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And here go my suggestions (Those that pass, atleast)


The Malton Wall

Timestamp: Certified=InsaneQuébécois 01:06, 2 November 2006 (UTC)
Type: Flavour
Scope: Edges of Malton
Description: It has come to my attention that when you reach the limits of the town, the game just stops displaying blocks of where the exterior of the town would be. I am suggesting that when you are on the edge of the city, it would instead show "A wall" or "The quarantine wall" or something of the like.
New Auto Repair

West Boundwood [37,0]

The Wall The Wall The Wall
Club Lenton New Auto Repair Madill Towers
Lavor Park Pyncombes Plaza Gapper Street

This would add flavour, and would have the minor benefit of removing some confusion beeing on the edges can cause to newbs who wounder why there are missing squares in their map and in which one they are. It would also add to the quarantine feel, sortof like a Berlin wall, that was meant to keep people inside. Now and then he could add "military personnel" on the wall square, but that wouldn't change anything. You obviously wouldn't be able to acess those squares. It would look somewhat like this: (Of course, I used the 9 block template, but in-game you would not see the header you see on the template)

Oh yeah, added note (doesn't really change anything), but for flavor, here and there the text would be different, such as squares that would say "A tower" or "A fortified tower", as well as others that could say "Heavy Iron Doors" or the like. It's mainly for flavor, but if Kevan ever wants to expand the city well the different structures of the wall could serve different purpouses, but this suggestion is purely for flavor, nothing else (I know you ain't suppsosed to edit a suggestion once submitted, but this is minor, and it doesn't change anything, it's still purely flavour)

Notes: 22/23 Keep/Total (96%). Well accepted as is.
Left Queue: 12:46, 17 November 2006 (UTC)

Let the machines run!

Timestamp: Certified=InsaneQuébécois 02:11, 18 November 2006 (UTC)
Type: Building functions
Scope: Factories, Survivors
Description: Okay, this is a new version of Suggestions/15th-Nov-2006#Let_the_booze_run_freely.

Proposed change: Facotires can now have their production lines restored. Anyone with the construction skill can, for 20 AP, "Restore the production line" of factories that aren't ransacked. The outside description would now have "You hear the sound of machines inside". All factories would now also have a new internal description added, saying "this used to be an X factory", where X would descibe what the facotry would produce. Factories will produce a signle item type, which will be determined randomly. If the building is powered, survivors inside can manufacture the item for a set cost.

In addition, A few of the suburbs that are more than 2 suburbs away from a mall might house factories that can produce:

Let the machines run once more! (This is mostly a flavour suggestion, but of course it's also to give some kind of alternative to unstrategic locations)

Notes: 21/25 Keep/Total. Some thought AP costs should be higher, and that some factories should not produce anything useful. Kill votes were due to the unrealist nature of apocalyptic industrialisation.
Left Queue: 23:02, 3 December 2006 (UTC)