apart.
  • A air strike happens but hit's random squares and turning all sites into wastelands and killing any in the hits squares.

This is only a thrown in suggestion,It will probably be shot down but I'd like to see how people would see this.It would be interesting as the central areas would be large wastelands,People could go in and never come out,It would practically be empty but you would find nomadic people in there I guess.

Alternatively the places hit could be turned into new squares call Ruined building or Crater.. .

Left Queue: 21:26, 9 April 2007 (BST)

Headshot change

Timestamp: Nucleon 03:50, 9 April 2007 (BST)
Type: special AP penalty under specific conditions
Scope: Zombies
Description: In its current form the Headshot skill is nothing more than a minor annoyance to zombies with the Ankle Grab skill in regards to its AP penalty. That being said, any change to Headshot that would unilaterally nerf the Ankle Grab skill or make Headshot even more of an annoyance to those zombies without Ankle Grab has virtually no chance of being implemented. My suggestion is a compromise of sorts; it will make it cost 25 AP for zombies to stand up after having taken 10 headshots; while most of the damage inflicted by the previous headshots was either repaired or of no consequence, a small amount of damage did not repair itself each time and this has resulted in the compounding of the damager inflicted by this particular headshot.

As stated above, this penalty would only be applied to a zombie after every ten headshots, and in addition to this would be the total cost for standing up rather than an additional (and unfair) AP penalty to the normal AP cost for getting up. Survivors would not gain the ability to tell how many headshots a zombie has already taken, which would minimize the ability of zergers and griefers to abuse this penalty.

Left Queue: --~~~~T''' 19:32, 21 August 2007 (BST)

April 10th

Visual Tracking

Timestamp: Jon Pyre 02:53, 10 April 2007 (BST)
Type: Skill
Scope: Survivors
Description: After a raider kills a fellow person or destroys a piece of equipment you know to immediately take to a roof or window to see which way the attacker went. Since free running works by jumping roof to roof it is possible to follow an escapee's progress without too much interfere in your line of sight.

You see next to the person's name the last place they used free running to get to within a 5 block radius. If you have binoculars in your inventory the radius is increased to 10.

To clarify here are examples of what you would see if fictional killer escaped a few different ways:
Free Ran 4 east 2 north: Frogman killed Galahad (spotted on a rooftop 4 east 2 north)
Free ran 2 west, exited that building and then went 2 north on foot, and entered a building and stayed there: Frogman killed Galahad (spotted on a rooftop 2 west)
Free ran 1 west, exited the building going 2 s, entered a building and free ran 1sw: Frogman killed Galahad (spotted on a rooftop 1 west 3 south)
Exited the building, went 5 north, entered a building without free running at all: Frogman killed Galahad (you couldn't spot them)
Free ran 12 north: Frogman killed Galahad (spotted on a rooftop 10 north)
Walked 10 spaces outdoors and then free ran out of range: Frogman killed Galahad (you couldn't spot them)

This would be useful for striking back at raiders but still provides the killer with ways of escaping and fooling their opponents. For instance they could free run a few north, then exit and proceed south on foot to get out of range before free running again. Or they could escape by taking shelter in an entry point without free running at all, or just by going 11 spaces. I think this makes things a little fairer and the whole "double back to fool your foes" is a pretty cool idea I think. It should probably be a military skill.

Left Queue: --~~~~T''' 19:53, 21 August 2007 (BST)

Relocate Encumbrance %

Timestamp: P4X639 03:24, 10 April 2007 (BST)
Type: Improvement
Scope: Survivors
Description: Currently, with the total Encumbrance % at the bottom, it is anoying to scroll down to see it. If it is moved to top of the Inventory, it would be a lot easer to use.

Example, the % could come after the Inventory like this: "Inventory (click to use). You are X% encumbered."

Left Queue: --~~~~T''' 19:55, 21 August 2007 (BST)

Allow survivors to open doors

Timestamp: BzAli 19:26, 10 April 2007 (BST)
Type: New feature
Scope: All survivors.
Description: I've checked and doublechecked, and failed to find a way I as survivor could open doors and leave them open.

This doesn't really make sense. Death cultists could have a real interest in opening the doors after taking down the 'cades to allow newbie zombies access to the brains inside. And there's a few buildings (in the zoo, or indoor revive clinics) where non-cult survivors would like to open doors. I therefore suggest a new button added if you're in an un-barricaded building with closed doors: Open Door. It would be placed where the close door button is now. This ability wouldn't require any skills or anything. After all, everybody can open a door, why shouldn't they be able to close it?

Left Queue: --~~~~T''' 19:56, 21 August 2007 (BST)

April 12th

Mechanical Aptitude

Timestamp: zhodani 01:18, 12 April 2007 (BST)
Type: skill
Scope: {{{suggest_scope}}}
Description: (this is my first time doing any thing wiki so i apologize for any breach in wiki edicit) the idea is that a survivor who puts in a significant effort could alter his weapon or fasion a new one (like how scientists can manufacture syringes)hears a minor example. you have a hockey stick a knife and some wire that you acuired useing you wire cutters(knew those would come in handy some day) you wrap the wire around the handle of the knife and the end of the stick and boom you have a spear. the upside to this example is that you have a weapon that is better than a knife or stick allone the downside is that the weapon will eventually break forcing you to find a new knife to replace the one you lost in a zombies gut. a more advanded example would be sten gun (look it up on wikipedia as well as all russian submachines guns used during WWII) when you think about it this is achivable to the determined survivor all you need is a length of pipe a spring from a hospital bed some nuts and bolts access to a powered hardwarestore, autoshop, or factory a pistol and some scrap metal natural y this is far more complex there is the posiblity of not only breaking but also jamming (which would happen more fequently causeing the survivor to spend ap corecting)

one draw back to this skill that some one will point out is the that it will cause a flood of useless junk not so the junk is the rubble in the streets and the left overs of a ransack then problem of changeing search probebility odd could be solved with a search for junk button sepertate to the search the area button. now alot of the junk picked up may realy be junk players will have to experiment to see what can be done some times with undesired results for example (12volt car battery)+(solid gold thing)-(rubber gloves)=(dead guy)

Left Queue: 09:37, 12 April 2007 (BST)

Crushing Horde

Timestamp: Viceroy Chili Cheese Dog 23:49, 12 April 2007 (BST)
Type: Balance Change
Scope: Zombies, especially large hordes.
Description: The zombies seem to have grown more intelligent, using their massive numbers to help smash through the survivor's improvised barricades.

Essentially, what this skill does is increase barricade hit percentages when there are a large number of zombies in a square. The first few bonuses are at fairly small numbers, but the number of zombies needed to gain the next bonus at the higher levels are exponentially higher, helping to taper it off. These bonuses also help low level zombies more, as the bonus is a flat increase to the percent chance to hit. Here are the numbers:

A 1st level zombie with no skills has a 12.5% cahnce to hit a barricade.

A zombie with maxed claw skills has a 25% chance to hit.

1-5 Zombies in a square: No bonus. 6-11 Zombies: +2.5% 12-19 Zombies: +5% 20-49 Zombies: +7 50-99 Zombies: +8.5% 100-199 Zombies: +9.5% 200+ Zombies: +10%

The bonuses get smaller at higher levels, and require more zeds to get them, to compensate for the fact that there are more zeds attacking at those higher levels. But with 6-11 zombies, a zombie with no skills goes up from a 1 in 8 chance of hiting to about a 1 in 6.6, a considerable boon. This skill could finally give the survivors something to fear, and give the zombies even more reason to swarm. In short, it could make it a lot more like a zombie apocalypse should be.

Left Queue: --~~~~T''' 20:06, 21 August 2007 (BST)

April 13th

Radio Proficiency

Timestamp: Seventythree15:20, 13 April 2007 (BST)
Type: New Skill
Scope: Survivors
Description: A new skill, to be purchased after radio operation. Essentially, this skill would allow people to broadcast messages twice the length that they normally are. This skill would be available only after the purchase of Radio operation and would, I feel reflect Radio operators becoming more proficient at using call signs, equipment, codebooks or Morse code, whatever. Basically, they become quicker and better at using the skills that they learnt with Radio operation. personally, I can't see this skill overbalancing things massively, and I think it adds flavour as well as being useful.
Left Queue: --~~~~T''' 16:18, 23 August 2007 (BST)

Clothes: Version 3

Timestamp: Cheeseman W!ASBTalk 22:20, 13 April 2007 (BST)
Type: Items
Scope: Everyone
Description: This will allow survivors and zombies to don attire they find when in buildings or on the streets. Survivors will find clothes in almost any building by simply clicking the Search Button. Zombies will find them when ransacking buildings unless they find them as a survivor. The type of clothing you find depends on the building you are in. A complete list is shown below. Searching for clothes uses a different search button labeled "Search for clothing".
  • If you dont find anything you get a message similar to "You rummage through a box/cupboard/drawer/etc but you find no clothing"
  • If you do find something you get a message similar to "Rummaging in a box/cupboard/drawer/etc you find <insert clothing name here>"

The base rate of finding clothes is 30% however when in the new Mall Clothes store it jumps to 50% (60% with shopping). The crucifix will be changed so it acts as a piece of clothing. Clothing will have no encumberence

Every new character will spawn with clothing related to their character class:

  • Military
    • Private: Military Combat Shirt(Woodland), Military Combat Trousers(Woodland), Military Boots
    • Medic: Military Combat Shirt(Desert), Military Combat Trousers(Desert), Military Boots, Medic Armband
    • Scout: Military Combat Shirt(Urban), Military Combat Trousers(Urban), Military Boots
  • Scientist
    • Lab Tech: Lab coat, glasses, button up shirt(white), trousers(black)
    • Doctor: Doctors Coat, trousers(black), shoes(black), Stethoscope
  • Civilian
    • Police Officer: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
    • Fireman: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
    • Consumer: T-shirt(random), Trousers(random), trainers(random), Hat(random)

You can put on a piece of clothing for 1AP by clicking on it in your inventory. They can then be removed for a further 1AP. Only one of each type of clothing can be worn: one hat/accessory, one on chest, one on legs, one on feet. If you try to wear another item of a type you are already wearing, the old one will be removed. Clothes you put on appear in your profile just below your description.

Example: Cheeseman Muncher is wearing: A Pair of Military Urban Combat Trousers, A Bomber Jacket, A Pair of White Trainers and A Purple Pimp Hat
  • Police Station: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
  • Hospital: Doctors Coat, Surgical Scrub Top, Surgical Scrub Bottoms, Scrub Shoes, Nurses Outfit, Nurses hat, Stethoscope
  • Fire Station: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
  • Auto Repair Shop: Racing overalls, Racing Helmet
  • NT Buildings: Lab coat, glasses, button up shirt(various colours), skirt(various colours), trousers(black)
  • Office Buildings: suit jacket(various colours), button up shirt(various colours), suit trousers(various colours), skirt(various colours)
  • Forts: Military Combat Shirt(desert, urban or woodland), Military Combat Trousers(desert, urban or woodland), Military Boots, Medic Armband
  • Mall: T-shirt(various colours), Trousers(various colours), Skirts(various colours),button up shirt(various colours), summer dress(various colours), sandals(various colours), trainers(various colours), shoes(black), bomber jacket(black or brown), combat trousers(desert, urban or woodland), jeans(various colours), Trenchcoat, hat(various colours)
  • Bars: Pimp hat(various colours), Jeans(various colours), Leather Jackets, Leather Trousers, Cocktail dresses(various colours)
  • Church: Nuns Habit, Ministers Shirt, trousers(black), crucifix
Left Queue: --~~~~T''' 16:19, 23 August 2007 (BST)

April 14th

Shaun Disciple/Cricket Bat Proficiency

Timestamp: Tryce of Thunder 22:47, 14 April 2007 (BST)
Type: Skill+Flavor text change
Scope: Survivors and zombies being headshotted
Description: You have watched Shaun of the Dead thousands of times, and have spent an obscene number of hours analyzing how Shaun swung his cricket bat. You now know just how to swing it so it does the most damage.

Upon getting the skill, your Cricket Bat accuracy increases by 15%, and any time you headshot a zombie, it gets a different flavor text: "You took a Headshot from [Insert name here] the Shaun Impersonator! You need to spend an extra 5AP to stand up."

You could replace "Impersonator" with "Fanboy/Fangirl, and change it so upon buying the skill, you are presented with the option of having the flavor text "Fanboy" or "Fangirl". This can be changed at any time.

For those who don't get the joke, "Shaun Impersonater/Fanboy/Fangirl would link to a short page(on UD) that quickly explains this comes from "Shaun of the Dead", a movie that pokes fun at other zombie movies, and that the main character (Shaun) used a cricket bat to combat them. This text will be followed by a picture or pictures that show Shaun wielding or hitting zombies with the cricket bat.

And yes, this is meant to be a serious suggestion.

EDIT: I've made a single edit ONLY to fix spelling errors, and this was done before any votes(besides my own) were made. Check the time stamp. Tryce of Thunder 22:54, 14 April 2007 (BST)

Left Queue: 17:29, 23 August 2007

April 15th

Ransack Change (Changed)

Timestamp: Canuhearmenow Hunt! 01:55, 15 April 2007 (BST)
Type: Skill change.
Scope: nerfs Ransack Bots.
Description: This would make a slight change to Ransack. What this changes is this; Survivors can now fix a building that is ransacked even when zombies are in it but only if the survivor to zombie ratio is 3:1, so if there are 2 zombies in a building, then it takes 6 survivors in the building to be able to fix it. This is mean't as a way to combat bots used to keep NT's and other resource buildings ransacked, yet it isen't a true nerf in the sense that it is hard to coordinate survivors to go to the building at the right time, and stay in the building for any period of time.
Left Queue: --~~~~T''' 19:36, 23 August 2007 (BST)

Money

Timestamp: Jon Pyre 04:59, 15 April 2007 (BST)
Type: Item
Scope: Survivors
Description: Money has never worked as a concept because there's nobody to buy anything from. And Trading hasn't worked because of potential zerging. But maybe the two concepts together could work. I suggest adding money to the game. It'd be findable at a very low rate to prevent inflation, maybe a 1% chance in banks. People would be able to trade money for items with other people. It'd prevent zerging because you couldn't just give items to your alt, a zerg would have needed to spend AP in the past finding money or finding valuable items to sell. It'd give money the value of being the required element in order to receive items from others. And no, you can't just give money to people. You can only get money from another person if you sell something valuable. Newspapers for instance would not be sellable.

Each item would have a preset cost, depending on its rarity. You'd select what you want from a drop-down menu, say a first-aid kit, and then others in the room would see:

Bill is requesting a first-aid kit (Sell $10)

If Bill is still there clicking on that button would take one first-aid kit from your inventory and move 10 dollars from Bill's inventory to yours. Something rarer, like a syringe, might instead cost $25. Since money would be hard to come by it wouldn't be a means of getting "free items". Instead it would be sort of the wild card item in your inventory, the stored effort of your spent AP that could be exchanged to become anything in the future.

I think every 5 dollars should take up 1% of inventory, making $500 the absolute maximum, so a player can't stockpile $100,000 and then purchase dozens of shotgun shells every day for weeks to come. Alternatively since $500 is an unrealistically low sum money could be made more common and take less inventory space and the cost of everything could be raised. For instance 5% rate of finding money, 1% encumbrance per 25 dollars, and 50 dollar first-aid kits. It'd obviously take some thought to find the right price for each item. Additionally, if money becomes overly plentiful and inflation should occur (and it might since money would keep being found) the price for items could be tweaked upward and the encumbrance of money could be tweaked downwards every few months, or once a year, as need be.

This should add a new layer of coordination and strategy to gameplay. It wouldn't just be search search search use use use. Some players could become merchants and have a vast personal wealth or set up arrangements for item exchange: "We'll get first-aid kits if you pick up ammunition!" It may have required a bit of explanation but it'd be quite simple to use. Just request an item, someone clicks, and if you have the money and they have the item a trade is made. And I know "money has no inherent value". Well, it doesn't now and we still seem to value it. I think Malton still has an intact enough population to allow a monetary system. Native Americans in small villages and Pacific Islanders worked to make money, such as wampum or cowrie shells. Money is useful to any society, even one that spends most of its time indoors terrified of the ravenous undead.

Left Queue: --~~~~T''' 19:37, 23 August 2007 (BST)

April 16th

Crime & Punishment

Timestamp: Fuster 01:36, 16 April 2007 (BST)
Type: Improvement
Scope: Artworks
Description: Since it is now after midnight, a second suggestion: some tweaks concerning artworks, stuffed hippos and the like.

"Survivors who are carrying an uninstalled artwork can now have that artwork removed from them by another survivor, if they are killed by them. It is also possible to remove installed artworks from the wall of a safehouse, adding it to the survivor’s inventory. Art theft is visible to anyone present in the safehouse at the time of the theft."

No wait, hear me out…..

Money is worthless in Malton. However artworks provide the basis for a barter system to encourage player group interaction and payments. Powerful groups can amass large collections but doing so will present a tempting target for ransacking zombies and wannabe thieves. It is a question of status: the more bling your safehouse has, the longer it has stood unransacked and the more AP has been spent collecting the stuff that is inside it.

Although art theft from a safehouse is a possible griefing behaviour, it is low level griefing behaviour which does not directly victimise players by preventing them from playing the game (i.e. it does not carry with it the AP loss and zombification that is caused by death). Allowing players to take items from someone they’ve just killed allows for the retrieval of stolen items and shouldn’t increase malicious PK activity greatly because players do not know if the item is being carried unless they’ve seen a player remove it from a wall.

Edit: I have some slight concerns.... does this turn museums into unlimited banks? If so, does this matter since the resources needed to defend a museum (ammunition, FAKs) must be sourced elsewhere and since ransacking will always remove artworks from the game? I think the suggestion should still be OK. - Fuster 01:49, 16 April 2007 (BST)

Left Queue: --~~~~T''' 19:47, 23 August 2007 (BST)

Revive Revision v5

Timestamp: 13:12, 16 April 2007 (BST)
Type: item revivsion
Scope: NT syringes and scanners
Description: This suggestion aims to overhaul the revive syringe and related game factors (skills, etc) to make thier use more "player friendly". Overall revive rates are intended to (statistically) remain about the same, with a slight boost in revive ability going to characters with Necronet Access skill.

Replace all existing DNA Scanners (including those in inventories) with the following "weapon":

  • Item- Necrotech Injector: 6% encumbrance. Functions as a DNA scanner, but also (when loaded) can be used as a weapon with a 10% base chance to hit. 1 AP to use to "attack" with, like any weapon. Found in NT buildings (replaces scanners), can be loaded with the NT Serum Vial below. The Injector is always found with 0 doses left, as the vials expire not long after being loaded. The Injector can not be manufactured. New Necrotech Lab Assistant characters start with this item (unloaded) instead of a scanner. A hit on a zombie from a loaded NT Injector uses up one dose, and has a variable chance of reviving the zombie (which earns the reviver 10 XP). If this chance fails, the zombie instead takes 5 damage (which earns XP as per any attack doing the same).

All existing NT Syringes would remain in character inventories, but when searching NT buildings or Manufacturing a syringe, the "NT Serum Vial" would be found / produced instead of syringes:

  • Item- Necotech Serum Vial: used like a pistol clip to (re)load Necrotech Injectors. Holds 4 doses. 2% encumbrance. Found in NT buildings at instead of syringes, or manufactured as per a syringe, using Necronet Access.

Modify NT skills with following:

  • NT Employment: The user has a +10% (20% total) chance to hit with an NT injector, and a 20% to revive a zombie with a hit, in addition to current abilities- survivor could still scan zombies, for example.
  • Lab Experience: the survivor has a +10% (20% total) chance to hit with an NT injector, and a 40% chance to revive a zombie they hit, in addition to current abilities- survivor could still use any NT Syringes they had, for example.
  • Necrotnet Access: the survivor has a +15% (25% total) chance to hit with an NT injector, and a 40% chance to revive a zombie they hit, in addition to current abilities. Can manufacture NT Serum Vials (but not syringes) in a powered NT building for 20 AP.

Modify powered NT building effects:

  • All current effects remain (eg, Necronet can be used, zombies can be revived with existing NT Syringes)
  • +10% chance to revive zombie hit with NT injector
  • Zombies with Brain rot can be revived by survivors with the Necronet Access skill, with a flat 40% chance per hit of revival (no bonus for powered NT building).

Brain Rot' would remain unaffected; the zombie is still harder to scan and can not be revived except in powered NT buildings.

Here is a comparison of the likely costs of performing a revive:

  • Currently: 10 AP to revive (Requires Lab Experience) plus estimated 10 AP to find syringe = 20APs
  • Per above proposal, with NT Lab Experience: 12.5 attacks with Injector = 2.5 hits = 1 revive. 12.5 AP attacking, plus using 2.5 doses from a vial with 4 doses (62.5% of the 10 AP per syringe estimate = 6.25 AP) plus .625 AP to load the injector = 19.375APs.
  • Per above proposal, with NT Employment: 31.38 APs
  • Per above proposal, with Necronet Access: 13.5 APs

Note: Revive Revision v1, v2, and v3 were all developed in discussion. V4 (that was up for voting) contained some significant typos based on cut'n'pastes from those three versions. Sorry about that.

Left Queue: --~~~~T''' 19:48, 23 August 2007 (BST)

Revive Gun

Timestamp: Tryce of Thunder 22:11, 16 April 2007 (BST)
Type: New Item
Scope: Reviving
Description: Found in Necrotech buildings at a search rate of 5%(up to debate). Is reloaded via NecroTech Revivification Syringes, at the cost of 1 AP per Syringe loaded, with a max capacity of 4 needles. One "round" costs 3 AP to "fire", with a 30% chance to revive the zombie. The encumbrance level is 6%. You trade off a garunteed revive for a chance to revive up to 4 zombies in a 12 AP period. The XP gained from reviving is 10XP as usual(this is up to debate as well).

This was inspired by Revive Revision v5, but I took out the extra complications, and made it simpler.

Left Queue: --~~~~T''' 19:50, 23 August 2007 (BST)

Firestarter

Timestamp: 8 Bucks 23:15, 16 April 2007 (BST)
Type: Skill
Scope: Applies to Survivors level 15 and above
Description: Here's the thought: I've found an occasional fuel can and I've found an occasional flare gun, and it's well understood that zombies hate fire. My concept is one of using existing tools in a new combination.

Any survivor who is level 15 or above can purchase (for 150XP) a Zombie-defense skill called "Firestarter". Anyone with Firestarter skills and in possession of a Fuel Can and a Flare Gun will have the action button "Start Fire". With the same accuracy as they have using a Flare Gun for attacks, they can attempt to ignite their Fuel Can in the same space they currently occupy.

A successful Firestarter attack will disperse from 1 to 5 zombies (1 - 10%, 2 - 25%, 3 - 35%, 4 - 20%, 5 - 10%) in random directions up to 3 spaces (even chance from 1 to 3 for each involved zombie) from their original location. The zombies lose no HP because the zombies aren't going to care about a little charred skin, but they will use up twice the number of AP's as they would have by walking, because flaming zombies tend to zigzag. So, a burning zombie that has the Lurching Gait skill that gets dispersed 2 spaces uses up 4 AP's because he's too stupid to stop,drop, and roll. A zombie that does not have Lurching Gait that gets dispersed 3 spaces uses 12 AP's in the process.

The cost of launching this attack is 4 AP's for the survivor (because it's a more complex process than just aim and fire). Plus, starting a fire indoors will automatically ransack the room, so any successful Firestarter attack that is launched in a room that has power, etc. will wreck the room and damage the Generator (if the Generator is already damaged, it will be destroyed) . Firestarter attacks indoors will burn a random number of survivors from 0 to 4 (20% chance of each) and cost those survivors from 3 - 5 HP each. Firestarter attacks outdoors will not injure Survivors since Survivors typically don't tend to stand in puddles of fuel, but will damage Barricades.

The thought is that this could be an effective (although dangerous) defense against zombie mobs by dispersing them and causing them to run out of steam from the resulting zombie panic and disorientation. It's not free, and will screw up a safehouse in a hurry.

Successful Firestarter attacks will result in 15XP for the survivor who launches it regardless of the number of zombies scattered or survivors injured or killed. The Fuel Can and Flare Gun are used up and gone regardless of the outcome of the attack.

Finally, whoever holds the name "Trashcanman," he or she should have a 90% chance of successful firestarting. Because let's be serious, whoever chose that name was MADE to start fires. Oh, and that's not me, I just checked and the name is taken. (This would be a "nice to have", but my suggestion doesn't have to keep this last concept)

Left Queue: --~~~~T''' 19:51, 23 August 2007 (BST)

April 17th

Defence Items

Timestamp: Chris' 'Redfield 23:33, 17 April 2007 (BST)
Type: One time Weapon
Scope: Survivors
Description: After playing many rounds of resident evil, dead rising, and other zombie apocolypse games, I have noticed that there is always a self defence item to be used when zombies grab you, and just to throw [or something] in general. So, I have decided to suggest that Malton should have these defence items and they would all work the same.

Defence items can be found in many buildings in Malton, as well as some of the streets of it. They each take 4% encumbrance to your inventory, and take up only one space in it. Each Self defence item may deal 3 damage with a 60% chance of hitting the opponent. But, if a zombie grasps a human, a defence item will deal 7 to 10 damage with a 100% chance of hitting that zombie [while it still holds on] and knocks the zombie off of the human in one blow.

Normal attack with the item EX:You shock a zombie for 3 damage.

when a zed is grasping you EX:A zombie grasps you and claws at you for 3 damage....and again...and again.(30 seconds ago.) [you use a self defence item] you stab the zombie in the head with a piece of glass for 7 damage. The zombie loses it's grip.

the self defence items are:

  • Self Defence Pistol can be found in: Mansions (5%), Clubs (2%), Police staion (10%)
  • Letter Opener can be found in: Mansions (10%), Arms (4%), hotels (1%)
  • Glass shard can be found in: churches (2%), Monuments (5%), streets (3%)
  • Tazer can be found in: Police stations (4%), Clubs (4%)

they all do the same thing so what the hell.

Left Queue: 22:44, 29 May 2007 (BST)

April 18th

Electrician Skill: Wirecutter Use

Timestamp: Jon Pyre 11:02, 18 April 2007 (BST)
Type: Skill
Scope: Survivors
Description: Here's an idea for a use for wirecutters. First off, add a street lamp to all street squares. It would have two conditions. Either on: "A lit street lamp is here" or off: "A dark street lamp is here". A lit street lamp gives survivors +10% accuracy on their attacks in that street square. It doesn't provide any benefit to the squares around it.

The city grid is off but survivors can light up the lamps by running cables from generators in adjacent buildings. You'd need to find a new item in factories, warehouses or hardware stores: "electrical cable". Just go in any building with a generator that has an adjacent street square, select on your wirecutter's new drop down menu the direction of the street square (N, W, S, NW, etc) and for 5AP the wiring will get used up and you'll move from the building to the street square of your choice. The lamp will now have a new description: "A dark street lamp is here. A cable runs to it from the building to the north." Inside the building you'd see "A generator has been set up here. A cable runs from it to the south." A lamp can have multiple cables running to it, one from every building it is next to, and a generator can have cables running in multiple directions.

If any one of the generators connected to the lamp is fueled the lamp is on. If none are running, or the lamp isn't connected to any generators at all then it is off. If a generator is destroyed the cable between it and the lamp is also destroyed and removed from the descriptions. Cables can't be attacked, to sever that link to the streetlight you have to destroy the generator it comes from.

Lighting street squares would be a useful activity in the case of revive points. Revive points are the one outdoor location a survivor need fight in for reasons other than xp gain. This would be a useful buff for scientists, and increase the level of strategy and coordination to maintain a revive point. Zombies outnumber humans now but of course to balance this out they might need another buff or skill.

Using wirecutters and cabling in this way should require a civilian Electrician skill.

Left Queue: --~~~~T''' 19:54, 23 August 2007 (BST)

April 19th

Leg Shot Skill

Timestamp: Fission 05:39, 19 April 2007 (BST)
Type: Skill
Scope: Zombie Hunters
Description: I am suggesting a Leg Shot skill in the Zombie Hunter skill tree. This is the basic description of it:

When shooting a zombie in the leg, your chance to hit is increased by x% until it stands up. This is basically a version of the Zombies' gripping skill for high-leveled survivors. This would could work with either a shotgun, flare gun, or pistol, but would work more efficiently with the pistol, especially one with maximum pistol accuracy.

Left Queue: --~~~~T''' 20:12, 23 August 2007 (BST)

sharpshooting

Timestamp: Valorian mark X 15:55, 19 April 2007 (BST)
Type: Skill(zombie hunter)and items
Scope: survivors defending high buildings.
Description: i have noticed that if people are in a multi story building why dont they fire out of upper windows at zombies below them

basicly the update is as follows: new items: "scope sight" allows survivors with the sharpshooter skill to fire at zombies from high building at 10% to hit chance.

"rifle" clip:5 damage:4 if you combine with a scope sight becomes a sniper rifle which has a 5% chance if it hits to cause an automatic headshot.

new skill: "sharpshooting" +10% to hit normaly and allows survivors with a scope sight t fire at zombies in a 1 block area if they are in the followig buildings: mall,office blocks,fort walls and gatehouses,cathedrals and other building that gives you the option to jump to your death.

this would make it slightly eaisier to defend buildings and would allow some buildings to be used to weaken zombies that pass towards larger targets such as malls and make it eaiser to kill zombies and hold buildings, although zombier would need somting to counter this update.

Left Queue: --~~~~T''' 20:17, 23 August 2007 (BST)

April 20th

Hunger Of The Damned

Timestamp: MrAushvitz Canadianflag-sm.jpg 00:06, 20 April 2007 (BST)
Type: Zombie HP Buff
Scope: Max HP +5, but you have to eat for it...
Description: Pretty basic..

Hunger Of The Damned

Appears on zombie skills tree as a sub-skill of digestion, adds no benefits to your human character.

Your zombie's maximum HP total is increased by 5, but when you stand up you do not get this 5 HP added to your total. You can only gain this additional HP by other means (ex. digestion, someone uses an FAK on you.)

  • So, for starters a zombie can have 50 HP.
  • With this skill, while a zombie (and not bodybuilding) a max. of 55 HP, but when you stand you have only 50 HP.
  • With just bodybuilding, max. 60 HP and you have that when you stand up of course.
  • This skill plus bodybuilding, when you're a zombie your max HP is 65, but when you stand up you start with 60 HP. Basically the same as things are now.. but you can get tougher if you get to feed...

All this means, is in zombie form your character can be tougher, but that only helps you if you remain standing or get your hands on a meal before that complimentary headshot. This is a minor benefit to add to biting as another legitimate zombie tactic (spreading infection, and buffing up your HP total.)

It's totally fair, because you have to earn it, and it won't come into play all the time.. just whenever your zombie isn't dispatched quickly. So it's a benefit to humans failing to drop you quickly.

Technically a pure zombie player can buy this before having to buy bodybuilding.. or never buy bodybuilding if they so choose.

Left Queue: 22:42, 29 May 2007 (BST)

April 21th

Speed Search

Timestamp: Chris' 'Redfield 17:52, 21 April 2007 (BST)
Type: Just a new way to search
Scope: Buttons man.
Description: After the new update kevan added to the game, where you can choose what to search for, now I can finally suggest this. after countless minutes of search, it gets boring yes? so...

On the search button, will be a #: 1-50, which represents how many times you want to search. Choose the number of times you want to search and however many times your searched will be taken out of ap. this can be very useful when you have something else to do other than urbandead.

EX: you search 30 times and find 3 pistols, and a pistol clip. losing 30 AP

Left Queue: --~~~~T''' 20:24, 23 August 2007 (BST)

Training: XP for temp bonuses

Timestamp: Jon Pyre 19:38, 21 April 2007 (BST)
Type: Skillish
Scope: Survivors/Zombies
Description: One thing that always bothered me a little was how xp just keeps accumulating. I have over 7000xp right now and it'd be nice to use it. This is a new idea to spend xp for temporary bonuses.

Training is a bit like buying a skill in that you'd go to a new window, pick which bonus you want, and click to spend 100 xp and purchase it. The difference is that what training you can take is dependant on your location and that training lasts only temporarily. For instance one kind of training could be:

Sharpshooter Practice Increases pistol accuracy by 10% for around 75-125 actions. Available at: Police Departments, Armories.

So on the Training page "Sharpshooter Practice" would only be a clickable link in a PD or Armory. Otherwise you would not be able to purchase it. The benefit would not be limited to those places though, once bought you can use it anywhere until it expires. It would have a general range of how long it would last but it's precise duration would be more or less random. Perhaps after spending 92 AP somebody with that training would get the message "You find yourself forgetting your Sharpshooter Practice." Note that's all AP, not AP spent doing something directly relate to the training necessarily. Walking, talking, searching, etc. all count against that 75-125.

Training could vary in purpose and result, and it wouldn't have to always be literal practice. For instance a zombie could take temporary mutation "training" that can only be bought in a necrotech building that temporarily raises their max hp. Things along those lines. There'd be survivor/zombie specific training that could only be used in the appropriate state.

Training would always result in a net loss of xp. Some training could let you gain xp faster than normal (for instance that pistol training I used as an example) but they would last long enough to earn you a profit on your 100xp. Instead training would be for players that want to gain a slight edge for a big siege, or simply feel like being slightly more powerful now and then. You have all the skills and the xp is piling up. Why not burn it on a fleeting bonus? And yes, you could have more than one type of training active at a time, which would cost 100xp apiece and expire seperately depending when you buy them.

One of the nicest things about this is that it not only gives xp a purpose, but would also give numerous locations around the city new tactical assets. For instance there could be speech training to increase how much text you could say available by the mirrors in a hotel rooms or at the podium of a church. A lot of buildings could have added meaning for zombies and humans alike. Heck, maybe someone can think up training that'd only work in a park.

Left Queue: --~~~~T''' 20:25, 23 August 2007 (BST)

Free Speech

Timestamp: Wee Sonny MacGregor 22:08, 21 April 2007 (BST)
Type: improvement
Scope: All Players
Description: The fact that speech takes up an action point in this game is a critical flow in its reward system. I have had a character sit in a crowded mall for hours without anyone saying a word. If speech was a free action, it would encourage organization. People could group together more effectively for team efforts and zombies could make simple code languages and organize themselves aswell.

The way it is now, no one wants to waste their precious APs on speech. Everyone is pretty much out for themselves. Also, if your worried about spammers you can always just shoot them, if they're that obnoxious I doubt anyone would mind.

Left Queue: --~~~~T''' 20:26, 23 August 2007 (BST)

April 22nd

Soda

Timestamp: evildemon989 04:27, 22 April 2007 (BST)
Type: New item
Scope: Survivors
Description: I was just thinking and I thought of soda. It would heal 1 HP, like beer or wine. It would say "The caffeine sparked a refreshing taste." It would be found in stadiums, hotels, malls, and cinemas.
Left Queue: --~~~~T''' 20:30, 23 August 2007 (BST)

Slight Change To Free Running

Timestamp: Modernplague 4:42 PM, 22 April 2007 (EST)
Type: Change in Free Running
Scope: Survivors with Free Running
Description: Okay, currently, this skill does not allow you to step outside at all when changing squares. This slows down XP gain by scientists using DNA scanners, wich means that they will be most affected by purchasing this skill. However, with this change, going inside automatically will be optional, because you can turn it on or off in your profile in much the same way you can choose to ignore items during searches. When off, you can still have the benifits of Free Running, you will just end up outside instead of inside. It will cost one AP to move with it turned off, and to move inside a building up to VSB, it will still cost one AP; however, if the building is above VSB, it will cost two AP. This is so balance can still be maintained, so please do not say it's overpowered.
Left Queue: --~~~~T''' 20:31, 23 August 2007 (BST)

April 24th

Bashing down barricades

Timestamp: Jonny12 talk 17:00, 24 April 2007 (BST)
Type: An improvement I suppose
Scope: Zombies
Description: I think that, as a zombie, you should be able to see when other characters in the same square as you successfully break down the barricades, like this:

A zombie (+profile link) broke down the barricades (timestamp)...and again (timestamp)...and again (timestamp)... etc.

(i.e. you don't see failed attempts). Why? Because then you can tell if any of the other zombies at the location are bashing barricades without having to go trawling through your browser history to see if the barricade level has changed. (And even this isn't foolproof as survivors could rebarricade in the meantime). Also, it helps spontaneous group tactics (because then you can put an attack time in your profile to set a time for you all to attack) and as a final cheap reason - everyone likes information!

I don't think survivors should be able to see this, as, to be honest, you wouldn't be able to see through barricades to the other side normally.

Left Queue: --~~~~T''' 21:51, 23 August 2007 (BST)

Rooftops, Sniper Rifle, and Sniper Ammo

Timestamp: Evildemon989 April 24, 2007
Type: Building improvement/Weapon/Ammo
Scope: ZKers
Description: Rooftops- Rooftops would work with the Sniper and his gun. If you have a rifle and ammo, you would go to the rooftop and be able to shoot zed about 1-5 blocks away.

Sniper Rifle- The rifle will only be found in a PD, and an Armory. It would have like a 2% search rate. It would do 15 Damage. You would only be able to use it on the rooftops. If you don't have Basic firearms training it would have a 5% hit rate. Basic Firearms Training: 20%. Sniper Training: 40%. Advanced Sniper Training: 50%

Sniper Ammo: Ammo would be only found in a PD or Armory. A 5% search rate for 1 bullet. To load it in the gun: 1 AP

Left Queue: --~~~~T''' 21:51, 23 August 2007 (BST)

April 29th

Prayer

Timestamp: Fuster 22:57, 25 April 2007 (BST)
Type: Skill/tweak
Scope: Survivors, zombies with Death Rattle?
Description: I'm not sure if I'm serious.....

Prayer is a new feature, implemented as a variation of talk (as radio broadcasting was). Players may speak to God in prayer at a cost of 5AP for each utterance. Prayers are not seen by other players but may or may not go to a dump store where God (aka Kevan) may or may not review them. If enough players pray for the same thing (e.g. a game tweak, a crate drop), God may or may not listen.

Left Queue: 13:25, 26 April 2007 (BST)