Suggestions/1st-May-2006

From The Urban Dead Wiki
Revision as of 19:45, 17 May 2006 by The General (talk | contribs) (→‎Generator Defense)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Agility

Timestamp: 01:40, 1 May 2006 (BST)
Type: Skill
Scope: Survivors and Zombies
Description: Appears on the skill tree by itself, but similar to Body Building it is classified as a Civilian skills. Survivors will get a 5% increase to their chance to hit for hand-to-hand skills as well as a 5% chance to dodge hand-to-hand skills (to include zombie skills). This 5% chance to dodge is implemented as a subtraction from the chance to hit, and the chance to hit cannot be reduced below 25% (so that neither slain survivors nor starting zombies are not penalized when faced with a higher level character). Zombies on the other hand, will gain an overall 10% chance to hit for attacks, but no chance to dodge. The justification for this is that as the zombies are already dead and are not so concerned with getting hit.
  • Attack Calculations
    • Zombie Attacks
      • Claws
        • Human w/o Agility - max 70% chance to hit, 2.1 damage per AP, 24 turns
        • Human w/ Agility - max 65% chance to hit, 1.95 damage per AP, 26 turns
      • Bite
        • Human w/o Agility - max 50% chance to hit, 2 damage per AP, 25 turns
        • Human w/ Agility - max 45% chance to hit, 1.8 damage per AP, 28 turns
    • Survivor Attacks
      • Fists - 30% chance to hit, .3 damage per AP, 167 turns
      • Knife - 45% chance to hit, .9 damage per AP, 56 turns
      • Fire Axe - 45% chance to hit, 1.35 damage per AP, 37 turns
  • Survivor Description - Through training you have increased you ability to both hit and dodge hand to hand attacks
  • Zombie Description - You have begun to rot and as such you have gained some flexibility, increasing the speed of your attacks
  • Balance Considerations - As you can see from the math this skill will actually benefit the zombies the most due to the overall increases in the effectiveness in Zombie Skills. Even when faced with a survivor with Agility and the 5% dodge chance a zombie has an overall advantage. However, there is also a slight boost to human hand-to-hand attacks making items such as the fire axe slightly more appealing.

Votes

  1. Keep - I've worked the math on this and I feel that it will add to the over all game for both survivors and zombies. --Darkstar949 01:40, 1 May 2006 (BST)
  2. Kill - Even without flipping through the math, I can already tell what everybody will say: "WTF NO PASSIVE DEFENSE ZOMG HAET HAET HAET". That said, don't get discouraged by my fellow flame monkeys: you're at least putting the effort into these to do some real number-crunching, so stick with it. In time you should figure out the rules, and then you'll be able to get a few ideas through. --Undeadinator 02:21, 1 May 2006 (BST)
    1. Re - What if the 5% passive was dropped in favor of an across the board 10% addition to hit? --Darkstar949 02:23, 1 May 2006 (BST)
      1. Re - I believe the argument there would be "too-overpowering". Really, anything that tweaks with hit percentages is bad news on this page. Try to avoid game mechanic changes in that vein. --Undeadinator 02:52, 1 May 2006 (BST)
  3. Kill - I think it was generaly assumed at some point that combat doesn't need to be any more efficient, as Kevan designed the game so that [|the pace was slow]. I still believe this, but of course I can't speak for my fellow voters. --McArrowni 02:45, 1 May 2006 (BST)
  4. Kill - The problem I have with defensive skills, from experience with other similar games, isn't the percentage effect. It's the awareness. If your attacks are missing more frequently and you aren't told why, that's frustrating. It makes the game less fun rather than more. --John Ember 03:10, 1 May 2006 (BST)
  5. Kill - There is some merit to this idea, but as said above, auto-defense skills are not a good thing. Don't ask me about improvements because I really don't care about it right now. Dickus Maximus 04:03, 1 May 2006 (BST)
  6. Kill - With regards to John Ember's comment, if the attacker was informed of the reason for the miss, it might be more palatable. I was thinking about something like this the other night, myself, but I wasn't sure that it would fly. That's the only change that would have to go through for me to vote keep, personally. -Wyndal (talk)-(W!)-(SGP) 08:10, 1 May 2006 (BST)
  7. Kill - *spasmodically bashes head on keyboard several times (freakishly writing this message), then passes out* --Cyberbob240CDF - Arb - W! 08:22, 1 May 2006 (BST)
  8. Kill - *pokes Cyberbob240 with a stick* - Jedaz 08:39, 1 May 2006 (BST)
  9. kill - Pretty much everyone said it, although there are some credit to the suggestion--Changchad 11:05, 1 May 2006 (BST)
  10. Kill - No Timid Dan 15:43, 1 May 2006 (BST)
  11. Kill - At least I didn't vote spam and call you retarded. :) Nice format. Nice number crunching. Bad suggestion. DavidMalfisto 21:32, 1 May 2006 (BST)
  12. Kill - So, despite the slight zombie edge, in a fight where both zombie and human have agility, it seems too much like a zero-sum game. And the dodginess, while not overwhelming, would become punishing in the long run to zombies not maxed-out (my 25% hit chance just became 20%?). Perhaps if the dodge only worked with online survivors, it might be palatable...or not.--Xavier06 22:02, 1 May 2006 (BST)
  13. Spam - WTF NO PASSIVE DEFENSE ZOMG HAET HAET HAET--Wifey 00:49, 2 May 2006 (BST)
  14. kill - *people notice that Mattiator just headshot with the "Shotgun headshot" Wifey causing him to have poor spelling. Mattiator 03:19, 14 May 2006 (BST)

Wiki Timeline

Removed due to the fact that it wasn't a suggestion for the game. I'm pretty sure suggestions for the Wiki at large go somewhere else. I'll put it there if someone wants to direct me. Velkrin 03:35, 1 May 2006 (BST)

Policy Discussion, brah. --Karlsbad 09:01, 1 May 2006 (BST)

Blood Rage

Timestamp: 02:45, 1 May 2006 (BST)
Type: Skill
Scope: Zombies
Description: Your zombie becomes enraged at the sight of his own blood when wounded

and goes on a killing frenzy. This is the basic idea of blood rage. This skill requires Vigour Mortis to buy. When your zombie's health drops below 20, your zombie gets and extra 5% chance to hit with all attacks. I think that it would be kind of realistic, but it is not overly powerful.

Votes

  1. Keep Author Vote. Mattiator 02:45, 1 May 2006 (BST)
  2. Kill Death means nothing to a zed, so low health is a bad prereq for a skill. Also matt, I don't think you're allowed to make more than three suggestions per day. If he's made four somebody delete it. --Zaruthustra-Mod 03:09, 1 May 2006 (BST)
    Comment He's starting early but, since the wiki day restarted roughly three hours ago, this is his first suggestion of the day. --Arcos 03:25, 1 May 2006 (BST) Author Re's only please.--The General W! Mod 18:11, 6 May 2006 (BST)
  3. Kill - No. It's stupid. - CthulhuFhtagn 03:49, 1 May 2006 (BST)
  4. Kill - Zaruthustra said it best, zombies don't care about their health. Dickus Maximus 04:05, 1 May 2006 (BST)
  5. Kill - Ditto Zaruthustra --Steel Hammer 07:15, 1 May 2006 (BST)
  6. Kill - Zombies. Don't. Feel. Pain. --Cyberbob240CDF - Arb - W! 07:58, 1 May 2006 (BST)
  7. kill - Gaarrrrgh, harman, ma azz na harm from axe, ma azz na harm.--Changchad 11:06, 1 May 2006 (BST)
  8. Kill - Oh God, I'm bleeding because that harman hit me with an axe! I'm rotting? What is this?! Subskill on Memories of Life, Selective Memory. Humour aside, zombies don't care about pain. -Wyndal (talk)-(W!)-(SGP) 11:24, 1 May 2006 (BST)
  9. Kill - Zombies don't care about pain, only hunger. If this was re-contexted as "zombies with digestion below 20hp suffer excessive hunger pangs and get +5% to bite, -5% to claw", it might pass. Timid Dan 15:42, 1 May 2006 (BST)
  10. Kill - Romero made a big mistake of giving zombies emotions in LOTD. Lets keep it out of Urban Dead please. --Zombiegod 16:52, 1 May 2006 (BST)
  11. Kill Romero owns zombies - he can do what he likes with them. That said, keep Zombie emotions (and firearms) out of UD. DavidMalfisto 21:34, 1 May 2006 (BST)
  12. Kill - But as a zombie, I want you to know that we can still feel the pain of the heart. OH MY WOOOOOOOOOOOMAN, SHE DONE LEFT ME FOR A-NOTHER MAAAAA-AN! --Undeadinator 21:58, 1 May 2006 (BST)
  13. Kill -Not overly powerful, but bad flavor. TD's idea was interesting or perhaps an extra 5% to take down the barricades for those with the full Scent package if there's a meal-ticket inside.--Xavier06 22:08, 1 May 2006 (BST)
  14. Spam - Guys, I think Mattiator is becoming the new Mr. A.--Wifey 00:29, 2 May 2006 (BST)
    • Tally - 1 Keep, 12 Kill, 1 Spam, 0 Dupe, 14 Total.--The General W! Mod 20:33, 17 May 2006 (BST)

Urgent Reload - Shotgun

Timestamp: 03:38, 1 May 2006 (BST)
Type: Skill
Scope: Survivors, Zombie Hunter Class
Description: This skill would be part of Zombie Hunter skills tree and would also require the user to have Advanced Shotgun Training, meaning that the earliest that it could be acquired is at level 11. With this skill the player would have a 50% chance be able to reload both rounds of their shotgun at the same time when faced with two or more zombies with at least one of them an active player (i.e. also online).
  • Implementation - The use of this skill would be transparent and the 50% would be rolled if the shotgun is empty and there are two shells in the players inventory. If the roll is successful then the user would get a message along the lines of The urgency of the situation causes you to move faster as you quickly reload your shotgun. If the roll is not successful then there is no effect and the player receives no messages (i.e. normal reloading)
  • Flavor justification - As a player progresses in the game it would stand to reason that they would get more experience with the shotgun, further more it also stands to reason that you would move a bit quicker in the face of possible death.
  • Metagame consideration - This skill would partly give another element to the zombie hunter tree, but it would also increase the flavor of the class overall. For example, this skill could cause some players to start going looking for dangerous situations and playing a bit more risky style.
  • Balance Consideration - Due to the fact that this would be a random roll the actuall balance would not be affected too much - the range to kill a 50HP zombie without a flak jacket would be between 11AP to 14AP. So overall the game balance would not be affected, furthermore, it would only be of use under a limited number of situations.
  • In game Description - In the face of danger you have a chance to reloading your shotgun faster

Votes

  1. Keep - Author vote, I've tweaked this idea about as much as I can. --Darkstar949 03:38, 1 May 2006 (BST)
  2. Spam - The game does not track online status. --Mookiemookie 04:02, 1 May 2006 (BST)
  3. Spam - Rule number two: tweaking major weapons (i.e. the pistol, the shotgun and the axe) is generally frowned upon. Their mechanics are the way they are for a reason, and I don't have to tell you what that reason is, now do I? Rule number three, I suppose, would be to not make the suggestions so complicated: no "only works during the autumnal equinox", no "requires that the planets align and the Hammer of Thor be in the Temple of the Quickening", and no "when 1 or more zmobies is active". --Undeadinator 04:04, 1 May 2006 (BST)
    • Re - I was kind of thinking that this one would get shot down as well - I'm biased towards the idea, but I understand why it wouldn't work. On a different note, are inventory modifications yay or nay? An idea I've been kicking around are ammo belts/pouches. --Darkstar949 04:22, 1 May 2006 (BST)
      • Re - Your inventory is, indeed, also off-limits. Gun belts and the like have been Spammed a great many times. Encroachments upon basic game mechanics like this always, always fail. --Undeadinator 05:02, 1 May 2006 (BST)
  4. Spam - You'd get more nervous and be more likely to NOT reload a weapon when your faced with zeds. - Tirion529 04:11, 1 May 2006 (BST)
  5. Spam - Maybe I have a dirty mind, but I'm cracking up. "Your character reloads his shotgun furiously." Tokakeke 04:38, 1 May 2006 (BST)
    • Re - Baby, you can clean my rifle anytime. --Undeadinator 05:02, 1 May 2006 (BST)
  6. Kill - So in other words, players can click and have a 50% chance to load their shotgun for 1AP, or they can just load it normally for a 100% chance at 2AP. Usefulness is next to nil. As for some of the other stuff I'm seeing, use the Example for when you Re. That means put a * after the #. Also, Undeadinator, you're not the author, don't respond to other people's votes with a Re. Velkrin 05:34, 1 May 2006 (BST)
  7. Spam - Why won't these suggestions leave me alone? --Cyberbob240CDF - Arb - W! 07:59, 1 May 2006 (BST)
  8. Kill - I like the flavor of this idea, but do believe it is not strong enough to be included; the concept of loading quickly is not exactly needed to make a shotgun stronger- the shotgun currently has the niche of the "kill quickly" weapon, and, while inefficient in comparison to pistols if you dropped every pistol and pistol clip you found and only used a shotgun, it can be quite effective for the role it currently plays in the game; an emergency back-up when you need to clear the room quickly, a street-sweeper as befits the mythology that surrounds it. --Karlsbad!
    even if you use them both the shotguns HP/AP is considerably lower than that of the pistol.--Vista W! 09:11, 1 May 2006 (BST)
    I've never seen the math on that, but anyway, it is more my point that when you have a limited amount of AP (aka all the time) you are more likely to have your 10AP kill a zombie with 5 loaded Shotguns than with 2 loaded pistols. --Karlsbad 11:45, 1 May 2006 (BST)
    Did the Math, you are wrong --Karlsbad 13:26, 1 May 2006 (BST)
    nope you are. You slant the question and replace HP/AP with stored AP's there are several things wrong with that. I'll refute it tonight or tomorrow, when I have time.--Vista W! 14:16, 1 May 2006 (BST)
    "No You Are!" ...yeah; but more seiriously, you can't consider AP that you use to search differently; it is a classic proof of Sunk Cost, as you can't trade in the found Shotgun Shells for Pistol Clips or APs; once you have them, you are asked to use them the most efficient way possible, which means that you should use the shotgun when you have it, especially when facing weaker zombies or in an urgent situation. --Karlsbad 20:23, 1 May 2006 (BST)
    true but that more because trowing them away would be pure waste, not because they have such impressive numbers behind them,If you go for effecientcy Shotgun use is more a compulory side effect of trying to find pistols--Vista W! 11:24, 2 May 2006 (BST)
  9. Spam - I am sure this kind of stuff are spammed again and again.....and c'mon, spam day has ended.--Changchad 11:08, 1 May 2006 (BST)
  10. Keep - A skill that only works 50% of the time? Alright. Almafeta 13:16, 1 May 2006 (BST)
  11. Kill - So who is going to suggest the skill that 50% of the time you reload both shells and 50% of the time shoot yourself in the foot dealing 20 hp damage and causeing moving squairs to cost 5ap onlt curable in hospitals? no takers. whatever i thorght it was a real sick idea, it would make the game more like jackass dudes YEAH *pulls some stupid face*Nazreg 14:22, 1 May 2006 (BST)
  12. Spam As above Timid Dan 15:40, 1 May 2006 (BST)
  13. Spam Jesus Christ! Leave reloading ALONE! DavidMalfisto 21:36, 1 May 2006 (BST)
  14. Keep - Ahh...I don't see the overall harm. It's such a minor tweak to the shotgun. I understand the desire not to mess with game mechanic, but is every one so sacred that we can't stand to see even the slightest of changes? This seems to amount to a Critical Success for Reload. Not sure its worth a skill, but I don't have a ton of XP banked anyway. And, while we're at it, is it really worth a Spam?!?--Xavier06 22:23, 1 May 2006 (BST)
  15. Spam - Mookie and Undeadinator nailed it.--Wifey 00:27, 2 May 2006 (BST)
  16. Spam - *After reading this awfuls suggestion Mattiator runs to get his Flamethrower to kill Darkstar949* Mattiator 03:22, 14 May 2006 (BST)
    • Tally - 2 Keep, 3 Kill, 10 Spam, 0 Dupe.--The General W! Mod 20:37, 17 May 2006 (BST)

Zombie classes

Author retracted by Almafeta after finding out it was a dupe of peer reviewed Zombie classes --Vista W! 13:39, 1 May 2006 (BST)


Specialisation

Dupe of Peer reviewed Innate Class Abilities and Expert Training. Also, please use the template. – Nubis NWO 13:51, 1 May 2006 (BST)


Citizen

Timestamp: 15:09, 1 May 2006 (BST)
Type: Improvement
Scope: Consumers
Description: Everyone knows that "Consumers" are not the only people in Malton. I propose that instead of the "Consumer" class, the third Civilian class be changed to Citizen.

What this means: Basically, when a player chooses the Citizen class they would be allowed to choose their starting skill and one piece of starting equipment. The starting skill would be any of the Civilian skills, and the equipment would be chosen from: cell phone, baseball bat, spray can, crowbar and length of pipe.

All of these skills have a "Class" that appear in Peer-Reviewed already, why not just lump them all together into one.

Votes

  1. Keep - Whoops, I was caught not reading. Apologies to Starsaver, vote changed. -Wyn m. (cH-) 15:25, 1 May 2006 (BST)
    • Re - No, they cant. As far as this suggestions goes the "Citizen" is only allowed to choose from the Civilian skill tree. Meaning only Body Building, Barracading, Shopping and Tagging are the only skills that could be chosen. --Starsaver 15:21, 1 May 2006 (BST)
    • Re - Think nothing of it. --Starsaver 15:29, 1 May 2006 (BST)
  2. Kill - I'm not sure how consolidating several existing classes into one is an improvement. This is a change that doesn't really change anything. I don't believe there's a class that allows "construction" as a default skill, and for good reason... too easy for zergers to create barricade bots. Timid Dan 15:40, 1 May 2006 (BST)
    • Re - Actually, what I meant was that there is already a "Construction" class in Peer-Reviewed already. --Starsaver 15:45, 1 May 2006 (BST)
  3. Kill - Remove Construction as a starting skill choice (potential zerg/bot abuse) and I think this might work. --Mookiemookie 15:44, 1 May 2006 (BST)
  4. Kill - If construction is not allowed as a starting skill then keep --ramby T--W! - SGP 15:59, 1 May 2006 (BST)
  5. Kill - I agree with the above. Although it makes sense in the real world that one could begin this scenario with Construction, it's too ripe for abuse gameplay wise. Remove it as an available starter skill, and you got my vote. --Reverend Loki 16:13, 1 May 2006 (BST)
    • Re - While I can see the point that you all are making I must point out that the Engineer Class has already been peer reviewed here. I see little differance between the Engineer and allowing a Civilian to start with Construction. --Starsaver 16:44, 1 May 2006 (BST)
  6. kill - Civilian=Non-Govenrmental-Authorities=No Cops, Militaries, Firefighters....this means that your civilian can only choose from the rest of the civilian skills as having alternatives for science class is clearly nerfing the science class. I have to say this is pointless.--Changchad 18:36, 1 May 2006 (BST)
  7. Kill -- A lot of change for little gain. furtim 20:33, 1 May 2006 (BST)
  8. Kill Everyone is a citizen. --Jon Pyre 21:43, 1 May 2006 (BST)
  9. Kill Construction and crowbar are bad starting skills/items. And as for Body Building... I don't think so. And also, see Jon. DavidMalfisto 21:45, 1 May 2006 (BST)
  10. Kill - Citizens! REBEL! --Undeadinator 01:38, 2 May 2006 (BST) (Note: What, none of you guys wanted to let me know I forgot to sign this? Haet.)
  11. Keep -I'm all for some class flexibility, so I don't see how this is so bad (At least users didn't Spam it). Zerg/bot abuse seems a poor reason to kill in this case. Construction w/o Free Run isn't all that abusable, which would keep the potential zerger restrained to one building. If we're gonna worry that every potential new player could be a zerg, why not just put 'em out there naked without a skill...and possibly a clubfoot?--Xavier06 22:37, 1 May 2006 (BST)
  12. Kill - Body Building and Construction are open to abuse, and Consumers already start with Shopping. This pretty much leaves Tagging as the only viable choice for a Citizen - pretty lame, at best it would be a complicated way to introduce the "Punk" class. --Norcross 23:01, 1 May 2006 (BST)
  13. Spam - So, in other words, we should entirely change the character creation process so that a few people can have a character that is marginally different from everyone else's (until about level 10, at which point they all look the same). Yeah.--Wifey 00:24, 2 May 2006 (BST)
  14. Kill - This isn't spam because it's not by any means a rediculous suggestion. It's just not a good one. Dickus Maximus 01:11, 2 May 2006 (BST)
  15. Kill - To vague, skill choice can entice zergs --Darkstar949 01:12, 2 May 2006 (BST)
  16. Kill - unnecessary. --Bulgakov 15:39, 3 May 2006 (BST)
  17. kill - Ummmm no. Mattiator 03:23, 14 May 2006 (BST)
    • Tally - 2 Keep, 14 Kill, 1 Spam, 0 Dupe, 17 Total.--The General W! Mod 20:41, 17 May 2006 (BST)

Shotgun Headshot v2

Timestamp: 16:37, 1 May 2006 (BST)
Type: Weapon balance change
Scope: Zombie hunters
Description: Currently, the shotgun is a far less valuable weapon than the pistol. It takes so much AP to find and reload shells that I find it a weapon I fire off just to get it out of the way before the "real" combat begins. (Obviously, I fire it off at enemies, I'm not that stupid.) I propose that the Headshot skill be altered to activate every time on fatal shotgun hits, but a little less frequently on fatal strikes from other weapons. Since acquiring shotgun ammo is sort of hard to avoid, this would really just mean survivors would save a couple shells for when their target zombie is at less than 10 hp, in order to achieve the headshot. It'd make for a slightly more strategic use of weapons.

The real-world justification for this (if you insist on having one; has anyone come up with a really satisfying RW explanation for Free Running yet?) would be that only shotgun blasts have sufficient "spread" to thoroughly damage the zombie's brain every time.

Here's the math:

Shotgun - 100% chance of achieving a headshot on fatal strike
All other weapons - 65% chance of achieving a headshot on fatal strike

Before you call this a "headshot nerf," consider that most anyone who has the 10+ levels to buy Headshot probably already has both firearm skill trees maxed, and searching for ammo generally produces both pistol and shotgun ammo. This suggestion would only change when survivors choose to use their shotguns, and would give the shotgun an added feature to compensate for its overall low HP/AP damage ratio. Would make for a little more strategy in executing those finishing blows. Yes, if you choose to kill your target with something other than the shotgun, occasionally you would miss the headshot. But I find that a really interesting twist.

Votes

  1. Keep - It makes using the shotgun a more strategic affair. If you want a headshot every time, save a couple shells for the last few hits. --John Ember 16:37, 1 May 2006 (BST)
  2. Keep - Something that could potentially give zombies a little bit of a bite (awful pun, I know), and make it so that newbie zeds aren't instantly BAM! HEADSHOT!? I'm all for it. -Wyn (talk!) 16:42, 1 May 2006 (BST)
  3. Kill - Not a BAD idea. However I have some problems. 1) 65% is too low low for the Headshot, make it 75% and ill reconsider. 2) Give the Baseball Bat and Length of Pipe 100% Chance of Headshot as well would be alot more fair. --Starsaver 16:47, 1 May 2006 (BST)
  4. Keep - I like the baseball bat and Length of pipe idea though. --ramby T--W! - SGP 16:50, 1 May 2006 (BST)
  5. Kill - Shotguns are balanced, so this is unnecessary. The MBR linked in the description counts search AP as though you searched separately for shells and clips. Shotguns enable you to save AP and release it at higher power. If you really want to be prepared to undo a break-in, you would use up the pistol rounds on xp-farming or small break-ins, and fill up your inventory with loaded shotguns: after you spend 10 AP fixing the barricades, your remaining 40 AP can do 40*.65*(8 to 10) = 208 to 260 damage, knocking down three and a half to five zombies. With loaded pistols in stock, you only do half as much damage. --Dan 17:07, 1 May 2006 (BST)
  6. Keep - Works for me, some zombies can't keep their damn head still. But the shotgun has such a good blast radius. Besides, other skills later might bring other weapons back up to 100%, let's say (ex. "Headcleaver" skill: fireaxe +0% to hit, but headshot % goes back up to 90%, etc)("Let's Crack Some Skulls" blunt weapons' headshot goes up to 95%.) In this manner weapons that don't do as much damage per AP as the fireaxe, might be better for headshots, making things more balanced, and some weapons less shitty.) Cuts down on griefing of newbies zombies, a bit anyways. Technically, this only makes headshots fail for weapons other than the shotgun 35% of the time.. so it's not a huge loss, or nerf at all! --MrAushvitz 17:17, 1 May 2006 (BST)
  7. Kill - No thanks. This is a nerf, and not a welcome one. --Grim s-Mod 17:23, 1 May 2006 (BST)
  8. Kill - Don't nerf existing weapons. Timid Dan 18:05, 1 May 2006 (BST)
  9. Kill - why not improve shotgun headshot instead of nerf other headshots, i mean humans are having trouble staying alive as it is costing zombies a few extra xp for a shotgun headshot would be a good idea IMHO--xbehave 19:36, 1 May 2006 (BST)
  10. Kill - No love for melee weapons. --Theblackgecko 20:03, 1 May 2006 (BST)
  11. Kill - Shotguns Don't Suck, so stop nerfs to other weapons to increase its usefullness. --Karlsbad 20:10, 1 May 2006 (BST)
    • Re - Didn't say it sucked, just that the pistol is to be preferred overall. Your analysis considers particular combat situations assuming the search/reload cost has already been sunk; I'm more interested in which firearm provides the most bang for the buck over the long haul. --John Ember 21:01, 1 May 2006 (BST)
  12. Kill- It doesn't matter whether Shotguns are better than pistols or vice versa. The fact is, anyone who uses one uses the other. Personally, I use my pistols whne things are not that serious, and my Shotgun when the situation is desperate, so they do each have advantages. --Rozozag 21:38, 1 May 2006 (BST)
  13. Kill - But, as a zmobie, not a willing one. Oh god, a 35% chance to wake up without a Headshot.. Undeadinator 22:02, 1 May 2006 (BST)
  14. Keep - Not a nerf at all, and makes shotguns useful. --Norcross 23:03, 1 May 2006 (BST)
  15. Kill - I really don't see the necessity for this.--Wifey 00:19, 2 May 2006 (BST)
  16. Kill Don't nerf headshot --Jon Pyre 16:50, 3 May 2006 (BST)
    • Total- 5 Keep, 11 Kill, 0 Spam, 0 Dupe, 16 Total.--The General W! Mod 20:42, 17 May 2006 (BST)

Generator Defense

Timestamp: 16:51, 1 May 2006 (BST)
Type: Improvement
Scope: Survivors
Description: If you are in a building where a generator is set up, you could click a button, and get the message, "You take up a vulnerable position defending the generator." You would then be added to the top of a stack, like the zombie stack, with the generator at the bottom. Zombies, or survivor GKers, who choose to attack the generator would actually be attacking the top defender in the stack, with a bonus to their hit percentage, probably about +10%. When the defenders are all gone, then the generator is at the top of the stack and can be destroyed.

Where there are a bajillion survivors and the building is basically well-defended, you can add yourself to the stack with minimal added risk because you won't be at the top for long and you'll probably get healed if you are: as long as enough people do it, they all gain because they get the generator bonus to their search AP instead of having it destroyed first thing on every break-in. Where there are only a few survivors and a place is being overrun, no one would do it because they would just be giving the attackers a free to-hit bonus. In between, it would get interesting.

Votes

  1. Keep Author vote --Dan 16:51, 1 May 2006 (BST)
  2. Kill - Very interesting idea. But I would say that you should make it a skill instead. --Starsaver 16:55, 1 May 2006 (BST)
      • Re - I have nothing against making it a skill. --Dan 19:58, 1 May 2006 (BST)
  3. Kill Yes, a skill would be nice. And only one person should be able to defend at a time. And it should be listed who is defending the generator. I. E. "_name_ is defending the generator" in the room discription. - --ramby T--W! - SGP 17:08, 1 May 2006 (BST)
    • Re What about having N spaces around the generator, and for each one that's occupied the attackers get a 100/N % reduction in their chance of hitting? So to hit a fully-defended generator, you would have to kill at least one defender, but if the generator was only partly defended you would have a choice of attacking it at a disadvantage, or taking out more defenders first. --Dan 18:06, 4 May 2006 (BST)
  4. Kill - Given the recent change in importance of generators, I feel this would be overpowered. Maybe if only 1 person at a time was able to defend.--Mookiemookie 17:11, 1 May 2006 (BST)
    • Re - Would a bigger to-hit bonus make up the balance iyo? It seems like having just one defender simply turns it into a suicide button. --Dan 19:58, 1 May 2006 (BST)
  5. Keep - Hey if someone wants to risk their life to keep the generator up and running. Why the hell not? Should cost like 3 AP though to go into "generator defense" mode, and make it first come 1st serve. So if someone is already protecting it, there can be only one at a time. Just have a message You cannot attack the generator until (player) is dead. --MrAushvitz 17:21, 1 May 2006 (BST)
  6. Spam - No passive auto defenses of anything. --Grim s-Mod 17:22, 1 May 2006 (BST)
    • Re - Why not? Barricades and flak jackets are passive defenses of what was in game before; now something new is in game*, why not a new passive defense for the new thing? (*albeit with the same name as something that was there before, but generators now are utterly different from generators last week.) Why not look around and see if there are any unsmashed generators left, and then decide whether they need more defense? --Dan 19:58, 1 May 2006 (BST)
  7. Kill - Agree with Starsaver, ramby, and Mookie. -Wyn (talk!) 17:26, 1 May 2006 (BST)
  8. Keep - it's unlikely that one zombie would have a 20% chance of taking out a generator in a room full of people. Almafeta 17:48, 1 May 2006 (BST)
  9. Kill - Fails "multiply it by a billion." This would make for invincible generators in even moderately-crowded safehouses. Cap the number of people who can "guard" the generator at the same time and I'll probably Keep. Also, consider making it a skill. --John Ember 17:56, 1 May 2006 (BST)
    • Re - A thoroughly defended building is supposed to have a generator that's inaccessible to attackers. That's part of the idea. A defended generator doesn't make a siege impossible, or break the game in any other way. And a billion zombies can still take out a generator defended by a billion people. --Dan 19:58, 1 May 2006 (BST)
      • Re - I don't think you'll ever see a suggestion passed here that makes anything "inaccessible to attackers." Less accessible, sure. --John Ember 20:03, 1 May 2006 (BST)
        • Re - How about if there's a chance to get past the defenders? Also, it occurs to me that if you've got a billion people in a building, there will be enough searches in between break-ins that the AP saved by increased efficiency will exceed the 50 AP for a gas can. (Gas cans aren't available in malls, so you have to go with the 2% regular search odds in a building where neither bargain hunting nor generator bonus apply.) So this wouldn't make the difference when there are a billion people, since there are going to be generators anyway. It's when there are only a couple hundred that this would make the difference between generator and no generator. --Dan 00:27, 2 May 2006 (BST)
  10. Spam - No passive auto-defenses. And what Grim said. Timid Dan 18:08, 1 May 2006 (BST)
  11. Spam - What Grim said. - CthulhuFhtagn 19:37, 1 May 2006 (BST)
  12. kill - zombies cant block survivors baricading why can humans block zombies/survivors attacknig generators--xbehave 19:39, 1 May 2006 (BST)
  13. Keep - It has a lot to do with the superior grammar / punctuation / spelling of humans (see above comment). I agree that it should be a skill, but it makes sense that generators should be protectable.--Theblackgecko 20:07, 1 May 2006 (BST)
  14. Spam - Vote count fix'd, idea denigrated with a vengeful fury. No passive defense, first of all. I might also like to add that, considering the most recent game change, the contextual suck of this suggestion is increased exponentially. --Undeadinator 20:12, 1 May 2006 (BST)
  15. Spam -- What Undeadinator said. Generators now are too vital to be so well-protected from attack. What I mean is that the advantage they give now is high enough to offset the disadvantage of their being easily killed. Or, from the other angle, one might suggest that the ease of killing them is necessary to offset the great advantages they give. furtim 20:29, 1 May 2006 (BST)
  16. Kill Overpowered as-is. Limit the number of people who can guard the generator (I'd suggest two or three) and I'll vote Keep. (Why do I always forget to sign?) --Rozozag 21:35, 1 May 2006 (BST)
  17. Kill Make it a skill and you got my vote... not that I'll ever buy the skill and use this. DavidMalfisto 21:52, 1 May 2006 (BST)
  18. Kill The overall idea isn't bad, but it does need some more work on the drawing board. --Darkstar949 22:55, 1 May 2006 (BST)
  19. Kill -A useful idea. Given the recent revaluing of generators, it's not a bad idea, but there should be a limit on the amount of survivors that can crowd around a generator, whether it be a firm cap (like say 3) or a percentage-based limit like barricades. It seems unfair that the zombie, after getting through the barricades, to have to get through a large stack of survivors just to attack the generators (Granted, they get the 10% bonus, but you can only get through so many survivors with zombie damage). It would also help encourage people to keep rotter's clinics open, since these, to work efficiently, have to be open and powered. I don't much fancy having to keep a generator on me at all time just to keep it open. Make the necessary changes to balance this out a bit and it's a Keep in my book. One final question: If a someone attacks the defender directly (not attempting to attack the generator), does the attaker still get the bonus to hit?--Xavier06 23:19, 1 May 2006 (BST)
  20. Spam - Day of Spam, Round 2?--Wifey 00:33, 2 May 2006 (BST)
  21. Kill - Make it a skill and allow only one person at any given time to guard it and you get my vote. Dickus Maximus 01:16, 2 May 2006 (BST)
  22. Keep - Now that you have to have a generator to find a generator I would click that button every night. My preference, not a skill. I'm just that odd. --Spraycan Willy MalTel 07:07, 4 May 2006 (BST)
  23. Keep - As long as there were limits on how many people could defend the generator, as above -- Mettaur 17:28, 7 May 2006 (BST)
  24. Kill - Make it a skill and have only one person be able to be the guard and you'll have my vote. Maybe have a message like "So-and-so is guarding the generator" in the building description too.- Monkeylord 04:21, 14 May 2006 (BST)
  25. Keep- I like the idea of this suggestion. it should be a skill and perhaps limit the number that can gaurd it, resonably 10 people could fit into a room to gaurd it.--Kirk Howell 05:09, 14 May 2006 (BST)
  26. Keep - This is a good idea, but over-complicated. Just make it a single defender only, no %changes,(and no new skill, as others have said).--Raystanwick 09:07, 14 May 2006 (BST)
    • Total - 8 Keep, 12 Kill, 6 Spam, 0 Dupe, 26 Total.--The General W! Mod 20:43, 17 May 2006 (BST)

New Civilian Class: Server

Timestamp: 18:03, 1 May 2006 (BST)
Type: New Survivor Civilian Class: Server (This is not a humorous suggestion!)
Scope: Makes "Arms" and "Clubs" interesting safehouses.
Description: Server

Civilian character class.

For role playing purpouses your survivor is (was) either a bartender, waiter/waitress, host/hostess, chef/cook, bouncer, or possibly a club or resuraunt owner prior to the zombie infestation.

Starts with Spirits skill, a kitchen knife, and a mobile phone.

New Skills Available With This New Character Class:

Spirits

This skill is available to any survivor, it appears under the civilian skills tree as a seperate skill, adds no benefits to your zombie character. Has no additional prerequisites.

Your character is experienced at the serving of liquor and spirits. You are able to "use" beer and wine from your inventory on other survivors at the same location as you (in the same manner an FAK can be used on others, a menu listing only survivors at this location is available with this skill.) If you serve beer or wine to another survivor (or yourself!) in either a powered Arms or Club building: It heals 3 HP instead of 1 (+2 HP, served at best chilled temperature), and your character gains 2 XP each time they do this to another survivor that was not already at maximum HP, it still costs you 1 AP to do so.

Additionally, your chances of finding beer or wine in a powered Arms or Club are doubled (replacing part of the "you find nothing" chances with those additional percentages.)

In this manner, your character can harvest XP by serving the local (living) population. This does a lot to boost morale and brings a sense of "normalcy" and "neutral ground" for various factions to Malton's survivors. This is also makes use of the many (many!) Arms and Clubs in Malton. And, in a pinch, you can always get medical "assistance" of some sort if needed. (Note, compared to the 15 HP gain from surgery in a powered hospital this benefit is pretty meager, but this is a class best suited for role playing, and fun.)

  • Limitation: The "serving bonus" to HP gained, and the XP awarded does NOT work unless you are in a powered Arms or Club, or if there are any zombies in that building (spoils the "atmosphere"!)

Home Turf: Arms, Club

This skill is available to any survivor, it appears just under Spirits on the civilian skills tree, adds no benefits to your zombie character. Has no additional prerequisites.

Your survivor has a decided tactical advantage when defending against zombies whenever inside a Arms or Club. Whenever in one of those 2 buildings you gain an additional +5% to hit zombies with the following weapons: Shotgun, Baseball Bat, Length Of Pipe, Crowbar, Kitchen Knife, Punch.

This skill is usually honed on years of experience against the living in the occasional barfight, it is also a favored skill of many bouncers. It also favours the ancient tradition of the shotgun (or bat) under the counter bartender. This skill also makes it easier to "clear out" such a building so it can be used.

  • This character class may seem unnessesary (not a combat character class, for starters.) However, since this is about "life" during the zombie apocolypse, it can add several elements (and role playing elements) to life in Malton during the quarantine.

"Aye, can I grab a pint, not sure if I'll make it to the hospital.. got infected ya see?"

"Oh, nasty business, here's one more for the road, noone's driving thse days.."

Votes

  1. Keep - Author Vote. Well, maybe you'd like a bartender or waitress character.. they can always buy the other skills they need. Or your high level survivor can take their bartending course and focus on keeping their favorite pub intact during the quarantine. --MrAushvitz 18:03, 1 May 2006 (BST)
  2. Keep - Ehh I give up. It already has 4 keeps so make it 5. - --ramby T--W! - SGP 18:24, 1 May 2006 (BST)
  3. Keep - Love the skill, whether or not the class is necessary. And we all know that pubs make the best impenetrable fortresses. A slice of fried gold, indeed. --John Ember 18:26, 1 May 2006 (BST)
  4. keep - Good for RPing purposes, offers another aim of game for the maxed out players. --Changchad 18:33, 1 May 2006 (BST)
  5. Um... - Is this supposed to be humorous? Spam - Thank you. Vista said it best. --Mookiemookie 18:49, 1 May 2006 (BST)
  6. Keep - As a member of one of the most intoxicated, party-throwing survivor groups, I can definitely say I support this. -Wyn (talk!) 18:59, 1 May 2006 (BST)
  7. Spam - A contrived character class and a horible skill suddenly gets keeps? Guys, Girl remember we don't vote on funny or cool, we vote on merit and game play. this doesn't fit the flavor of all other character classes in game, and its a redundant skill, its chances to get implementd is nill. if you enjoy the joke fine, thats why we have humorous, peer reviewed is not the place for this.--Vista W! 19:18, 1 May 2006 (BST)
    • Re - Just to clarify. This is a serious suggestion, it is not intended to be a humourous suggestion! I actually would like to see this class implimented. If it adds a "lighter side" to the game, dark humour perhaps. (zombie happens across a survivor who is slurring his singing, zombies mistakes it for a feeding groan, cocks it's head to it's side confused, liquor masks his scent, zombie wanders off.) --MrAushvitz 19:32, 1 May 2006 (BST)
    • UD isn't kingdom of loathing.--Vista W! 19:46, 1 May 2006 (BST)
  8. Spam - What Vista Said. Timid Dan 19:22, 1 May 2006 (BST)
  9. Kill - Does not require a class, Home Turf not needed, needs more specific stats and search percentages (say set search percentages to make it if not less than equal to an FAK) Other than that, its a fun idea, but most likely not needed to be implimented. --Karlsbad 19:25, 1 May 2006 (BST)
  10. Keep - heh, I was going to suggest MREs doing about the same thing (without skills), but this works too. Almafeta 19:39, 1 May 2006 (BST)
    • Re - I was going to see how this worked, then perhaps consider a "cook/chef" character class that uses food in the same way! But yeah MRE's for the millitary as well, cool. (Hotels, Armories, Malls) --MrAushvitz 19:49, 1 May 2006 (BST)
  11. Kill - No need for the class--xbehave 19:47, 1 May 2006 (BST)
  12. Keep - I think this would work well as a class and make the wine and beer desireable items rather than just drop fodder. Krazy Monkey 19:50, 1 May 2006 (BST)
  13. Keep - Really, I just like the Spirits skill, but I'm willing to take the whole package. --Snikers 19:52, 1 May 2006 (BST)
  14. Kill - Alcoholic beverages would still be completely inferior to FAKs. --Dan 20:02, 1 May 2006 (BST)
  15. Keep - It's not a munchkin class, but would make the game more fun. I'll vote keep, since Urban Dead needs more non-munchkin players.--Theblackgecko 20:11, 1 May 2006 (BST)
    scout, medic, every scientist class, consumer.--Vista W! 20:13, 1 May 2006 (BST)
  16. Keep - This will never be implemented anyways, and I think it's cute. Think of all of those poor little RPers out there. They need love, too. Whose a wittle RPer baby-boy? WHOSE A WITTLE BOY DEN --Undeadinator 20:22, 1 May 2006 (BST)
  17. Kill -- Crazy! An Aushvitz suggest I'm not voting SPAM on! It's still kind of silly, though. furtim 20:27, 1 May 2006 (BST)
  18. Keep -- I would love to have this class in the game, and actually have a use for an arms.Mikhail Vicktor 15:55, 1 May 2006 (EST)
  19. Keep- Against my better judgement. It's not going to be implemented anyways, so we might as well let Kevan take a glance at it. --Rozozag 21:32, 1 May 2006 (BST)
  20. Spam Humerous. Whether he meant it or not. And "let Kraven have a look at it" isn't a valid keep - he evidently looks at the Undecided page as well. DavidMalfisto 21:57, 1 May 2006 (BST)
  21. Spam - Like Vista, i too long for the days of old, where suggestions were voted on by the majority based on merit. This is just plain silly, and i would argue, is a hair from violating rule 13 of the page. --Grim s-Mod 23:17, 1 May 2006 (BST)
  22. Spam - cute and humorous, but doesn't belong in the game --CPQD 23:29, 1 May 2006 (BST)
    • Re - Beer and wine are items already in the game but noone really uses except for satisfaction purpouses. This makes it more interesting. --MrAushvitz 23:46, 1 May 2006 (BST)
  23. Kill - The territorial advantage is what really killed it for me. Velkrin 23:45, 1 May 2006 (BST)
  24. Kill -Too stupid to live, too useless to die. I know its not supposed to be a humerous suggestion, but the assumption at the middle of it (that beer and wine are minor healing items) is a joke, one held over from the early days of UD. I doubt even Kevan thinks its funny anymore. Its a RP class, to be sure, but so limited in its scope that I can't think of anyone that wouldn't get bored with it, leave the damn Pub-Stronghold, and try to get some XP (w/o Free Running, First Aid, or NT Level I) so they could get some skills that are actually useful in a non-drinking context. And, to be fair, there are more than enough RP opprotunities in just keep yourself, your group, and its HQ intact and unharmed. I have to spend a large enough chunk out of my AP just doing stuff that gets me little or no XP--barricading, searching, communicating w/ other survivors, dumping bodies, etc.-- that I might ignore if I was just a mercenary XP-farmer. Perhaps those skills would fit better under that "Personal Traits" suggestion that was floating around here a while ago. For 50 XP, I might consider picking them up...maybe.--Xavier06 23:53, 1 May 2006 (BST)
  25. Keep - I like it. Just maybe a few more skills later if this gets implemented? Mattiator 00:26, 2 May 2006 (BST)
  26. Spam - And then we go to the Winchester, have a pint, and wait for this whole thing to blow over.--Wifey 00:36, 2 May 2006 (BST)
  27. Kill - the general idea is good, and has been favorably reviewed by the suggestion queue in the past; making this a class is just silly, though.--Bulgakov 15:49, 3 May 2006 (BST)
  28. Keep - I like this suggestion. Maybe it could have more skills for it though- Monkeylord 04:32, 14 May 2006 (BST)
  29. Keep- Wow really fun and gives more flavor and makes another building useful. Its well thought out and not over powerd. More skills would be cool too,Keep it up, I'd love to see more of these place specific skills from you.--Kirk Howell 05:15, 14 May 2006 (BST)
  30. Kill- The Class part & the home turf is what lost me. I agree/like the concept that beer/wine should heal more, cold is a good method of making it a little more rare, but other than that, it's too tailor-made a request. I have to say "nay." user:bubacxo 17:22, 14 May 2006 (BST)
    • Tally - 15 Keep, 8 Kill, 7 Spam, 30 Total.--The General W! Mod 20:39, 17 May 2006 (BST)

Double-barrel

Timestamp: 19:34, 1 May 2006 (BST)
Type: Skill for shotgun use
Scope: Survivors
Description: Double-barrel would be a skill--either in the military tree, under Shotgun Training, next to AST, or else a Zombie Hunter skill. This skill allows you to shoot a zed with both barrels of a shotgun at once (thus using both shells), for one AP KEEP READING. The catch would be, it'd do less than 20 damage (though still more than 10, obviously) at full accuracy. NOTE: I mean full normal accuracy. IE 65%. Sorry if that was unclear. I'm thinking 15, though I'd like someone to run the math for me. The idea is that it'd actually do less dam/AP than single-barrel shotgun use when you average in reloading and finding ammo--maybe a lot less--to counterbalance the obvious tactical advantage of being able to deal a lot of damage quickly if you have them preloaded. You're voting on 15, allthough I'd like someone to tell me what amount of damage the combined blast would have to do to get 75% of normal shotgun dam/AP when you include finding ammo and putting it in the gun.

Votes

  1. Spam - I hate to do this to you, but nail down what you're submitting before posting it here. If you're asking questions of the voters, it's not ready to go on the submission page and should stay in the discussion area. Timid Dan 19:41, 1 May 2006 (BST)
    • RE:You're voting on 15. The questions are just incidental. I'll make that clearer.--'STER-Talk-Mod 19:45, 1 May 2006 (BST)
    spam- I stopped reading at full accuracy. --Changchad 19:42, 1 May 2006 (BST)
    • RE: If you thought I meant 100%...i didn't.--'STER-Talk-Mod 19:58, 1 May 2006 (BST)
    • Re: Oh, then this case I will do some maths for it first, will vote after.--Changchad 20:28, 1 May 2006 (BST)
  2. Keep - There aren't enough loud explosion sounds in Malton. Requires a skill, hmm (thinking), can get you the extra XP you need for 2 shells, if it's your last attack on the zombie. Mind you you've got quite a few skills by then. This option can bring the shotgun on par with the pistol XP/AP... sounds good, if you're pressed for time. Besides Flak jacket will reduce it significantly anyways. According to this skill, you can only do both barrels to zombies, so it won't be a PK option, fair. Takes advantage of having several fully loaded shotguns on hand... Oh, and this is an excellent dueling idea, what if you're facing a maxed out digestion zombie? BOOM! --MrAushvitz 19:44, 1 May 2006 (BST)
  3. Keep - Clarification gets keep from me. --ramby T--W! - SGP 19:46, 1 May 2006 (BST)
  4. kill - the 100% acuracy may well be ballance but i just dont think its part of UD otherwise you cant get screwed over by 10 random misses in a row--xbehave 19:50, 1 May 2006 (BST)
    • RE:No, it's not 100% accuracy, that's not what I meant. sorry.--'STER-Talk-Mod 19:58, 1 May 2006 (BST)
  5. Kill - Shotguns Don't Suck, so stop suggesting improvements to them. --Karlsbad 20:09, 1 May 2006 (BST)
  6. Kill -- But then what are flares for? Besides, as I said to another recent suggestion, UD's combat works pretty darn well, and I don't think there's much cause to go fiddle with it. furtim 20:22, 1 May 2006 (BST)
  7. Keep - Okay, here's the math. You have about a 16% chance of finding a single shell (including those already in shotguns when found) in a mall with Bargain Hunting. (This is pre-April 29, waiting on data since the game change). Works out to be 12.5 AP per 2 shells. Add 2 AP for load and 1 AP for fire; total is 15.5 AP per two fired rounds. Each double-shot has a 65% chance of doing 15 damage -- 9.75 average. Thus, overall average damage is 9.75 hp per 15.5 AP, or 0.63 MBR. Compare to current shotgun at 0.79 MBR and pistol at 1.22 MBR. It's actually a step down overall, but I suppose that's compensated for by the ability to do extra damage in a shorter period of time when the combat hits. So, I'll keep. --John Ember 21:58, 1 May 2006 (BST)
  8. Keep - Shotguns don't suck. Shotguns are quite a nice weapon - even though the SDS page is a load of crap. They are not, however, anywhere near as useful as the pistol (or even fireaxe) in the long haul. DavidMalfisto 22:00, 1 May 2006 (BST)
  9. Keep - Balanced, and this would fit nicely as a zombie hunter skill Say hello to my boomstick --Darkstar949 22:58, 1 May 2006 (BST)
  10. Spam - Incomplete suggestion. Decide on the numbers and state them confidently. Not, like, ya know, a few, like 15. Maybe. If its all right with you. And no, shotguns are pretty well balanced already. We dont need them messed up. Far too much damage is dealt which will unbalance live action combat. I also dont like the thought of people being able to shoot one of the shells for free. --Grim s-Mod 23:11, 1 May 2006 (BST)
  11. Spam - Not enough detail with the suggestion (please specify exact damage) --CPQD 23:31, 1 May 2006 (BST)
  12. Spam - Incomplete. Plus, I can see that you've been fiddling with the description. I don't give anything but a spam, if I don't even know what I'm voting for.--Wifey 00:39, 2 May 2006 (BST)
  13. Kill - Needs a bit of clarification. This is how I read it (which I'm not entirely sure is correct) - Zombie Hunter skill (should be), 15 damage, 1 AP to fire both shells. Maybe have it straight 2 AP to fire both shells, but at the same time (like manufacturing a syringe uses 20 AP all at the same time). And WHY are people voting spam? Is the suggestion unsalvageable just because it appears incomplete?--Pesatyel 01:50, 2 May 2006 (BST)
  14. Kill - I suppose they don't want a bunch of versions cluttering up the peer-reject page. I just don't feel right voting Spam on a suggestion that has salvage potential; It just sends the message that Spam really is a strong kill. Wouldn't it be wiser to ask the author to remove it instead? Anyway, to the suggestion: Shotguns probably don't suck, but pistols are easier to keep loaded and more reliable. This would just give a little more heft to the shotgun as a last few AP killer. Get the numbers in a row and we'll talk. Making it a 2 AP action would just neuter it completely, Pesatyel, but I think I would like to see the hit percent come down a hare...I dunno...--Xavier06 11:23, 2 May 2006 (BST)
  15. Kill Hmmm. This could be something, just change a few things that the others said (such as make it a skill) and I will reconsider. Mattiator 03:12, 14 May 2006 (BST)
    • Tally - 4 Spam, 6 Kill, 5 Keep, 15 Total.

Exponential XP

This suggestion has been spaminated with 7 Spam Votes. Server Reset = Bad. – Nubis NWO 20:34, 1 May 2006 (BST)

Well crap. It got Undecided last time and would've been reviewed with better numbers. What changed?--'STER-Talk-Mod 20:35, 1 May 2006 (BST)
The suggestion involved removing everyone's skills and recalibrating their cost. At the end of the day, you would end up with fewer skills than you presently have. --Mookiemookie 21:10, 1 May 2006 (BST)
...Well yes, that was kind of the point. People should have fewer skills than they have now. It should take a year of spending every AP you get to get every skill in the game. This game would be a lot more fun that way. Fun comes from the feeling of achievement, and killing another zed or human--when they just stand up again, or just stand up and get syring'd--isn't much achievement. Gaining a level is, but they run out too fast. Thus, this.--'STER-Talk-Mod 21:17, 1 May 2006 (BST)
Point is you're right in theory. leveling up should take more time, specialization is good. But you can't change such a thing when 10.000 to 30.000 individuals have been playing a different way for months or half a year or longer. when kevan comes out with UD version 2.0 it can be changed but for this version its just too late.--Vista W! 21:59, 1 May 2006 (BST)
Uhm... "Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide." That's from this very page. Almafeta 23:58, 1 May 2006 (BST)
This had absolutely nothing to do with server load or programming complexity, and everything to do with this: http://wiki.urbandead.com/index.php/Suggestions_Dos_and_Do_Nots#Don.27t_Suggest_Something_That_Requires_a_Reset --Mookiemookie 00:18, 2 May 2006 (BST)

Axe Headshot

Spaminated with 11 Spam Votes and one Axe in Head. Next time, make it clear what you are changing. – Nubis NWO 22:10, 1 May 2006 (BST)