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This page is for suggestions that have 50% or more Keep votes vs Total Votes, but not more than 66% Keep votes, which would qualify them for Peer Reviewed page. These are good, but not quite good enough Suggestions that could (and probably should) be reworked, refined, and resubmitted by a willing, knowledgeable party. Before doing so, please perform the proper research; reading the votes and the associated Talk pages, and adjust your new submission. State on the submission that you are not duplicating, but have revised and are resubmitting for approval.

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 "psuggestions".
  5. Please note under the suggestion, briefly, what the controversy was about. It would be good for people to know when revising suggestions and deciding whether to submit a new version of one of these. Because these are necessarily subjective, please sign these sections.

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=~~~~~ |
suggest_notes=Notes about the discussion about the skill. |
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January 2nd, 2007

NT Research & Development (The Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 02:24, 2 January 2007 (UTC)
Type: "Zombie Specialist" Science Skill
Scope: Scientist: Level 10+ skill
Description: NT Research & Development

Appears under science skills tree as a sub-skill of NecroNet Access. Adds no benefits to your zombie character.

As an additional pre-requisite (like the Zombie Hunter skill): must be level 10 or higher to purchase. This, is in addition to where it fits on the science skills tree, so this one is even harder to obtain that Headshot.

Getting this skill would definately be faster to access if your starting class were a scientist, a bit longer as a civilian.. and not so quick as a millitary character. Anyone could get it, if they meet the pre-requisites.. but you have to work for it (limits abuse, takes longer to impliment into regular gameplay for a while.)

Game Mechanics:

Inside of a powered NT building: you can manufacture revive syringes for 17 AP. Just outside of a powered NT building: You can revive even a brain rotted zombie, for 15 AP!

  • -3 AP to manufacture revive syringes but only if inside a powered NT building and only if no zombies are present (delicate work...) So with this skill it would cost 17 AP per manufacture instead of 20 AP.
  • Reviving brain rot zombies: without this skill only if that zombie is inside a powered NT building (costs 10 AP and a revive needle), with this skill you can also do it to zombies just outside of your powered NT building but it will cost 15 AP (& a revive needle) to do so, but it grants 15 XP (instead of 10 XP) for reviving a brain rotted zombie! (Short range, high dose revive medication.. loses potency in a very short amount of time after you leave the lab.. just for RP purpouses.. "Whooo Hooo" keep it cold, keep it cold! Stick the zombie!")

Okay Mr A, maybe we won't have to kill you, today...

Ah, that's a relief, not sure anything can kill me yet, but here goes.

But this would be an excellent end skill for the scientist character.. not quite as effective 24/7 as the classic Headshot, but it does have it's advantages. Mainly this is intended to add some fun to the whole revive situation, make playing scientists fun, make killing scientists.. more fun.

This isn't meant to nerf rotters, hardly, rotters get to clog up revive points, and cause human survivors to waste revive needles (and 10 AP per use, zombies having fun screwing up survivors!) But what this does do is show that NecroTech has some new experimental medicines (short range, doesn't make it 50 feet from the damn lab before it's potency drops to a "regular" dose.) There are concerns that this will make rotter revive clinics easier to have, but then again, noone says other zombies aren't going to just ransack all these NT buildings anyways.

This could be a hell of a lot of fun to roleplay (fight over NT facilities, generators going up and down.. zombies and people in labcoats everywhere, quite thrilling actually.) Additionally, it adds to the whole Zombie VS NecroTech aspect of the game. Science VS.. whatever the hell makes zombies, zombies. As for regular gameplay, well, zombie hordes will hate NT even more.. yayyy. Everybody has another reason to fight! And more labcoats coming outside, to use their medicine to get some XP.. no free lunch so both sides are taken care of.

This would also make rotters still very effective, not taking away from their Brain Rot skill (already purchased)... however NT buildings themselves would be the one building they might consider risky. Even then, I imagine zombies will continue to pummel and ransack these facilities with zeal. But now zombies have yet another reason to get rid of a generator in a NT building. And any time a zombie wants to die, use the tower.. or end your turn outside so your bro's get some XP.. zombies helping zombies.

Combat revives are already a part of the game, has nothing to do with me. (So stop throwing pots and pans at me please.. they're so... loud.)

But, this does make NT buildings a bit more relevant other than just set-up and search. They are now more of a base of operations. It is possible some outside fronts of NT buildings may be considered official revive points. Then again, um, if you don't have brain rot.. chances are if you're outside a NT building, you just might get revived anyways.. so that doesn't really change anything per se. i wouldn't worry, graveyards can't be ransacked NT buildings can, and unless your zombie can tell which building is a NT building.. you'll probably be found over there, waiting for your weekly innoculation.

Note: I made it 2 benefits on 1 skill on purpouse, the pre-requisites aren't cheap. And that 17 AP for syringe manufacture is a very minor benefit, but less annoying than 20.. might save on server load so players can just make them if they want to rather than search. All good.

Notes: 15/26 (58%) See original votes.
Left Queue: 19:31, 23 January 2007 (UTC)

Burn XP For Glorious Battles

Timestamp: Jon Pyre 03:50, 2 January 2007 (UTC)
Type: Several Skills
Scope: Players Who've Been Around For a While
Description: XP just piles up and there's no use for it. I think I have 5000 spare xp. This isn't an entirely new idea but I suggest letting people burn some xp for temporary boosts in different areas. This wouldn't be used by newbies but instead by advanced players with nothing to spend their stash of xp on. You'd only use these during major battles and sieges, times when you want an extra edge. Each boost would cost 100xp to use and last for 24 hours, and each different boost would need to be unlocked by buying a different skill for it. You could use several different boosts at once, but each would cost a seperate 100xp. You could not use the same bonus more than once in the 24 hour period. To toggle the boost you'd use a drop-down menu listing all your available options. You be able to tell which boosts you had currently active since the skill for ones being used would be tinted yellow on the "buy skills" page.

These below skills are only examples of what could use in this 100xp for 24hours of benefit model, and could be altered or replaced at Kevan's discretion. When voting for the suggestion don't do it in support or in opposition to these specific examples since it's unlikely anyone could suggest eight skills worthy of being passed in one suggestion. I doubt that even if Kevan acepted the idea he'd implement these specific ones. The vote is on just the idea of burning 100xp for a 24 hour bonus, and the following list is just to illustrate what kind of stuff you could do with that concept. I was only able to think of four examples for each side but in theory there's no limit to the number of bonuses there could be.

Survivor Boosts

  • Rousing Speech: Increases the amount of text you can say each time you speak by 50%.
  • Steady Hand: Accuracy with firearms increases by 5%.
  • Endurance: Raises your maximum health by 5 and gives you 5 health.
  • Close Combat: Knife accuracy is increased by 20% (making it slightly better than the axe if you've maxed out all your skills, 14 damage per 10AP spent attacking compared to 12 damage per 10 AP.)

Zombie Boosts

  • Frantic Grab: Odds of a successful hand attack when you are not holding someone with Tangling Grasp go up by 5%.
  • Feeding Frenzy: Bite attacks increase in accuracy by 5%. If you have Digestion it restores 6 health instead of 4.
  • Regeneration: When under 25hp if your last action was a successful bite attack on a survivor you'll regain 1hp every half an hour until you reach 25hp.
  • Inhuman Hearing Allows you to hear Feeding Groans from as far as 10 spaces.

You wouldn't use these every day unless you'd want to quickly expend all your experience points. And it wouldn't help earn the experience. Even bonuses that could somewhat increase your rate of xp gain by upping your attack % wouldn't be enough to offset the 100 point cost (alternatively bonuses that raise attack percentages could have xp costs higher than 100). When would these be used? For major sieges, events, and epic group battles where pride is on the line. It'd be worth it to spend 200xp you have no use for and give 110% percent to the cause.

  • Note- Voters have pointed out that zombies often earn xp at a slower rate and might deserve a cheaper cost to activate some of their boosts. Additionally they've suggested that boosts that could increase your xp gain rate by raising attack % be made more expensive to offset that gain.
Notes: 21/32 (65%) See original votes.
Left Queue: 19:34, 23 January 2007 (UTC)

January 6th, 2007

Unload weapons.

Timestamp: Mark 02:33, 6 January 2007 (UTC)
Type: Improvement.
Scope: Survivors with guns. Lots of guns.
Description: We all know how you can click on a pistol clip and load it into a pistol, or load a shotgun shell into a shotgun. Simple mechanics. However, whoever heard of a gun that couldn’t be unloaded? It’s easy for pistols. Just press the magazine catch and let it slide. Assuming these are double-barreled shotguns, or even if they are pump, it’s still easy to unload.

What this skill would do is simple. The inverse of loading. Click on a shotgun, and it will unload 1 shell at the expense of 1 AP. Click on a pistol, and you will unload the clip. Note, however, that if the amount of ammo in the pistol is less than 6, the clip is thrown away. No need for added complication.

Why even need this? Well, I personally like to have only two pistols, and a lot of clips. If I find a loaded pistol, I always wish I had found a clip instead. Also, you may find a shotgun loaded with 1 shell, while having another 1 shell shotgun in your inventory. You can rearrange the shells to save space. It’s simple, and it works. Vote now!

Notes: 10/20 (50%) See original votes.
Left Queue: 19:50, 23 January 2007 (UTC)

January 12th, 2007

Knives in More Places

Timestamp: Mark 16:52, 12 January 2007 (UTC)
Type: Improvement.
Scope: Newbie survivors.
Description: Newbies currently have a hard time getting to the knife, which is now the newbie weapon. I propose that the knife be added to the following places at a 4% chance:

Arms. (Tough places.) Clubs. (More tough places.) Hotels. (Someone left behind pocket knives in drawers.) Museums. (Antique weapons.) Railway Stations. (An engineer’s tool or something.) Schools. (Confiscated.)

Simple and straight-forward.

Notes: 13/20 (65%) See original votes.
Left Queue: 10:11, 3 February 2007 (UTC)

January 13th, 2007

High/Secondary Schools

Timestamp: TheDavibob 08:29, 13 January 2007 (UTC)
Type: New Building Complex
Scope: All
Description: Schools - I am fine with them how they are, common and not too useful. However, they all seem to be small, one block, lower school. So, I propose to have High Schools, 5 in total, spread around Malton. All 6 square complexes, all with varying buildings. For example of how to change, here is the original region in Crowbank:


And I am suggesting we change it to:


Right, a quick run through of the locations.

School fields: Parks. Maybe without the Flare Guns.

School: (SW) Same as current schools.

Science Block: As per a school, with added First Aid Kits, at 4%. I really can't see why they would have more, without going OTT.

Library: Nuff said.

Technology Block: Hmm... First Aid Kits (2% - to make Science blocks worthwhile), Lengths of Pipe (5%) and an easy way to get a knife (3%) for beginners. May be overbaricaded, but I don't really want it to be.

Auditorium Hmmm... Hard one. Binoculars (2%), books (3%)

Interior descriptions: Science Block: You stand in a disused lab. Ruined schoolbooks scatter the desks.

Tech Block: You stand in an empty Workshop. Various tool racks are empty.

Auditorium The rows of seats lie empty, the curtain hanging down.

Each school building consists of 6 squares, and lie in the following locations in Malton:

Crooketown [3]

Greentown [4]

Pashenton [5]

West Beckton [6]

And of course, the one in Crowbank, as above.

Each will consist of a library, a school block, and two playing fields. The other two buildings will be either of the three new blocks, Technology, Science and the Auditorium.

Note: The buildings do not count as a large building, due to technical reasons.

Notes: 9/18 (50%) See original votes.
Left Queue: 10:23, 3 February 2007 (UTC)

January 14th, 2007

Kill Counter

Timestamp: c138 RR - PKer 17:21, 14 January 2007 (UTC)
Type: Profile addition
Scope: Everyone
Description: In your profile, under the field that shows how many times you've died, there will be a new field marked "Kills". This shows how many other players you have successfully bumped off. Zombie/survivor kills will not be differentiated; this totall will only display the overall tally of all kills your character has made. The purpose of this is to let active fighters show proof of their efforts, to let healers show evidence of their pacifist nature, etc.
Notes: 9/18 (50%) See original votes.
Left Queue: 10:16, 3 February 2007 (UTC)

January 15th, 2007

Infected Death XP v1.2

Timestamp: Bloodrip 01:00, 15 January 2007 (UTC)
Type: improvement
Scope: Zombies with infectious bite.
Description: Basically this gives infectious bite a use for the zombie who has it; The first time the victim dies from an infection (and only from the infection, not if slain WHILE infected), the zombie that caused the infection will gain the 10 XP that it would usually receive for a kill. At the moment, infecting a survivor carries no real advantages for the zombie, and in fact can sometimes be a disadvantage. For example, if you are battling a survivor and infect them: you can take them down to low health, at which point they die from the infection and you lose the kill XP.

This ability would bring the bite ability up to around the same usefulness as hands, which at the moment it is somewhat inferior to. This ability does not overpower bite because in truth the frequency with which people die from infection is relatively low anyway. Although I understand that server load may be an issue, this tracking only lasts until the first death or healing of the infection anyway, and so should be no more problematic than Scent Trail

Notes: 15/24 (63%) See original votes.
Left Queue: 10:35, 3 February 2007 (UTC)

January 21st, 2007

Contact list improvement 2

Timestamp: 23:59, 21 January 2007 (UTC)
Type: Minor improvement.
Scope: Anyone with a contact list.
Description: As of a few days ago, you may now see when people die and when people are revived. I'm just suggesting that if the person being revived in in your contact list, then "zombie" should appear bolded and coloured. No profile link, as there isn't right now, but just to colour.

Keep Votes
Insert keep votes here
Kill Votes
Insert kill votes here
Spam/Dupe Votes
Insert spam/dupe votes here

January 24th, 2007

They've Breached the Defenses!

Timestamp: Bassander 02:06, 24 January 2007 (UTC)
Type: Balance change with barricades
Scope: Attempting to use construction with standing zombies present.
Description: It seems a major concern with many players is the effectiveness of barricades. Many feel the zombie players are leaving the game because of their inability to do much due to the difficulty in removing barricades. Therefore, I suggest a small change to barricades—if a zombie is standing inside of a building, it is more difficult to nail boards across the breach, shove the stove in front of the door frame, etc. while he is there to threaten survivors. Game wise, this would increase the failure chance for the Construction skill by 25%. From no barricades to very strongly barricaded, it would now have a chance to fail if any zombies are inside of the location. For the various levels of heavy barricaded, the failure rate with a standing zombie would increase by 25%, making It extremely difficult to bring up the barricade levels. Why is this necessary? Currently, it is quite difficult for zombies to make very much headway with active barricaders. The defense mantra is “Barricade, heal, kill, dump.” Most realize that zombies which do finally breach a building aren’t really much of a threat, because they have spent their day’s worth of AP pounding on the barricades. But with this modification, there would be a small reward for a zombie who breached the building, making it easier for the horde to enter until he is removed (Because the defenders will have more trouble repairing the hole.) This would make the skills feeding groan and drag a bit more effective; feeding groans generally lead to a bricked up wall, despite the fact that there may by 10 to 20 zombies inside the survivors can chip away at over the next day with impunity now that the barricades are up. Feeding drag would also be slightly more effective, because an active zombie wouldn’t be “blocked” as easily because someone is barricading while he is chewing on people. This might give zombies who successfully breach a building a bit more sense of satisfaction in merely getting in, which is now just frustrating with very little to show for it. Undead standing outdoors have no effect on barricading difficulty.
Notes: 15/30 (50%) See original votes.
Left Queue: 17:58, 19 March 2007 (UTC)

Sewage Plant

Timestamp: Ducis DuxSlothTalk 23:07, 24 January 2007 (UTC)
Type: New Buildings
Scope: The city of Malton
Description: Well, UD is set in the modern age, in a fairly modern city. To say that we want it realistic is certain. How about adding sewage treatment plants? Where else does all of the city's crap go?
  • building size - 1x1
  • Average building mechanics, in regards to barricading
  • however, the functionality of the building is its defining factor.
-Firstly, because of the stench of the building, the following description will be shown to survivors outside within one square of the plant - A pungent odor wafts from the sewage treatment plant to your [location here].
-Secondly, the odor is stronger to zombies and can be detected by them easier from a much further distance using scent death. (This is to create a building important to zombies, which they will be drawn to).
-Next, suiciding in this building would be possible. There will be an option to jump into a sewage vat - you are sucked to the bottom and drown in the filthy water. Your body is then dumped outside.
-Revivification inside the building is impossible, because of the infectious diseases present.
-When the building is ransacked, survivors are infected on their second action inside the building (read: free running will not cause you to infect). Repairing the damage will stop this effect.
-Zombies can also move survivors into the building using feeding drag (however, normal parameters such as 12hp still apply)

I have tried making a building type that will be attractive to zombies (feeding drag inside, easy suicide, smell from a distance) and repulsive to survivors (rp purpose of a smelly building, game mechanics of infection and no revivification).

(kudos to Funt Solo, zombie slayer, SoreSpore, Lachryma and Honestmistake for the ideas and discussion)

Notes: 16/25 (63%) See original votes.
Left Queue: 18:02, 19 March 2007 (UTC)

January 26th, 2007


Timestamp: Toejam 16:22, 26 January 2007 (UTC)
Type: New weapon.
Scope: For survivors.
Description: Overview

Introduce a new item - the car axle. It's a melee weapon which can deal large damage without searching for ammo. The catch: if you're carrying one, you can't free run.


Car Axles are found in Auto repair shops at 10%. Bodybuilding is required to be able to use them. If you don't have have Bodybuilding, and you find one, you get the message "You find an axle, but it's too heavy to be of use. You leave it here."

The weapon does 8 damage at 15% base accuracy. Hand-to-hand combat, as usual, increases this by 15% giving a maximum accuracy of 30%. Flak jackets do nothing against a blow from an axle, since they were designed to protect people from bullets, not crushing damage.

Freerunning becomes impossible when you carry an axle because of its weight and awkward shape. If you drop the axle, you can free run again.

A zombie can use the weapon, but the accuracy drops to 5%, even if the zombie has hand to hand combat.

Why do this?

  • Mostly to add a little more strategy to the game.
  • To encourage more Very Strongly barricaded buildings, which are better for newbies and zeds, and perhaps more exciting for survivors.
Notes: 12/19 (63%) See original votes.
Left Queue: 18:31, 19 March 2007 (UTC)

January 27th, 2007

Help the new zombies!

Timestamp: --Lachryma 00:28, 27 January 2007 (UTC)
Type: Skill change
Scope: New zombies
Description: I have started a new zombie character recently, and the entire experience was very frustrating. I could only attack certain buildings (those without doors), I spent most of my AP on barricade smashing, so I had almost no XP...and then I got headshot. Every day. This meant I had a max of 35 AP to spend, not counting the 2 AP I used to go to the next junkyard or church.

My experience illuminates one of the reasons why the survivor to zombie ratio is so unbalanced: New zombies quit in disgust.

Therefore, I suggest that Corpse class players can get the Lurching Gait skill and Ankle Grab for 50 XP each.

This make new zombie players have a lot more fun, as they would be able to get these valuable, AP saving skills early on. This will allow them to get more XP faster, grab more skills, and generally have more fun. In addition to helping new zombies, this would help even things out, as currently there are roughly the same number of Zombie Hunter (survivors with Headshot) as zombies.

This might help zergers and the such, but I feel that it is worth it to bring more fun to UD. And zergers will zerg.

Notes: 13/25 (52%) See original votes.
Left Queue: 19:30, 19 March 2007 (UTC)

January 28th, 2007

Zombie Socialization

Timestamp: Swiers X:00 17:07, 28 January 2007 (UTC)
Type: zombie skill
Scope: zombies with brain rot
Description: Zombies with brain rot spend prolonged periods among the dead. The rot in their brain, along with repeated jolts from injury and regeneration, alters the way they process olfactory and other information, allowing the formation of entirely new receptors and nervous structures. As a result, zombies with brain rot can buy this skill, which allows them to easily “socialize” with other zombies, having the ability to tell one zombie from another.

Zombies with the “zombie socialization” skill would recognize other zombies as easily as they recognize survivors. Scene descriptions, attack notifications, and all other instances where characters normally just see “a zombie” or “a group of zombies” would instead include the name(s) / profile link(s) of the zombie(s) present or performing actions, just as if the zombie(s) in question were survivors. Zombie names would be underlined or otherwise marked as different from survivor names, in order to avoid confusion. This skill would not “cross over”- if the zombie is revived (via the “Necronet Access” skill) they loose the benefit until dead again.

The idea behind this skill is to remove the (fairly major) social and tactical handicap that “zombie anominity” imposes on dedicated zombie players- hence, the skill has Brain Rot as a pre-requisite. While there is clearly the potential for survivors to use “spies” with this skill to bypass zombie anominity, the fact that those spys would have brain rot, and the benefit to the “dedicated” zombies, seems to more than offset this.

Edit- another benefit to this skill is it makes it much easier for zombies who have the skill to tell "real" zombies apart from survivors who are dead, and are either "spying" or are just looking for revives.

Notes: 10/20 (50%) See original votes.
Left Queue: 19:54, 19 March 2007 (UTC)

January 29th, 2007

Relentless Press

Timestamp: Jon Pyre 05:01, 29 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: It occured to me that survivors have the ability to make use of their AP when they know they're going to be unable to play for extended periods. AP fully regenerates in 25 hours. If a player is away for more than that time they are in essence losing 1AP for each half-hour they don't play. Survivors though have an advantage through syringe manufacturing that allows them to bring their AP down to -19, giving them 9 1/2 more hours of time before they start losing potential AP. The only way a zombie can enter negative AP is by standing up after headshot, which is a very bad idea when out of AP since the odds are you'll be headshot again before you come back.

The Death Grip subskill Relentless Press would be an anti-barricade skill to allow zombies the ability to get their AP down to equally negative levels. Relentless Press would instantly use up 20AP and give you nine chances to damage the barricades, with a 33% chance of destroying a level each time. The message would look like this, depending how successful the attempt was:

You press against the barricades. You collapse 0-9 layer/s.

On average Relentless Press would destroy 3 levels of barricades. Hand attacks at full power are estimated to break a level of barricades 20% of the time. Thus 20AP spent attacking should break down 4 levels. Relentless Press is less effective than normal attacks, much like syringe manufacture is less effective than searching for a syringe. This makes the only purpose of Relentless Press the same as the only purpose of Syringe Manufacture: to make use of AP you'd otherwise not be able to use because of an inability to return to the game before regaining 50AP. Furthermore, to prevent this from being used to quickly overpower defenders trying to restore barricades the Relentless Press button would only appear when the zombie is at 10AP or less. Flavor-wise this basically makes it the zombie's final frenzy before collapsing into total exhaustion.

While this skill would provide no direct benefit to the zombie, since they'd be at negative AP and unable to enter the building even if they were able to break in, this would suit the playing style of more advanced zombie characters. Once a zombie gains every skill their goal normally becomes to aid the horde and harm humans as much of possible, giving up opportunities to earn xp they do not need.

Notes: 15/24 (63%) See original votes.
Left Queue: 20:03, 19 March 2007 (UTC)

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