Developing Suggestions

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Developing Suggestions

This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.

Further Discussion

Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.

===Suggestion===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
----

Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.


Suggestions

Sewers, Tunnels, or Underground

Timestamp: Squideshi 23:50, 7 November 2008 (UTC)
Type: New Set of Locations
Scope: Survivors and Zombies
Description: The addition of sewers, tunnels, or an "underground" in general, would add interest to the game--effectively creating a two-level map--allowing surviors and zombies to move not only throughout surface locations but also underneath them. Manhole covers could be closed in order to serve as a simple type of barricade. In addition to outdoor manholes on streets, certain building types (like factories and junkyards) could have manholes inside, allowing not only alternate entry/exit points to/from EHB locations for survirors without free running skills but also allowing alternate entry points for attacking zombies. Buildings with a manhole could both become harder to defend, requiring the maintenance of two barricades--one on the door and one on the manhole--but also easier to escape when surrounded. Survivors and zombies on the surface could hear others passing underneath their locations, adding flavor and additional interest. GPS devices and mobile phones could be disabled when underground.

Discussion (Suggestion Name)



Archery Weapons and Skills

Timestamp: Yungblood 16:51, November 7, 2008 (EST)
Type: New Skill and Weapon
Scope: Survivors
Description: This suggestions revolves around a new "firearm": The bow and arrow.

Bow and Arrow base damage-4 encumberance-(bow)6%, (arrow)4% base accuracy-5% Bows and arrows can be found in gun stores(15-30%), because I think at least some gun stores would be hunting stores, and hunting stores usually have a heavy supply, and in schools(5-10%), because schools sometimes have archery clubs. You must use 3 AP to fire the bow: 1. find an arrow.2. load the arrow.3.fire the arrow. The bow can only hold 1 arrow at a time, but there is no limit to how many arrows you can have. I don't want to make this weapon a firearm, because basically, it isn't. Yet, I still think the bow and arrow should still be affected by a flak jacket. and I don't think that the regular military would train their soldiers in use of the bow and arrow. that is why I am suggesting a few new zombie hunter skills, all being under an archery skill tree, mainly because I'd think survivors of an outbreak would use any weaponry possible in a desperate situation.


Skills


(available level 15)Archery- the chance to hit with a bow and arrow increases by 25%.


(skill tree under Archery)Stronger Pull- increases bow and arrow damage by 3.


(skill tree under Archery)Fluid Motion- no longer requires AP to load a bow with an arrow.


(skill tree under Archery)Extensive Bow Training- increases accuracy by 30%.


(skill tree under Extensive Bow Training)Target Practice- Increases accuracy by 10%


(final skill under Archery)Dead Aim-2-3% chance of landing a hit dealing double the damage(i.e. normal hit-7, Dead Aim- 14)



I know that last skill may sound unfair, but I didn't crunch any numbers there. If anyone would like to crunch numbers for this suggestion to make the gameplay more fair, be my guest. Plus take in the encumberance for 1 arrow. thats alot comparing to a shotgun shell....I think. This brings me to my next point: a quiver. A quiver takes 10% encumberance, and holds 10 arrows. having an arrow in a quiver makes it drop to 2% encumberance, which in total makes 30% encumbered if you have a fully loaded quiver. Again, you must load the quiver with the arrows, because they don't fall into the quiver themselves. And you can only hold one quiver.



And finally, to my last point. Arrows aren't like many long distance weapons. If you get hit with an arrow, it sticks into you. therefore my last suggestion is a type of "reverse infection." When a survivor or zombie gets hit with an arrow, an option will allow you to pull out an arrow. any action you make without pulling out the arrow, you lose 1 HP. A person can be stuck with 3 arrows maximum. removing an arrow still inflicts damage on you. so if you had 1 arrow stuck in you, when you take it out, ou lose 1 HP. if you have 3 arrows stuck in you, and you pull out 1, you lose 3 HP.

As posting a suggestion here, I am happy to consider any revision of this suggestion of mine. Now, berate away and tell me the flaws in my design. Let the onslaught begin.

Discussion (Archery and Skills)

Interesting touch...but out of genre. Chaplain Drakon Macar 01:20, 8 November 2008 (UTC)


Projectiles

Timestamp: Blanemcc 21:08, 6 November 2008 (UTC)
Type: New Skill & Item
Scope: Survivors
Description: This suggestion covers a new Military skill based around thrown projectiles to be used as weapons.

Most objects in the game will be able to be thrown, except those objects deemed to be too heavy to be thrown, such as generators or trees.

Every object will have a base of 5% to hit. This base rate will be upgraded with the new survivor skill tree "Thrown Projectile Training" , or a skill of similar name.This will be the first level of this tree, and will give +25% accuracy with thrown projectiles.

Second Level of this tree will give a further +25% to all basic thrown weapons.
The Third level will allow for the manufacture of "Molotov Cocktails" which will give this thrown object only a further 10% accuracy.

Molotov Cocktail This weapon will be created from items which up to this point have had limited use, or have been used for other purposes. The components needed to create this new item would be:

  • 1 x Wine or Beer Bottle
  • Fuel Can (some fuel is taken out of the can each time a molotov is created)
  • A rag (selected automatically when inside a building where a character can change their clothes. Survivors creating a molotov will get the message "You tear a section from the garment" or some such.)
  • Lighter/ Matches ( Now searchable in auto-repairs, Mall stores, Police Departments, Hospitals and many other buildings)

The Molotov would deal 15 damage on hitting the target, and has a small chance (10%, let's say) of igniting the target's clothing, causing them to lose 1 HP for every move they make up to 5 moves, at which point the flames will go out as it is assumed the target will frantically try to beat out the flames.

Regular Projectiles Regular thrown items will do damage relative to the amount they would do regularly, minus one. Therefore, a fireaxe would do 2 damage, a knife 1, etc etc.

Any object may be thrown, within reason, so you may throw empty guns at a target at a last ditch attempt to kill them.

Thrown Ammo Ammo is assumed to be light and small, and will therefore do minimal damage (ie 0). This is the only case where a thrown object does not do its regular damage minus one.

Discussion (Projectiles)

I am almost certain the molotov cocktail and this entire suggestion is a dupe. if it is, im sure iscariot or some other will supply the page. and if its not, which i doubt, i am sorry Yungblood 17:52 November 5, 2008 (EST)

This may be possible, but have you ever realistically seen someone throw an axe (particularly with any accuracy) up to the length of a city block? To do any real damage to a zombie (or person) you'd have to be within a few feet.. I'll post any improvements I think up.. Sort of a combination of dupes.. If not a dupe in itself. 00:39, 7 November 2008 (UTC)

That argument is irrelevant within the context of Urban Dead. "City block" has no unit of measurement here. Two characters within the same square are considered "in range" regardless of the weapon used. You don't think a gun could fire into another square?--Pesatyel 05:15, 7 November 2008 (UTC)

Du-du-du-du-du-du-dupe. *Continues until he finishes the entire super mario bros theme using only the word dupe.* Chaplain Drakon Macar 00:54, 7 November 2008 (UTC)

Its been suggested/discussed before. I suggested it myself. The problem people had is that its "useless" since you can drop items for "free". The point is to allow players to have a new way to do it, something that could be fun.--Pesatyel 05:24, 7 November 2008 (UTC)


Zombies can tear off clothes

Timestamp: Kolechovski 20:51, 6 November 2008 (UTC)
Type: Flavor
Scope: Zombies
Description: If you try to change clothes while a zombie, you get the message that you can't change in or out of your clothes. Well, why can't you "change" out? It'd be by ripping off the clothes. So, I think zombies should be able to remove whatever they want, though they still can't change into anything new.

Discussion (Zombies can tear off clothes)

I'd vote for it. Kinda like a Hulk shirt-ripping. ᚱᛁᚹᛖᚾ 01:43, 7 November 2008 (UTC)

Sure, why not?--JaredV 03:42, 7 November 2008 (UTC)

This has at least been discussed before, pretty sure it was also suggested but I'm too lazy to check out myself :P. --Midianian Big Brother Diary Room: [508,07] 08:38, 7 November 2008 (UTC)

You are correct, sir. This is a Dupe, and of a Peer Reviewed suggestion. ᚱᛁᚹᛖᚾ 09:05, 7 November 2008 (UTC)

Depants

Timestamp: --Gus ThomasSpartaZHU 20:01, 6 November 2008 (UTC)
Type: Skill
Scope: Zombies
Description: Upon purchasing this skill, zombies will have a 4th "attack" option to interact with humans. Just as with the three attack options currently used, the attack dropdown menu will allow the zombie to "attack with depants". However, rather then doing damage to the human (as do bite and claw options), the zombie will simply drag the target humans pants/skirt/kilt down.Additionally, a zombie is able to use this skill against zombies wearing pants as well. Zombie will not gain some cyrptic method of identifying targets wearing pants, and the player will have to rely on a targets profile to tell if they have pants on or not. Similar to the human ability to attack with a 100% chance to hit with a newspaper, zombies with the depants skill have a 100% success rate (as with Feeding Drag). Finally, once a zombie successfully depants a target, the target is thus in a state of pantslessness until they go through their settings and put a new pair on. Zombies, of course, would have to be revived before they are able to do that. As the zombie brain is limited in its state of undeath, the zombie is unable to distinguish between pants, skirts, kilts or shorts, and all its flavor text will refer to these items of clothing as merely "pants".
  • Prerequisities: Player must be zombie at time of skill purchase, just like every other zombie skill.
  • Location in Skill tree:Found within the Vigour Mortis skill set, this skill is only available after Feeding Drag is purchased. While technically this would make the skill a 3rd tier (it has two prerequisities), humans already have three such skills (Advanced Pistol Training, Advanced Shotgun Training and NecroNet Access).
  • Crossover skill: Humans already have a similar attack when they attack a zombie or a human with a newspaper (see here). Therefore depantsing will be limited to just zombies.
  • Cost in XP: 100exp, just like every other zombie skill.
  • How it's activated: As explained in description (above), this skill is used same as Feeding Drag. When attacking a human, it will be a 4th "attack" option available to the zombie that has it. Unlike Feeding Drag, there will be no change to the human location.
  • Cost in AP: One AP, same as the other zombie attacks.
  • Flavor text:
    • When attacking a human with pants or skirt : Zombie will get the message "You drag {target}'s pants down". Humans will get the message "A zombie dragged your pants down" (unless targeted human has attacking zombie in their contacts).
    • When attacking a human with no pants or skirt :Zombie will get the message "{Target} is already pantsless". Zombie is still penalized one AP.
    • Third partys : Regardless of being a zombie or a human, anyone in the same immediate area will get the text "A zombie pulled down {Target}'s pants. (time ago)". As with the targets perspective, players would not see the zombies name unless they have them in contacts. In order to witness a depantsing, a player needs to be inside if it occurs inside, or in the same section of the large building (for example, same block of a mall). Finally, regardless of how many players are in the building, everyone there will witness the depantsing. Precedent of this is when a player kills another player, regardless of how many people are in the building, everyone sees it.

Discussion (Depants)

Sorry. Trousers. --RosslessnessWant a Location Image? 20:06, 6 November 2008 (UTC)

Win, win, win, win, and more win.--/~Rakuen~\Talk Domo.gif I Still Love Grim 01:05, 7 November 2008 (UTC)

WTF CENTAUR - Epic win. --Haliman - Talk 01:29, 7 November 2008 (UTC)

Attacking a human with no pants shouldn't cost AP. Drag doesn't have a penalty for trying to drag harmanz over 12 HP, neither does a normal attack on an invalid target, using an item on a dead body, etc. ᚱᛁᚹᛖᚾ 01:47, 7 November 2008 (UTC)

No because I want my zombies to be brain craving fiends not pants snatching perverts--Honestmistake 09:37, 7 November 2008 (UTC)

I'd vote keep, just because it's funny.--Studoku W! 17:23, 7 November 2008 (UTC)

While this will never get implemented, I will gladly vote keep if you put it up for voting.--JaredV 20:13, 7 November 2008 (UTC)


Watch

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 09:38, 6 November 2008 (UTC)
Type: Ability
Scope: Survivors
Description: With all the rampant murders amongst the survivors of the zombie outbreak, people have learnt to be suspicious of those they do not recognise, watching them for any abnormal behaviour.

You can now Watch survivors in the same area as you. While you are watching someone, you are informed of every action they undertake, with the prefix "You observe [name of watched] [action]".

However, survivors have not yet learnt how to watch people 'covertly', and as such the person being watched will receive the message 'You notice [name of person] watching you'

You can also watch barricades, so that you notice people barricading/attacking them (from the inside only. If they are attacked from the outside you just notice the barricade collapsing.) Same with generators and radios.

Discussion (Watch)

Well. I'm assuming you can only watch one person at a time? Is it a cost of 1ap, does doing anything else cancel the watching, doesn't the fact you know you're being watched make this a bit pointless? --RosslessnessWant a Location Image? 09:43, 6 November 2008 (UTC)

If this works on the whole room its a dupe of a peer rejected (If not Spammed) suggestion... I think Jon Pyre was last to suggest it? Anyway, basically it gets yelled at for spoiling PKer fun by making it easier to see what they are doing It also annoys survivors who disagree with the current baricade level aand then get shot by a watcher. It would also cause massive amounts of screen SPAM, I know you choose to use it but inside a mall being attacked by zombies you are going to get literally thousands of bits of useless inf. If it is person specific its pointless --Honestmistake 09:47, 6 November 2008 (UTC)

You watch one person/generator/barricade at a time. Costs 1 AP to start watching. I was thinking that perhaps you cannot gain AP while watching people. --Blake Firedancer T E RNL? P.I.S.I.T. 21:09, 6 November 2008 (UTC)

Couldn't find a dupe, but seems a bit pointless, as if you can be seen being watched, then they won't do anything stupid. Could also be used to enforce metagaming policies-such as the UBP. Finally, it would nerf pkers as they would get a heap of green-screen spam as soon as they entered a building. Linkthewindow Talk 09:53, 6 November 2008 (UTC)

Somewhat similar, but not sure I'd say dupe. --Midianian Big Brother Diary Room: [509,06] 09:55, 6 November 2008 (UTC)

Borderline, but I wouldn't call dupe ether. For one, it doesn't focus on a particular player, and is a skill. Linkthewindow Talk 11:06, 6 November 2008 (UTC)
Unfortunately, I guarantee it is a dupe numerous times over. I had even suggested something like this as standard opservation, with limiting mechanics, but too many people were worried about screen spam, even with the option to ignore it.--Kolechovski 20:38, 6 November 2008 (UTC)
Well, I thought that since you tell the game that you want to watch, the 'screen spam' would be optional. You don't have to watch people. --Blake Firedancer T E RNL? P.I.S.I.T. 21:09, 6 November 2008 (UTC)

I see this as nothing more than a pker tool. I don't see any other reason to watch an individual. To watch, you have to have cause to do so. What is that cause? "Someone you don't know"? People Free Run though buildings on a near constant basis. People stop for a few AP to search. The argument I think your using is that people are asses who only show up to do bad things. And waht are those bad things? Attack other survivors, attack the barricade or attack the generator (or radio). How do you know I intend such actions if I enter the same building? You don't. So what other reason could you have to watch someone?--Pesatyel 05:02, 7 November 2008 (UTC)

If you knew someone was going to commit an action, you wouldn't need to watch them. But, as you are not sure if they will do such an action (i.e. unconfirmed PKer reports, multiple suspects etc.) then watching the person will either confirm your suspicions or put you at ease. --Blake Firedancer T E RNL? P.I.S.I.T. 09:31, 7 November 2008 (UTC)

Zombie Hunter Skill: Removeing Head

Timestamp: Ltpotter 23:05, 4 November 2008 (UTC)
Type: Skill
Scope: Human Characters
Description: If you kill a zombie with a melee weapon, it now takes 5 more AP for it to stand up. This idea would also mean changing the head shot skill so that it's effect only works with guns. The whole idea of this skill is to add more in depth to the game, plse that fact that for a while now we have had only 1 zombie Hunter skill and I personally know that we can do better then that. I also suggest making this skill cost more then the Normal Head Shot skill.

Discussion for Zombie Hunter Skill: Removeing Head

Moved from voting section because I don't think he meant for it to go straight to voting. If I am wrong and you meant it to be voted on please remake the page correctly. It is "removing" by the way.--– Nubis NWO 00:07, 5 November 2008 (UTC)

Read this carefully: Zombies are players too. Do not fuck with people's AP. Enough said.--Papa Moloch 00:32, 5 November 2008 (UTC)

I don't think he's not actually proposing anything different to the current situation. In fact this benefits zombies by forcing harmanz to buy 2 zombie hunter skills to perform the same job.--xoxo 00:44, 5 November 2008 (UTC)
He's referring to decapitation, which is a degree beyond a headshot, so I consider it a perfectly legitimate reading to see this as stacking AP penalties. --Papa Moloch 00:54, 5 November 2008 (UTC)
Also, 5 more AP for it to stand up. Yeah, that doesn't sound too good.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 00:56, 5 November 2008 (UTC)
Hmm...he says headshot will only work when guns are used and that decapitation will work without. But i think you're right in that by 5 more ap he means on top of headshot rather than on top of standup costs. Defence of suggestion cheerfully withdrawn.--xoxo 01:03, 5 November 2008 (UTC)

I THINK he is proposing that the Headshot skill be split into two different skills, both with the same function. One for guns, one for melee. I'm not real sure why becuase if you hit someone on the head with a bat its still a "headshot". And the fact there is only one weapon that can really be considered able to decapitate seems to have been ingored too.--Pesatyel 02:56, 5 November 2008 (UTC)

Hey, he fucked up in his wording. Let us have our ego-damaging fun! :) -- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 02:59, 5 November 2008 (UTC)
It could be either. But it's gonna be either overpowered or pointless...--xoxo 06:42, 5 November 2008 (UTC)

If it is stackable, it's really nasty since it would usually leave zomblets (my new word for new zombies) with 30AP/day.-Studoku W! 17:25, 7 November 2008 (UTC)

Hell no. Leave my AP alone! --JAREDPlay the game


Save Spot With GPS

Timestamp: A Big F'ing Dog 04:18, 2 November 2008 (UTC)
Type: Improvement
Scope: GPS unit item
Description: Here's an idea to make the GPS unit better. What if clicking it could save a location. From then on instead of it giving you a set of coordinates it would give you directions to place you set it for. So if you click a GPS and move 5s3e the GPS unit would no longer say [45,81], it'd say [5n3w]. Moving, of course, would alter it so it keeps giving you accurate directions.

The GPS unit would keep being set to that location even after logging out and logging back in again. It would cost 1AP to set a GPS unit to a location, and another 1AP to switch it back to giving coordinates (after which it can be set for somewhere else).

It'd be best if each GPS unit in your inventory could be set to a different place but if that would take up to much memory it can make it so that clicking one GPS sets them all to that location, or you could only allow one GPS to be set at a time.

It would be a useful reminder. You could set it for the nearest mall and always know how to get there as you wander around the neighborhood, or a hospital, or a necrotech, etc. Yeah, a map could also tell you that but this is just faster.

Discussion (Save Spot With GPS)

LOL. i only read the first 2 paragraphs, but there is a handy greasemonkey script that does this for you. It be very useful. Lemme find the link for you.--xoxo 05:48, 2 November 2008 (UTC)

bingo.--xoxo 05:55, 2 November 2008 (UTC)
Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)Linkthewindow Talk 06:09, 2 November 2008 (UTC)
But they don't have to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--xoxo 08:39, 2 November 2008 (UTC)
I actually think this is a needed enhancement for the GPS although I would prefer if clicking it set it to display a second set off co-ordinates along the lines of "[xx,yy] - (aa,bb)" with x/y being current and a/b being the location/direction (and possibly in a different colour) where you clicked the GPS, only having one displayed would result in people carrying two GPS units instead.
Scripts and ad-ons should not add extra things to the game, organising your inventory/changing graphics/making it easier to access available information is fine. Out of curiosity I actually took a look at the page and was unsuprised to see this "Additional Features: You can also view the co-ordinates of your current location and home base. This effectively makes the GPS Unit item redundant." If I understand it correctly what this also does is eliminate the need for a GPS, effectively cheating and giving you an unfair advantage over regular players who prefer to play the game as intended because you no longer need to carry one. --Kamikazie-Bunny 14:27, 2 November 2008 (UTC)
That's true. However the nice skins that make the map look pretty effectively tell you where NT buildings are. Information about this (and GPS info) are also available on the wiki. So people will more spare time can effectively make the GPS unit redundant and are cheating. Or are you saying we should exclude GPS data from the wiki? If the information is available from the game it's not really cheating is it? It's just using a tool to access a database of free information. Anyway that's my two cents, i can see that you could disagree, but the script i linked to does do exactly what you're both looking for. Just use it, you know you want to ;) --xoxo 22:00, 2 November 2008 (UTC)

As Linkthewindow said, players should not HAVE to use outside scripts to get something that can be done in game. I see nothing wrong with this suggestion.--Pesatyel 07:55, 2 November 2008 (UTC)

I think it would be best to have the same kind of screen as radios when you click them, where you could either set it to current location, set it to some arbitrary location, or disable the "homing" feature completely. In my opinion different GPSs should be able to have different locations. --Midianian|T|DS|C:RCS| 11:17, 3 November 2008 (UTC)

I've thought of this for quite some time.I wondered why such a feature was never used. I thought it would have already been in PR and just been sitting around like many other suggestions. Right now, it's a gay device. It needs something to beef it up.--Kolechovski 21:04, 3 November 2008 (UTC)
Thats primarily because all of Malton has been mapped and on that map are all the co-ordinates. Realistically, I'd rather see it cut from the game entirely, but i wouldn't mind this alteration so much. - tylerisfat 21:18, 4 November 2008 (UTC)


CCTV Cameras

Timestamp: Kolechovski 18:28, 28 October 2008 (UTC)
Type: Improvement
Scope: Mansions
Description: In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside? Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.

The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered. Unpowered sections will cause “No Signal” to display in the view of those areas. Here is an example of what it would look like.

Discussion (CCTV Cameras)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 4 days.


RosslessnessWant a Location Image? 21:29, 5 November 2008 (UTC)

If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.

Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:05, 28 October 2008 (UTC)

Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. Linkthewindow Talk 21:06, 28 October 2008 (UTC)

No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - tylerisfat 22:48, 29 October 2008 (UTC)

Im pretty sure this is a dupe. Where are the dupe fairies? --RosslessnessWant a Location Image? 23:24, 29 October 2008 (UTC)

Yep. I & II 04:16, 30 October 2008 (UTC)

I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --xoxo 05:30, 30 October 2008 (UTC)

Check it, in Borehamwood, i'm inside a powered PD, and you have the option to view through the CCTVs, and switch between them. - tylerisfat 19:22, 31 October 2008 (UTC)

Iscariot, you really just need to fuck off. Anyhow, I hadn't even ripped this idea from Borhamwood. It was just by luck that Borehamwood ended up having these anyhow. Anyhow, since it's not that much desired, and since a couple people before me have already come up with those ideas, there's no need for me to post them then.--Kolechovski 21:01, 31 October 2008 (UTC)
That was cute. - tylerisfat 01:47, 2 November 2008 (UTC)

Suggestions up for voting

Flak Jacket

Suggestion:20081105_Flak_Jacket_Update is up for voting. Discussion moved to here.

New Newspaper Article-Length of Pipe

Suggestion:20081023 New Newspaper Article-Length of Pipe is up for voting. Discussion moved to here.--RosslessnessWant a Location Image? 12:46, 27 October 2008 (UTC)

Zombies stuck in lights

Suggestion:20081030 Zombies Stuck in Lights is up for voting. Discussion moved to here. --xoxo 05:46, 30 October 2008 (UTC)

Football

Suggestion:20081029 Football is up for voting. Discussion moved to here. Linkthewindow Talk 20:50, 30 October 2008 (UTC) Note: This was A Big F'ing Dog's suggestion. He forgot to move it, so I did it for him.