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This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.


Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_moved, and then timestamp it with ~~~~~.
  4. replace "suggestion" with "prejection.

So, the new template should look like:

===Suggestion Name===
suggest_time=''Old Timestamp''|
suggest_type=''Original type''|
suggest_scope=''Original scope''|
suggest_description=''Original description''|
suggest_moved=04:30, 22 Nov 2005 (GMT)

Peer Rejected Suggestions

6th November, 2005

Adapt Attack Skill

Timestamp: 02:54, 6 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This Skill Gives Zombies a +1% to accuracy for each consecutive attack they make. They lose the bonus if they change targets or perform any action other than attacking, after which it must build up naturally again. This Skill goes under Memories of Life.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Capture the Building Mission

Timestamp: 02:54, 6 Nov 2005 (GMT)
Type: Mission
Scope: Survivors
Description: This Mission involves Survivors holding a particular Building, to be disclosed at the start of the mission. Survivors must keep Zombies out of the designated building for 3 days. All Survivors in the building get +20XP if no Zombies are inside the Building at the deadline. All Zombies in the block get +20XP if at least 1 active Zombie is inside the building at the deadline (Dead Bodies don't count).
Left Queue: 00:29, 22 Nov 2005 (GMT)

Axe Throw

Timestamp: 04:10, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: The Axe Throw skill falls under Axe Proficiency in the Hand-to-Hand Combat tree. It allows the user to attack an enemy with the weapon "Thrown Axe," which uses up one Fire Axe in their inventory for 4 damage at 75% to-hit. There is a 10% chance of getting the axe back. This skill does less damage/AP than the pistol and is harder to find ammo for; it is designed to give melee-focused fighters a final attack to use when they can't afford to miss.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Death Stench

Timestamp: 05:17, 6 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombie can choose to emit a foul stench which stays in the same block. It disappears only after either 24 hours has elapsed or 10 AP has been spent in the block. Every AP spent by a human in said cloud would have a 10% chance of becoming infected and a 50% chance of taking 1 damage. Effect DOES NOT stack. So if 5 stenches were in one square then there would still be a 10% chance of infection and 50% chance of taking 1 damage. Using this ability in an already stenched block would NOT reset the timers or extend them, the user would simply be told, "There is already a stench here".
Left Queue: 20:02, 8 Nov 2005 (GMT)

Body Burning

Timestamp: 06:47, 6 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: This skill takes the number of bodies on ground and burns them using a can of gasoline. Burned bodies are have half of their max HP. This skill makes use of the gasoline and finally adds some more fun for high level players. Players using this skill get no XP as this would lead to abuse of just moving square to square burning bodies. I edited my suggestion based off of feedback. Plz review and comment by clicking discussion at the top of the page.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Hunting Shotgun

Timestamp: 06:47, 6 Nov 2005 (GMT)
Type: Weapon (Shotgun)
Scope: Survivors
Description: This weapon deals 8 damage at a base to-hit chance of 15%. Against flak jackets, this damage is reduced to 6. May be found in sporting goods stores or inside mansions. The weapon carries one shotgun shell at a time and takes 1 AP to reload or fire.
Left Queue: 00:29, 22 Nov 2005 (GMT)


Timestamp: 06:47, 6 Nov 2005 (GMT)
Type: Consumer Skill Shopper Tree
Scope: Survivors
Description: This skill adds a +25% modifier to searching standard buildings. For example when searching the arms or a police station there is a +25% chance of finding something during a search. This does not affect the modifier in place for the mall.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Teaching skill

Timestamp: 08:33, 6 Nov 2005 (GMT)
Type: Skill
Scope: All players
Description: Players with the "Teaching" skill have the ability to train other players who are one quarter of their level (round down) or less. This skill is accessible to both humans and zombies, though obviously for humans it is more powerful since they can get higher levels. When a Teacher uses their teaching skill (1AP), the first 20 players who in the same location and are eligible students have a 20% chance of gaining 1XP. Numbers are open to suggestion for balancing changes.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Impale (was Crucifixion)

Timestamp: 09:32, 6 Nov 2005 (GMT)
Type: Zombie Hunter Skill after Headshot
Scope: Survivors
Description: This skill is available after obtaining headshot. This Skill balances the ankle grab without being overpowered and unavailable to all starting players. This skill means when a zombie is killed and it stands up it has half the max HP it would normally have. A zombie with 60 Hp would stand up with 30 HP. This would not affect the zombies XP and would not harm level 1 zombies. This skill finally makes use of the crucifix.
Left Queue: 00:29, 22 Nov 2005 (GMT)

Crumbling Flesh

Timestamp: 14:46, 6 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: When a zombie with this skill dies inside a building, it costs survivors 3AP to dump the bodies.
Left Queue:

Shoot into the crowd

Timestamp: 16:37, 6 Nov 2005 (GMT)
Type: Skill or Abillity
Scope: Survivors
Description: An abillity (not necessarilly a skill you have to buy, but maybe an innate one survivors start with?) for survivors that gives +5% accuracy with guns for every Zombie beyond the first that is in the square, but always chooses one at random to target, not keeping the same target. Possibly with reduced damage to balance.
Left Queue: 00:34, 22 Nov 2005 (GMT)


Timestamp: 17:01, 6 Nov 2005 (GMT)
Type: Skill
Scope: Zombie
Description: When landing the finishing blow on a survivor (not zombie) you gain a little more XP from the kill on top of what you already get.
Left Queue: 00:34, 22 Nov 2005 (GMT)

Layeth the smack on thee.

Timestamp: 17:50, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: A survivor with this skill has grown confident enough to start taunting his enemies. For every hit a survivor makes, a randomly selected taunt will be made. (You want some? COME GET SOME!) This costs no additional AP, and is pure novelty skill.
Left Queue: 22:31, 6 Nov 2005 (GMT)


Timestamp: 21:24, 6 Nov 2005 (GMT)~
Type: Item
Scope: Survivors
Description: Cures infection. Can be used up to 5 times.
Left Queue: 00:34, 22 Nov 2005 (GMT)


Timestamp: 22:27, 6 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: Speaking requires half the AP (can you have 1/2 AP?)
Left Queue: 00:37, 22 Nov 2005 (GMT)


Timestamp: 23:49, 6 Nov 2005 (GMT)
Type: Item
Scope: Used with gun upgrades
Description: Can be used with the pistol or shotgun upgrades on the pistol or shotgun. There are many upgrades and each can be found in my discussion page--> Link
Left Queue: 00:37, 22 Nov 2005 (GMT)

7th November, 2005

Shotgun Slugs

Timestamp: 00:35, 7 Nov 2005 (GMT)
Type: Item (ammo)
Scope: Affects the shotgun
Description: Increases damage by 2, but reduces damage by 5% accuracy because there's no lead balls in the slug, thus, no spread shot. When loaded into a shotgun already loaded with regular shells this may happen: "Jack has a shotgun with normal shells. He tries to load it, but the following message is displayed, 'You try to load it into the shotgun, but you are unable to.' This would also happen with normal shells trying to be loaded into a shotgun with slugs.
Left Queue: 00:52, 22 Nov 2005 (GMT)


Timestamp: 01:21, 7 Nov 2005 (GMT)
Type: Game event
Scope: Survivors
Description: Simply put, an NPC sets up a few shops, such as in a mall or random location, and for a couple of hours will trade items for different items. mostly, players will trade in the 3rd flak vest and 14th pistol for ammunition and syringes, or for other usefull items that person lacks.
Left Queue: 00:53, 22 Nov 2005 (GMT)

Blood Lust

Timestamp: 01:45, 7 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Gives the player the ability to deal 1 extra damage point with bite attacks, in exchange for 1HP loss per bite dealt.
Left Queue: 00:58, 22 Nov 2005 (GMT)

Undead Adrenaline

Timestamp: 01:45, 7 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Increases overall AP by 5, but reduces overall health by 10.
Left Queue: 00:58, 22 Nov 2005 (GMT)

Separate Speaking Ap

Timestamp: 02:37, 7 Nov 2005 (GMT)
Type: Feature
Scope: Everyone
Description: I propose that a separate section of AP be devoted to the action of Speaking. This would allow for people to communicate more freely, but also prevent spamming.
Left Queue: 18:21, 7 Nov 2005 (GMT)

Scent Bomb

Timestamp: 04:23, 7 Nov 2005 (GMT)
Type: Item
Scope: Survivors (Scientists)
Description: Survivors can plant a "Scent Bomb" which when zombies with Scent Trail smell them out get two positions, where the survivor is and where the scent bomb is. This would be given to the players starting out as NT scientists so they have a chance of escaping a massive horde of zombies that they happened to have tagged. Only one scent bomb can be used at a time by a survivor.
Left Queue: 00:58, 22 Nov 2005 (GMT)

Flare Combat

Timestamp: 04:38, 7 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: +15% to flare acuracy: evetualy you Will learn to work with even the most dificult of weapons.
Left Queue: 01:05, 22 Nov 2005 (GMT)


Timestamp: 11:42, 7 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: This skill fits under a new tree. The zombie takes 1 less damage from a pistol, 2 less from a shotgun, and 3 less from a flare gun. Does NOT stack with a flak jacket.
Left Queue: 01:05, 22 Nov 2005 (GMT)


Timestamp: 11:42, 7 Nov 2005 (GMT)
Type: First Aid Skill Tree
Scope: Survivors
Description: This skill would be in the first aid skill tree. When used this skill removes infection from survivors. This skill does not restore HP and costs 1 Ap per use. This skill does not tell users who is infected so players must still rely on prognosis. This skill would be good since it enhances the use of that skill and removes the need too rely on a first aid kit.
Left Queue: 01:08, 22 Nov 2005 (GMT)

Burning Flesh

Timestamp: 16:29, 7 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Elite
Description: With this skill a zombie can use a gas can to set itself on fire and go into buildings. So as not to off balance the game the zombie cannot attack but causes every survivor in the bldg 1 hp of damage every 30 minutes. While on fire all melee weapon attack result in equal damage since they would get burned punching fire. Zombie elite skill tree is in development so this should be a given for zombies since their allready dead.
Left Queue: 19:02, 7 Nov 2005 (GMT)

Basic Training

Timestamp: 16:29, 7 Nov 2005 (GMT)
Type: Skill
Scope: Scientists
Description: This Scientific Skill represents a small amount of basic combat training undertaken by the scientist. Thereafter, that scientist can buy Military Skills for 125 XP (instead of the standard 150 XP). Currently, a character that starts as a scientist has to spend way more XP than the other character types to gain all the skills.
Left Queue: 00:58, 22 Nov 2005 (GMT)

Rending Talons

Timestamp: 22:37, 7 Nov 2005 (GMT)
Type: Skill
Scope: Zombies vs High Level Survivors
Description: The Zombie's claws become gnarled and jagged. Whenever the Zombie kills a Survivor, the claws rip through their backpack, destroying one randomly selected item they are carrying (possibly make it weapons and armour only). Aim is to give a point to carrying multiples of an item, and to punish hoarders.
Left Queue: 01:05, 22 Nov 2005 (GMT)

8th November, 2005


Timestamp: 00:23, 8 Nov 2005 (GMT)
Type: Skill
Scope: Survivor, adds some game "flavor"
Description: Subskill of Axe Proficiency. This skill grants a 5% chance that the attacker will dismember their opponent with their attack. "Your mighty swing hacks off an arm/leg/hand/foot/lung/etc." When killed, target stands up with -5 HP. Stacks once max for a total of -5 HP. We can safely assume that the process that turns you into a zombie regenerates your limbs when you stand back up...

Much later edit: I'll resubmit once voting ends. I do believe now that I see why everybody disliked this. Misunderstandings, gotta love 'em, heh... I'll clarify much more next time.

Left Queue: 21:36, 27 Nov 2005 (GMT)

Repair Fence

Timestamp: 00:53, 8 Nov 2005 (GMT)
Type: Skill
Scope: Safe zones, (current) uselessness of wirecutters
Description: Subskill of Construction. Allows players to repair chain-link fences only in squares where they previously existed.. (For those who don't know, zombies can't break through these fences.) Provides a slightly-more-secure safe area (zombies break down the barricade only to find the impenetrable fence) BUT serves as a hiding place that doesn't double as stocking point for useful items. This also gives people a reason to carry around wirecutters once more.
Left Queue: 21:40, 27 Nov 2005 (GMT)


Timestamp: 02:20, 8 Nov 2005 (GMT)
Type: Zombie Hunter Skill beside Headshot (not below)
Scope: Survivors
Description: This skill is available to anyone level 10 or higher. It is an alternative to Headshot, but completely different. When you obtain this skill, any cutting weapon (knife, axe, maybe bat?) can be used to behead a zombie similarly to the way in which one manages a headshot. This could be a good balance for the ankle grab because being beheaded would cost a zombie 5 to 10 AP (depending on what'd be the most fair) above their current requirement to stand back up. So in other words a zombie without ankle grab would use 15 to 20 ap to stand. One with ankle grab would use 6 to 11. Ingame, this would work because a zombie's body must spend extra time locating and picking up its own head. (So it works both OOC and IC.) Just one possible IC explaination offered beyond the mechanics.
Left Queue: 04:51, 9 Nov 2005 (GMT)

Duffle Bag

Timestamp: 02:54, 8 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Found in schools, the mall, anywhere applicable. Posessing this item means you will be able to carry about 25% more items. (give or take!) This means you will be able to hold some extra weapons, first aid kits, ammo, whatever you like. Here's the catch that makes it all even out: You must spend 1 AP to put items INTO the bag, and 1 AP to REMOVE them later. Much like you automatically discard a news paper, duplicate duffle bags would be discarded when you try to put in an item, giving a message similar to: "Carrying two full duffle bags would slow you down. You toss it away."
Left Queue: 21:42, 27 Nov 2005 (GMT)


Timestamp: 03:13, 8 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Found in a Cemetery or, I suppose, a Mall. (though Cemetery-only is my personal preference..) You would be able to use the shovel as a weapon not unlike the Bat or Axe, but it would do something really helpful. Using the shovel in an unpaved area (IE: Not on paved streets! No digging indoors!!) would let you dig a hole in the Earth. If there is a corpse on the same block as the hole, all players would see a "bury corpse" button as one would see a button for dumping corpses out of buildings. Digging the hole would cost 3 or more AP, burying it would cost the same as dumping a body from a building. The result of burying a corpse would be that the corpse will need to click a "Dig free" button in the same way a zombie would break down a barrier. This would lend an upper hand to survivors, but consider this.. it will cost you some good AP to dig the hole, and you'll never know when a zombie's going to pop up right next to you! (IE: Good for coordination to set traps.)
Left Queue: 21:46, 27 Nov 2005 (GMT)


Timestamp: 05:32, 8 Nov 2005 (GMT)
Type: AP Boost
Scope: Both high level zombies and high level survivors
Description: Maximum AP increases by 1. This skill is available to both zombies and survivors, and can be bought multiple times. The aim is to give high-level players something to put their exp into.
Left Queue: 21:58, 27 Nov 2005 (GMT)

Weapon Harness

Timestamp: 06:26, 8 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Wearable item. Pistols and Shotguns can be placed in the harness only while you are wearing it. During this time they will count for one item slot each. You can remove a weapon from the harness at any time, but must have at least one item slot free to accomidate the resulting extra slot requirement for the gun. Harnesses would hold a specific amount of weapons, POSSIBLY two shotguns across the back, and two pistols on the front or sides. (Alternatively, one shotgun on the back, four pistols on front and sides, depending on what seems most fair.) Helps keep your item slots open, but allows you to carry loaded weapons at the ready.
Left Queue: 22:01, 27 Nov 2005 (GMT)

Grave Misfortune

Timestamp: 09:55, 8 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: This skill is obtainable after obtaining the Headshot Skill. After a zombie "Stands up" if the zombie attacks a zombie hunter then the Zombie has a -1 HP penalty during attacks. This balances out the infection that zombies use which cripples all players. The penalty lasts until the zombie is killed. Players without headshot would not benefeit from this penalty and zombie attacks would suffer no penalty against survivors without headshot. There is no XP gain to Zombie hunters who purchase this skill.
Left Queue: 22:05, 27 Nov 2005 (GMT)

Last Rites

Timestamp: 12:43, 8 Nov 2005 (EST)
Type: Zombie Hunter Skill
Scope: Survivors
Description: This skill is a new twist on the other suggestions made for zombie hunters. This skill affects only zombies who have ankle grab. This causes zombies who have ankle grab to have to use 10 ap to stand up. There is no additonal XP gained from having this skill. This skill balances ankle grab and keeps the balance of the game on a level playing field. This skill is good for high level survivors looking for more options to spend xp on that make the game more fun and inventive.
Left Queue: 22:29, 27 Nov 2005 (GMT)

New Item: Wand of Defiance

Timestamp: 15:03, 8 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: This item grants the user the ability to use the wand to see the HP of zombies. This is an item and not a skill. A skill tree should be developed to go with the Wand of Defiance. For example zombies with less than 25 HP show up red and at a later level all zombie HP are shown. The wand of defiance uses 1 ap and does not provide any xp bonus at all, The wand does not dissapear from inventory after its use. Once used the wand displays the statistics of zombies only while in the square with them and once they move out of the square there then the wand must be used again. The wand must be used in each square and only the user can see the results. This balances out the fact that zombies can see humans HP but humans cant see zombies HP or a list of zombies. The wand at first only grants the user the ability to list zombies and does not list HP until further skills are aquired. Further skills such as Staff of Ra which could then activate the wand to provide HP values of zombies besides names. Please dont vote spam since the skills dont exist. If voted to keep I will write out the skills if voted to kill I will avoid doing so if the Wand of Defiance is not welcomed.
Left Queue: 20:03, 8 Nov 2005 (GMT)

Notched Axe

Timestamp: 15:03, 8 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: Your axe had been with you for quite a while and has been used to dent many a zombie's head because of that it has become notched, able to deal 1 more damage than before raising its damage to 4.
Left Queue: 22:09, 27 Nov 2005 (GMT)

Crazed Runner

Timestamp: 21:22, 8 Nov 2005 (GMT)
Type: Skill - Subskill of Lurching Gait
Scope: Zombies
Description: Crazed Runner Skill simulates a running Zombie (per 28 Days Later / modern Dawn of the Dead). For every 2 consecutive movement actions, Zombie can perform 1 additional action (attack, move, speak) without spending an Action Point.

With Lurching Gait 1 Move =1 AP
With Crazed Runner 1 Move ="potentially" .66 AP.
Conceptually, 3 actions by at Crazed Runner costs 2 AP.

Zombies in the recent flicks have this incredibly scary run, much faster than the traditional Romero lurch. In order to not upsed the balance of action points vs. speed, the "zombie run" could be simulated as approximately 1 move =.66 action points where the first two actions must be movement-based. This would require tracking the last 2 prior actions of a zombie and might be tough to implement (see proposed pseudocode solution below).

As stated above, the "free" third action, though originally conceived as movement (and could optionally be limited as such), might not even need to be a movement; it could be an attack, simulating a rush forward and then instant attack, not costing the extra AP as long as the prior two actions were spent moving.

Remember that the zombie doesn't just "jump" 3 spaces away (assuming the third action is used for movement). He still has to travel the intervening blocks, and it's his choice to move that third space. This is not a benefit to zombies that are stationary or don't choose to travel. "Crazed Runner" skill could be a foil for the "Motorcycle/Car" proposals.

Code-wise, this could be implemented thusly:

// - zombies initialize move_count to value of MIN_RUNNING

constant var MIN_RUNNING =0; constant var MAX_RUNNING =2; constant var MAX_RUNNING_AP =1;

perform-action(zombie, action) [

// Running - movement tracking if (zombie.hasSkill("running")) [

// if movement is at maximum count; reward zombie if (zombie.move_count ==MAX_RUNNING) [ zombie.move_count =MIN_RUNNING; if (action.point_cost <=MAX_RUNNING_AP) [ action.point_cost =0; ] ] else [

// alter movement tracking if (action.type equals "move") [

// if zombie is moving; increment zombie.move_count++; ] else [

// if zombie is doing anything else; reset zombie.move_count =MIN_RUNNING; ] ] ]

// end running section ... continue code ]

Left Queue: 22:18, 27 Nov 2005 (GMT)

Container Buckets

Timestamp: 22:15, 8 Nov 2005 (GMT)
Type: Mechanics Change
Scope: Survivors
Description: An immobile depot for items. "Buckets" act like the treasure chests in Resident Evil games; Survivors can drop items off into a Bucket or take items from a Bucket - it is a handy place to leave Flak Jackets and extra guns, etc; and solves the trading dilemna. This requires a list of items on a per-location basis, or we can turn the bank vaults into Container Buckets. More intellectual Zombies can raid these buckets and steal/destroy the items, as can jerky Survivors. This is the same as dropping an item but might cost an AP.
Left Queue: 22:26, 27 Nov 2005 (GMT)

Mind Munch

Timestamp: 22:58, 8 Nov 2005 (GMT)
Type: Skill for lvl 10 or higher
Scope: Zombies
Description: Much like a zombie hunter has headshot, a zombie could have Mind Munch. There would be a certain precent chance of successfully breaking through the skull and chomping on a survivor's brain for the "final blow". This would result in a loss of 5 XP for each level the survivor has above level one. I think this is a good companion for the survivor's "Head Shot" skill, while being different enough to warrent sugesting. If necissary, the percentage could be low enough to keep it from throwing off the balance of the game.
Left Queue: 06:23, 22 Nov 2005 (GMT)

9th November, 2005


Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: When a survivor aquires the Camoflage skill, they will be able to hide themselves in the area with a button similar to the "barricade" or "search" button. It could read something like: "You gather together some books and hide." with the specific item being whatever may be in the area, as with barricades. It takes 2 or more AP to camoflage yourself, and if you STAY camoflaged, it will take 2 AP to move from block to block. (OOC it's to keep the skill in check, IC it's because you have to move slowly and concentrate on staying hidden.) What does this do, you ask? Well, both survivors and zombies on any OTHER block than the on you are on will not see you in the list of players on that block. In other words, a horde of the undead would be oblivious to you until you step onto the same block as them, at which point they will see you as being in the room and on the map view. If you remain camoflaged and leave that block, they will not know in which direction you left and won't be able to give chase. As I say, this will take 2 AP to change blocks. Camoflage can be turned on and off at will using the aforementioned button, and being attacked will also toggle your camoflage off. To make a long suggestion short, think of it as 'barricading' yourself against people on surrounding blocks being able to see you, and you can move in secret for a larger AP cost.
Left Queue: 23:01, 27 Nov 2005 (GMT)

Crossbow and Arrows

Timestamp: 03:13, 9 Nov 2005 (GMT)
Type: Weapon, Ammo, possibly skills
Scope: Survivors
Description: The crossbow, found in sporting goods stores, would act like any other projectile weapon in that you will need to find arrows to reload it, and you can shoot zombies with it. Beyond that basic explaination, here's the interesting part: A zombie struck with an arrow would not only take the normal damage, but there will also be a 5% or 10% chance of the arrow STICKING in the zombie, causing it to lose 1 HP for every action as an infection would do to a survivor. Arrows would have a 15% or 20% chance of falling out of the zombie's rotten body with each action. Arrows should be prevented from sticking in a zombie that already has one in it. There could also be additional "Archery" skills that would enhance use of this weapon. The default could be 5% to hit, and 2 damage.. IF players could then buy skills later on to enhance these numbers. There could in fact be a whole tree dedicated to archery. Increasing chance of a hit, increasing damage, and increasing chance of it sticking. IC, better chance of an arrow sticking would of course be explained as hitting the "bullseye" of the chest or midsection.
Left Queue: 23:05, 27 Nov 2005 (GMT)

Name Unspecified

Timestamp: 05:50, 9 Nov 2005 (GMT)(hope I did this right... )
Type: Skill+Item, or just Skill
Scope: Survivors
Description: The scientist, using an item plus( or merely) this skill, gets to see who is inside every building in the area. Very changeable, and even potentially a skill tree if necessary. (Only one building, randomly, three buildings, whatever) Makes the skittish, usually weaponless beginner scientist find allies easier. Good for all people involved, usually. "Zombies in the building? Aaah!" or "Die!" "Or, oh no, that helpless soul is surrounded..! Mayhap he needs a healthpack.." So he uses radar, GPS unit, wireless laptop +satellite, common sense. I thought it to be a good skill mechanically and gameplay wise, anyway, to be able to see what areas surrounding you to avoid, or where allies are. I'll remove it after a few more kill votes and work on something else.
Left Queue: 23:01, 27 Nov 2005 (GMT)


Timestamp: 09:25, 9 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Communication, Gathering players together
Description: To use this skill, the zombie would activate it and then move. For the next 3-12 blocks the zombie moved, a trail is left. A trail disappears after a day or three. This skill also allows the zombie to see the age of trails, using a system similar to how the barricades' strength is shown -- 1-2 hours could be 'fresh', 3-9 for 'new', 10-23 could become 'old', 24+ could be 'faint'. The trail would show up as an addition to the room's description for all to see, something along the lines of "An (age) trail has been marked here, leading from (block of origin) to (next block on the path).". Using this, zombies could have an additional in-game way to gather eachother together; especially in locations whose names the zombie speech filter would make impossible to decypher. It would attatch to the Memories of Life skill tree, along with Death Rattle.
Left Queue: 23:07, 27 Nov 2005 (GMT)

"Ace" Skills

Timestamp: 10:58, 9 Nov 2005 (GMT)
Type: Set of skills
Scope: Survivors
Description: A set of Zombie Hunter skills, possibly where only one of the set can be taken and the others become unavailable:
  • Killing Blow: the wielder can empty an entire pistol clip into the target, with reduced chance to hit per each bullet.
  • Both Barrels: the wielder can empty both barrels of the shotgun into the target, with reduced chance to hit per shell.
  • Sever: the wielder of a knife can cut a zombie's hamstrings, physically damaging the zombie so as to move more slowly. Reduced chance to hit, but a success temporarily eliminates Lurching Gait (I don't know. 20 AP/10 steps worth?)
  • Cleave: the wielder of an axe can split a zombie's head open, inflicting a bit of XP damage (3, to parallel the axe's normal damage?). Again, reduced chance to hit.
  • Crush: the wielder of a blunt weapon can crush a zombie's head, extending the time it takes them to regenerate (eliminates Ankle Grab for the next stand-up). Has to be used as the final strike.
Left Queue: 23:42, 27 Nov 2005 (GMT)


Timestamp: 11:15, 9 Nov 2005 (GMT)
Type: New Item
Scope: Survivor Movement (and possibly combat)
Description: MotorBikes:


  1. Garages and Auto Repair shops.


  1. Survivor movement from square to square for ZERO action point...


  1. Fuel - like guns need ammo.
  2. For each square moved by motorbike - use one fuel point instead of 1 AP.


  1. If you already have a motorbike and you find another - you siphon off the fuel.
  2. If you find fuel cans you can also gain more fuel.


  1. While you have a motorbike in your possession you CANNOT cross barricades - just like zombies can't.
  2. But you CAN still enter unbarricaded buildings (otherwise how do you get more fuel?).
  3. It MIGHT also cost 2 APs to move from square to square if you have no fuel left.

NUMBER OF ITEMS: Several options:

  1. (a) it counts as 2 items, like a shotgun,
  2. (b) it allows you to carry an extra 5 items
  3. (c) simply count as 0 items...


  1. You could allow attempts to use a motorbike to run down victims - like a weapon.
  2. Unlike movement it WILL cost an Action Point as well as fuel.
  3. Maybe include a fumble chance in which you lose your motorbike in a bad attack.


  1. Motorbike skills could improve attack percentages...
  2. ... and perhaps also allow you to cross very light barricades???


  1. Would be really neat for "scout types" to cross large areas of the board. This would be the main advantage.
  2. But it would also cause certain player groups to tear down barricades themselves - so they can also stay in buildings.
  3. Allowing them skills to cross very light barricades gives them a chance to hide.
  4. The search for fuel is likely to counter act any other advantages.
  5. Really this just like spending ages searching for ammo before going out with a shotgun, rather than just using a fire axe, but with disadvantges too.
  6. Frankly player movement is not a huge part of the 50 AP budget - searching for items is.
  7. Overall motorbikes will be a mixed blessing, but good for Role Play perhaps.


  1. What is the effect on a zombie of having a motorbike? Do they simply lose it in death?
  2. Should restrictions apply to motorbikes inside multi-square buildings? Or do we want the youth of today riding through the malls?
Left Queue: 23:14, 27 Nov 2005 (GMT)

Feign Death

Timestamp: 15:05, 9 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombie Defense
Description: A Zombie with this skill would spend X APs (1 to 5 depending on what y'all think of this Skill) to "fall down" and play possom. It would cost the Zombie as many APs to stand up as it normally would (10 APs or 1 AP if he has Ankle Grab). As long as the "Feign Death" Zombie performs no action, all visitors to the square (see enhancements below) will think that there is just one more dead body laying around.

Additional enhancements to Feign Death could include:

  1. unsuggested counter-skill for survivors to detect feigning Zombies and attack them
  2. unsuggested counter-skill for survivors to damage bodies
  3. All Zombies or Zombies with a particular (possibly unsuggested, or an addition to an existing) skill (or above a certain level) can spot feigning zombies.

This skill would aid starting-out zombies who do not have Lurching Gait, or old-hand survivors who turn into zombies and are at the mercy of any and all headshot-mavens. This would not be a subskill.

Left Queue: 23:22, 27 Nov 2005 (GMT)


Timestamp: 18:14, 9 Nov 2005 (GMT)
Type: Weapon
Scope: Survivors
Description: A flamethrower, working on gas cans, which would allow it 3 shots each; 65% chance of hit (full skill.. will need a part of skill tree) and 15 damage. However there is a risk factor... bad use of it may give you a 10% chance (when you miss) that you will ignite the gas can which you are using. Result, 10HP for each can you are carrying. So if you carry to much... you have a good chance of getting yourself killed. IMHO a nice weapon with a great risk factor.
Left Queue: 23:33, 27 Nov 2005 (GMT)

Death Knell

Was implemented as Feeding Groan...


Timestamp: 21:25, 9 Nov 2005 (GMT)
Type: Survivor Skill
Scope: Zombie Hunter skill
Description: This skill adds a +1 damage to all melee attacks only. As a Zombie Hunter the player has become adept at close quarters fighting and can now deal an additonal +1 damage with melee weapons. Over time the player has gained enough experience fighting zombies to use melee weapons in a more deadly manner. This doen not affect the % modifier to hit only the damage.
Left Queue: 23:38, 27 Nov 2005 (GMT)

10th November, 2005


Timestamp: 00:45, 10 Nov 2005 (GMT)
Type: scientist skill
Scope: reducing the levels of plague in Malden
Description: Should a scientist with this skill (a third for the necrotech tree) manage to find a vacine kit (new item to go with it), he is able to use this to synthasise a counter agent for the infection zombies carry. After using it to scan 3-5 zombies (which ever number turns out to be best balanced) the scientist is able to create an anti toxin syringe, that if used on an infectious zombie, nullifys that ablility for its next 50APs. After that the infection will have mutated, otherwise everyone left would have vacinated themselves against it, right? Just an idea to give the scientist a little more to do, with an XP award for "curing" a infectious zombie.

EDIT- Oh and forgot to mention, the kits are one use only, the creation of the syringe uses all of the kits supplys to create. And yes, the name does need some work.

Left Queue: 00:00, 28 Nov 2005 (GMT)

Aggression Amplifier

Timestamp: 02:45, 10 Nov 2005 (GMT) Update: 03:25, 10 Nov 2005 (GMT)
Type: Misc Item
Scope: Survivors
Description: A chemical compound first discovered in Necrotech labs as a byproduct of their research. Basically, it increases dmg done with melee weapons for a period of time after it is used. After some refining, it was given to various military bases and hospitals for experimentation. Increases melee damage by 1 or 2 (im not sure) and effect lasts until 10 AP has been spent
Left Queue: 00:00, 28 Nov 2005 (GMT)


Type: Items, Skills
Scope: Skills, Combat
Description: High-level (20+?) Zombie Hunter skill allowing modification of existing firearms in-game. Adaptation of Carfan7's Toolbox suggestion. Would require mastery of all firearms skills and player must be at or above the appropriate level. Player would also have to find a "Gunsmithing Kit" item and an appropriate modification component for whichever firearm they want to modify. These items would ONLY be found in Mall gun stores and have VERY low search odds. If it's possible that only a character with the Gunsmithing skill would be able to find them in the first place (those without Gunsmithing would get the "nothing" search result) it would be even better. Available pistol components would be: Compensator - increase chance to hit by 2%, Electronic Sight - increase chance to hit by 2%, Match Trigger - increase chance to hit by 2%. Available shotgun modifications would be Short Barrel - increase chance to hit by 2% but decrease damage to 8 HP, Double Trigger - increase damage to 20 HP (or 16 with Short Barrel) but uses both shells instead of one. Two actions would still be required to reload it but it would only fire once before it was empty, no cheating by loading one shell and doing the damage of two, if only one shell is loaded it would only do 10 HP or 8 HP with Short Barrel. Gunsmithing skill use: When player has the Gunsmithing skill, a Gunsmithing Kit, a modification component and the correct firearm for that mod, a button and drop-down menu will open up next to the mod component, similar to the "drop" menu but only showing firearms and not other items. Player selects a weapon to be modified and then clicks on the mod component. If the weapon is a correct type for the mod (ie. pistol for Match Trigger) and does not all ready have that mod installed that item will be removed from the inventory and replaced by a new weapon with a slightly different name (maybe something like pistol-m). Mods will be stackable, so a pistol could have Compensator, Electronic Sight and Match Trigger (pistol-cem) and a shotgun could have Short Barrel and Double Trigger (shotgun-sd); accuracy bonuses (and damage penalties) will also stack. A fully-modded pistol would have a bonus of 6% to hit, a fully-modded shotgun would have a bonus of 2% to hit but a penalty of -2 HP or -4 HP to damage. I know this is pretty complicated, but what else could be better for a badass Zombie Hunter than a badass custom gun? Plus the bonuses for attack and damage would be balanced out by all the AP they'll have to spend to find the stuff, the fact that they won't even be able to find it until they have the skill and the accuracy and damage bonuses would only apply to the use of the modified weapons and not ALL their weapons.
Left Queue: 00:00, 28 Nov 2005 (GMT)


Timestamp: 04:47, 10 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Basicaly it's a Grenade. It deals 10 dammage to the target with a 20% chance to hit, however it has a 5% chance to hit someone else in the square with 5 dammage from shrapnel, Ie Each character has a 5% of being hit with shrapnel.
Left Queue: 00:16, 28 Nov 2005 (GMT)

Pry Barricades

Timestamp: 06:11, 10 Nov 2005 (GMT)
Type: Item ability
Scope: Crowbar
Description: Allows people with crowbars to pry out barricade pieces. The chance is Barricading in reverse; near 100% for EH barricaded and almost zero for lightly/loosely.

This suggestion's intent is to:

  1. Make it easier for newbies to enter H+ barricaded buildings
  2. Make it easier for people who have had their police station barricaded to EH by griefers to recover
  3. Prevent griefers from abusing the item by disallowing them to destroy the barricade entirely with ease
  4. Give the Crowbar an actual use
Left Queue: 00:16, 28 Nov 2005 (GMT)

Assess Threat

Timestamp: 06:27, 10 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: Similar to diagnosis, which allows medics to assess the HP of survivors, this skill would display the skill level of each zombie in the same building, or on the same block; and it would also allow zombie hunters to selectively attack individual zombies. This would allow advanced players to adopt a more tactical approach to hunting i.e. being able to target a specific zombie based in its potential to do harm.
Left Queue: 00:16, 28 Nov 2005 (GMT)

Will to live

Timestamp: 06:39, 10 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: Stops a zombie like state, this is the human verison of brain rot prehaps the human has to stand up with 5 hp and uses 20-30ap to do so, with this skill you can never be zombiefide, even if you jump from a tower you'll just stand up with 5 hp, comes after zombie hunter skill, cost alot? maybe 1000xp? to much? to less? --Redemptionx8 06:39, 10 Nov 2005 (GMT)
Left Queue: 00:16, 28 Nov 2005 (GMT)

Page Hash

Timestamp: 7:36, 10 Nov 2005 (GMT)
Type: Basic Design Change(but relatively simple)
Scope: This will help everyone
Description: Taking a hash of the contents of a page would allow a form of authentication of the page screenshot. People are faking page contents. In fact, instructions on how to do it are now on multiple forums. (example:

This will seriously curtail this silliness and allow us to spot liars, making the game more fun for everyone else.

Left Queue: 00:16, 28 Nov 2005 (GMT)

Zombie Frenzy

Timestamp: 11:24, 10 Nov 2005 (GMT)
Type: Zombie Skill, combat skill.
Scope: Zombies
Description: When using this skill as a combat action, zombie activates the Zombie Frenzy. While Zombie Frenzy is active , zombie deals 1 extra damage with other attacks , BUT the ONLY action permitted is to attack and he gains no experience from it . There is 10% chance Zombie Frenzy lasts after an attack.
Left Queue: 00:16, 28 Nov 2005 (GMT)

Hardcore Characters

Timestamp: 13:52, 10 Nov 2005 (GMT)
Type: Metacharacter Alteration.
Scope: All characters
Description: An option for current and new characters to become "Hardcore" characters, a la Diablo II. Although any of this should be up for debate, hardcore characters could receive a 50% or 100% XP increase for being hardcore. Of course, Hardcore characters get only one life. To fit in with the zombie theme, maybe hardcore characters could only become a zombie if died of infection (PKing, leaping from window, mauled to death by zombie all equal permanent death), but maybe zombies only hit with a headshot would die. Possibly killing a hardcore character gets extra XP. Character names who would be killed by this method could be logged off, as if inactive for five days. Again, this would just be an option, not suggesting making this the standard. --SprngHlJn
Left Queue: 00:16, 28 Nov 2005 (GMT)

11th November, 2005

Disabling Shot

Timestamp: 01:34, 11 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: This skill is available after purchasing headshot; if a zombie is killed by a survivor who has the skill, it takes them 15 AP to stand up when they log back on, regardless of their own skills (i.e., it negates Ankle Grab). This would only be a momentary disability, only affects the zombie killed, and only affects it when it stands up immediately after being killed (i.e., if it was killed again by someone who didn't have the skill, the amount of AP needed to stand would be what it usually is). Obviously, this skill is designed to combat ankle grab so that high level zombies can be slowed down (currently, there is no way to slow down a high level zombie--standing up take 1 AP, and they can't be revivified. So, how do you stop them?). The amount of AP it takes to stand up can also be changed, if 15 would be considered "unbalanced."
Left Queue: 19:45, 30 Nov 2005 (GMT)


Timestamp: 02:34, 11 Nov 2005 (GMT)
Type: Skill
Scope: Civilian, affects all
Description: The AP version of bodybuilding. Max AP becomes 60 instead of 50. Could be very useful, and would affect both humans and zombies.
Left Queue: 19:48, 30 Nov 2005 (GMT)


Timestamp: 07:35, 11 Nov 2005 (GMT)
Type: Skill or Action
Scope: Zombies
Description: Instead of inflicting damage, a zombie making a successful melee attack knocks a random item out of the victim's inventory. Motivation is to give zombies an alternate means of neutralizing survivors besides killing them (which has little effect if defenders are well-stocked with NT syringes). Disarming survivors would deprive them of defensive consumables (NT syringes, First-Aid Kits, ammo), melee weapons (for which many melee fighters do not carry a backup) and, to a lesser degree, guns. Max To Hit percentage no more than 25%, probably closer to 15-20% (20% would be the equilibrium point where zombies would spend as many APs disarming as a non-Bargain Hunting survivor spent searching). If implemented as a skill, place under Vigor Mortis tree. Disarm would have a base 5-10% To Hit plus 10% from Vigor Mortis giving the target 15-20% To Hit. If implemented as a basic action, same base 5-10% To Hit. Death Grip bonus is not applicable. Known issues: survivors may keep a full inventory of junk to make it harder to lose their important items.
Left Queue: 19:51, 30 Nov 2005 (GMT)

Lurk in Closet

Timestamp: 08:45, 11 Nov 2005 (GMT)
Type: Action
Scope: Zombies
Description: Allow zombies to hide inside a building. They will not appear in the list of who is inside the building, thus allowing them to pop out of the closet and surprise any survivors that decide the building is a good place of shelter. Survivors can discover the zombies by searching the area, say at a 5-10% chance per search action of discovering the lurker. Zombies can only hide inside a building if they can get into it (obviously) and if there are no survivors present.
Left Queue: 21:41, 14 Nov 2005 (GMT)

Booby Trap

Timestamp: 10:41, 11 Nov 2005 (GMT)
Type: Skill & Action
Scope: Survivors, Defensive
Description: A character with the Booby Trap skill can use two items to Booby Trap a building against zombie intrusion. It only takes 1 AP to set up a Booby Trap. Survivors are smart and wary enough to avoid setting Booby Traps off, but no zombie can avoid a trap. The first zombie to enter a booby trapped building suffers an automatic attack. The numbers would need to be carefully thought out methinks. Dangerous enough to slow a zombie advance, not weak enough to make it worthless and not strong enough to make it overpowered. Perhaps an automatic hit of moderately severe damage? (5-15 or so?) Any extra suggestions would not be shunned.
Left Queue: 19:54, 30 Nov 2005 (GMT)

Riot gun

Timestamp: 11:30, 11 Nov 2005 (GMT)
Type: weapon
Scope: A means to help escape zombies that give chase
Description: Police officers in riot situations are often issued with old M79 grenade launchers and given low velocity rubber baton rounds to fire from them. Using one of these is identical to a giant single barrel shotgun, so no new skilled needed. The effect is to only do 1 or 2 points of damage, but it also knocks the target down, giving the human a chance to run for it whilst the zombie (or PKer) is getting up.

In response to the votes. When i say it knocks them down its exactly the same if you had killed them to an extent, they look like a dead body and thus cannot be attacked, you get no XP for flooring them and they lose no XP from the headshot skill. The only thing they have to do is stand up again. As to it not fitting, just about every police department worldwide maintains similar equipment and if a zombie plague occured i feel they'd try anything to stop the undead. Plus there is the matter of paniced civilians trying to escape and efforts to control them, in case they are infected. But hey, just a suggestion, it was hardly ever meant as a developed product or engineered concept, since everyones vision of a zombie infested city is going to vary

Left Queue: 19:56, 30 Nov 2005 (GMT)

Lucy Davis

Timestamp: 16:00, 11 Nov 2005 (GMT)
Type: New Skill
Scope: Survivor
Description: Named after the tactic employed by the wonderful Lucy Davis in "Shaun of the Dead" (and thus obviously in need of a better name), survivors could blend in with the zombie horde, appearing as zombies. The survivor would spend 1AP getting the ruse up (i.e., smearing her face and clothes with blood, limbering up), and for the next 45APs, would appear on everybody's map as a zombie (because the blood takes awhile to fade away). The pseudo-zombie could make no attacks during these 45APs (45 so the survivor could have a chance to get inside a building after the effect wears off, a la mark II syringes), but could certainly be the target of other survivors' aggression (as well as an XP seeking zombie). The purpose of this skill would be to cross an area filled with zombies (e.g., my main character's in a kushy place right now, but a change of scenery keeps the game fresh. She would have a hard time of it going any direction right now, it'd be pure luck her staying in a building she'd have to leave wide open to avoid suspicion). Pseudo-survivor COULD open and close doors, but not attack barricades. Would be a subset of the free-running skill. Accepts that this may be too much coding for too little affect, but I prefer the smaller, subtler changes to the "TEH H4XX0RZ cuts through your body with a chainsaw and dumps gasoline all over it." [Edit by author: 23:04, 12 Nov 2005 (GMT): When disguised, one cannot search, talk, heal or revive, either.] --SprngHlJn
Left Queue: 20:02, 30 Nov 2005 (GMT)

Grim Renewal

Timestamp: 16:36, 11 Nov 2005 (GMT)
Type: Skill
Scope: Zombies (with Brain Rot)
Description: A subskill of Brain Rot. The parasitic Virus (or whatever it is according to the background) that empowers the Zombie to rise from the dead goes into overdrive, actively repairing the Zombie while it still lives. A Zombie with this skill regenerates 1HP every half hour (at the same time it gains its AP for the half hour).

Reasoning: Zombies currently have no way of healing damage other than the unreliable Bite/Digestion and random Survivors using First Aid kits. This would force survivors to concentrate on taking a Zombie down, rather than dinging it for a few points then retreating. Possibly limit this skill to Zombies over 10th level.

Left Queue: 20:05, 30 Nov 2005 (GMT)


Timestamp: 18:04, 11 Nov 2005 (GMT) by Adrian
Type: Action/Skill
Scope: Survivors (military)
Description: Allows a fighter to turn into guard mode. (Already suggested this before the wipe); A person may give his last 10AP to go on guard mode, at this time he will automatically fire back if zombies attack him, with the strongest weapon he has; however no ability to change cartrages. Will make more sense than just wasting the 10AP
Left Queue: 20:10, 30 Nov 2005 (GMT)

Mob Leader

Timestamp: 19:28, 11 Nov 2005 (GMT)
Type: Skill (Zombie Elite), prereqs. Death Rattle, lvl 10+
Scope: Zombies
Description: People killed by a zombie elite with the Mob Leader skill experience a mindless compulsion to follow. The bodies stand up with 1 hp and stay in the same space as the zombie elite, indistinguishable from any other zombie, until one of the following happens:
  • The fresh corpse logs in and clicks "stand up", and re-animates as normal, after spending the necessary AP.
  • The corpse follower is knocked down, and stays as a corpse in that square.
  • The corpse follower is revivified, and falls prone (but alive) in that square.
  • The corpse follower has been inactive for 5 days. He falls down and disappears.
  • The zombie elite is knocked down. All of his corpse followers also collapse.

Corpse followers do not lose XP from headshots, nor is there an XP bonus for knocking them down.

The follower is not especially inconvenienced by this. He may be displaced some distance from his former mob/safehouse, but will be closer to a semi-organized zombie mob. The zombie elite gains a sort of "chaff cloud" that allows him to strike more often before getting hit. Survivors may waste valuable shotgun rounds and syringes on 1 hp decoys instead of hitting the real threat. This would also give an roleplay reason for ZK--mob leaders want to recruit for their own mob.

In addition to abghmnrz, mob leaders may also use the letters dluv while rattling.

Left Queue: 20:15, 30 Nov 2005 (GMT)

Scent Death

Timestamp: 20:13, 11 Nov 2005 (GMT)
Type: Skill
Scope: Zombie
Description: Your sense of smell has been finely honed. This skill shows you the position of the nearest group of five or more zombies.
Left Queue: 20:21, 30 Nov 2005 (GMT)


Timestamp: 23:54, 11 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Requires the Digestion skill. A zombie may use cannibalize on a dead body to regain 5 HP, assuming that body has not already been devoured today by another zombie or yourself. This only costs 1 AP and does not affect the corpse's ability to stand up in any way.
Left Queue: 20:30, 30 Nov 2005 (GMT)

12th November, 2005

Vehicle System

Timestamp: 00:06, 12 Nov 2005 (GMT)
Type: System
Scope: Survivors
Description: Cars and motorcycles. Seem like they'd unbalance the game and overcomplicate everything, huh? Well, I admit this will seem complex, but I think you can look at each ingredient and see that almost all of them are based in existing actions. Vehicles would not be found by searching, instead they would exist in set numbers throughout the city of Malton. In Character, this is because they were left behind by the dead or those who have been evacuated without them. All vehicles are, at first, broken down and non-operational.

Everyone on the same block as a broken vehicle would see a button with which they can toggle on or off the act of pushing it. For example, the button would read "Start pushing car" - which is worded vaguely enough that it wouldn't need to change if there's more than one car on the block.

When you start pushing a car, it will move with you. It acts like an item in your inventory now, but others can see it on the block. If someone else tries to start pushing the car, they will be able to move it without you and effectively take it away - Just like real life. Heh heh.

So what's the point of pushing a car? The car is non-operational, so you will be trying to push it to any AUTO REPAIR building, at which point you can push it into the building. There can only be one car in the shop at a time. If you try to push another in, it effectively barricaded to the car, reading "There is already a car in the building."

Cars cannot be pushed into other buildings, but can be pushed outside/past any block that isn't fenced in. (Fences act like barricades to vehicles.)

Now, ideally there should be an "Auto Repair" skill. Once you buy this skill, you would be able to fix any vehicle. There could even be a Mechanic civilian surivor class that starts the game with this skill and a crowbar. With this in mind, read on. (some of the following would be only for people with the auto repair skill)

Once you are inside an Auto Repair building - and you have a vehicle with you (in this example, still a car.) you will see a "Repair car" button. You have a certain percent chance of fixing some part of the car. This works in the same way you would build a barrier. You would see phrases such as "You find a few spark plugs to use on the car."

In the same way a barricade is barricaded, very well barricaded, heavily barriaded, etc. a vehicle would be "broken down", "nearly fixed" and "in working order". Once a vehicle is fixed, a player can use it. "Car" button used to enter it, and "Car" button used to exit. You get the idea.

The Car button would have a number next to it, representing how much fuel is in the car. This works like the number next to a weapon. Use a gas can, and the number will go up a certain number.

So what's up with all this, anyway? When you are riding a vehicle, you can move blocks WITHOUT AN AP COST. That's right. The down side? You will use 1 point of fuel for every block. So if you fill your car with fuel up to, for the sake of example, 10.. you can move 10 spaces without an AP cost. You can still be attacked on your vehicle, but can't attack FROM it.

Every HP point you lose on a vehicle will be taken away from the HP of the Vehicle, like a BARRIER loses points when a zombie attacks it. When the vehicle reaches 0 HP, it is officially BROKEN and the entire process starts again.

When you die, you fall out of the car.. or off the motorcycle.. whatever the vehicle is. It then becomes available to anyone, working or not.

If an auto shop is heavily barricaded, trying to push the vehicle through would do damage to the barricade until it breaks down to an acceptable level while still being barricaded. Think of it as using a weapon against a barricade to get in.

So here's the run-down:

Value of a vehicle - Moving without an AP cost.

Down sides - You need to have enough fuel to go anywhere meaningful. You can be attacked on a vehicle. Vehicles break down and need repairing.

Experience - You would get XP bonuses for successfully fixing a car. I'm not sure how much, exactly. 5 XP seems about right to me, but I'm sure this will be a point of disagreement. It's highly open to discussion.

AP Costs - Every time you fix part of a broken vehicle, it will take one AP just like building a barricade. It costs 1 AP to get in a vehicle. It takes 1 AP to leave a vehicle. Pushing a vehicle to another block will cost the same as simply walking. It takes 1 AP for every gas can you use ON the vehicle to fill it up.

Unanswered Questions - Should someone be able to ride in a car with you, letting you drive them to wherever you're headed? Should it cost 2 AP to push a car to another block? Should you be able to run people down? (It sounds like fun but could it be made practical? Heh heh.)

Zombies - Is this fair to Zombies? I say yes. People will be able to move more freely, but they WILL run out of gas. They WILL break down if you attack them. They WON'T be able to attack YOU until they get off their vehicle. Also, you'll have one more place to find guarenteed victims - Auto Shops. You might even get an XP bonus for doing damage to people's vehicles as one would attack barricades.

Vehicle Types - There can be different models of car and motorcycle. Cars would hold more fuel than motorcycles. Motorcycles could be easier to fix to balance.

Car Keys - Don't need 'em. Since the vehicles are abandoned, they're hot-wired. This also explains why anyone can fix or find one and use it.

Left Queue: 20:42, 30 Nov 2005 (GMT)

Traversing Barricades

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Universal Gameplay / barricades
Description: It seems strange that barricades are either trivial to pass through, or impossible to pass through. To make things more realistic, I'd change this to a percent chance of climbing over a barricade. For instance (and I'm not tied to these numbers):
  • loosely barricaded = 95%
  • lightly barricaded = 90%
  • quite strongly barricaded = 80%
  • very strongly barricaded = 60%
  • heavily barricaded = 20%
  • very heavily barricaded = 5%
  • extremely heavily barricaded = 0%

This means you have a chance at getting into more heavily barricaded buildings, but it's more than balanced out by the fact you can no longer count on always walking into lightly barricaded buildings on the first try. It also provides some interesting opportunities for new skills and equipment (see Climb, Stumble Through, Rope and Grease suggestions below).

Left Queue: 20:45, 30 Nov 2005 (GMT)


Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.
  • Climb - Player gets +15% to traverse a barricade.
    • Advanced Climb - Player gets additional +10% to traverse a barricade.
Left Queue: 20:49, 30 Nov 2005 (GMT)

Stumble Through

Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombies / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented. Assume zombies have an automatic -100% modifier to traversing barricades.

Sub-skills of Lurching Gait':

  • Stumble Through - Zombie gets +15% to traverse a barricade (i.e. -85% net).
    • Piercing Stride - Zombie gets additional +10% to traverse a barricade (i.e. -75% net).

This gives experienced zombies a small chance to get through simple barricades without first busting them down.

Left Queue: 20:51, 30 Nov 2005 (GMT)


Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: item
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.

Ropes can be found in Fire Stations, Junkyards, Warehouses, Armories, Hardware Stores and Sporting Goods Stores. A rope tied to a barricade (1AP) gives +20% to any player attempting to enter the building. If the barricade is successfully attacked, the rope is automatically torn down and rendered useless. Any player with a kitchen knife, on either side of the barricade, can cut the rope, also rendering it useless.

Left Queue: 20:55, 30 Nov 2005 (GMT)


Timestamp: 00:58, 12 Nov 2005 (GMT)
Type: new use for old item
Scope: Survivors / barricades
Description: This assumes the alternate barricade rule suggested in Traversing Barricades above (or some variant thereof) has been implemented.

Players can pour a fuel can on a barricade in order to grease it. This uses up the fuel can and decreases the chance of climbing the barricade by -15%. If the barricade is damaged enough to decrease it's strength by a level, or conversely if it is built up, increasing it's strength by a level, then the effects of the grease are nullified.

Left Queue: 20:58, 30 Nov 2005 (GMT)


Timestamp: MorthBabid 02:47, 12 Nov 2005 (GMT)
Type: Science Skill
Scope: Survivors
Description: You now gain an extra 1 XP from reading books. (If you were not a scientist before getting this skill, ou get now get 2 XP. If you were a scientist you get 3 XP.} With this skill you also increase the 10% chance of gaining XP from books to 20% (ie: +10% to current rate), but the chance of finishing and thus discarding the book is also highly increased.

Note: The figures for the book finish/discard rate aren't listed as far as I know, but it's currently pretty low to occur. The idea is that a skilled Researcher would get more knowledge from books but would also go through them (discard) faster than most folks; at least enough to balance the XP gain from books with other methods such as DNA extraction, healing, as well as more combat oriented methods. For example, The Fire Axe only gives 3 points damage @ just 25% after spending XP points on Hand To Hand Combat or just starting out with Axe Proficiency as a Firefighter, and Research apparently works out to about .40 XP/AP compared to a level one Firefighter @ .75 XP/AP after you find a zombie and enter a combat area. Though with this skills more zombies might start visiting the local Library. :)

Left Queue: 21:01, 30 Nov 2005 (GMT)

Combat Engineer

Timestamp: 03:10, 12 Nov 2005 (GMT)
Type: Class
Scope: Survivor, Military
Description: Combat Engineers are skilled support personnel responsible for a myriad of various duties during combat situations. Combat Engineers start with the Construction Skill as well as a pistol and GPS Unit.
Left Queue: 21:03, 30 Nov 2005 (GMT)

Item Combination

Timestamp: 04:38, 12 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors, Item Enhancement
Description: A survivor gains the ability to combine items. Please see Item Combination for a (pretty big) list of my example recipes.
Left Queue: 21:04, 30 Nov 2005 (GMT)

Drag Survivor

Timestamp: 05:55, 12 Nov 2005 (GMT)
Type: Action
Scope: Survivors
Description: The ability to drag living players inside buildings or to adjacent squares. This will enable on-line survivors to get injured AP-less survivors to safe locations. This will also eliminate the revivification/killed again problem that occurs when a player is revived while off-line and left standing out in the open to be munched on. After revivification the now living person could be dragged in doors. Just think combat medic: step 1) secure the injuries; step 2) get the patient to safety.
Left Queue: 21:10, 30 Nov 2005 (GMT)


Timestamp: 08:21, 12 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Universal Gameplay
Description: next to the Speak button, include a Yell button. If you are inside a building and you yell, then anyone outside the building, on the same block, can hear you. If you are outside and you yell, then anyone inside a building on the same block as you, or outside within four blocks of you, can hear you. People within two blocks would hear you clearly, but at three or four blocks they only know that someone is screaming and from which direction.

This allows communication at a distance, but it also tips off every zombie within four blocks to your presence. You can yell for help, but that might not be what arrives.

Likewise, zombies can yell, or at least grunt loudly, to scare people in a barricaded building, or to call their friends over for a feeding frenzy.

Left Queue: 21:12, 30 Nov 2005 (GMT)

Torch/Flashlight (Updated)

Timestamp: 18:03, 12 Nov 2005
Type: Item
Scope: Survivors
Description: Both items give a 25% increase (to the initial 20%) to searching for items ONCE in any building. You will just click "Use Torch/Flashlight" and the game will go through the normal searching procedure, with the enhanced find percentage. This item may be found in a police/fire station or a mall.
Left Queue: 21:16, 30 Nov 2005 (GMT)

Laser Pointer

Timestamp: 20:31, 12 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: An amusing trinket, the laser pointer is useful to draw people's attention to nearby things. If you want to point it at something, in order to save a notice (Since Your Last Turn) of it for other players, there's a drop down menu to show it. It's useful for noting PKer's profiles while in a room, thus enabling others to immediately jot them down, pointing to zombies which have entered, so other people in your building know they've entered, and annoying people, much like in real life. It is also useful to distract zombies. Remember when you would play "catch the fairy" with a flashlight or other such utility to distract a child? When used, zombies will have a good chance (40+%) to gain experience points (2+) for pressing a button called "chase the light", at the cost of one AP. This enables survivors to distract beginner zombies for a time, enabling them to escape or otherwise get away. It wouldn't stop a horde, since they have a purpose, or a high level zed, since it would gather experience better by attacking humans, but it would have a little bit of function. The drop down menu would look like "Point laser pointer at [wall/normal character]"
Left Queue: 21:20, 30 Nov 2005 (GMT)

Engineer (Final Update)

Timestamp: 20:41, 12 Nov 2005 (GMT)
Type: Character Class
Scope: Science
Description: "Among many trapped by the military quarantine of the city were civil engineers working on renovating the city. At the first sight of the hordes of corpses, they fled into nearby buildings and started barricading themselves inside, hoping for rescue". This is the final version of my idea. If no one likes my idea, i will delete it and never speak of it again. After a good start and a crappy middle, ive refined my idea to this. "The Engineer is a Science class which starts with the ability to build barricades. He carries with him a hammer, which is required for building those barricades, and a GPS unit that was originally used to precisely place structural materials on construction sites". More info on the hammer below
  • Hammer: The hammer is a tool and a weapon. As a weapon, it does as much as a fireaxe, although at their highest levels, the axe is a better weapon. But the main importance of the hammer as tool, without which, barricades could not be constructed.

Im done here. If i haven't got it quite right yet, I'll give up on this idea.

Left Queue: 21:22, 30 Nov 2005 (GMT)

13th November, 2005

Headshot Weakens Ankle Grab

Timestamp: 00:31, 13 Nov 2005 (GMT)
Type: Modify Existing Skill
Scope: Survivors, Zombie Hunter
Description: Currently, Headshot removes XP. Instead of doing this, I suggest having Headshot add 4 AP to a particular zombie's Stand Up Cost (unable to go over 10 AP). People say don't mess with AP, but I say don't mess with XP. This helps balance the hideously overpowered Ankle Grab as well as the sometimes lethally frustrating Headshot.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Was implemented.

Dedicated Fury

Timestamp: 01:39, 13 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunter skill
Description: Like the above suggestion but not stupid. This option would be on the zombie hunter skill tree after headshot. In addition to the xp removed the zombie would lose 1 ap for every level that it had above the first. meaning that a level 8 zombie will lose 8 ap. This would only count towards levels obtained under the zombie tree. This method means that a level 34 character will not lose 34 ap and means a maximum loss of 14 ap. Being a zombie hunter means you are dedicated having seen the hell that has consumed marlton and striking out in a manner worthy of a true and noble hero against the rot festering like the smell of the sewers.
Left Queue: 07:08, 24 Jan 2006 (GMT)


Timestamp: 02:04, 13 Nov 2005 (GMT)
Type: Offensive Weapon
Scope: Survivors, Military
Description: A deadly (but rare) area-of-effect weapon that can only be found inside the armoury of a fort. The Grenade can only be thrown at packs of zombies with a 50% chance of landing in the right place. If it goes off, there is a 20% chance that all zombies in the pack will take 5 points of damage from the blast. Even if no zombies end up taking damage, a Survivor who immediately flees after using a grenade cannot be tracked using Scent Fear.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Stronger Zombies

Timestamp: 2:32,13 Nov 2005 (GMT)
Type: Skill
Scope: make game play for interesting
Description: increase zombies strength

What i purpose, and i know a lot of people are going to disagree with this and want to shoot it down but here me out, if zombies were to happen in real life, there nerves would be dead. if there nerves were dead then they wouldn't feel any pain, now if they didnt feel any pain then they would be able to do thing human couldn't do. for example a zombie with out pain receptors would be able to bite harder then a human because he wouldnt have a nerve saying hey this hurts stop biting so hard so why not make every zombie attack one point higher, its not that much more but enough maybe to add some fear to the game becasue right now ive been playing a human character for the last two months and i have not died yet and im level 19, this would actually make it scarier if i knew the zombies would have an easier time getting into building or doing mor damage, tell me what you think.

Left Queue: 07:08, 24 Jan 2006 (GMT)

Zombie moves count less towards daily hit limit

Timestamp: 12:19, 13 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies, obviously
Description: It seems like there's not really enough zombies walking around the game to make stuff really icky for the survivors. If you look at the stats, you'll notice there's more survivors than zombies out there. To give a boost to the number of zombies in Malton, you could change it so that hits to the main page from a zombie account count as half. That way a player with multiple zombie accounts could operate more of them at the same time. Ergo, more zombies in the game. Of course, Kevan could finetune the hit limit so that he can still generate enough income. Bottom line is, we need more zombies.
Left Queue: 07:08, 24 Jan 2006 (GMT)


Timestamp: 14:20, 13 Nov 2005 (GMT)
Type: Item
Scope: Survivor Item
Description: Uses 1 battery per use. Can illuminate darker areas, conferring a combat bonus of 10% unless in open land for the next AP. Can be found in malls, police stations, junkyards, hotels and fire stations.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Headshot Revision

Timestamp: 19:33, 13 Nov 2005 (GMT)
Type: Mechanic change
Scope: Zombie Hunters
Description: Two stages - first make headshot a multi-leveled skill. Second, for each level of headshot, the survivor has a 5% cumulative chance of instantly downing a zombie when he successfully attacks with a firearm. XP gain would not change from a normal shot. This would allow high level survivors to get rid of that extra XP they were carrying around, would make Zombie Hunters extremely beneficial in defense, and at the same time serve to slow zombie hunter growth (as the better at headshot you get, the less XP you get per zombie.) In essence it would allow a zombie hunter to gain less XP in exchange for spending less AP searching for ammo, etc.
Left Queue: 07:08, 24 Jan 2006 (GMT)

First-Aid Revision

Timestamp: 19:36, 13 Nov 2005 (GMT)
Type: Mechanic change
Scope: Survivors
Description: Instead of increasing the amount a person can heal with a first-aid kit, the first aid skill would allow a person to heal 1 point of damage without having a first aid kit. This would also grant them one point of experience. They would not be able to heal infection.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Resource Conservation

Timestamp: 20:27, 13 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, Scientific
Description: If a suvivor tries to revive a brain rotted zombie instead of wasting a revivification syringe they will abort the procedure. They still expend 1 AP.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Laser Sight

Timestamp: 21:40, 13 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Found only at Armories, for 1 AP laser sights could attach to pistols and shotguns (but not flares) and add 10% accuracy to every shot fired (15% min - 75% max). There is a realistic explanation for finding them only at Armories and for them increasing accuracy, but for the sake of game mechanics, once attached, the laser would "run out of power" after twenty-five shots fired, though that's a flexible, arbitrary number, obviously. This would make Armories useful to hold and visit, but only have a relatively short term effect on the game to avoid abuse of it. Armories and the surrounding area would become easier to defend, but of course this would be tempered by the increased zombie interest that would be sure to follow. The ultimate effect is that forts would once again become beneficial to survivors, and meaningful to the game as whole
Left Queue: 01:35, 14 Nov 2005 (GMT)

Further Zombie Hunter Skill Mechanic

Timestamp: 22:40, 13 Nov 2005 (GMT)
Type: Game Mechanic
Scope: Zombie Hunters
Description: The main problem with making additional Zombie Hunter skills is that, stacked with headshot, they're too powerful. For this reason, I suggest that we make it so a Zombie Hunter can select one out of his zombie hunting skills from a dropdown menu. For example, suppose an extra-AP-to-stand-up ability called "Ankle Shot" was made available, and a Zombie Hunter bought it. Then, at the bottom of his screen, he would see "[Ankle Shot/Headshot] [Change]". It would cost no AP to change, but it would use a server hit.
Left Queue: 07:08, 24 Jan 2006 (GMT)

Drag Corpse

Timestamp: 22:55, 13 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, Corpses
Description: This skill would be located below "Body Building". When a Survior has the Drag Corpse skill, they will be able to drag any dead body to another block for 1AP. When a Survivor is on a block with one or more corpses, there would be a drop-down box containing possible directions (North, South, Northeast, etc.) and a "Drag Corpse" button next to it. When clicked, the user will move in the direction selected, with a non-descript random corpse from that block. This would primarily be used to move dead bodies away from safe houses so they don't respawn on the doorstep. For those worried about abuse, remember that when you are killed, you are a dead body and are therefor vulnerable to being moved. Users will need to spend 1AP to move every body by itself, so if one wants to clear a block of multiple corpses, they will only be able to move each corpse one or two tiles. Plus, a Survior won't know if he's dragging away a zombie player or a player who would like to be revived and kill zombies again. All corpses would simply be "a corpse".
Left Queue: 07:08, 24 Jan 2006 (GMT)

Tear Gas

Timestamp: 22:55, 13 Nov 2005 (GMT)
Type: Item
Scope: Survivors, Zombies
Description: Found in armories, possibly police stations. When used, the Tear Gas Canister would be dropped and the block would fill with gas. During this time, all humans will appear as 'a human' to Zombies, much like zombies are seen as "a zombie" by surviors. It obscures the zombie's senses so that they can no longer smell weakness. The down side for survivors is that all in the gas cloud will lose 10% off of their ability to hit a target while zombies will not. This is because Survivors will be more affected by the gas as living beings. The reduction in hitting targets would not be perminent! It would only affect people in the cloud of gas until it dissipates or they leave the gassed block.
Left Queue: 07:08, 24 Jan 2006 (GMT)


Timestamp: 22:55, 13 Nov 2005 (GMT)
Type: Items
Scope: Survivors and Zombies.
Description: Helmets would serve two purposes. They would be wearable like a flak jacket and would have a chance of deflecting attacks. (lower than a flak jacket, but a good suppliment) Zombies would be able to wear them as well, at which point they would also reduce Headshot attacks to 5 XP per level. They could be found in Fire Stations (fire helmets), Police Stations (riot gear helmets), and Armories (regular military style) though the name would still be "a helmet". I think it would be fun to have each helmet type named as such, but I know a lot of people are down on multiple items that have the same use and stats.
Left Queue: 07:08, 24 Jan 2006 (GMT)

14th November, 2005


Timestamp: 00:15, 14 Nov 2005 (GMT)
Type: Skill
Scope: Survivors and Zombies
Description: This skill once used would last until the players ap reached 0 or a maximum of 50 at which point the player would die even if a zombie they die. This skill provides the player with a bonus of +15 to all attacks from bites melee or weapons. This is a balanced skill since either side can use it. This skill would be a consumer skill and also available to zombies who have allready purchased brain rot.
Left Queue: 01:35, 14 Nov 2005 (GMT)

Experience For Barricading

Timestamp: 00:51, 14 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors, with Construction
Description: A minor change, a One or Two Experience gain for barricading a building. Survivors in some areas can spend days barricading buildings to help other survivors, with no direct benifit to them. You get XP for dumping bodies, so it is not like this kind of thing has not already been done. The only problem is some people overbarricading, just for easy Experience. I would suggest this change only work for barricading UP to Very Strongly, after that there would be no XP point.
Left Queue: 05:44, 25 Jan 2006 (GMT)

Colored Flares

Timestamp: 4:03 november 14 GMT
Type: item type
Scope: surviors
Description: simply colored flares, different colors for large combats, med needed, etc. drawback as zeds can also distinguish colors and will be attracted accoridngly
Left Queue: 05:44, 25 Jan 2006 (GMT)

Allow people to see all combat that occured

Timestamp: 04:38, 14 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors, Zombies
Description: Change it so people can see all combat that occured since they last logged in, not just attacks that occured to them. This makes sense and would allow people to witness PKs among other things.
Left Queue: 05:44, 25 Jan 2006 (GMT)

Reduce Chances for Escape

Timestamp: 15:00, 14 Nov 2005 (GMT)
Type: Alteration to Movement Mechanic (AP Penalty)
Scope: Players Moving out of Enemy-Occupied Squares
Description: In many combat-oriented boardgames, it is tough for one character to move out of enemy-occupied territory. This is traditionally symbolized in these boardgames by stopping all movement when entering a combatant's square. I realize that this would not work in Urban Dead as each square is a city block, so I propose the following:

Increase the AP cost to move based on the number of enemies in the immediate location (where a location is either "inside a building", or "outside on a city block". I suggest that the AP cost be increased by 1 AP for every 3 enemies (Survivor ==Zombie Enemy, Zombie ==Survivor Enemy), to a maximum movement cost of 10 APs.

Characters with Free Running Skill are given a bonus: if you have Free Running Skill, the AP cost is increased by 1 for every 4 enemies in the same space.

This will discourage strikes into areas occupied by a large amount of enemies, and will make characters avoid entering squares of mobs.

Edit: An enemy is generally the opposing force; this is not proof against PK'ers, and no rule should be required to take them into account. My original vision for this was a survivor entering a nest of zombies and not being able to retreat easily. Based on votes below, I could revise this to only penalize Survivors attempting to leave a location containing multiple zombies, or even further limited to affect Survivors attempting to leave just a building containing many zombies.

Keep in mind that the impact will likely not be felt unless someone enters an area of MANY enemies (like a Zombie entering a Mall with 30 Survivors), and I did set a maximum penalty.

Left Queue: 05:44, 25 Jan 2006 (GMT)


Timestamp: 18:47, 14 Nov 2005 (GMT)
Type: Skill,Weapon, Whole Concept
Scope: Survivors
Description: The whole idea is this, a way of shooting out of buildings; now i know that lots of people don't like the idea of getting killed when just strolling along, someone didn't risk going over to fight them.. but i'll do my best to make it as hard for the shooter as the person receiving the shot. First things first; you'll need a sniper (item) which can only be found in armories... and bullets, which are RARE (and also found in armories) So, to use this item, first go into a building which isn't TOO barricaded (lightly will do fine) and select sniper. You will lose 5 AP to set it up on a stand, ect... Then AIM (another button; another 5 AP) and then you fire. Now, the bullet will hit any zombie outside of the building (no choice) with 12 damage and 95% chance (it is after all a sniper); then you must remove the sniper from its stand (ANOTHER 5 AP) or else you'll lose it when you move (cioe` leave it there)... And there you go... wasted 15 AP just for the safety of not leaving a building....
Left Queue: 05:44, 25 Jan 2006 (GMT)

Flavor Weapons

Timestamp: 20:59, 14 Nov 2005 (GMT)
Type: Equipment
Scope: Survivors, adds flavor
Description: Basically, adding a handful of new melee weapons to the game. No real changes to the game mechanic or play, just some extra widgets your survivor could use in lieu of the fire axe, knife, or bat. The Samurai Sword, found in Museums and Mansions, would do similar damage to the Fire Axe (and besides, people have been wanting a samurai sword pretty much from the get-go). The other one I'd like to see would be a Golf Club, found at Mansions and Sporting Goods Stores, again with stats similar to the Fire Axe (if nothing else, gives Mansions and, to a lesser extent, Museums something to do). Neither one drastically alters anything, but there's something strangely appealing about bludgeoning a z to death with a golf club, and it's not like any of the other melee weapons are currently worth a damn anyway...

EDIT: What, none of you have seen Versus? ( I guess zombie movies only count if they're made by white people.

Left Queue: 05:44, 25 Jan 2006 (GMT)

Sniper Skill

Timestamp: 21:03, 14 Nov 2005 (GMT)
Type: Skill
Scope: surviors
Description: This is like the skill above with some changes. This would be under the military class and in the free running tree. This would allow a player to shoot at a zombie outside the building he is in. This skill would be available after Advanced scouting is purchased which would allow a player to see what is outside a bldg they are occupying. This skill would provide too many benefeits on its own so this would require advanced scouting. This skill provides no bonus to hit the target in question. This skill would provide no bonus to damage either. The damage is the same as it was before.
Free Running
Advanced Scouting: Allows a player to see outside the bldg in their location only not surrounding squares.
Sniper: Player is allowed to shoot players outside of building.
Left Queue: 03:38, 17 Nov 2005 (GMT)

Thief Class

Timestamp: 22:28, 14 Nov 2005
Type: Class
Scope: Survivors
Description: This is a new character class. The thief is a looter and a hit-and-run type of person. The thief starts with a knife and wirecutters. (S)He has three possible skills (note: I don't mean you can pick, I mean there are three that make sense and could be used): free running, shopping, or hand to hand combat.
Left Queue: 05:44, 25 Jan 2006 (GMT)

Electrical systems

Timestamp: 23:56, 14 Nov 2005 (GMT)
Type: Game Featuer/ Skill
Scope: Inside buildings
Description: If/when the power comes on, the best thing to do would make it HURT - that is make it work like barricades, only harder. Here it goes... The way the wiring would go would be the power surged and fried most of the wires. They can only be brought up to workability in a very complex way. First you need a pair of wire cutters, second you need a skill, and finally you need insulated gloves or a skill or something. You can work on the wiring for 10 AP, but you run a risk of electrical shock. Additionally you need wiring to operate electrical devices, after a point, and between that and another you run the risk of degrading the wiring. Zombies can also tear it out of the walls. And lastly you shouldn't be able to see the wiring because "Duh!" it's in the walls. This keeps it from being overpowering. Example: "You open the wall to find burn marks and copper drippings." or "You open the wall to find masterfully installed wiring throughout the building." Even "When you plug in the lap top, there is a sizzle and whisp of smoke from the plug-in you get disgruntled looks from the people leaning on the wall. You unplug the computer."
Left Queue: 05:44, 25 Jan 2006 (GMT)

15th November, 2005

Take Cover

Timestamp: 19:38, 15 Nov 2005 (GMT)
Type: Skill
Scope: Suvivors
Description: When fired at with a pistol or shotgun you take evasive action, making it 25% less likely you will be hit, down to a minimum hit percentage of 5%. This is skill does not carry over to be usable by zombies. The purpose of this skill is to discourage playerkilling without outright ending it (since its inclusion seems to be intended). This way though a PKer could still operate it becomes less likely they could slaughter an entire safehouse full of people in one 50 AP cycle.
Left Queue: 05:56, 25 Jan 2006 (GMT)

Food Preparation

Timestamp: 20:03, 15 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: The survivor know hows to prepare a delicious meal with any ingredients. He can easily take ordinary, very common objects, such as salt or grass, and refine them into a delightful seasoning. When used, the survivor makes a corpse edible, and attractive to zombies. Zombies that eat it regain a bit of HP, as well as some XP (but not as much as a maxed out claw attack), at the cost of AP. "BAM. Let's kick it up a notch!"
Left Queue: 20:26, 15 Nov 2005 (GMT)

Zombie Distraction Skill

Timestamp: 21:57, 15 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: When used, the skill distracts zombies; they are offered a bit of experience gain (less than maxed out bite), at the cost of AP and not doing anything that effects humans. This enables humans to have a risky (since it won't effect all zombies), but still useful, way to defend against zombies that is fun for them too. The special effect could be anything. Making a human dummy, faking being a zombie, whatever. The core idea is a different version of defense from barricades, but one that zombies benefit from as well. Once used, zombies in the same square can press a button marked like "Attack the Dummy" or "Fall for the Disguise", using an AP and gaining XP.
Left Queue: 05:56, 25 Jan 2006 (GMT)

16th November, 2005

Brain Preservation

Timestamp: 00:10, 16 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: Zombie Hunter skill:- Become unable to buy Brain Rot.

How many survivors out there will ALWAYS prefer to remain survivors? You can become a zombie and stay a zombie. But what if you're a hardcore survivor and you pressed the wrong button? You've got to start all over again. How many people have voted they wish they could find a way to 'unbuy' Brain Rot? Well. Same thing here. You can still die. You can come back. You just can't become a zombie permanently.

I don't think I need an explanation for this. For brain rot, why would a zombie be unrevivable? Surely a skilled zombie hunter is skilled enough to make sure he can be saved in the future by use of the First Aid Kits and Necrotech Syringes he's had before?

May require level 10 AND Lab Experience? If not a zombie Hunter, then maybe a Specialist Scientist?

Left Queue: 06:41, 25 Jan 2006 (GMT)

Shallow Grave

Timestamp: 01:44, 16 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombies have the option of going to a cemetary and "hiding" themselves in a shallow grave. Survivors could get access to a shovel item and could go to a cemetary and dig and have a chance of digging up a zombie, if their is one. This would allow zombies players to stow their characters in a semi-safe environment while still allowing survivor players to find and kill them. In response: One of the benefits of the skill would be slight insulation from headshots received while standing in the street after you are done for the day. I feel this would help balance the headshot skill.
Left Queue: 06:41, 25 Jan 2006 (GMT)

Something to do with weapons breaking or wearing down

Timestamp: 04:06, 16 Nov 2005 (GMT)
Type: No clue
Scope: Weapons
Description: Constant usage of melee weapons will eventually wear them down, causing them to do reduced damage and eventually have a 1% chance of breaking on each attack.
Left Queue: 06:41, 25 Jan 2006 (GMT)

Show Time Until AP Gain

Timestamp: 05:00, 16 Nov 2005 (GMT)
Type: Browser Enhancment
Scope: All
Description: Show time remaining until the next AP recharge. Just have Time until next AP point: somewhere, maybe near the bottom of the page. I think it's a simple little addition that can help people when they need just one more point to complete something, or get caught out in the street, ect; so they know when to come back.
Left Queue: 06:41, 25 Jan 2006 (GMT)

Climb Building

Timestamp: 20:31, 16 Nov 2005 (GMT)
Type: Skill
Scope: Survivor
Description: This skill would be a subskill of free running and would allow survivors to directly enter heavily barricaded buildings as they normally would with any other level of barricaded building.

edit: Because the proposed Climb Building skill would be a subskill of Free Running, the effects would not carry over to zombies. Since this skill is only applicable to heavily barricaded buildings, it can be rationalized as survivors who have the dexterity to climb over barricades that normally block entry and enter the building either from the roof or windows on multistory buildings.

Left Queue: 06:41, 25 Jan 2006 (GMT)

Sensu Beans

Timestamp: 21:17, 16 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: By eating sensu beans, the survivor's hp immediately hits 10000, and all attacks with the fists have a 99.9999999% chance to hit. Also, fists now do 1000 dmg, and the survivor has a maximum of 200 AP. He also flies, which means moving does not take up AP. He also comes with an ability called the Kamehameha wave. At the cost of 5 AP, the survivor creates a massive energy beam which can cut down everyone standing in its path. Maximum range for this ability is 9 blocks. The survivor also gains the ability to demolish buildings as well.
Left Queue: 21:18, 16 Nov 2005 (GMT)

Reduce AP

Timestamp: 21:23 16 Nov 2005 (GMT)
Type: Skill
Scope: Zombie hunters
Description: I think that Zombie hunters should have a skill that knocks off 5AP everytime the zombie is killed.I mean how many times have i been attacked by zombies and as soon as i drop one of them another pops up within seconds using ankle grab thus using up 1AP per death!This means you have around 13% chance of being able to throw the body outside before it comes back up.This makes zombies near invincable because in the end survivors will give up and leave there safehouse before the zombies run out of AP. This skill would give the survivors alot more chance of protecting there HQs.
Left Queue: 06:41, 25 Jan 2006 (GMT)

Stand Guard

Timestamp: 22:25, 16 Nov 2005 (GMT)
Type: Skill
Scope: Suvivors, Military
Description: You get a message telling you how many times the barricades of a building you are in were broken since your last turn. This skill would have a very important purpose: to allow suvivors to know how heavy the assault against them is and how active the suvivors with them are. Currently I have no way of knowing whether zombies broke in and killed fifteen people or if none did. This would also not cause spam since it would be summarized in a single line only when they were broken: "The barricades were breached X times since your last turn".
Left Queue: 06:41, 25 Jan 2006 (GMT)

City Events

Timestamp: 23:42, 16 Nov 2005 (GMT)
Type: Improvement
Scope: Everyone
Description: At the discretion of the game creator(s), various events would randomly take place in Malton. Here are a few examples:
  1. Let's say there's a decrepit building in some neighborhood. It gets destroyed by fire and collapses. If there are survivors or zombies inside, they are killed. Anyone directly outside would get a certain percentage HP knocked off. Afterwards, the area where the building stood would be a wasteland.
  1. NecroTech has developed a new chemical spray to use against the zombie hordes. It gets tested in some neighborhood. All zombies in that neighborhood lose a certain percentage HP in that 24hrs before they become immune and go back to normal.
  1. The virus has mutated and all survivors in a neighborhood are infected. They must seek medical attention or continue to lose 1 HP per AP.

Like I said, these are just examples. The creator(s) can choose whatever they want to do. It mixes up the gameplay by adding the element of chaos and surprise along the way.

Left Queue: 06:41, 25 Jan 2006 (GMT)

17th November, 2005

Alphabetic Sort

Timestamp: 12:42, 17 Nov 2005 (Tokyo Time)
Type: Display
Scope: Universal
Description: Sort lists of names alphabetically when more than 1 person is present in a place. Please.
Left Queue: 13:22, 26 April 2006 (BST)

Cull the Weak

Timestamp: 00:06, 17 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Zombie Hunters
Description: This skill would be placed below Headshot, and would allow survivors to see a full list of zombies on their block in the attack Drop-Down list. Each zombie would have its HP listed next to it, allowing Zombie Hunters to thin out a crowd by selecting and killing the weakest. Alternately the ZH could take a strong zombie down a few pegs, making it easier for others in the group to take out. I'm basically suggesting this as a high-level skill that will help even things out when there's a mob of the undead knocking on your door. If a Zombie Hunter is on a block with only a handful of zombies, he/she would probably kill them anyway, so exposing their HP count wouldn't make too much difference. This skill makes perfect sense because one would realistically be able to tell a haggard, weakened zombie from a lively one.
Left Queue: 13:22, 26 April 2006 (BST)

Hand-to-Hand Master

Timestamp: 05:46, 17 Nov 2005 (GMT)
Type: Skill
Scope: Survivor, Melee Combat
Description: Grants a +20% chance to hit with all melee attacks. Requires Hand-to-Hand Combat.
Left Queue: 13:22, 26 April 2006 (BST)

Improved Player Killing Attempt Visibility

Timestamp: 10:00PM Nov 16 GMT-8
Type: improvement
Scope: Messages/display for players in the same room
Description: The proposal is that the first time a player attacks a survivor after entering a room, a message will be sent to all the survivors in the room, naming the player saying that they have attacked a survivor (showing up similar to a speak)). The player would also be marked with a flag until they leave the room, to prevent multiple messages from being sent, but the players name could also be highlighted to show that they have attacked a survivor. The effect I expect it to have on the game is that it would help with the roleplaying because you'd feel better that you are aware of your surroundings and because it would help in having more surety about PK'ers and Zombie spies once they start attacking, it would help survivors be able to feel a better sense of comraderie.
Left Queue: 13:22, 26 April 2006 (BST)

Smoke Bombs

Timestamp: 15:50, 17 Nov 2005 (GMT)
Type: Item
Scope: Active players in limited area
Description: When activated, a smoke bomb fills a block with thick smoke. Instead of the normal list of occupants, players in adjacent squares see only the text "A thick cloud of smoke" or similar. Players in the affected square see all occupants of the affected square, but cannot see the occupants of adjacent squares. The efect lasts for a limited amount of real time---4 hours, say. (Note that normal complaints about realtime-sensitive effects are less relevant here, as smoke bombs are only meant to have an effect on active players. If you sleep through a smoke bomb, it has no effect on your decision-making---just like in real life!).The rationale: Allows assault parties to do more interesting things, makes reconnaissance slightly harder and more risky, and generally allows an extra strategic option with minimal additional server load.
Left Queue: 13:22, 26 April 2006 (BST)

Change Diagnosis to Survivor-only skill

Timestamp: 17:24, 17 Nov 2005 (GMT)
Type: Balance Change
Scope: Zombies
Description: Change the Diagnosis skill so that only survivors can use the skill. The current implementation renders the Zombie skill Scent Blood useless, and Scent Fear still has to be taken in order to use Scent Trail.
Left Queue: 13:22, 26 April 2006 (BST)

Death (Version2)

Timestamp: 18:37, 17 Nov 2005 (GMT)
Type: Improvment
Scope: All
Description: As already stated, death is too easy; yeah true zombies are supposed to be large swarms of unstoppable dead, but sometimes, you need something to break a siege; and just wasting them 10AP (or 1AP) doesn't work. Also survivors don't mind dying, if they can get a revive.

So the idea is this: When you die, you lose 5 HP off your maximum, this is so as to say that you died because of your wounds, and when you rise up.. well you aren't going to be 100% This 5HP should be applied for everytime the person dies, and will remove its effect at the rate of 1HP back per half hour. This will ensure that if you kill a zombie or survivor, and it rises again; that in the end, it gets easier and in the end the guy is going to give up... for then.

Left Queue: 13:22, 26 April 2006 (BST)

Make different weapons have different results upon a kill

Timestamp: 18:45, 17 Nov 2005 (GMT)
Type: Skill, improvement
Scope: Suvivors
Description: Right now it does not make a difference how you kill a zombie. I suggest tying different weapons to different zombie hunter skills to add an element of strategy to the game. For instance only allowing headshot to work on a kill made with a gun. And maybe having a zombie hunter axe skill that causes ankle grab to only reduce AP loss by 5 instead of 9. Or a knife skill that causes a killed zombie to come back with only 40hp. And there could also be a bat skill, a crowbar skill, etc. I'm not saying that these would be the skills, I'm just suggesting that it would be nice to have different weapons have different results to add an element of strategy as well as make all those worthless weapons useful.
Left Queue: 13:22, 26 April 2006 (BST)

"Since your last turn" change.

Timestamp: 18:53, 17 Nov 2005 (GMT)
Type: Interface alteration
Scope: All players
Description: I'd like to see the "Since your last turn" dialogue archived for the past three turns, with a link reading "Since your last three turns.." My main reason for suggesting this is that there have been a couple times where I have lost the "Since your last turn" dialogue due to mistyping or mistake. Though this is my own mistake, I think others have probably experienced this. If you miss something important, it would be a life-saver if one could view an archive of the last few turns. I don't know how this would affect server load and all that, but I think it would be useful. Instead of clearing dialogue with every turn, it would just be cleared every 3 turns. (is it possible that would actually reduce server load?) Also useful for those who have forgotten or missed something they want to look up.
Left Queue: 13:22, 26 April 2006 (BST)

Specific Search: Revised

Timestamp: 21:16, 17 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: My original idea for Specific Search was met with mixed feelings. Some liked it, as it reduced the chance to find worthless items. Others disliked it because it seemed like too much work for the server, or disliked the idea entirely.

One idea in one of the votes appealed to me, so I decided to make a revision to my original prejection. The revision is as follows.

When searching a building, the survivor may specify an item to look for exclusively. This is handled with a drop-down box. However, instead of listing what items can be possibly found in the area, the drop-down box contains a list of items that are currently in the character's inventory. For RP purposes, this reflects a list of items the character knows exists. Whether an item in the list can actually be found in the building is irrelevant.

If the survivor selects an item that can be found in the building, the chance of finding that item while searching is doubled. However, the chance of finding all other possible items in the building is reduced to zero. If the survivor selects an item that cannot be found in the building, the results could be A) a regular search of the area, or B) no item found.

One problem with this idea is having to keep an item in your inventory so you can Specific Search for another one later. I proposed this, instead of being able to search for any item that has ever been in the character's possession, because I believe this would be easier on the server. Another possibility could be to limit the search to item "types", such as Guns, Ammo, Melee, etc. Some items would have their own type, such as the First-Aid Kit and perhaps the Syringe. The problem with this, however, lies in doubling the chance to find them. Perhaps the chance of finding item "types" would simply increase by 1.5x?

Left Queue: 13:22, 26 April 2006 (BST)


Timestamp: 23:35, 17 Nov 2005 (GMT)
Type: Item
Scope: Survivors with construction
Description: Barricading requires you to search for materials, which have a 75% chance to be found inside every building.
Left Queue: 13:22, 26 April 2006 (BST)

18th November, 2005

Human Dialect

Timestamp: 01:09, 18 Nov 2005 (GMT)
Type: Skill
Scope: Zombies who want to talk
Description: Human Dialect allows zombies to talk. It requires the "Memories of life" skill to learn. It would be for zombies who want to be revived. the could go to people and say "Revive me plz" or for zombies to speak with eachother for plotting.
Left Queue: 00:27, 19 Nov 2005 (GMT)

Surgical Skills

Timestamp: 01:10, 18 Nov 2005 (GMT)
Type: Skill
Scope: Survivors with first aid training
Description: Surgical Skills increases the health healed by first aid kits by 5, but only when they are used in hospitals. First Aid Training is required to learn Surgical Skills
Left Queue: 23:33, 21 Nov 2005 (GMT)

Note: This suggestion was posted moments after the skill Surgery appeared in game.

Loose Flesh

Timestamp: 18:02, 18 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: Wet, dead flesh pulls free, acting as a lubricant for squirming and adding horror to the victims! Zombies with this skill can squirm under fences and through holes at the cost of 2AP and 1HP. This allows a zombie to bypass a non-fortified fenced-in area. I'm of the opinion it should be a separate skill, but people concerned about its power level might want to put it under Vigour Mortis or Lurching Gait, thus requiring a zombie be a minimum of level 2 before getting this skill
Left Queue: 20:06, 18 Nov 2005 (GMT)


Timestamp: 14:25, 18 Nov 2005 (PST)
Type: All
Scope: All
Description: Increases successfulness of barricading a building by 5 percent. Must have Construction skill.
Left Queue: 13:43, 26 April 2006 (BST)


Timestamp: 01:11, 18 Nov 2005 (GMT)
Type: Skill
Scope: High-Level Survivors
Description: Sharpness increases the damage done by Fire Axes and Kitchen Knives by 1. Requires Advanced Axe Training and Advanced Knife Training to learn.
Left Queue: 13:43, 26 April 2006 (BST)

Responsible Drinking

Timestamp: 01:09, 18 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: The idea of Responsible drinking is to increase the chance of alcoholic beverages (wine and beer) of healing your health by 20%. It would be a miscellaneous skill and good for teams with bases in arms (pubs)
Left Queue: 13:43, 26 April 2006 (BST)

Garbage Can Lid

Timestamp: 01:09, 18 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: The garbage can lid could be a useful item from a roleplaying perspective. It would be primarily used defensively (as a shield) to reduce the hit percentage of melee attacks (-10% to hit). The lid should be able to be equipped in conjunction with the one-handed weapons (pistol, flare gun, kitchen knife & crowbar). Also, in the case where no other weapon is equipped, the character could choose to bash another (Base accuracy 20%, damage 1 point) with the lid. This item would be searchable from Streets, Carparks, and Warehouses (and perhaps from the Wasteland). Zombified survivors could continue to carry the garbage can lid after turning undead. RP-wise, paniced survivors would use anything they could get their hands on. And, quite honestly, there are WAY too many Flak Jackets around to be realistic
Left Queue: 13:43, 26 April 2006 (BST)

Make adjacent building barricade levels viewable from the street

Timestamp: 01:56, 18 Nov 2005 (GMT)
Type: Browser Improvement
Scope: All
Description: Make the barricade levels of adjacent buildings viewable from the street. Nothing fancy, if a building is barricaded, then add a one-line descriptor in parenthesis underneath the name of the building. For example, a lightly barricaded structure would be "Blah Building (light)", a strongly barricaded structure would be "Blah Police Department (strong)" and a heavily barricaded structure would be "Blah Mall (heavy)".
Left Queue: 13:43, 26 April 2006 (BST)

Eliminate Newspapers

Timestamp: 02:01, 18 Nov 2005 (GMT)
Type: Eliminate Item
Scope: Survivors
Description: Newspapers should be eliminated as they serve no purpose other than to waste inventory and clutter the screen. They cause us to waste our limited server hits dropping them, frequently making it impossible to play three characters effectively.
Left Queue: 13:43, 26 April 2006 (BST)

XP Cost Ramping

Timestamp: 02:23, 18 Nov 2005 (GMT)
Type: Change to experience mechanics
Scope: Everyone
Description: Much ado has been made about how all players become homogenous eventually, and while the system stays as it is this will surely continue. Some people have suggested restricting certain classes from buying certain skills, rather than just making it harder like it is now, which I don't like the idea of--I want it to be possible to be self-sufficient and good at everything, I just don't want it to be easy. Therefore, I suggest that the XP cost of getting a skill will go up along with the number of skills already acquired, a la other RPGs where homogenity is possible (I'm thinking FFX here). Instead of blanket 100xp with class modifiers, a character's first skill buy (the one that gets them to level 2) would cost 50xp (note that all numbers in this prejection are dynamic and will be changed to fit voter's prejections) with the existing .75 and 1.5 modifiers. Following this, every successsive skill would cost more--either there'd be a set ladder someone made up (50, 75, 100, 130, 175, 250, 400, so on) or the cost will be multiplied by the same number every time--x1.25 for 50-63-78-98-122 or x1.5 for 50-75-113-169-253. These numbers would still be affected by class and cross-class multipliers, which would mean it'd technically cost less total XP to max if a character bought cross-class skills first; I'm not sure how to solve this, if it needs to be solved. These numbers are rounded to the nearest whole number, as I imagine parsing fractions would require some more code changes and this'd already be big. This would make it easier to level up at first, and much harder to max out overall. Also, this would hopefully be combined with the proposed separate zed/survivor levels, so that zombified survivors leveling wouldn't be made COMPLETELY impossible by this combined with Headshot.
Left Queue: 13:43, 26 April 2006 (BST)

Auto-discard Duplicate Infinite-Use Items

Timestamp: 03:44, 18 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: A lot of time is wasted discarding items you only need one of. GPS units and DNA extractors come to mind. Rather than having these items build up in inventories or force people to discard each time they find one how about this message instead: "Searching the building you find a fire axe, but discard it because you already have one." It's not an issue about game balance, it's about improving quality of the gameplay experience.
Left Queue: 13:43, 26 April 2006 (BST)

Gunsmithing (revised)

Timestamp: 06:17, 18 Nov 2005 (GMT)
Type: Items, Skills
Scope: Skills, Combat ,Survivors
Description: Addition to Firearms skill tree allowing modification of existing firearms in-game.


  • All Firearms skills

Usage In Game:

  • Players with Gunsmithing skill, the Gunsmithing Tools item and an upgrade kit for either pistol or shotgun can make an upgrade to a pistol or shotgun in their inventory.
  • Would use drop-down menu next to button for upgrade kits where player can choose the pistol or shotgun for upgrade to apply to.
  • Pistolbutton.jpg

Items added to game:

  • Gunsmithing Tools - Item; only found in Mall gun stores, very low search odds (2%?), only useable by players with Gunsmithing skill (like revivification syringes for players with Lab Experience).
  • Combat Pistol Kit
  • Hi-cap Pistol Kit
  • Sawn-off Shotgun Kit
  • Dual Trigger Shotgun Kit
  • Combat Pistol - 71% accuracy instead of 65%.
  • Hi-Cap Pistol - Holds 12 rounds instead of 6.
  • Hi-Cap Combat Pistol - 71% accuracy and 12 round capacity.
  • Sawn-off Shotgun - 71% accuracy instead of 65% but only does 8HP damage instead of 10HP
  • Dual Trigger Shotgun - Does 20HP damage but only if 2 shells are loaded, empties both shells when fired, still takes 2AP to load both shells, single shell loaded only does 10HP damage when fired.
  • Sawn-off Dual Shotgun - 71% accuracy, 16HP damage if loaded with 2 shells, empties both when fired, single shell only does 8HP damage.

Completely customized firearms cannot be upgraded further and bonuses to hit, damage or capacity are ONLY when using those weapons, not for all firearms. And this is about as simple as I can make this idea without gutting it to the point where it's totally bland.

Left Queue: 13:43, 26 April 2006 (BST)

Thick Skull

Timestamp: 14:58, 18 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: "You have grown a thick layer of desicated tissue and hardened bone to support your skull." This skill (please, not in a skill tree - it's for beginers) lowers or removes the xp loss from headshots. I don't think it'll be too powerful, as you've got to spend the 100xp to get it; the advantage is that you then have a chance to get more skills, rather than lossing all your xp to headshots.
Left Queue: 13:43, 26 April 2006 (BST)


Timestamp: 18:02, 18 Nov 2005 (GMT)
Type: Item / Gameplay
Scope: All (potentially)
Description: A sturdy chain, found in a hardware shop or an garage, suitable for heavy-grade duty. Not only can it be used as a weapon, but it can also be used to repair those gates / fences that have been cut through! Essentially, this can be used as a weapon (damage similar to baseball bat) but its primary use is in the repair of fenced areas. It costs 3AP to properly ?thread? the chain to minimize its give, but this would allow for the repair of fences/gates, thus making wire cutters more useful. This is meant to be balanced by the ?Loose Flesh? skill I propose for zombies
Left Queue: 13:43, 26 April 2006 (BST)

XP loss limit for Headshot

Timestamp: 18:34, 18 Nov 2005 (GMT)
Type: Balance tweak to existing skill
Scope: Zombies
Description: At higher levels, a single headshot drop over 100XP from a zombie, making it difficult to get new skills. Perhaps it would be fair if the XP loss from Headshot was capped at 50 or so, which still hurts but won't be too crippling.

EDIT 19:32, 18 Nov 2005 (GMT) : Since the ceiling is so low, Headshot should incur a loss of 5XP/level above 1, instead of 10XP like it currently is.

Left Queue: 13:43, 26 April 2006 (BST)


Timestamp: 21:24, 18 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: A Zombie Skill. Requires Ankle Grab and costs 10AP to use. You automatically attack the next Survivor to enter your area, using a single claw attack. Ends if triggered, or if you use an AP. The attack has normal hit/miss chances, and gives a message whether it succeeds or fails.
Left Queue: 13:43, 26 April 2006 (BST)

19th November, 2005


Timestamp: 00:40, 19 Nov 2005 (GMT)
Type: Weapon
Scope: Zombie Killers
Description: Crucifixes can be used by zombies to crucifix zombies. When a zombie is crucifixed, he cannot be attacked. The zombie cannot move or take any actions except trying to free himself. There is a 50% chance zombies will free themselves per try. each try takes 1 AP. if a zombie fails to free himself on a try, he takes 2 damage. There is a 20% chance the crucifix will work on the zombie. Crucifixes are one use items. To join the group who thought of this, click here: removed because it was a shameless plug
Left Queue: 03:31, 20 Nov 2005 (GMT)


Timestamp: 23:04, 19 Nov 2005 (GMT)
Type: ability
Scope: Survivors
Description: If cars and motorcycles were to be added into the game, I would suggest that only people with a hotwiring ability can activate cars and motorcycles. Hotwiring has a 50% fail rate.
Left Queue: 01:56, 20 Nov 2005

Newspapers have chance to give XP

Timestamp: 13:12, 19 Nov 2005 (GMT)
Type: Improvement
Scope: Surviors
Description: Give newspapers the same 10% chance to gain 1 XP (2 XP for the Scientist class) as a Book. Retain the discard functionality after each read that they currently have though.
Left Queue: 13:50, 26 April 2006 (BST)

Death Spasm

Timestamp: 13:27, 19 Nov 2005 (GMT)
Type: Elite Zombie Skill
Scope: Retalliation on Death due to Headshot
Description: If a zombie has at least 1 AP available when it dies due to a HEADSHOT it gets to AUTONOMOUSLY spend 1 AP counter-attacking (with teeth???) at its killer - which may of course still fail to hit, but which MAY be infected! Could be a significiant skill - but players with HEADSHOT skill should be capable of healing themselves, and it won't affect newbees.
Left Queue: 13:50, 26 April 2006 (BST)


Timestamp: 12:50 PM EST
Type: Science Skill
Scope: Survivors, Generators
Description: Essentially, you rig a generator so that it overheats or something. This could either make a generator permanently unusuable or potentially even make it explode (but that would have to be a very low %). Something like this would be very good for those groups of survivors that like to prey upon other survivor groups. Also, with the potential for an explosion, it might be a good last ditch effort when there is a horde of zombies taking over.
Left Queue: 13:50, 26 April 2006 (BST)


Timestamp: 19:02, 19 Nov 2005 (GMT)
Type: improvement
Scope: survivors
Description: Using money. You can sell weapons or equipment for someone else for as high as you want. But there's a minimum value for each item to keep you from selling something to somebody for too cheap. That way items can be traded without exploit. You get money from banks, finding it on the ground, looting people, etc. Maybe the money won't be dollars or pounds or gold, but something more tangible (food?) due to the situation.
Left Queue: 13:50, 26 April 2006 (BST)


Timestamp: 20:17, 19 Nov 2005 (GMT)
Type: New building/item
Scope: Survivors
Description: This prejection is to propose the addition of a new building: radio stations. Inside each station is a transmitter that can be powered with a generator. With a working transmitter you can send messages over a wide distance. These messages could only be received by people with radios, a new item that could be found at mall tech stores. To prevent spam the radio in your inventory could act as a link to a message-board that'd display the last ten radio transmissions you received. I suggest having multiple radio stations, each one only able to reach a quarter of the city or so. This change would allow for suvivors to broadcast messages like "Under Attack at X Mall: People there need rescue!" or "We're trying to take back the fort, anyone who knows how to use a weapon please assist". To balance things out it could be possible for zombies who have radios to be able to hear the messages as well.
Left Queue: 13:50, 26 April 2006 (BST)

Scent Hunter

Timestamp: 20:42, 19 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Places a marker right next to the name of all players with the Headshot skill. Yes, I know you could just check their profiles, but it would be far easier to prioritize targets with the use of this skill. Mucking through everyone's profile takes time, and in case of a seige, there isn't enough. It could be a valuable tool used by zombies to enable them to walk away better off than they were before.
Left Queue: 13:50, 26 April 2006 (BST)

Tracking your prey

Timestamp: 21:33, 19 Nov 2005 (GMT)
Type: Skill
Scope: Survivors and Zombies
Description: Full description. Zombies can follow blood trails or scent, whatever. Humans can be able to track zombies in a similar way, like hunting skills. You can follow the path of a zombie, and arrows will tell you which way the zombie went and how long ago. You can keep following the path if you want to chase a particular zombie. If you encounter a path of multiple zombies, each of the zombies will have a unique trail. It will say "New Zombie 1 went South" or "Zombie 3 went Sorth and NEW Zombie 5 went East" etc, so you can keep track on who you are following.

Your foe might have a counter-ability, such as evasion, losing scent, crossing a river, or even set an ambush for you, etc.

Left Queue: 13:50, 26 April 2006 (BST)


Timestamp: 23:13, 19 Nov 2005 (GMT)
Type: transportation
Scope: Everyone
Description: How about you can travel through sewers? Would be hard for the zombie to track you by scent or blood trail due to the sewage. An alternative to the open road. And have manholes, etc.
Left Queue: 13:50, 26 April 2006 (BST)

20th November, 2005


Timestamp: 11:23, 20 Nov 2005 (GMT)
Type: Item (Skills)
Scope: Survivors
Description: An accurate but not amazingly powerful weapon which uses its own ammunition, Rifle Clips, which contain 6 rounds each. Rifles can be upgraded with Basic Firearms Training, and can be further upgraded with Rifle Training and Advanced Rifle Training, which, like their counterparts, add 25% and 10% to the chance to hit, respectively. The feature which sets the Rifle apart is the ability to shoot long range. I know that long-range shooting is severely frowned upon here, but bear with me! The rifle cannot shoot into buildings and it cannot shoot out of them. It allows fire into adjacent squares only if you AND your target are outside. Some may be concerned with the idea of shooting through buildings, as someone could conceivably be on the other side of a building in an adjacent square. I feel that UD has enough abstractions that this one more isn't a concern, but for those who it bothers, perhaps it could be changed so that the target must be on open ground (the shooter, one would assume, manoeuvres for the shot). Additionally, any shot into an adjacent square rather than your own has its per cent to hit halved (I have rounded them in various directions as .5s bother me).

Damage: 4HP (The vague explanation for the low damage is that the bullet passes straight through the soft, rotted flesh of a zombie rather than bouncing around inside and causing more damage. For humans? I have no idea)

Chance to Hit (Same Block): 15%(default), 40%(BFT), 65%(RT), 75%(ART)

Chance to Hit (Adjacent Block): 8%(default), 20%(BFT), 32%(RT), 38%(ART)

The Rifle could be found in the usual firearms locations. The rather low effectiveness and its own ammunition are intended to offset the amazing ability to shoot another block, but even that may be too little. The damage could be dropped to 3HP or the accuracy in long-range shooting could be lowered to even it out. It's worth noting that suggestions like the Day/Night Cycle would mesh well with this, as long range shooting would be unavailable at night. I'm thinking that perhaps long range shots would be a seperate button with a seperate list of names to alleviate confusion/having huge lists of targets. If there were Rifle Scopes, as per the Item Combination suggestion, I'm not sure what the effect could be. Removing the long-range cap would be too powerful, so perhaps it would increase accuracy? Unimportant, I guess. Please read the suggestion before Killing, Spamming, or deleting it, as I feel I've changed the usual rifle or sniping suggestions.

Left Queue: 20:41, 20 Nov 2005 (GMT)

Automatic Rifle

Timestamp: 11:23, 20 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: An automatic weapon which uses rifle clips and fires two seperately calculated shots per use. Like the Rifle, it can be fired at long range for reduced accuracy. Use of the weapon can be upgraded with Basic Firearms Training, Rifle Training, and Advanced Rifle Training. The second shot fires at a 40% of the usual chance to hit. Additionally, the AR can be upgraded with Automatic Weapons Training and/or Controlled Burst. If there are fewer rounds in the clip than should normally be fired, only as many rounds as possible are fired, at the logical chance to hit.

Damage: 5HP Chance to Hit (First or Upgraded Second incl. Long Range): Same as Rifle Chance to Hit (Lessened): 6%(default), 16%(BFT), 26%(RT), 30%(ART) Chance to Hit (Lessened, Long Range): 3%(default), 8%(BFT), 13%(RT), 15%(ART)

Methinks the AR should only be available at Armouries? The AR is to the Rifle as the SMG is to the Pistol, and all advantages and disadvantages are roughly the same. If there was a Rifle Scope, a la the Item Combination suggestion, I would not have it work with the AR. Flavour-wise, it would let the Military players finally have a suitable weapon.

Left Queue: 20:53, 20 Nov 2005 (GMT)

SMG/Machine Pistol

Timestamp: 11:23, 20 Nov 2005 (GMT)
Type: Item (with some skills as a bonus)
Scope: Survivors
Description: An automatic weapon which uses pistol clips and fires two seperately calculated shots per use. Use of the weapon can be upgraded with Basic Firearms Training, Pistol Training, and Advanced Pistol Training. The second shot fires at a 40% of the usual chance to hit (percents of percents, yikes). A new skill under Basic Firearms Training is Automatic Weapons Training, which allows the second shot to have the full chance to hit. Another skill, either below BFT or the aforementioned new skill, is Controlled Burst. This allows a third shot to be fired in the burst, but it will always be at the lessened chance to hit. Of course, if there are fewer rounds in the clip than should normally be fired, only as many rounds as possible are fired, at the logical chance to hit.

Damage: 5HP Chance to Hit (First or Upgraded Second): Same as pistol

Chance to Hit (Lessened): 2%(default), 12%(BFT), 22%(PT), 26%(APT) The SMG or Machine Pistol or whatever it would be called would be available at Armouries and maybe Police Stations and Gun Stores. While (I think) it does less damage than the pistol per clip, it would be useful in situations when AP are more valuable than ammo (for instance, if you have a large quantity of ammo but a long distance to and from safety), or in live fights when it is important to attack quickly. It also adds flavour as a new weapon and an alternative to the pistol.

Left Queue: 20:54, 20 Nov 2005 (GMT)

Scent Death

Timestamp: 00:05, 20 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Allow zombies to see the number of dead bodies in adjacent squares. Useful for finding safehouses since those tend to accrue large numbers of fallen zombies in front.
Left Queue: 13:52, 26 April 2006 (BST)

Give XP for Infecting Suvivors

Timestamp: 00:13, 20 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: Give a zombie a slight xp bonus for infecting a suvivor. I play a suvivor but I still think zombies are getting shafted on experience. Getting 3 xp or so per infection would give them a needed boost, and be a reward for those zombies first to break into a safehouse. Plus it'd serve as a nice counterpart to DNA extracting, giving zombies XP in a similar way.
Left Queue: 13:52, 26 April 2006 (BST)

Constant Vigilance

Timestamp: 20:24, 19 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: The Zombie Hunter does not count as asleep when he runs out of APs- that is, he can still see the map around him, drop items, and see events that have happened since his last action.
Left Queue: 13:52, 26 April 2006 (BST)

Animal Training

Timestamp: 11:23, 20 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters(?)
Description: I'm sure I saw something like this on the old page (and I'm similarly sure this will be killed), but I like the idea and wanted to add my ideas. Animal Training (name is terrible, feel free to suggest an alternate) would give the player the ability to find dogs in a search, possibly with a seperate button so as not to clutter the current system of searchable items. The dog would take up two inventory spaces, representing abstractly the burden of caring for it (but really more for gameplay reasons). The dog has its own HP, in the 10-25 (which the owner can heal or damage, with no effect on xp) range, and an attack (10%, 4HP?... bites of a feather...). To observers, dogs are added after the names list on a space in the format 'A dog is here', or more among a group of humans, and can be targeted randomly like zombies. If a player has a dog, finding another dog in a search delivers a message about the two dogs barking and the new one running off: one dog per person! The main reason to have a dog is its protection. Any successful attack on a player with a dog results in the dog attacking (which, with 10% to hit, isn't amazingly powerful). Attacks on the dog itself will also provoke attack.

Additional skills branching off from Animal Training could include Sic 'Em, wherein the dog attacks whenever you do, and Scent Hound, which would provide some Scent Trail-esque skill. These are skills of the owner, a way in which s/he can train an animal anytime s/he meets one, and thus not an upgrade to the item itself.

Other things - Individual dogs could be targeted by recognizing their owner (There are 3 dogs here. You recognize Soandso's among them.) and you would be told their owner when attacked (Soandso's dog attacks you for 4 HP). Dogs can be discarded like any item, and are automatically discarded when the owner is killed. Damage against dogs by anyone but the owner gives xp as normal, and only the owner can heal a dog. It's possible that zombies can't see dogs until they're attacked by them, as, depending on the source, zombies care only about humans. Dogs cannot deliver headshots. Dogs exist only as pertaining to owners and there are no wandering dogs. Dogs lie completely out of the normal death system: when they die, they're dead and are immediately discarded. A possibility is that dogs could, by default, attack with you, and a seperate skill has them guard you, as an alternative to the way I've set it up now. I'm not sure where you'd find dogs. I'm thinking open spaces, but perhaps any place with corpses? Depending on whether dogs are searched for seperately from other items or not, you could have dogs show up in searches as 'flavour' (You see a thin, wild-looking dog. It growls and runs off), but only someone with Animal Training would 'pick it up'.

I await the Kills.

Left Queue: 13:52, 26 April 2006 (BST)

XP for Searching

Timestamp: 17:05, 20 Nov 2005 (GMT)
Type: improvement/rebalancing
Scope: Survivors
Description: A very simple prejection: 1 XP every time you search and successfully find an object, regardless of what that object might be. This would help most any starting character, especially characters such as beginning Consumers. Compared to the amount of XP one gets for slaughtering zombies, this is comparable to the XP from tagging. It gives another non-combatant path, however, while remaining slower than the zombie-hunting method.
Left Queue: 13:52, 26 April 2006 (BST)

Grafitti Artist

Timestamp: 17:16, 20 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors; taggers specifically
Description: This skill would be taken after Tagging. It allows a longer length of grafitti messages. Nothing really game breaking, just allows a bit more freedom for those that like spraypainting.
Left Queue: 13:52, 26 April 2006 (BST)

XP points

Timestamp: 18:29, 20 Nov 2005 (GMT)
Type: Whole revision
Scope: All
Description: I know its probably too much of a long shot, but i'll write it anyway... the idea is this, divide XP points. into 4 kinds

Military: Sur Military: Zed Misc: Science

Bascially, Military: Sur increases when you kill survivors, and the XP is used for skills related either to zombies, (zombie skills) or military skills Military Zed: increases when you kill zombies, used to gain ZOmbie hunter skills, or miltary skills Misc: Gained by misc, skills (reading, tagging) used for misc skills (civilian skills) Science: Gained by science actions (revive, DNA) used for scientist skills

Now, each skill would have a requirment, all military skills would need military XP point ect... (except the first skill of the tree) Or a mix of them

Advantages: No more killing and becoming a better scientist PKers never get to zombie hunters (if they never killed any zombies) You can have a mix (Example : Anatomy, increases damage; requires 100 Military XP and 50 Scientist) More realistic FLow can be arranged (currently scientists take a lot of time to skill gain).

Left Queue: 13:52, 26 April 2006 (BST)

Degrading Barricades

Timestamp: 21:39, 20 Nov 2005 (GMT)
Type: Overall change
Scope: Everbody
Description: As time passes in Malton, the piles of refuse which act as barricades in myriad buildings begin to crumble under their own weight or the inexorable pull of the weather.

Barricades in a building with no survivors inside degrade after time for weathering and lack of care. This is intended to address the fact that almost every building in the city is currently barricaded, usually as a griefing tactic. Maybe it's not a very big deal, but I don't like the idea of nearly all buildings being relatively safe, it's not very zombie-esque.

Left Queue: 13:52, 26 April 2006 (BST)

21st November, 2005

Fall and Rise

Timestamp: 20:27, 21 Nov
Type: Zombie Skill
Scope: Zombies
Description: We have cemetaries where part of zombies came from for sure. So let zombie borrow self in the cemetary square for some ammount of AP and dig themeselve from the ground also for same ammount of AP.
Left Queue: 01:37, 23 Nov 2005 (GMT)


Timestamp: 23:00, 21 Nov 2005 (GMT)
Type: Military Class
Scope: Survivors (military)
Description: How about a military class that has fortifications as its primary job? They start off with construction skill and can create barricades and destroy them much faster than the other classes.They gain exp from building and destroying barricades, and maybe can set traps. Zombies who are dead sappers can tear down barricades quicker, too.
Left Queue: 16:26, 22 Nov 2005 (GMT)

Clicking on the gun in your inventory that you want to reload

Timestamp: 03:41, 21 Nov 2005 (GMT)
Type: Prolly Game Mechanics or something. Do I look like a programmer to you?
Scope: People with GUNS!
Description: While ambling across the city one day, I spot a zombie. Its my lucky day since im completely loaded down with clips, shells, shotguns, and pistols. After totally kicking its ass, I start with the ardous task of reloading my guns. I click on a pistol clip, and it is wasted on reloading a half empty pistol and leaving the completely empty pistol unreloaded. That got me thinking. That was a complete waste of ammo and I don't want it to happen again. Minor thing, but yeah... I suggest that instead of clicking on a clip to reload, you click on the gun you want to reload.
Left Queue: 13:54, 26 April 2006 (BST)

Moving diagonally should cost 1.5 AP

Timestamp: 03:49, 21 Nov 2005 (GMT)
Type: improvement
Scope: all players
Description: Since the diagonal of a square is rougly one and a half times one of its side, and it costs 1 AP to move up, down, left, and right. So moving diagonally should cost 1.5 APs. 3 APs for zombies.
Left Queue: 13:54, 26 April 2006 (BST)

loadout affecting movement

Timestamp: 03:49, 21 Nov 2005 (GMT)
Type: balance
Scope: survivors (zombies too, but less)
Description: The more things you carry the slower you go. Since weight makes you heavy. Makes sense. If you have 50 shotguns on your, would you really be going as fast as a guy carrying nothing? Just take what you need.
Left Queue: 13:54, 26 April 2006 (BST)

Bulletin Board

Timestamp: 03:52, 21 Nov 2005 (GMT)
Type: location / action
Scope: communications and environmental interaction
Description: Certain locations (programmers choice, I think monuments seem a likely place) would have "there is an improvised bulletin board covered with flyers, notes, and pictures" in their description. Such locations would also offer survivors a new action choice; leaving a message, or reading messages. Leaving a message would allow a short text to be added to that locations list of messages, and reading messages would let you see ALL messages left by other survivors. Zombies obviously could not leave messages (they can't use pencil and paper) but it might be OK to let them read them; they can read graffiti now, and it seems lame to rob them if such a big feature is added.
Left Queue: 13:54, 26 April 2006 (BST)

Extra Initial XP for Consumers

Timestamp: 06:45, 21 Nov 2005 (GMT)
Type: XP modification, class modification
Scope: Consumers (obviously)
Description: Currently, Consumers are widely acknowledged to be the weakest starting class, since they start with a completely useless item and a skill which doesn't significantly improve their ability to earn XP. I propose that Consumers be given 50 XP when they start off, to help alleviate their terrible XP gain rate.

Flavor reasoning: People in real life have all kinds of hobbies and activites. Some take up martial arts, some do woodworking, some study first aid, others go to the gym, and a few go shooting. The extra starting XP represents the civilian's limited experience in the field of their choice - not enough to make a significant difference, but they'll be able to learn a given skill faster than someone who has no experience in said skill.

Left Queue: 13:54, 26 April 2006 (BST)

Zombie Cling

Timestamp: 06:39, 21 Nov 2005 (GMT)
Type: zombie skill
Scope: zombies
Description: As a subset to the ankle grab skill, zombies can spend 10AP and cling onto a survivor to slow down their prey.

The zombie may then only use the bite attack. Any other action would result in the zombie falling off of the survivor. When a survivor has a zombie attached to them, they are hindered, and as such all actions require an extra AP point. For example, an effected survivor must spend an extra AP point to drag themselves to the next building. They must spend an extra AP point to try to free their hands enough to club the zombie with a bat, stab the zombie with a knife, shoot the zombie with a guns, etc.

If the survivor is able to drag themselves 5 spaces, the zombie falls off of them. If the survivor is able to damage the zombie 5 or more hitpoints, the zombie falls off of them. Multiple zombies may not cling on the same survior.

In other words, zombies can slow down the stragglers fleeing a zombie mob, but the stragglers would not be buried under a mountain of undead.

Left Queue: 13:54, 26 April 2006 (BST)

Firing range - Fort enhancement

Timestamp: 09:53, November 21 2005, (GMT)
Type: XP
Scope: Forts, firearms
Description: A number of prejections have been made to make forts more attractive, perhaps this one might work.

The idea is the addition of a 'firing range' to the fort. Anyone with a firearm can 'attack' the range with the normal penalties to hit and gain reduced XP (say half) after a succesful hit. Lower level characters will be drawn to forts for the 'safe' xp and higher levels characters will have more incentive to hold a fort.

Unfortunately this is getting shot down for the wrong reasons so I've obviously not fleshed it out enough.

  • Change - Additional interaction with fort, akin to Hospitals for medics and Malls for items.
  • Justification
    • Forts are prestige only areas, a training facility would draw more players to them.
    • Forts would not be easier to hold and would make even beter targets for Zed's (Zed's need targets).
    • The XP gain would be marginal, but low level characters could work on their guns skills in a relatively safe environment.After the initial gain of XP there is little incentive to shoot bullets at a target with all the Zed's outside.
  • RP Potential- Forts (both of them)now become more barrack-like; a proving ground for those unskilled in firearms. A well organised (militant) group could use forts to rally and train the survivors in the area.
Left Queue: 13:54, 26 April 2006 (BST)

Carry Comrade

Timestamp: 12:31 PM, November 21, 2005 (GMT)
Type: Skill, Subskill
Scope: Military, Firemen, Characters with Body Building skill
Description: This would be different then previously mentioned Drag Survivor skill. It would allow you to carry another living character who is asleep (logged off). The restrictions would be as follows:
  1. Only Military and Firemen or characters with the Bodybuilding skill can carry others.
  2. It costs 3 AP to move while carrying, and takes up 2 (maybe more) item slots. Extra items must be dumped. Perhaps Military and Firemen WITH Body Building skill can carry someone for 2 AP per move.
  3. All other actions besides movement are prohibited.
  4. Zombies/corpses cannot be carried.
  5. Characters who are being carried are automaticly "set down" if their player logs in. Conversely, characters who run out of AP while carrying automaticly "set down" the other character.
  6. ONLY people who have added the skill-holder to their contact list can be carried. This prevents griefer abuse, or alternately, carries a penalty for stupidly placing trust in the wrong person.
  7. Characters cannot carry/be carried by characters logged in from the same IP address (perhaps. This would prevent multi-abuse or "muling")

Reasoning: Firemen are trained rescue personnel, prepared to carry the unconscious out of burning buildings. The military are trained to rescue/carry the wounded (usually two rescuers per wounded, though) and not to leave a fellow soldier behind. In terms of gameplay, its unreasonable to assume that If I was fully capable of rescuing an incapacitated friend from imminent danger (such as a zombie breach) that I would leave him or her to die because he was exhausted or merely "sleeping". In terms of mechanics, the amount of AP or item slots are open to change.

Left Queue: 13:54, 26 April 2006 (BST)


Timestamp: 14:28, 21 Nov 2005 (GMT)
Type: Change
Scope: Wounded Surivors
Description: Just a random idea to make chasing Survivors more viable and 'hunting trips' out of safehouses more dangerous. Simply, any Survivor at or under 25HP (bodybuilding or not) must spend 2AP to move, just as if he was a zombie without Lurching Gait. - Skarmory
Left Queue: 13:54, 26 April 2006 (BST)

The Mindless Hordes

Timestamp: 14:28, 21 Nov 2005 (GMT)
Type: Improvement
Scope: Unplayed Zombies
Description: This has been done to death, but here's my stab at 'what to do with bodies that litter our streets'. Introducing, the mindless hordes!
  1. How to become a Hordeling: Every half hour (AP gain time) the server checks timers on dead bodies. If one has died 72 hours or more ago, it now gets up as a Hordeling.
  2. What is a Hordeling: A Hordeling is, for all intents and purposes, a lvl 1 Zombie. It will only report as being one of the "Mindless Hordes" if tagged, does not gain (nor lose if headshot) XP, and does not benefit from equipement other then flak jackets and skills except Vigour Mortis and Scent Fear.
  3. How a Hordeling acts: Unlike players, Hordelings do not stockpile as much AP, but use it as they gain them, every half-hour. They are controlled by a relatively simple AI. Go from top to bottom ('wait' means remain passive until AP gain or a survivor is detected):
    Upon gaining 1AP
    If Survivor in same square, attack.
    If Horde Leader (see below) in neighboring square, move to that square.
    If Survivor in neighboring square, wait.
    If no non-Horde Zombie in same square but non-Horde Zombie in neighboring square, wait.
    If building barricaded, claw, if no, wait.
    Between 1 and 2 AP
    If Survivor enters square, attack.
    If Horde Leader enters neighboring square, move to that square.
    Upon gaining 2AP
    If Survivor in neighboring square, wait.
    If Horde Leader in neighboring square, move to that square.
    If non-Horde Zombie in neighboring square, move to that square.
    Between 2 and 3 AP
    If Survivor enters square, attack.
    If Horde Leader in neighboring square, move to that square.
    If non-Horde Zombie enters neighboring square, move to that square.
    Upon gaining 3 AP
    If Survivor in neighboring square, move to that square and attack, if not, move towards nearest Flare fired within the last 2 hours and/or nearest Horde Leader, whichever is closer, of in random direction if neither within neighboring suburbs.
    That's it for the AI. A Hordeling will attack randomly with claw or teeth, and will select a random survivor as a target. If it has Scent Fear, it will attack low HP targets before high HP ones.
  4. How to unbecome a Hordeling? - If you log in on a Hordeling character, that character immediatelly falls dead, and you may stand up as normal.-

Anything I omitted? -- Skarmory

Left Queue: 13:54, 26 April 2006 (BST)

Horde Leader

Timestamp: 14:28, 21 Nov 2005 (GMT)
Type: Zombie Skill, addendum to above
Scope: Hordelings (see above)
Description: A level 10+ Zombie skill, Horde Leader makes a Zombie a beacon for Hordelings. They favor him over other Zombies, and gain Lurching Gait if within one square of a Leader. - Skarmory
Left Queue: 13:54, 26 April 2006 (BST)


Timestamp: 17:33, 21 Nov 2005 (GMT)
Type: Improvement (Realism)
Scope: Survivors
Description: Your surrounded by zombies, and scared stiff; there are a lot of them, and you aim and fire... and because your hands are shaking like miss

Stress, should remove the chances of hit by a percentage (1%?) multiplied by the amount of zombies in that block MINUS your skill level (you wont be THAT scared if you've killed many)Moreover, for each zombie that you kill, it will increase the chance of hit (for that square) by 5% (still remove the amount due to stress), as you learn that they aren't so fearful once you see them die. Ok this will make Sieges harder; but there should be a limit to at least 25% chance of hit. Then of course come the skills that inhibt it.

Left Queue: 13:54, 26 April 2006 (BST)

Rail Travel

Timestamp: 19:40, 21 Nov 2005 (GMT)
Type: Method of transportation.
Scope: Survivors
Description: Pretty simple. When a train station has a working generator, survivors may travel from that station to another station somewhere in Malton.

When a player is in a station with power, they will see a drop-down menu of available locatiosn to travel to (maybe you can only travel to another station with power?) Listings within the drop-down would read as such: "Glorybank Station in Huckleville" so that one will be able to tell where exactly they would end up. This would allow people to move to an area currently under attack quickly to provide support, or to flee an area under attack.

How do the trains run? Well, a couple steam engines have been hijacked by some well organized survivors (this is just an IC explaination) who are running it in an effort to help others like themselves. When a player selects a location and clicks the 'buy ticket' button next to it, they will see a message reading: "You speak with a faceless voice heavily barricaded within a ticket booth. A ticket stamped 'PAID' slides out from between the wooden planks nailed over the shattered window. Those running the train will see this and take you where you wish to go." At this point, the player is transferred to their chosen location for an AP cost. (somewhere from 1 to 5?)

Questions: Should players be transported to their chosen location right when they buy a ticket, or should trains run at set times of day, meaning you will need to 'hold the fort' until your train leaves? Should Zombies be able to hop these trains at Railyards?

Abuse: Given the fact that the train station would need electricity for the train to stop there (IC explaination: they stop at stations with lights because that means it's probably safe, the train blows past stations without because it probably means there is no one there.) I don't think abuse is very likely.

Please note that at no time are you actually ON a train. This is a flavorful way of transporting you from one set of coords to the other for an AP cost below what it would take you to walk all they way there. Please note this requires no new NPCs, the train does not require you personally to find or use fuel, and the train does not run on electricity.

Sidenote to those who wish to mod - Don't delete Valid Responces again. Thank you.

Extra sidenotes: all of the discussions are on the main prejections discussion page... I didn't move them when I moved this page.(I'll leave that up to the author, if he wants to.) Bentley Foss 04:00, 22 Nov 2005 (GMT)

Left Queue: 13:54, 26 April 2006 (BST)

22th November, 2005


Timestamp: 03:37, 22 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: This item would be found in hospitals and malls (think Drug Stores/Pharmacies) and would have a certain percent chance of curing an infection when taken. (25% or 65% chance?) Does NOT heal HP. Allows survivors to take care of an infection on their own if they are lucky enough to find the pills and are lucky enough to then have them work when taken. One-time use, strictly to combat your own infection, not those of others. As I say this would not take care of HP damage that you have taken.

If you take Antibiotics and sucessfully cure your infection you will see a message sort of like this: "You take the last couple pills left in the bottle. Your infection begins to slowly subside." If you do not come out on the 'winning' end of the chance for cure, you'd see something akin to: "You take the last couple pills left in the bottle. They don't seem to be working."

Left Queue: 04:31, 22 Nov 2005 (GMT)

Healing zombies is ridiculous

Timestamp: 18:29, 22 Nov 2005 (GMT)
Type: improvement
Scope: First Aid kits
Description: Humans shouldn't be able to heal zombies with a first aid kit. It doesn't make much sense, how much good can band-aids do to a corpse? Let alone why anybody hiding away from zombies would want to do it, if they want experience then save the first aid kits for other survivors. Zeds don't die anyhow, they just stand back up.
Left Queue: 21:04, 22 Nov 2005 (GMT)


Timestamp: 00:14, 22 Nov 2005 (GMT)
Type: Item/Mission
Scope: game macanics
Description: In short you have a possibility of finding npc's in certain buildings (towers especially) these are the ones holed up in the closet you find that want OUT NOW! They are VERY rare but you get a lot of xp for taking to a designated drop spot were they leave your inventory (these are their personal items you are seeing). A special survivor skill will give you the drop location you take them to. Additionally zombies get extra xp for killing you when you have these people.
Left Queue: 13:55, 26 April 2006 (BST)

Brain Rot Detection

Timestamp: 8:40 22 Nov 2005 (GMT)
Type: Skill, Scientist
Scope: Survivors, Listing Zombies
Description: Brain Rot detection would be a survivor skill under Advanced Necrotech employment under the scientist tree. (I have no good idea for the actual skill name, I'm afraid). A survivor with this skill would have zombies listed under 2 categories, zombies and brain-rotted zombies. The two categories would be distinguishable in the select boxes as well, so you could target one type of zombie specifically for attack, extraction & revivification. The idea is that it would help the scientist save time & valuable syringes, but it would also help them size up a zombie crowd as well, so that they could focus any attacks on those that they can't revive or call on the hunters and military if they see a big unrevivable group
Left Queue: 13:55, 26 April 2006 (BST)


Timestamp: 12:11 22 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Level 10+ Zombies
Description: With this skill, zombies would recover a given amount of HP over time. (I'm thinking 3HP every two hours, but as with the Powered Buildings Search prejection, these figures are used illustratively rather than conclusively, and can be changed as necessary.)

To limit server load, the HP bonuses are only applied when the zombie player logs in. Also, the skill is restricted to zombies which are at least level 10.

Left Queue: 13:55, 26 April 2006 (BST)


Timestamp: 12:11 22 Nov 2005 (GMT)
Type: Small Game change
Scope: All Players
Description: I think that Kevan should reset all the wire fences. Yep, as simple as that. This would give a use to the wirecutters again, and would add new options to the game. This is, I think, better than other prejections, such as being able to repair fences as a new skill. It wouldn't require much coding(I think), and, hopefully, people will not cut all the fences this time.
Left Queue: 13:56, 26 April 2006 (BST)

Fencing for Open Land

Timestamp: 16:52, 22 Nov 2005 (GMT)
Type: New item, skill
Scope: Survivors, Zombies
Description: Fencing, which could be found in hardware stores and warehouses, would allow suvivors to barricade open land. This would include things like parks, cemetaries and fort squares but NOT streets. If you try moving onto fenced off land you'd would end up standing outside of it (as if it were a building) rather than in it. The skill "Fencing" would use Construction as a subskill but unlike barricades fences can not be destroyed through attacks. Humans could use wirecutters to instantly destroy fences, and zombies could instantly destroy also them with a new skill that would use Death Rattle as a prerequisite. The end result of this would be that only relatively powerful zombies that had xp to spare on this skill progression would be able to destroy fences.

Why this would be a good thing: Currently open land has no strategic purpose. I suspect even with fencing people would not take shelter there because sooner or later a zombie that could cut the fences would come. What the real effect of this would be is to make forts a lot more defendable and require that high level zombies lead the way in. (With forts I would also suggest requiring someone to be inside the fences of the surrounding squares before allowing them to pass to the armoury.) I chose death rattle as a prerequisite for flavour to reflect that only an intelligent zombie could lead a horde that way.

Left Queue: 13:55, 26 April 2006 (BST)


Timestamp: 17:41, 22 Nov 2005 (GMT)
Type: Reality Change
Scope: Survivors
Description: Here comes another reality check (lets see how long this one stays alive); the idea is this, spraycans should have a number (say 20) uses on them, each USE is one character, therefore if you write really small messages (example : ":)" it will last you ages; but if you insist on writing long messages, it;ll finish quickly. This is just for realism, OH and tagging skill should bascially increase the amount of characters /can (you learn NOT to use ALL of it)
Left Queue: 13:55, 26 April 2006 (BST)

Clips are not Magazines!

Timestamp: 19:21, 22 Nov 2005 (GMT)
Type: name change
Scope: Pistol clip
Description: Pistol 'clip' needs to be changed to pistol 'magazine'. The MAGAZINE is that which holds the cartridges so that they can be fed into the firearm and fired. A CLIP holds cartidges that are to be fed into the magazine. The clip is never left in the magazine. It is either removed or used and then kept out of the firearm itself.


Left Queue: 13:55, 26 April 2006 (BST)

Revised Fencing prejection: Fort defense

Timestamp: 21:17, 22 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: This is an updated version of my earlier Fencing prejection but limited in scope to only Fort defense. First off, the squares around the armoury would no longer be open ground but treated like a single eight square building. They would have an inside and an outside. You could only move to the armory if you were inside, otherwise the armory would not be a clickable link. The armory could be barricaded normally. These outside fort squares would have their own version of barricades: fencing. Suvivors with the construction skill would instead of getting a barricade button get a "repair fences" button. These fences would operate almost identically to barricades with different statuses; light, very strong, etc. Anything above very strong would stop suvivors from passing it.

Here come the differences:

  1. Fences can only be damaged by melee attacks.
  2. If an fueled generator is set up inside the fence for that square is treated as Electrified. Anyone who attacks the fence will take damage. I am not suggesting a definite amount of damage so this prejection does not get voted down on that basis alone.
  3. Wirecutters would allow survivors to break down electrfied fences without taking damage.

Balance/Flavour Concerns: This would make fortresses a lot more defendable. It is quite possible zombies would die numerous times over time as they attempt to take down the fence and those that made it through would likely be injured. I do not believe this is unbalancing because the forts should be highly defendable. And to maintain the generators would require a continual effort on the part of the suvivors. As for flavour electrified fences work PERFECTLY in a zombie movie. They are a standard part of the zombie mythos at this point, alongside direct headshots and zombie plagues.

Left Queue: 13:55, 26 April 2006 (BST)

23rd November, 2005

Play Dead

Timestamp: 15:23, 23 Nov 2005 (GMT)
Type: Skill
Scope: Zombie
Description: Zombie players with Memory of Life can choose to drop to ground and Play Dead (again). AP's used should be similar to Stand Up (10 if you don't have Ankle Grab and maybe 5 if you do have it). The skills available for Zombie players are mostly offensive. This would be a good defensive skill if you are being hunted or are tired of Headshot taking away all your well-earned XP. Granted, it might take longer to build XP with all the Stand Up/Play Dead. This skill could certainly balance Headshot without making the Zombie player more powerful damage-wise AND a good player will have to figure in the AP's needed for this action so as not to run out. Humans have to worry about being left outside a building... Zombies now would have to worry about not having enough AP to drop and play dead.
Left Queue: 06:04, 24 Nov 2005 (GMT)


Timestamp: 23:58, 21 Nov 2005 (GMT)
Type: Improvement
Scope: Barricades
Description: *Function:
    • Time-based Barricade Degradation:Barricades become weathered and weaker over time, and as survivors poke holes in them as they enter and exit. To simulate this constant weakening of barricades, I propose that a timestamp(seconds since epoch) be added to every barricade in the game. For every twenty-four hours that a barricade is not touched (reinforced or smashed), the barricade loses one point of strength, to a minimum of 1 (loosely barricaded).
    • Reinforcing Barricades: When a barricade is reinforced, the server GETs the timestamp and subtracts it from the current timestamp, then divides by (60*60*24=86400) and subtracts that number from the apparent (stored in the db) barricade strength. This number, or 1, whichever is greater, becomes the new barricade strength, plus 1 for the reinforcement action, and the server PUTs that number and a current timestamp into the db. If the barricade has been weakened by weather, the server echoes a message indicating that the barricade has weakened due to weathering, but some of the damage has been fixed. If it has not, then the server echoes the normal barricade message.
    • Destroying Barricades: When a barricade is attacked, the server calculates whether the barricade has taken damage. If it has, GET the apparent strength, and if it has one point, it collapses. Otherwise, the server GETs the timestamp as above, calculates the current strength and subtracts a point for the barricade attack, THEN takes the greater of that number and 1 and PUTs it into the database, along with a current timestamp. A message in this case is echoed that the barricade, though appearing strong, crumbles easily before the user's blows. Note that a barricade can only be brought down to loosely barricaded by the combination of an attack and weathering, but that a successful attack on even a weathered, 1-point barricade will destroy it.
    • What You See...: When a player walks into a square with a barricade, the server ONLY GETs the apparent strength, not the timestamp. Therefore, a heavy barricade that has been sitting for 10 days STILL LOOKS LIKE A HEAVY BARRICADE. This reduces DB hits and causes uncertainty about the strength of a barricade. Only when a hit or reinforce action is taken against a barricade is the actual strength of the barricade taken into account. Survivors cannot traverse a barricade that looks heavily but is not. This prejection has no effect on Free Running.
    • Engineering: New skill, Civilian class, prerequisite: Construction. The user, when reinforcing a barricade, always treats that barricade as if the apparent strength is the actual strength.
  • Reasons for Implementation:
    • Too Much Barricading: Malton is littered with old barricades, many of them at high strength. Zombie players don't attack random buildings that are heavily barricaded, so many of these buildings remain that way for long periods of time. This system provides zombies with the incentive to 'test' barricades that look strong, but may have a tasty snack hiding behind them.
    • KISS Implementation: Adding timestamps to the database adds a few KB to the database, and this system does not create a large number of additional DB hits (unlike all-at-once degradation plans). The 'apparent' / 'actual' barricade strength dichotomy is designed to reduce database hits while players are walking around. In addition, the calculations for the timestamp degradation can be handled in a handful of arithmetic operations, which means that this major upgrade can be coded in a weekend.
    • Play Balance: This upgrade changes the play balance significantly, giving zombies more places to go and newbie players a better chance to find cover (fewer Heavily barricaded buildings). In addition, Free Running becomes less 'essential', while construction becomes more so. Humans are forced to spend more time building barricades, repairing their shelters and making decoy safehouses. At the same time, the addition of a new survivor skill that shores up weak barricades means that survivors can maintain a few decoy safehouses in the vicinity of their real ones without wasting all their AP. Tactics will change and fewer buildings will be built up to heavily 9due to attracting more attention), which favors newbies of both sides. Also, keeping the minimum barricade degradation at loosely provides a LITTLE protection for those without construction who hide behind apparently strong barricades.
    • Atmosphere: This prejection tips balance towards the zombies without giving them an unfair advantage over survivors. No longer is finding a safehouse in an unfamiliar neighborhood guaranteed, which adds to the fear factor of surviving the zombie takeover. It also makes 'realism' sense that a barricade wear down from survivors climbing over to enter and exit, weather doing damage to the improvised fortifications, &tc. The minimum barricade protection reflects that even when a barricade collapses, it still represents an obstacle to those trying to enter.
Left Queue: 14:02, 26 April 2006 (BST)

Nerf Headshot (Version 0)

Timestamp: 01:56, 23 Nov 2005 (GMT)
Type: Balance change
Scope: Everyone
Description: Headshot: some of us love it, some of us hate it. I'd personally be interested in Suggesting some ways to reduce it, but I'd rather not waste your time and mine if the majority of voters will vote Kill no matter what. Therefore, a preliminary vote: Keep if you support the reduction ("nerfing") of Headshot in any way, and Kill if you prefer it as is. Possibilities may include but are not limited to: raised XP cost, raised level requirement, skill requirements, reduced XP damage, replacement of certainty with some element of randomness.
Left Queue: 14:02, 26 April 2006 (BST)


Timestamp: 12:20, 23 Nov 2005 (GMT)
Type: Balance change.
Scope: Survivors and zombies indirectly.
Description: With the current large difference in zombie to survivor numbers, this prejection is of NPC characters to be automatically generated when zombie or survivor numbers in a certain suburb or over the entire map reach a certain percentage.

i.e. if in Dulston there are 95% survivors and 5% zombies then a random number of zombies would be spawned in Dulston. These zombies would have 100% chance of being hit and 100% chance of being killed and only have 1 HP and would have a small attack, possibly bite with 2 attacks, and 5% of hitting. They would give .5XP for every one killed, so kill 2 of the NPC?s and get 1XP. When killed the zombie is removed from play, and no new NPC's are generated until all NPC's have been removed from a suburb and a certain amount of time has elapsed. These zombies would be spread randomly over a suburb, could not move and would be removed when the playable zombie number in each suburb reached a certain percent.

This would hopefully address the suburbs that are effectively zombie free.

The same could be done in the case of survivors; a randomly generated number of survivors would be created, following the same kind of lines.

To think of these in game, they could be zombies that where stuck in sewers, or in locked rooms.

Left Queue: 14:02, 26 April 2006 (BST)

Zombie Hunter Death =Loss of Headshot Skill

Timestamp: 16:16, 23 Nov 2005 (GMT)
Type: skill modification / balance change
Scope: zombie hunters with headshot
Description: Zombie Hunters (survivor characters with headshot) would loose the headshot skill if they get killed. This could be for many reasons- a newly acquired fear of zombies, lingering nerve damage from death / zombie status, sympathy for the dead (however temporary), script writers not liking that character (if you go by zombie movie logic), whatever. The net effect is, once revived, they would have to spend 100xp to re-purchase the skill if they wanted to do the headshot thing again. Currently, 1/3 of the survivors in the city have headshot, and that's just WAY to many for an elite skill, and it obviously is grief for zombie players. This helps level the playing field; if headshot can take xp from zombies, then why not let zombies take headshot (and thus 100xp) from the characters who have the headshot skill?
Left Queue: 14:02, 26 April 2006 (BST)

Death (VERSION 3)

Timestamp: 17:58, 23 Nov 2005 (GMT)
Type: Balance
Scope: Zombies
Description: Here comes Death Version 3... since the other 2 got shot down.

So, the idea is this; you'r in a quarentined city right? WHen a zombie is killed 3 times (using counter); he is paralysed for 2 minutes [come on 2 minutes]; during this time he is assumed totally dead, and dumped in a graveyard (i do not assume them as being places where you bury people, i assume them as being military dumping of bodies); perhaps a military vehicle (all RPED) picks you up and dumps you. So the zombie killed 3 times will rise again in a cemetry.

Bottom line: Stay away from cemetries, and a way to break sieges for a while..

Left Queue: 14:02, 26 April 2006 (BST)

Brain Rot(Revised)

Timestamp: 18:46, 23 Nov 2005 (GMT)
Type: Balance Change & Skill
Scope: Zombies with Brain Rot
Description: Zombies with Brain Rot are less likely to suffer substantial damage from a head shot. Maybe 5 experience point per level instead of 10. There would not need to be a new skill added and I think it would make Brain Rot a much more desireable skill. Also it fits roleplaying wize since Headshot is about zombies with more experience, and thus more brain power, suffering more.
Left Queue: 14:02, 26 April 2006 (BST)

Advanced Construction

Timestamp: 20:34, 23 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Survivors
Description: Advanced Construction is a Civilian Skill (100XP). Players with the skill can barricade twice as quickly (2 barricade points per turn). Period.
Left Queue: 14:02, 26 April 2006 (BST)

Street Barricades

Type: Skill
Scope: Survivors
Description: For 5 AP, a surivor can barricade one side of a street one level (Ex- Barricade North, Barricade South, Barricade East or Barricade West.) If the barricade is to the West, all sides but the west can enter (Including North- and South-West). This could be used to establash a perimeter around a (zombie-free) few block radius. It's balanced because it's no stronger than a regular barricade, but spans across several areas, and then in turn taking more energy to put into place (since to barricade an entire street you'd need a lot of big objects: Cars, Buses, Etc..). Also, survivors would have to keep all the barricades up, while zombies can gain access from one broken one. It'd take energy and work to keep the barricade up and zombies out, but wouldn't exactly give them a free ticket in. All normal barricade rules would apply (Strength level, Entry) and as an advantage survivors can set up safe houses bigger than a single building.
Left Queue: 14:02, 26 April 2006 (BST)

General Store

Timestamp: 21:29, 23 Nov 2005 (GMT)
Type: store
Scope: Survivors
Description: What we need is a general store. Someplace where we can trade in all those flare guns and flack vests and DNA-e's to get a little ammo or more Action Points. If you have three wirecutters and four poetry books, perhaps you might want to sell them for the ax that you were looking for or an NTS. Perhaps to save time, it could be added to the mall features rather then coding someplace new.

The General store option replaces the drop item bar with a sell item bar. While differing greatly in method from the Black Market prejection it's "sell/buy" similarites differ in that the GS isn't during a item shortage, and is set in one place rather then random locations. The Black Market prejection is similar to a three-card monty game, while the General store notion is a way to get needed equipment, such as first-aid kits, pistol clips, and more ap so that you can keep playing. Perhaps as a way to encourage travel the General Store could be placed in Malls, or the Zoo or the Mansion or someplace that isn't being used to it's full advantage.

-easier prejection entry find searchword Battia-

Left Queue: 14:02, 26 April 2006 (BST)

Burning Fever

Timestamp: 17:53 EST
Type: Zombie Sub-Skill
Scope: Infectious Bite
Description: Those zombies with infectious bite can buy this subskill. Those survivors who are bitten develop a fever in addition to the normal infection damage. This fever causes infected survivors to hallucinate. The actual mechanic here is that survivors would show as zombies for the hallucinating survivor. The effect ends when the infection is cured.
Left Queue: 14:02, 26 April 2006 (BST)

24th November 2005

bulletproof vests should be ineffective against knives/bites

Timestamp: 04:55, 24 Nov 2005 (GMT)
Type: item modification
Scope: flak jacket
Description: Kevlar can NOT stop a knife attack. kevlar vests are made of several layers of tightly woven composite fabrics layered together to prevent a bullet from piercing. Kevlar stops a bullet because the round strikes the woven fabric and can not push through the weeving because of the rounds mass. A knife on the other hand has all its force concentrated on the tip therefore it has little mass. Less mass means less resistance, so it slices through the fabric.
Left Queue: 05:53, 24 Nov 2005 (GMT)

Make weapons break

Timestamp: 7:31, 24 Nov 2005 (EST)
Type: Improvement
Scope: All human characters
Description: Make weapons have a chance of breaking.

Currently once you have a fire axe it never breaks. There should be a certain %(1-2%) that it gets stuck in a Zed while attacking. Pistols and shotguns should have a % chance to break and become worthless. To balance out knife and axe, the knife could have a smaller chance of breaking each attack versus the axe.

Left Queue: 15:54, 24 Nov 2005 (GMT)


Timestamp: 01:20, 24 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, especially scientists
Description: Being turned into a zombie can be rather annoying for people who prefer to play as survivors. However, soon we learn not to stay outside when logged out, and to ensure we have a safehouse. Despite these precautions, sometimes real life intervenes and we can't check on our characters for a while, and we end up dead. Sometimes we get lucky and are revived quickly, other times it can take days, even over a week. For someone who wishes to play as a survivor, these days spent as a zed feel wasted, especially when headshot ("I don't want to be a zed!" I've often found myself wishing to scream!). I propose (in an idea shamefully pinched from Discworld, where a vampire photographer heals itself from the effects of his camera flash with a vial of blood worn round his neck) that a high-level skill be introduced whereby a survivor with Lab Experience can construct a kit which meant upon death a revive syringe would be used to revive the character. This would be dependant on the character having a revive syringe in his/her inventory. This would add a new element to gameplay for scientists, as they'd need to gauge whether it would be worth using their last revive syringe (perhaps to cross an XP barrier for a new skill) or whether they'd be better to keep it. In order to not unbalance this too much, I propose that the player be revived with half hp, and it take a minimum 5ap extra on top of the 10ap used to stand up.
Left Queue: 14:05, 26 April 2006 (BST)

Set Trap

Timestamp: 02:17, 24 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: The Zombie Hunter is able to set traps inside buildings for a cost of 1 AP. When any character (survivor or zombie) opens the doors to a booby-trapped building, he stands a 50% chance of taking 4 damage from the trap. A trap only goes off once before it has to be reset, and each building may only have one trap at a time.
Left Queue: 14:05, 26 April 2006 (BST)

Inventory Organization

Timestamp: 04:05, 24 Nov 2005 (GMT)
Type: Improvement
Scope: Anyone
Description: Give every inventory item a number. The inventory is listed in numerical order. Every user can edit the number of each item.
Left Queue: 14:05, 26 April 2006 (BST)

bludgeoning with guns

Timestamp: 04:58, 24 Nov 2005 (GMT)
Type: move
Scope: guns
Description: If you're holding a pistol, there should be a pistol whip option that you can do when you're out of ammo. Same with shotgun, you should be able butt stroke with it. Not as much as fireaxe, but still more effective than punching.
Left Queue: 14:05, 26 April 2006 (BST)

Amnesia strike

Timestamp: 08:40, 24 Nov 2005 (GMT)
Type: Skill
Scope: High level Zombie
Description: This skill gives ability for zombie of level 15+ to hit away 1 XP from survivor with hand atack. The probability of hitting away XP is 50% if the hit is succesfull. That is 25% for full upgraded corpse. It should stand next to Rend Flesh skill in the branch.
  • Reason : This will be a counter-scill to the survivers Headshot skill. Also it will give choise of bite or hit atack. The maximum of bite damage is 1.2/AP. The maximum of hit damage is 1.5/AP. But to get max of bite there is need to learn only Vigour Mortis, Neck Lurch when to get max hit damage there must be Vigour Mortis, Death Grip, Rend Flesh. Since the Digestion which stands before Infectious Bite returns health - the new skill will balance XP spending for both type of atacks to 400 XP (i mean for ONLY one type of atack) and in the result bring two ways of acting : to heal self with less damage or to strike away some XP from oponent.

Anyway all values and even scill name may be changed

Left Queue: 14:05, 26 April 2006 (BST)


Timestamp: 10:44, 24 Nov 2005 (GMT)
Type: Class
Scope: New survivor starting characters
Description: Ever wondered where all the priests from all churches and cathedrals in Malton are? Here's your answer ;)

The priest is a new Civilian starting class, and starts with the First Aid skill, a book, a crucifix, and a bottle of wine.

Some explanations on it: The starting items are probably pretty self-explanatory, but I want to add some of my thoughts on the starting skill. I've been toying around with the idea of a priest class for some time, but couldn't think of a good starting skill. Something like Sermon or Charisma (yet to be written ;) looked appropriate, but I couldn't think of a good game effect which met K.I.S.S. criteria. Then I thought about First aid for some time, somewhat appropriate given that you can find FAK in churches. Another field of thought was whether it should be a Scientist or a Civilian. I decided to take the later route as though in Germany you have to study to become a priest, this is probably not true for a large part of the world. Also, I can vividly imagine random survivors taking up their beliefs and start to preach in a situation like in Malton (the same way others develop their looting abilities ;). The priest being a Civilian, there is currently no other Civilian class starting with the First aid skill, and combined with the FAK you can find in churches, I think First aid makes sense as a starting skill for a priest. --Madalex 10:44, 24 Nov 2005 (GMT)

Edit Given so far I got 12 Kill votes, almost all prejections to try again with a new skill, I'll do that. As you might guess from my thoughts above I knew this is the tough part of this, but one of the reasons I decided to stick with an existing skill was that any new skill would also be most like picked up by characters of other classes. You convinced me, so I'll think up a new skill anyway. Anyone with good ideas put them here.Madalex 21:17, 24 Nov 2005 (GMT)

P.S. Don't let this prevent you from voting Keep if you like it in its current form ;) Madalex 22:49, 24 Nov 2005 (GMT)

Left Queue: 14:05, 26 April 2006 (BST)

Running [DO NOT Delete this ... its not the same as the other one]

Timestamp: 17:39, 24 Nov 2005 (GMT)
Type: Skill
Scope: Survivers
Description: Running; a skill below bodybuilding which allows people to take 2 steps instead of 1 per AP. The map doesn't change, but you can click on the sides, so you are basically running into the unknown. Also, every time you run you lose 10% of the chance of hit for that weapon (if its NOT a melee` weapon). 10% of the current chance, so if the chance was 50%, it will now be 45% (10% of 50 is 5; so -5); this temporary miss will calm down if you walk (so you gain it back if you walk or do another action). The reason for this is after the sprint, you would have too much adrenaline to be able to aim straight.
Left Queue: 14:05, 26 April 2006 (BST)

Ravenous Hunger

Timestamp: 21:24, 24 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Improves Bite
Description: Requires the Vigour Mortis skill. Ravenous Hunger adds 1 point of damage to the zombie's bite attacks as the undead tear at flesh with extra viciousness. According to my calculations, this would by itself increase Teeth DPA to 1.0, and with Neck Lurch it would grant zombies a DPA of 1.5, on par with a Rend Flesh/Death Grip claw DPA of 1.5. Just a thought to make zombies a little more interesting. I don't vote for my own. --Kulatu 21:24, 24 Nov 2005 (GMT)
Left Queue: Unknown

GPS tells you where your contacts are

Timestamp: 22:14, 24 Nov 2005 (GMT)
Type: Improvement/Item
Scope: Anyone
Description: The GPS tells you what square you are on, but this does not help much when you have maps of Malton. This improvement would allow you to enter a name of a survivor and this would give you the current square he is on along with the suburb. Both players would have to have a GPS for this to work, so this stops PKers from attacking hated players. This is open for prejections and changes, as I am new and I have not even tried the phone, which gave me this idea.
Left Queue: 14:05, 26 April 2006 (BST)

25th November 2005

Assault Rifle

Timestamp: 20:50, 25 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: A rifle which uses special rifle rounds that come in clips of 10. This is essentially a “flavour” item for military characters, as it would introduce a more or less realistic military weapon. This is NOT a long range weapon! Although most real assault rifles have an optimal range of about 300 meters, the actual useful range in fighting in built-up areas is more like within the same city block. No sniping!

The rifle will do exactly the same amount of damage as a shotgun, and will fire only one round / AP. This is not an automatic rifle. The advantage it has over the shotgun is 1: it carries more ammunition (even if the Assault Shotgun is implemented) and 2: it is a lot faster to reload. To balance this, the Assault Rifle should be very rare, perhaps found only sparsely in armouries or forts or some such places. The ammunition should likewise be rare, although it might be found also in police stations. Also, to properly use it you would need a Rifle skill, a military skill parallel to the Shotgun skill.

Left Queue: 21:10, 25 Nov 2005 (GMT)

Strength in Numbers

Timestamp: 08:03, 25 Nov 2005 (GMT)
Type: Balance change
Scope: All players
Description: For both zombies and humans, the accuracy of attacks improves by 5% when in a group of other suvivors/zombies numbering 10 or more.

Apologies for multiple prejections. These ideas, though, have been brewing in my head for several weeks now. Congratulations on making an awesome game, nontheless.

  • Regards, Daremaster Spoodle
Left Queue: 14:07, 26 April 2006 (BST)

Inventory Managment

Timestamp: 10:24, 25 Nov 2005 (GMT-5)
Type: Skill
Scope: Survivors
Description: This would be a necrotech skill after lab exp. The idea is you know where supplies are distributed usually in a necrotech facility and thus get an additional 5% chance (or so) of finding items only in necrotech facilities.
Left Queue: 14:07, 26 April 2006 (BST)

Riot Shield

Timestamp: 15:36, 25 Nov 2005 (GMT)
Type: Defense Item
Scope: Survivors
Description: Found in a Police Department, a Riot Shield could be used to deflect one damage from any attack 5 times, then it breaks. This gives survivors something like Flak Jackets against zombies, only the suvivors continue to need to find more Riot Shields for them to work like a flak does for zombies. It also allows survivors with flak jackets on already to get a little extra defense against PKer's, preventing 2-3 damage from guns. Search chances could be 4-5% per search, so as not to cut into searches for ammo.
Left Queue: 14:07, 26 April 2006 (BST)


Timestamp: 15:36, 25 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Level 10+ zombies
Description: Zombies level 10 and above could buy this skill. It gives a 5% accuracy bonus to all attacks and increases the barricade damage chance by 10% (so zombies have a 30% chance to take a barricade down one level with each attack instead of 20%).
Left Queue: 14:07, 26 April 2006 (BST)

Alertness (V2)

Timestamp: 16:28, 25 Nov 2005 (GMT)
Type: Interface addition
Scope: Survivors
Description: The message "You hear the barricade creaking" will appear once the barricade for your building descends below VS status. This can give non-combatants a chance to run.
Left Queue: 14:07, 26 April 2006 (BST)

Death Version 4.1

Timestamp: 20:14, 25 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: 2 linked prejections for death, didn't wantit to get shot down cos of 1.

When the zombie dies, he falls to the ground dead; and whatever is making them move regenerates him right? So my prejection is, when he gets up again, and dies; it gets harder for him to rise (due to the fact that there's now less of him)So first time to rise, X AP (1 if ankle grab, 10 if normal); 2nd time, X+5 AP and goes on till a max of 20 XP. This gets resest every 24 hours. (as per IP)

Left Queue: 14:07, 26 April 2006 (BST)

Death Version 4.2

Timestamp: 20:14, 25 Nov 2005 (GMT)
Type: Improvment
Scope: Zombies
Description: REWRITE: Because i didn't understand before hand

A compliment or seperate to the one above it. In this idea, when a zombie rises after death; he will rise with 1 HP only. His strenght will rise however by 5 HP per turn he does, til a max of 50/60 HP (the usual); provided he doesn't get attacked. Should he stay on the floor, he will regenerate at a rate of 10 HP per hour; so in 6 or 5 hours he's good to go again. So it can be roleplayed as the person seeing the zombie rise again, and shooting him down again before he can get up completly.

Left Queue: 14:07, 26 April 2006 (BST)

26th November 2005


Timestamp: 16:28, 26 Nov 2005 (GMT)
Type: Improvement
Scope: Forts
Description: Maybe ability to barricade the fort spaces? Then the glitch where they are treated like different buildings (like malls) will occur. Once that is fixed maybe that will work. Also, Don't let armories get barricaded or just a little. Maybe then forts will be better. Also, armories could be a place where weapons are fixed to the armory or fort itself, allowing you to search the armory for ammo, and filling the fort up. Also, thefixed can shoot up to one block away, but not into buildings. Last of all, add rubble. Depending on the number of barricades torn down, the more rubble. Like building barricades, it takes one AP to clear a piece of rubble and rubble can only be cleared from the outside, sofort will need a large group(s) to man. Only after there is no more rubble, can you repair the barricades. Complex, but I think it will do it.
  • Re And one space can be the gate, only barricadable up to very strongly. Armory should be very strongly or less. --Sauron the Deceiver 17:32, 26 Nov 2005 (GMT)
Left Queue: 20:47, 26 Nov 2005 (GMT)

More descrption

Timestamp: 20:26, 26 Nov 2005 (GMT)
Type: Interface
Scope: All players
Description: there should be more panic in the description like "you hear the fading voice of a victim of the zombie onslaught." It shouldn't take a huge load on the server
Left Queue: Spamminated out of the queue at 04:30, 22 Nov 2005 (GMT)

Delete trash

Timestamp: 20:19, 26 Nov 2005 (GMT)
Type: improvement
Scope: All useless items
Description: Delete newspapers if there are no molotov cocktails (see peer reviewed, i think). No length of pipe, unless used for some kind of repairing for generator. no bat, unless therre is MAJOR LEAGUE BASEBALL... kidding. No knife unless it is worth it with the skill and equals the fireaxe without being the exact same thing. Wait... that takes away about all melee weapons(keep crowbar). Might as well chop off our fists, seeing how strong punching is. And poetry books... wtf? that is why melee needs to have use. I SAY DELETE OR IMPROVE. WHO IS WITH ME?! oh also about hand-to-hand, it isn't used for aything except axe, so u might as well call it basic axe-wielding.
Left Queue: Spamminated out of the queue at 07:23, 28 Nov 2005 (GMT)

Brain Rot Vs. Revive

Timestamp: 02:02, 26 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Scientists, Zombies
Description: When a zombie with brainrot is injected with a revive needle, it consumes the needle with the same message as normal, but the zombie falls over, and joins the dead bodies. The zombie will have to stand up, but it will still be a zombie. This allows scientists to waste a maximum of 1 needle per zombie with brainrot per login.
Left Queue: 14:11, 26 April 2006 (BST)

Unique Identifiers for Carried Items

Timestamp: 05:57, 26 Nov 2005 (GMT)
Type: User Interface Alteration
Scope: All
Description: Currently, the specific item in your inventory that you select is not the item that you drop.

When an item is dropped (for example, a Shotgun with 0 ammo), the server currently takes the very first item that matches it from the inventory and drops it. For example, if I had 3 Shotguns with 0 Ammo in my inventory, no matter which Shotgun (0) I scroll to in the drop-down, when I click the drop button, the FIRST Shotgun (0) in my inventory will drop. I like to keep my inventory seemingly organized, and having the server drop the first one it finds in my inventory rather than the one I specified isn't helping at all. Giving each item a unique HTML FORM INPUT identifier within the posting form would solve this problem, allowing us to drop the item we specified rather than the first one the server finds.

It is my opinion that you need not be forced to use a FireFox Extension to play this game. This does not duplicate a Peer Reviewed prejection.

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Practiced Aim skill for Zombie Hunters

Timestamp: 08:45, 26 Nov 2005 (GMT)
Type: Skill
Scope: Applies to level 10+ survivors with at least one of these skills: Basic Firearms Training, Hand to Hand Combat, or Axe Proficiency
Description: You've gotten soo much practice killing zombies that you're much better at hitting them. Add 5% to all your chances to hit.

this was a prejection for a high-level skill, so I ask: too powerful?
A. you're required to already have spent 100xp on combat skills (MAYBE more pre-reqs would be a good idea),
B. you have to be level 10 or higher, which means 1100xp earned before you can even look at this skill (we all know how slow xp can be),
C. RPG's are a perfect place to bring in realism, and
D. 5% makes almost NO difference in this game. It's a difference of 1.54AP vs 1.43AP per successful attack (slightly more than a tenth of an action point). It'd be more of something fun to have. This is in NO WAY an all-powerful skill!

I have a prejection for revising it, though. See the revised version of this below.

P.S. I deleted my other prejection because flare guns should NEVER, EVER have accuracy that high

Left Queue: 14:11, 26 April 2006 (BST)


Timestamp: 09:51, 26 Nov 2005 (GMT)
Type: Gameplay Change
Scope: Forts
Description: The addition of Fort Barricades has been thoroughly discussed and suggested numerous times. This idea expands on the creation of Fort Barricades on all 9 squares and adds another perspective: The ability to shoot out of the barricades.

Before you vote to kill this merely on the principle, at least read and think about it before you decide. Survivors inside barricades on a Fort Square can shoot at zombies outside of the fort with pistols or shotguns. With each described level of barricading, the shooter's accuracy decreases by 5% (minimum of 2.5%.) A 10% decrease in accuracy is enacted when the fortifications are increased to extremely heavily barricaded (for a total of a 40% drop in accuracy.)

If you don't quite get it, the numbers during barricading look like this:

  • Untrained: 2.5% max accuracy.
    • Basic Training: 25% max to 2.5% min accuracy.
      • Specific Training: 50% max to 10% min accuracy.
        • Advanced Training: 60% max to 20% min accuracy.

Tell me what you think; if you think it can be improved, please use the Discussion section to let me know. --Kulatu 09:51, 26 Nov 2005 (GMT)

Comment: It is really amusing how many people flame because the idea includes shooting out of they even realize that it is ONLY for forts? It makes the fort a safer area, as it is forts are nearly impossible to hold thanks to the massive amount of space. At least this gives them a chance. --Kulatu 15:55, 2 Dec 2005 (GMT)

Left Queue: 14:11, 26 April 2006 (BST)


Timestamp: 20:58, 24 Nov 2005 (GMT)
Type: Civilian Skill
Scope: Backup XP Gain
Description: A survivor with a crucifix may click on the Crucifix to 'pray', using 1 AP. As he/she attempts to reaffirm their faith, they have a 20% chance of gaining 1 XP. This chance increases to 25% while in a church and 30% inside of a cathedral. Tell me what you think. --Kulatu 09:58, 26 Nov 2005 (GMT)
Left Queue: 14:11, 26 April 2006 (BST)

Eye Gouge

Timestamp: 17:18, 26 Nov 2005 (GMT)
Type: Combat Skill
Scope: Zombie and/or Survivor Melee
Description: Survivor Prerequisite: Hand-to-Hand

Zombie Prerequisite: Rend Flesh
Description: Adds a small percentage (maybe 5%) to unarmed combat for the victim to be blinded. At the very least, the victim should not be able to see other players for the duration. Potentially, the scent skills may help alleviate this for zombies. It would also be nice to have it replace the labels on the minimap with the compass direction (NW,N,NE,etc) and to replace the room description with "You can't see anything!" or something along those lines. Can only be healed with surgery (i.e. with the science skill in a powered hospital) or revification (because that seems to heal like crazy).
Comments: This offers some added usefulness to the surgery and scent skills, I think. More importantly, it can add a new dimension to the roleplay. You'd need someone to HELP you get to the nearest hospital. That'd make a neat sort of event. Have people move a block say which dirction for the blind person to go and repeat til the hospital. I know this seems like it favors zombies a bit, but it should as they have FAR better use of their other senses (mostly smell). Survivors survive almost entirely on vision.

Left Queue: 14:11, 26 April 2006 (BST)


Timestamp: 17:47, 26 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: A skill after diagnosis, however it will affect miltary mostly. Because of the fact that you have learnt how the human body works, you will know where to hurt the zombies more.

It allows +1 damage to all attacks; and it will also allow +10% to melee` attacks, where you know now where you have to strike the zombie.

RPED: You look at the advancing zombie, you know where the veins are, you aim at a major one; and pull the trigger. You watch as the zombie groans in pain.

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Ink Extractor

Timestamp: 19:16, 26 Nov 2005 (GMT)
Type: Scientist
Scope: Newspaper
Description: You use your skills to extract ink from a news paper to serve as paint for a spray can. To get the paint in, you go to a factory where automated processes will do it for you. The leftover paper is used as a bandaid when mixed with a flak jacket's fabric, destroying the jacket. to make it so you heal someone who has 40 or more HP for 2 HP.
Left Queue: 14:11, 26 April 2006 (BST)

Profile Checklist

Timestamp: 20:11, 26 Nov 2005 (GMT)
Type: Improvement to lessen load of server
Scope: Game
Description: Basically, instead of selecting each users profile separately, have a button at the bottom of the screen. This button opens a page that has all the human profiles in whatever building you're in on a giant checklist. You can check off whomever you want to add to your contacts, and press another button to add them. Adding this would greatly reduce the server load (don't have to load each profile separately and then add them) and also make it easier to add large groups of your friends. Don't know how hard this would be to impliment in CGI.
Left Queue: 14:11, 26 April 2006 (BST)

27th November 2005

Dont touch that!

Timestamp: 00:05, 27 Nov 2005 (GMT)
Type: an improvement in my book
Scope: for any searching survivors
Description: I suggest that there be a menu where you have a list of all the types of items that you have ever found. There would be boxes to check next to the items. Once checked, you will drop that item after searching and finding it. For exaple: if you check "pistol", you will recieve a message like this if you find one

"You find a pistol, but decide not to keep it. You drop it." There would still be the same chance of finding items and not finding anything.

Left Queue: 14:14, 26 April 2006 (BST)

Nail Gun

Timestamp: 01:23, 27 Nov 2005 (GMT)
Type: Weapon
Scope: Survivors
Description: Nail Guns could be found in warehouses and various other areas where it is plausible to find one. One such place could be a building where there is supposedly construction going on, making it alot less likely to find one in a regular building than a warehouse. These could be implimented in one of two ways. One is to make the Nail Guns 3HP per hit at the same rate as a pistol but with alot more ammo seeing as Nail Guns can hold up to 20 nails. To make it a bit more complicated would also require the use of CO2 canisters, one for every 20 nails. A further prejection which some may not take as well is that if you use a Nail Gun in a building with a generator or that has power, it shoots up to 5HP per hit because it now has a power supply to run the air compressor. I would really love to see this implemented as an alternative/splicing of the Pistol and Axe(low HP and high percentage). So in short, you would need to find: Nail Gun, CO2 Canister, Box of Nails(20) to work it right or lose the CO2 if you are in a generator powered building. Feel free to make prejections/changes so we could have the best possible chance to make this happen!
Left Queue: 14:14, 26 April 2006 (BST)


Timestamp: 03:37, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: After attaining this skill Survivors are allowed to toggle it on and off. While it is on the Survivor is not visible to ALL players, neither Zombies nor Survivors, that is, the name does not appear on the grid and there is no text that states that they are in an area. While Sneak is toggled on by a Survivor he or she is able to move from place to place and perform all normal actions except for attacking at the cost of one extre AP. If Sneak is toggled on the Survivor is still visible until it enters a square with no other players, however, the extra AP is still spent. Whenever a player enters a square with a Survivor using Sneak there is a chance that they will be discovered and Sneak will be toggled off, thus making it impossible for people to Sneak in large groups (they will toggle off each other's Sneak) and making it impossible to Sneak past large groups of Zombies. If a Survivor runs out of AP with Sneak still toggled on it will be turned off and they will be left vunerable. The main justification behind this skill is that humans, in order to survive in the wild, naturally sneak places seeing as we just aren't very strong fighters.

I guess a lot of the votes make sense, but I don't understand what Shadowstar said about how it would only help PKers... I'm not saying that it would be easier to sneak around a group of humans than it woul be to sneak around a group of zombies, if that's what you're thinking.

Left Queue: 14:14, 26 April 2006 (BST)


Timestamp: 04:55, 27 Nov 2005 (GMT)
Type: Item effect change
Scope: Survivors
Description: After using the Wine or Beer items a few times within 25 hours a Survivor will become a bit Drunk. The Survivor's melee attacks will become a little more powerful but attacks with all weapons become less accurate. Maybe being drunk would also make searching less successful.

Also, beer and wine would be more likely to heal seeing as people would use them sparingly knowing the consequences and it would be useless for them to be such poor healers and have such great consequences.

I don't think I need to describe the justification; beer and wine make people drunk.

Left Queue: 14:14, 26 April 2006 (BST)

Police Scanner

Timestamp: 10:49, 26 Nov 2005 (PST)
Type: Item
Scope: Survivors
Description: A police scanner could be used to read transmissions given from a police station, and would be found in a PD or tech store. To start scanning, you would use 1 AP to start scanning. You would keep scanning until you used another AP, when you would stop scanning and all messages broadcasted while you waited would show up. This would encourage designated leaders, and lessen the anarchy usually in a mob of survivors, since the person with the scanner would have to sit there defenseless while he relayed messages.
To set up a PD to broadcast, you would need a skill (perhaps a skill branching off from construction?) that allows you to combine a metal pipe, a new item found in junkyards called a metal dish, and possibly a crucifix (perhaps too insulting) to make a transmission antenna. In addition, you would have to have a scanner already in your inventory to use the antenna. It would take 2 AP to broadcast a message, 1 AP to talk and another to set up the line.

EDIT: I forgot to mention that the broadcast would be heard in the suburb only. Not anywhere else, just to the four corners of the suburb, to lessen confusion. If you were in Barrville, you wouldn't want to hear a broadcast from Ridleybank.

Left Queue: 14:14, 26 April 2006 (BST)

Nail Gun v.2

Timestamp: 07:02, 27 Nov 2005 (GMT)
Type: Item
Scope: Barricading
Description: I've thought over the last two comments to my previous nail gun prejection and now offer this one. Find a Nail Gun in a warehouse or junkyard and have it increase your chances of adding a new piece to a barricade successfully? Say, start out with a high success rate and as the barricade slowly increases in size, the success rate drops, but still gives a better chance of using less AP. NOTE: 1 time use item
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Drunken Boxing

Timestamp: 07:12, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Once a hand to hand combat skill tree is established, one could buy this skill under Kung fu. Once someone consumes a bottle of beer or wine, thier hand to hand attack percentage increases 25% for X amount of turns. 4 or 5 perhaps? Either that or It increases the attack HP for 4 or 5 turns. What do you think?
Left Queue: 14:14, 26 April 2006 (BST)


Timestamp: 08:10, 27 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters (lvl 10+ survivors)
Description: Basically, this just lets you throw junk at a 15% chance to hit for 1-4 damage (decided randomly: 1=25%, 2=50%, 3=20%, 4=5%). Pistol click on empty? Whip it at a zombie's head! Crucifix not keeping them back? Convert it to a shuriken!

Right next to drop, add a button that says "Throw," and select an item from there. Empty pistols or shotguns, crucifixes, cell phones, spray cans, and wirecutters can be thrown.

Left Queue: 14:14, 26 April 2006 (BST)

Practiced Aim skill REVISED

Timestamp: 08:25, 27 Nov 2005 (GMT)
Type: Skill
Scope: Applies to level 10+ survivors
Description: Would anyone reconsider if this were divided into 2 skills?

Ranged Precision, requires Adv. Pistol or Adv. Shotgun Training. +5% to ranged attacks
Melee Precision, requires Knife and Axe Handling. +5% to melee attacks

This increases the pre-req xp requirements by 200xp for each, totalling 300xp of pre-reqs, plus a minimum of 1000xp previously earned (not counting the 100xp for one of these skills), the bonuses are low, AND they're limited by weapon types.

Left Queue: 14:14, 26 April 2006 (BST)

Memories of Death!

Timestamp: 17:09, 27 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Aside from the cool name, it would enable selected parts of the zombie skill tree to be enabled for survivors. Not sure if this has already been discussed before, so sorry if it has. Humans could follow a scent trail after being attacked / bite zombies for a health boost etc. This prejection will probably get (rightly) killed on the spot, but I still think the name is cool!
Left Queue: 14:14, 26 April 2006 (BST)


Timestamp: 17:19, 27 Nov 2005 (GMT)
Type: Improvement and Item
Scope: Spray cans
Description: Sorry for the cheesy name, but this affects spray paint and simulates the harmul effects of its vapors. When spray painting outside, you have a 10 percent chance of taking 3 damage. All people outside in the same block have a 5 percent chance of taking 3 damage. If spray painting inside, there is less fresh air, so the user has a 20 percent chance of taking 3 damage and all people inside in the same square have a 10 percent chance of taking 3 damage. This doesn't affect zombies as they are nonbreathing anyways or they don't need some body parts.

For avoiding the inhalents, you have masks, found in fire departments and armories (that's the military's defense against biological weapons, but i'm not saying to put them in the game), but the chance of finding one is a little less than a flare. They , when your HP is 30 or more, will reduce the chance of inhaling to zero. Less than 30 HP will only reduce it by ten percent, simulating the damaged mask. This will make spray cans spray only the most inportant messages, but could be exploited by Pkers to kill large safehouses, increasing the importance of fire departments.

Please do not vote spam just for the name, maybe if someone suggested, it could be changed. Also suggest how to fix it.

Left Queue: 14:14, 26 April 2006 (BST)

Healing Bunker

Timestamp: 17:33, 27 Nov 2005 (GMT)
Type: Improvement
Scope: Underground
Description: Under the armory lies a bunker, which is barricadeable over VS much easier (starts becoming difficult to barricade at quite heavily). In here, soldiers heal their bretheren. You can find faks, fuel cans, crowbars (to help break out in the event of pker trapping them in), and fire axes(like crowbars). When in the armory, you will see a "go into bunker" buttton. The bunker will be described as, "a desolate grey concrete structure abandoned since the outbreak of the virus." It will simply be a grey square with black around it (trapped, can't see fort, when exiting, you arrive at your armory. Like a hospital, it can operate surgery with a generator, that is why fuel cans are availible. There are no weapons or ammo here, though (except fire axe and crowbar), but this will probably make armories more valuable and more hardened against zombies, by allowing quick healing.
Left Queue: 14:14, 26 April 2006 (BST)

Fat Zombie

Timestamp: 18:00, 27 Nov 2005 (GMT)
Type: Zombie class
Scope: Zombies
Description: An amendment to that thing about zombie classes. A fat zombie replaces bite with ram until 200 AP have been spent (they got slim). Ramming is not affected by those bite enhancer skills. To survivors, ram does 5 damage at 5%. To barricades, it destroys 2 parts at 40%. Fat zombies take 3 AP to move to adjacent squares. Also, if a fat zombie is in a building, it takes two AP to get out for every fat zombie in there, regardless of how you exit (Limit of 20 AP cost). Also, when a fat zombie enters the building, it is somewhat like a barricade (People entering the building will have a 40% chance), but it can exit buy clicking adjacent square. Then the fat zombie is like a battering ram and the zombies the soldiers. Ram it Down!! Then CHARGE!!! Now seal the door fat dudes!!!

Also fat zombies appear as fat zombie, not zombie, so you can target them. When targetting a fat zombie, you get a +5% to hit because the target is so large. Like a corpse, a fat zombie is a civilian when revived (one who ate too many McDonalds), but isn't shown as "Fat Guy Here" because humans don't discriminate fat people, especially not in this kind of situation. Another thing is that the fat zombie loses his fatness when going from zombie to human back to zombie because the slight decomposition of the dead body will slim him down a little, but I think this will be good to allow low level zombies to get shots at humans, not just other zombies.

Left Queue: 14:14, 26 April 2006 (BST)

Sense Prey

Timestamp: 18:17, 27 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: A skill to make it easier for zombies to find humans hiding in suburbs filled with empty barricaded buildings. Zombies with this skill would have the ability to "listen" outside of a building. This would give them a chance to discover if there was anyone inside. Their chances would improve the more people there are (making more noise) by 5% for everyone inside. The zombie would not learn the number of people, only getting this message upon success: "You hear something." It wouldn't harm lone suvivors by leading zombies to them and it makes sense large groups of people would make noise. It would be a fair way to guide zombies to prey. Remember, not everyone hides in a hospital, mall, or police station.
Left Queue: 14:14, 26 April 2006 (BST)

Fight for life

Timestamp: 18:32, 27 Nov 2005 (GMT)
Type: balance change
Scope: Zombies
Description: The problem I am seeing is that too many survivors who get turned into zombies quickly go to there nearist clinic to be unzombified which I feel deteriorates the games mentality where people are supposed to fear becoming the undead. At the moment there is nothing to fear about becoming a zombie since its just a minor inconviniance. Even when we are at the 60/40 ratio with the survivors are in the lead, even more of the people under zombies are just survivors waiting at the clinic to be humans again. The solution to this would be to require a feat that can only be aquired at the second or third level of zombie which would allow the person to be elligable to become human again, this making it difficult for those with extra XP from using there human XP to easily become eligable for human right away while keeping it in the scope that people will still continue to play the zombified character in the hopes of being human again and since this would only be required once, it shouldnt be so much of a setback that those who get zombiefied several times give up. This would give players who have been glued to the survivor mindset to try the zombies out for a little while, make it more of a penalty for those who dont want to be zombies, help level out the ratio, and prevent the idea of npc zombies... Edit: This prejection was put in place because no matter how many bonuses you put on the zombie side it wont improve the situation because too many people refuse to be zombies. And newbs arnt as dumb as you all seem to think they are...
Left Queue: 14:14, 26 April 2006 (BST)

Lost Soul

Timestamp: 18:32, 27 Nov 2005 (GMT)
Type: skill
Scope: Zombies
Description: Greifers / PKers are sabotaging barricades and generators anonymously. See "show barriers / gen destruction" above to solve that. But to keep gameplay for PKers etc, I suggest a "Lost Soul" skill -- earned as a zombie, and thus hidden from a profile as an animated civilians (in the same way as Bodybuilding is for Zombies) . The concept: you have to sell your soul to the zombie horde in order to get away with stealth or anonymous destruction as a human. it would probably be easier to implement than parsing the die rolls for tearign things down; is the skill is present, the action isn't announced.. This also cuts down on zerging destruction. Of course, zombie are free to bash away as much as they want. It is their undead nature and right.
Left Queue: 14:14, 26 April 2006 (BST)

Useless items tradeable

Timestamp: 20:38, 27 Nov 2005 (GMT)
Type: Social utility
Scope: Socially-inclined survivors
Description: I suggest that items which are presently useless or effectively useless except for RP purposes have the option of giving that item to other players. Candidates include newspapers, poetry books, crucifixes, beer and wine. (Although beer and wine do have a function, the AP required to drink enough to make a booze-farming multi functional means that it would still be a less efficient means of healing than finding your own first aid kits.) This option would have no effect on survival-oriented gameplay or game balance and would serve solely as a vector for roleplaying. There's not much in-character logic to why these items could be transferred and guns can't, unfortunately.
Left Queue: 14:14, 26 April 2006 (BST)

PCP(Angel Dust)

Timestamp: 23:48, 27 Nov 2005 (GMT)
Type: Item
Scope: Survivor attacks
Description: Yes, I said PCP. Taking PCP would double your attack HP but cut your accuracy in half. This would go on for um... 5 turns maybe? 10 at the most. Maybe we could add after effects if someone continually uses this. It would be found in Police Stations(evidence lockers) and Hospitals(I wouldnt know why they would have PCP around...)
Left Queue: 14:14, 26 April 2006 (BST)

28th November 2005


Timestamp: 02:39, 28 Nov 2005 (GMT)
Type: Use of Crucifix
Scope: Crucifix
Description: With the crucifix, you plant it in the cemetary, church, or cathedral ground like a generator (it doesn't use power). They must be planted outdoors! Dead bodies at a place with a crucifix cannot stand as zombies. Instead, you must press pray. There is a dropdown menu which allows you to choose who to pray for. Everytime you pray, the thing you pray for gains one health. That's how you revive the dead bodies as survivors. You can only pray five times a day. Similar to the numbers shown by diagnosis, a number tells how many times you have prayed, but others can't see it and take advantage of when people have not prayed. If the crucifix is knocked over, all people and zombies in the square are killed except the following: people who have prayed at least once for that day. Also, if a survivor knocks it over, prayer or not, he instantly gets brainrot and is reduced to 10 HP, but doesn't dies, forcing him to flee for his life in fear of becoming a zombie forever. If a zombie knocks it over, the zombie is dead. Zombies can pray 5 times to lose all of their skills or become "cleansed" It will say, "You feel a crisp feeling after the fifth prayer as you are rid of your zombie skills" That is the key to remove brain rot and makes use of a crucifix.
Left Queue: 03:15, 28 Nov 2005 (GMT)

Remove Newspapers

Timestamp: 04:34, 28 Nov 2005 (GMT)
Type: Improvement
Scope: Items
Description: I think that the newspapers should be removed. This would not increase the chance of finding other things in the buildings but make it that when searching you get for ex.12 newspapers.
Left Queue: 12:06, 28 Nov 2005 (GMT)

Eyes Wide Shut

Timestamp: 20:11, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies, works as human.
Description: Allows sleeping humans/thoughless zombies to see the surrounding area.
Left Queue: 21:17, 28 Nov 2005 (GMT)


Timestamp: 00:08, 28 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Allows a Survivor to see the last four kills another Survivor has made and possibly what items they are carrying. This allows Pkers to be identified sometimes.
Left Queue: 14:16, 26 April 2006 (BST)

Flee In Terror

Timestamp: 00:28, 28 Nov 2005 (GMT)
Type: Skill
Scope: Cowardly survivors
Description: Civilian skill. Costs X AP to use (X could be either user-selected or fixed, see below). You run through the city in panic and end up in a random spot within 2X spaces of your initial position. On average this will move you about 1.4x as far as normal movement, but you can't pick the direction and there's always the risk of ending up in a horde of zombies or right back where you started, minus precious APs. Allowing 1-AP uses would make it tactically useful, giving you a 16/25 chance of getting out of sight of an enemy in the same square; because it happens in one move, it would give you a good chance to shake an active user who's chasing you. A 5-AP use would allow players to explore more territory per click, and the random element could make things fun, but probably wouldn't offer much tactical advantage. It would also improve the AP-per-server-hit ratio. Edit to add: No, it's not a very powerful skill. It's not intended to be; mostly it's a RP/flavour touch, with a minor tactical advantage in some situations.
Left Queue: 14:16, 26 April 2006 (BST)


Timestamp: 02:54, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This would be a subskill of memories of life. When taken the zombie gains faint memories of their previous life in Malton, and can now remember major landmarks. The game will give directions to all 4 square buildings within the same suburburb as the zombie. This will help zombies gather into large hunting hordes, increasing their lethality when sieging malls, mansions, armories, and cathedrals.

Note, I know that there are maps of malton available, but this makes it easier and encourages the players to gather into hordes. People without firefox can't use many of the map addons available. Also, Kevan has already shown his approval of in game coordination with the cell phone.

Left Queue: 14:16, 26 April 2006 (BST)

Search Odds Increase as Player Continues to Search in a Building

Timestamp: 07:52, 28 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: Make search odds increase little by little as a player continues to search in a building until the player finds something. The search odds then reset.
Left Queue: 14:16, 26 April 2006 (BST)

Ignore Wounds

Timestamp: 08:25, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombies in movies are generally more resistant to being put down than humans are. I suggest a new skill to raise max zombie hp by 15. This would stack with bodybuilding resulting in a maximum zombie hp of 75. It would not cross over to work with revived suvivors. Raising zombie hp would also help balance the fact of them being outnumbered.
Left Queue: 14:16, 26 April 2006 (BST)

Rivers and bridges

Timestamp: 10:47, 28 Nov 2005 (GMT)
Type: Map Enhancement
Scope: Gamewide
Description: Rarely do you find large cities that don't have a major waterway running through them. So why not Malton? One or two rivers or canals should be added to the map. Several bridges would connect some of the suburbs, so both survivors and zombies could move across these without any penalty. Zombies, not needing to breathe, could walk underneath the water along the riverbed to cross at the cost of 5 AP. For survivors, there could be a Swimming skill (in the Free Running skill tree) that would allow survivors to cross at any point for 2 AP. As far as gameplay benefits, there is the obvious sense of realism. Plus, this would make bridges a key strategic defense point for survivors (as they will be when the Zombie Lord brings his army to our world, ahem...). It may allow survivors and/or zombies to more easily clear suburbs and draw "battle lines", requiring co-ordinated efforts to move into other parts of the city. As far as roleplay goes, it would lend a distinctive "Escape from New York" feel to things...
Left Queue: 14:16, 26 April 2006 (BST)

New Host

Timestamp: 12:22, 28 Nov 2005 (GMT)
Type: Skill, balance change
Scope: Zombies
Description: This is a major overhaul of a previous prejection from someone else. The idea is that when you kill a zombie with this skill (possibly after Digestion or Infectious Bite) the remnant of the virus takes 1Hp off you. This stops Survivors from preying on large numbers of weak zombies- i.e. kill 10 low HP zombies, you lose 10HP. This also encourages groups for both Zombies and Humans- as a Zed you have to have be in a group to inflict usefull damage, whilst as a Human there has to be a medic/doctor nearby. This discourages such tactics like popping out of your incredibly safe stronghold to 'pwn some logged out zeds'. It could also lend another edge to sieges as the more zombies you kill the more your health goes down, but this just means you have to find a FAK. Please note that this does not mean you HAVE to work in groups. You can heal all your wounds yourself, and not all zombies will have this skill. All questions of balance are already answered, as it just needs FAK to counter it. It could also make the new surgery skill slightly more usefull.
Left Queue: 14:16, 26 April 2006 (BST)

Remove Brain Rot

Timestamp: 16:17, 28 Nov 2005 (GMT)
Type: Skill change
Scope: Zombies and Survivors.
Description: Not really expecting this to pass, but I want to gather some opinions. Basically, I have noticed something about the skill Brain Rot. It has almost as much controversy as Ankle Grab. Surviors hate it because it makes them waste their syringes, and zombie who picked it without fully understanding it/accidentally are forced to play with a weakened character. This has lead to at least 10 terrible prejections on bad ways to "nerf" Brain Rot. So, I asked myself, what is Brain Rot really doing for zombies. The whole "You can't be revived" thing is pointless, because all you have to do is die, which is REALLY easy to do. So if thats not the purpose, then what is? The true purpose is to grief the surviors by forcing wasting of syringes and shutting down revive centers. Now, I personally have no problem with this skill, as I understand it. However, MANY players don't which causes a terrible amount of grief. Therefore, I suggest removing the skill and refunding the zombie players that bought it 100XP. I think it has some potential to end some griefing in the game, and cut down spam in the wiki and forums.
Left Queue: 14:16, 26 April 2006 (BST)

Razor Wire

Timestamp: 17:05 28, Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Razor wire can be found only in forts. Razor wire is used to repair fences like the ones found at a junkyard in such away that they need to be clipped with wirecutters. This would give survivors something pretty powerful, so maybe it could be an extremely rare find inside forts.
Left Queue: 14:16, 26 April 2006 (BST)

Death Version 5

Timestamp: 18:34, 28 Nov 2005 (GMT)
Type: Balance CHange
Scope: All
Description: Final i dont hate zeds version. In this case you have a kill died ratio. which starts at 1 and goes into negative. Now immagine you have one bullet, and you see an army of zombies, and you see a really weak one, and one who's twice your size... you'll defenatly attack the really weak one. So when you have hoards, you will auto target the one with the lowest ratio. And thats it. Noobs need not suffer, unless they insist on hanging around with strong zombies. Also, for survivors, this is useless, however maybe a new skill (Scent Fear?) would allow zombies to sniff out survivors with a low ratio?

PS if you kill a zombie who has twice your ratio, he will lose 2 points, and you will gain 2 points ect.....

Left Queue: 14:16, 26 April 2006 (BST)


Timestamp: 18:45, 28 Nov 2005 (GMT)
Type: improvement
Scope: All
Description: Gather and display statistic for characters. This provides badges of honour for players.
  • number of zombies killed
  • number of HP healed
  • number of survivors killed.
Left Queue: 14:16, 26 April 2006 (BST)


Timestamp: 21:05, 28 Nov 2005 (GMT)
Type: Interface
Scope: The whole game
Description: I propose the game to have 3-month rounds (length subject to public discretion), and after each round, we can either present a totally new map, or use the same one. Either way, all players will restart at level 1. This allows for some replayability in the game (for players who got to level 35 and had nothing else to do), and for some players who wished they had done something different (not choosing Brain Rot, for example) to start over without abandoning their characters. Presenting a new map also adds freshness to the game, and a chance to test new features, such as all these fort improvements that everybody has been suggesting. Maybe Kevan could allow his most trusted moderators (if he employs any) to make the new maps?
Left Queue: 14:16, 26 April 2006 (BST)

Informed Citizen

Timestamp: 22:56, 28 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Using a Newspaper, an Informed Citizen would have a (10%) chance to extrapolate their current surroundings. This would show the citizen a map of the surrounding suburbs with red/blue markings of the suburbs with zombies (red) and/or survivors (blue), the darker the color, the more of a concentration there is. Seeing as newspapers could be old, this information could have inaccuracies which could be represented via random misinformation on the map, or maps could be generated once a day/week to reduce possible server loads.
Left Queue: 14:16, 26 April 2006 (BST)

Stop and Smell the Roses

Timestamp: 22:56, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: By sniffing the air for bodily odors/perfume/cologne, a zombie would have a (10%) chance to extrapolate their current surroundings. This would show the citizen a map of the surrounding suburbs with red/blue markings of the suburbs with zombies (red) and/or survivors (blue), the darker the color, the more of a concentration there is. Seeing as scents can be contaminated, this information could have inaccuracies which could be represented via random misinformation on the map, or maps could be generated once a day/week to reduce possible server loads. This could be a subset of Memories of Life.
Left Queue: 14:16, 26 April 2006 (BST)

29th November 2005

Show Only Number of Survivors upon Entering

Timestamp: 00:17, 29 Nov 2005 (GMT)
Type: improvement
Scope: Game Interface
Description: Some buildings in the game are becoming very crowded, and thereby the list of indoor survivors is very long, making it harder to make quick or repetitive actions (searching, attacking) in these spaces. I suggest upon first entering a building, you see "There are n survivors here" along with the option to click to see the complete list. This could be implemented with a couple different options, from only enabling the feature if there are more than 10 people in a building to making whether or not the full list is displayed a user-configurable preference. Either way a count() query would be less costly to server resources than the query to see who is in the building or even furthermore how many HP they have remaining.
Left Queue: 14:17, 26 April 2006 (BST)


Timestamp: 00:40, 29 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Every building on the 3x3 in-game square has the current barricade status shown. After the name of the building on the map, a one or two letter abbreviation would be affixed to the end. In order from Extremely Heavy to Wide Open: EH,VH,H(HE, if only two letter abbreviations),VS,QS,LI,LO,SE(Secured),WO. This would be an extension of Free Running.
Left Queue: 14:17, 26 April 2006 (BST)

Staying alive

Timestamp: 04:02, 29 Nov 2005 (GMT)
Type: balance change/item chances
Scope: Survivors
Description: Basicaly I'm suggesting to half the chances of finding a revive syringe therefore making death more serious and also increasing zombie numbers.
Left Queue: 14:17, 26 April 2006 (BST)

Nervous Memories

Timestamp: 07:53, 29 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Level 10 Zombie Skill. Once taken, zombies retain memories, i.e. XP, in their spinal cord. Headshots no longer damage XP of zombies with Nervous Memories, allowing them to retain the only true commodity in the game when being headshot. Headshot still effective on zombies levels 2-9, who can still lose most of a level with one well-placed shot. Gives zombies something more to look forward to.
Left Queue: 14:17, 26 April 2006 (BST)

Brain Rot and Syringes

Timestamp: 06:32, 29 Nov 2005 (GMT)
Type: improvement
Scope: zombies with brain rot
Description: When you insert a syringe on a zombie with Brain Rot skill, the syringe does SOME damage to him. Any number of HP's you guys think would be good. There must be some downsides for a zombie having Brain Rot. As opposed to the idea on removing brain rot in a few above posts.
Left Queue: 14:17, 26 April 2006 (BST)

Dog Tags

Timestamp: 08:17, 29 Nov 2005 (GMT)
Type: Either item or skill
Scope: Suvivors/Zombies
Description: Designed for commited suvivors. A suvivor who has Dog Tags can be identified on sight after becoming a zombie, their name being listed seperately as a clickable link that leads to their profile. They can be individually targeted for revivification, healing, and attacks. This would make it easier for them to be revived by allies but harder if they ever choose to stick with playing a zombie since they would lose their zombie anonymity. This could either be a military skill or be an item that can only be found at armories. The obvious difference is that a zombie could drop Dog Tags the item but would be stuck with Dog Tags the skill. This isn't a vote for either method but for this concept in general. If you like either system vote keep and say which one you prefer (or suggest your own way of doing it).
Left Queue: 14:17, 26 April 2006 (BST)

Revivification Syringes Grant Temporary Immunity to Infection HP Drain

Timestamp: 08:40, 29 Nov 2005 (GMT)
Type: Skill/balance change
Scope: Suvivors
Description: There's no real way to fight an infectious bite zombie in real time without constantly getting reinfected. I propose that revivification syringes when injected into a living person prevented the virus from draining hp for 1/2 hour. This way before/during a big battle suvivors could injected themselves (and each other) and save themselves some trouble. I figure this makes sense since the syringes already reverse the necrotic effects of the virus, surely it can keep it at a standstill for a short while. You can still be infected during this half-hour period, it just won't do any damage during that period of time. You still need the Lab Experience Skill to use syringes. And this isn't a skill to abuse since syringes are quite rare and valuable. Every time a suvivor uses it on themselves that's one more zombie to face they otherwise could have brought to their side.
Left Queue: 14:17, 26 April 2006 (BST)

Ignore List

Timestamp: 14:42, 29 Nov 2005 (GMT)
Type: Mechanics change
Scope: Anybody, spammers
Description: Very simple. Add an 'add to ignore list' option. Anybody on it could scream at the top of their lungs, you wouldn't hear it. Only exception are flares. A way to stop spamming, if speech ever becomes free.
Left Queue: 14:17, 26 April 2006 (BST)

Limited Use Flak Jackets

Timestamp: 17:47, 29 Nov 2005 (GMT)
Type: Item Change
Scope: Everyone
Description: Flak Jackets should have a maximum capacity to absorb 5 (maybe 10) bullets/shotgun blasts. These things should wear down as they take abuse. This could be programmed in much the same way as the pistols or shotguns, with a counter next to the item. I think this would add a degree of realism to the game. Granted this would be slightly unfair to brain rot zombies who are wearing flak jackets.
Left Queue: 14:17, 26 April 2006 (BST)

Where am I?

Timestamp: 18:26, 29 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: Was inspired by the "remember landmarks idea" So here is my idea to get it to some use

Zombies are stupid right? So next time you see a building, they wont see "Kennerfie lane police station" but rather "Police Station" and not remember the names of the streets. All buildings "The Horroway building" gets converted to "A Building" as are the names. Maybe a skill could combat this? Memories of places ? Under memories of life?.

Left Queue: 14:17, 26 April 2006 (BST)

Last words

Timestamp: 20:04, 29 Nov 2005 (GMT)
Type: I don't want to say improvement, 'cause the game is pretty good
Scope: everyone
Description: Spam hasn't been a problem for me, in fact there seems to be a lack of IN GAME communication by humans. When I enter a building that's under attack, or someplace that I'm going to hole up for the night in, I make it a point to always, and I mean always, tell the folks inside what I saw coming in, where I came from and ask for any information that they have....I think the AP cost is worth it because it adds (or at least I hope it adds) a little realism to the game. Granted, a lot of the time, no one says anything back, but hey, there are rude people everywhere in this crazy, mixed up world, but just think about it. If you were hiding in a building and some guy just walks and just goes right to sleep without acknowledging anyone, you'd think "What the **ck? How about helping out with a little info?

How about giving players a last word?a single entry that they can ?say? after they are out of AP. ?Player X mumbles ?I just came from the PD 1 block south and 2 blocks west, 15 Z outside there and 5 outside this building when I came in? as they drift off.? Or ?a Zombie rasps ?Murh?? while he gently rocks? It?s a single line so it would keep spam down (Yes, it could be abused by people?but they would be stuck with a message every half hour) The idea is to get people talking a little more in the game..and everyone is so selfish with AP they don?t seem to want to use them to add just a little realism (just a smidge).

Left Queue: 14:17, 26 April 2006 (BST)


Timestamp: 23:50, 29 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Drinking a beer gives 1xp. Drinking a wine gives 2xp. No Change to Hp. gain.
Left Queue: 14:17, 26 April 2006 (BST)

30th November 2005


Timestamp: 00:55, 30 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Food can be found in Arms, Pubs, Hotels, Schools, and Towers at a very high rate, because there's not much variety in items in all of these buildings. Eating Food can heal 3HP (that amount is to your discretion; some said 1, and I want 3, but whatever you like). You cannot feed others. This is useful in healing small amounts of damage, such as from a minor zombie counterattack while you're shooting at it, when you don't want to waste a First-Aid Kit nor sit in a building as an odd 47HP person for someone to target.

(Optional #1) Eating regains the player 1 AP. Therefore, adding in to the 1AP loss to any action other than dropping stuff, Eating costs 0 AP. If we keep the gain at 1AP, there will be no "hoard a stock and use it" abuse.

(Optional #2) Zombies can eat too. They can't go and get more other than what they had with them when they died, though.

Left Queue: 14:19, 26 April 2006 (BST)

Finishing Move

Timestamp: 01:08, 30 Nov 2005 (GMT)
Type: Skill
Scope: Suvivors
Description: When attacking an enemy with 1hp left your attack has 100% accuracy.
  • Optional 1: Limiting this ability to certain weapons.
  • Optional 2: Making the prerequisite for this skill Knife Proficiency and only allowing knives to be used for the finishing move. A good way of making knives have some value. It makes sense logic wise too: You shoot and chop at the zombie as it approaches you and when it's right up to you you finish it with stab.
  • Optional 3: Making this a zombie hunter skill and require Zombie Hunter as a prerequisite.
  • Optional 4: Making the hp level of the enemy be 2 or less for this skill instead of just 1.

Vote keep if you like the straight ability with or without these options and indicate which you prefer.

Left Queue: 14:19, 26 April 2006 (BST)

Construction Fear Factor

Timestamp: 02:02, 30 Nov 2005 (GMT)
Type: balance change
Scope: Humans
Description: A need to address the balance game is becoming apparent during the battle of Caiger Mall. It is impossible to successfully lay siege to the Mall. Is this the way the game should play out? Let me remind everyone of Dawn of the Dead before they answer? Something?s gotta give. I suggest Humans be unable to construct barricades while ?live? Zombies are inside a building. As is no matter how organized the Zombie we can hardly get +20 Zombies in which barely dent the +100 plus Humans inside constantly building barricades and Healing People. Humans should be too Scared to build barricades while Zombies are breathing/munching down their necks. This does not make it impossible to defend the Mall you simple need to clean the Zombies out quickly which should be no problem for you when you have +500 Humans inside.
Left Queue: 14:19, 26 April 2006 (BST)

Axe Accuracy

Timestamp: 03:12, 30 Nov 2005 (GMT)
Type: improvement
Scope: Axe
Description: I suggest that we give the Axe another upgrade. This upgrade will add 15% accuracy to the axe. It will come after axe proficiency. It will say Advanced Axe Training.
Left Queue: 14:19, 26 April 2006 (BST)

Gun Jam

Timestamp: 03:44, 30 Nov 2005 (GMT)
Type: Random Event
Scope: Guns
Description: To make it a bit more realistic, I think that the guns should randomly jam and cost an extra AP to fix. This just adds a bit more realism, nothing else. I think this should have a very rare chance. Maybe, 5%?
Left Queue: 14:19, 26 April 2006 (BST)


Timestamp: 03:45, 30 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This skill would allow zombies to make a different type of attack: grab. This type of attack is one familiar from movies; where someone is surrounded by dozens of zombies and gets pulled apart by them as they rip off their limbs and feast on their organs. Here's how it would work gamewise: the attack would start with a very low accuracy making it worse than hand attacks in terms of damage dealt over time. The accuracy of this attack would improve the more zombies are in the same square with you until the point where it becomes better than hand attacks and then some. This would make fighting a large horde a little more dangerous than fighting a lone zombie because if any of those zombies are active they can do a little more damage than solo undead. Notice I'm not specifying damage or percentages, but it wouldn't be amazingly better than hand attacks, just worthwhile for a zombie to get and use when appropriate. There'd be a maximum (and not too high) accuracy bonus so the potential benefit wouldn't be infinite.
Left Queue: 14:19, 26 April 2006 (BST)

Another Grab


Tagged Flak Jacket


Mutant Strain / Necrotherium


Lone Predator







Timestamp: 20:50, 30 Nov 2005 (GMT)
Type: Skill
Scope: Survivor (with beer related skill or body building?)
Description: You gain 4 xp for emptying a bar or club of bodys. 2xp for all other buildings.
Left Queue: 14:19, 26 April 2006 (BST)

Projectile Vomit


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