Suggestions/28th-Jun-2006

From The Urban Dead Wiki
Revision as of 08:36, 12 July 2006 by Jedaz (talk | contribs)
(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

Maintenance & Engineering

Withdrawn by author. Early voting pointed out some valid problems. I decided to resubmit it with a few changes. Please vote on the almost identical but significantly improved version below.--Jon Pyre 02:04, 28 June 2006 (BST)


Maintenance & Engineering (revised)

Timestamp: 00:39, 28 June 2006 (BST)
Type: Skill
Scope: Survivors
Description: This is an idea to create two skills based around generators and transmitters. Currently there is no skill related to setting up public equipment, which is a field many players specialize in. This is an idea for two linked skills that will make setting up equipment more convenient.

A survivor with the Contruction subskill Maintenance takes good care of their equipment and when set up leaves it in top shape. When attacked generators and transmitters they've set up are not destroyed but merely damaged and non-functional. It'd appear like this "A portable generator has been set-up here. It is broken." Once broken gennys and transmitters could not be targeted for further attacks. They are automatically cleared for good if the building gets ransacked or if damaged in a ransacked building, and also if replaced by a working device. Additionally a survivor would be able to further attack a broken device when they are the only survivor present and have an 100% chance of clearing it.

The Maintenance subskill Engineering would allow survivors to use wirecutters to repair a broken generator or transmitter at a cost of 20AP. Also the generator would need to be refueled, regardless of how full it was when damaged. While 20AP is cheaper than the cost of finding a new generator it is balanced by the fact that you aren't finding other items while you search, such as fuel. In that regard this is a useful skill when you have already have fuel but no generator.

This skill is useful but not overpowering by any means, and serves a similar purpose to Necronet Access in eliminating the need and server hits of searching. It makes survivors less dependant on clustering together near malls for rare equipment and encourages spreading outwards to smaller less well-stocked safehouses. And it has the nice perk of making Wirecutters do something again.

Votes

  1. Keep Author vote. Yes, I know survivors don't need a boost. Technically you could leave the game as it is forever and it'd be balanced enough. But new skills keeps it interesting for older players and makes the game richer. This could be balanced out by something new, useful, and interesting for zombies too. Most new features for one side have come linked with something for the other, such as Radios and Feeding Drag/Ransack Upgrade. So don't vote kill just because it is a suggestion that benefits survivors or we'll never get anything new. --Jon Pyre 02:09, 28 June 2006 (BST)
  2. Kill-For the same reasons as it was killed before. I understand we won't get anything new, but it is very overpowered. 20 AP will allow one to instantlly recreate a Genny, and that Genny won't get elimanted at all. Plus, in dense areas, the Genny will just stay "hidden" until either a Man with the above skill comes in. Multiply this by a million...everyone is going to have this skill, and pretty soon, everyone will have Wirecutters. You get Undestructable Gennys! Lastly, wirecutters CUT wires. How can cutting wires fix a Genny? I think the idea needs to die for good.--ShadowScope 02:31, 28 June 2006 (BST)
    • Re The wirecutters are used to cut new lengths of wire to repair any severed connections. This wire is assumed to be on hand (every modern building has plenty of wire in it), the same way there's furniture available for barricading.--Jon Pyre 02:39, 28 June 2006 (BST)
  3. Kill - Think about syringe manufacture. The 20 AP cost is outrageous compared to what you can get just by searching. You're paying for the convenience of clicking a button once instead of 15 times. And generators are less easily found than syringes. --Ember MBR 02:34, 28 June 2006 (BST)
    • Re What's wrong with convenience? And while this gives you a generator that's about 30% cheaper to find it evens out in that you don't find things like fuel as you search. --Jon Pyre 02:37, 28 June 2006 (BST)
      • Re - Nothing wrong with convenience, as long as you know you'll pay extra for it. --Ember MBR 02:51, 28 June 2006 (BST)
  4. Kill - they are easy enough to find --Cah51o 02:37, 28 June 2006 (BST)
  5. Kill - Wirecutters do not repair radio transmitters that have been blasted with a shotgun, or generators that have been smashed by an angry zombie. You also have a contradiction: "Once broken gennys and transmitters could not be targeted for further attacks" but "Additionally a survivor would be able to further attack a broken device when they are the only survivor present and have an 100% chance of clearing it." I would be much more likely to vote Keep if you invented some new item to fix generators, instead of trying to pigeonhole wirecutters into the role. –Bob Hammero TW!P! 03:06, 28 June 2006 (BST)
    • Re Rationalization: However wirecutters do let you cut new wire to replace a broken connection, or reconnect two components that have been seperated. And assume that the final survivor attack is them just chucking the leftovers out a window, something hard to do when surrounded by people. Perhaps fists would be the only attack that'd work on them: "You clean away the remains of the generator." --Jon Pyre 03:47, 28 June 2006 (BST)
  6. Kill - I know, why don't we just eliminate zombies entirely?--GageASS 04:41, 28 June 2006 (BST)
    • Re Why don't we just eliminate the suggestions page entirely? Zombies would appreciate new things. So would survivors. This is useful but not overpowering. If we aren't going to allow suggestions that help survivors why allow suggestions that help zombies? --Jon Pyre 04:54, 28 June 2006 (BST)
      • Re - you can't completely destroy a generator unless the zombies ransack the building? that is absolutely overpowered in every sense of the word --Sig.PNGtalk 06:31, 28 June 2006 (BST)
    • Re Fair enough. I'll try to come up with something where generators/transmitters are always destructible. --Jon Pyre 12:09, 28 June 2006 (BST)
  7. Kill - Powered searches are a BIG advantage survivors have. If we combine that with the detrimental ability of survivors to prevent the total destruction of a generator unless zombies take over the building we have a heavily overpowered suggestion here. --Matthew Fahrenheit 05:18, 28 June 2006 (BST)
  8. Kill I'm inclined to agree with Matthew Fahrenheit. I also don't like that, once a generator is disabled, it can't be destroyed (except if the building is empty). What might work better could be to just give a generator hit points or something. I understand where/why you made this suggestion, I just think THIS version is a bit overpowered.--Pesatyel 06:45, 28 June 2006 (BST)
  9. Kill - I don't like the idea of generator related skills. Period. Also, wirecutters are my crucifix so I don't need another use for them. --Spraycan Willy MalTel·T 11:09, 28 June 2006 (BST)
  10. Kill - As Matthew Fahrenheit said --Mookiemookie 12:43, 28 June 2006 (BST)
  11. Kill - I like my destroyable generators. --Nob666 13:58, 28 June 2006 (BST)
  12. Kill - Generators isn't that hard to replace, it won't make a big deal. And what about xp? --Nox Talk W! SGP 17:19, 28 June 2006 (BST)
  13. Keep - Oh come on, what are the chances of getting wirecutters +20 AP compared to finding a new genny? David Malfisto 23:11, 29 June 2006 (BST)
  14. Kill - For reason listed above numerous times. However, here's a thought, that I might be able to get behind: Maybe if you elimated the Engineering end of this, and kept maintenance, and then a damaged generator could have limited fuctionality (ie. no Necronet, or Surgery, but search bonuses at 1/2 that of normal generator). Then the destroyed genny would have to be replaced anyway, but in the interrim (until it was completely destroyed, or replaced) it could provide at least something, for these aforementioned specialists XP. Just an idea, so do what you will. --Rgon 05:17, 5 July 2006 (BST)

Prisons (complete)

Timestamp: 03:34, 28 June 2006 (BST)
Type: New Building.
Scope: Diversity, new possible formation of groups. More much needed resource buildings in suggested suburbs
Description: This is to add two new prisons to Malton, one in Shackleville named Shackleville Penitentiary, it replace Langmead Way [53,66], Clarkson Lane Fire Station [54,66], Wasteland [54,67], And Luckwell Plaza PD [53,67]. The second one would be added In Judgewood (for the name). It would be called Judgewood Penitentiary and would replace a warehouse [10,11], Howard Towers [11,11], Hewlett RR Station [10,12], and St. Arnold's Church [11,12] (only 1 PD in that suburb, so I don't think it would be unbalancing to add the prison in with it). Now I would like to say now that all players would remain on the squares they were previously on - those inside the building(s) would be inside the Prison, those outside the buildings would be placed outside the Prison. the % to find anything identical to PD's, but as per % of item breakdown (based on a 20% to find anything average) = 2% to find pistol, 2% to find shotgun, 3% to find pistol clip, 5% to find shotgun shell (shotgun % higher than pistol, as would be the more common weapon in a prison), 1% to find knife, .5% to find radio transmitter (stationary, as per PD's and FS's), 1% to find radio, 1% to find Flak Jackets, 1% to find flares, and 3.5% to find FAKs. The outside description would be "You are outside insert prison name here, the large white cement towers and walls are showing signs of lack of maintenance.". The inside description would be "You are inside insert prison name here, The long cell block corriders show signs of a post-outbreak inmate riot". I believe that this pretty much answers all of your questions.

Votes

  1. Keep Author Vote. --Canuhearmenow 03:34, 28 June 2006 (BST)
  2. Keep It gets messy when you replace buildings because what happens to the people inside? Replacing an empty lot or wasteland is fine. It even works flavorwise because you can just assume the prison was always there but nobody entered past the parking lot/street/waste that surrounds it. edit: changed my vote to keep because the idea at heart is a good one.--Jon Pyre 03:49, 28 June 2006 (BST)
  3. Keep - a good revision. I think you should move the prisons around so as to not replace the FD, PD, and church, but this is close enough to vote Keep as the implementation is up to Kevan anyway. --Rheingold 03:54, 28 June 2006 (BST).
  4. Kill I am satisfied with current number of resource buildings--Cah51o 04:29, 28 June 2006 (BST)
  5. Keep - I love it --GageASS 04:37, 28 June 2006 (BST)
  6. Keep - Good Suggestion --W3c 04:44, 28 June 2006 (BST)
  7. Keep - Multi-block buildings always make for interesting situations. --Ember MBR 05:07, 28 June 2006 (BST)
  8. Keep - Contrary to Jon Pyre's opinion, i think the little trouble that can be caused to the people on the prison squares at the moment of implementation is minimal if we take in account the hundreds of new gameplay possibilities a new building like this can bring. The worst that could happen is death of the former ocupants, but even that is reversible on this game. --Matthew Fahrenheit 05:11, 28 June 2006 (BST)
  9. Keep - For great justice. Sonny Corleone WTF 05:19, 28 June 2006 (BST)
  10. Kill - There are plenty of open 2x2 spaces in Malton, especially in Gamcombeton which is almost devoid of buildings in some places. Edit: Also, see Pesatyel's vote. –Xoid 05:23, 28 June 2006 (BST)
  11. Kill - I made comment on this suggestion on the talk page that we need more diversification of the current buildings to get away from the mall/NT-centric game play. This is, basically, just another PD. People will flock, in droves, to the new buildings...for about a week. Then they will realize nothing has changed. While I don't personally mind more "useless" stuff here and there, SOMETHING has got to give. And this isn't it.--Pesatyel 06:25, 28 June 2006 (BST)
    • Re You must remember that if this gets implemented then there WILL be suggestions asking for just that. So my suggestion could only be the beginning.--Canuhearmenow 13:35, 28 June 2006 (BST)
    Possibly, but not very likely. The game STILL has 20 other buildings that are useless and while "what's one more?" (ie. adding prisons) doesn't change that, the fact that nothing significant has been done with the other 20 buildings so far doesn't really condone adding another relatively useless building. But your right, this may be a catalyst needed to get that ball rolling.--Pesatyel 19:24, 29 June 2006 (BST)
  12. Kill - As per Xoid and Pesatyel. –Bob Hammero TW!P! 06:44, 28 June 2006 (BST)
  13. Keep - But could use some prison-exclusive item, otherwise, it's just a bastard child of a mall and a PD--William Raker 09:36, 28 June 2006 (BST)
  14. Kill - As Pesatyel. --A Bothan Spy Mod WTF U! 09:38, 28 June 2006 (BST)
  15. Keep - Maybe you should let people stay inside the blocks. --Otware 10:43, 28 June 2006 (BST)
    • Re If this gets implemented then that could be the idea for a totally new suggestion.--Canuhearmenow 13:35, 28 June 2006 (BST)
  16. Keep - But will we be able to send PKers to prison? :) --EnForcer32 10:53, 28 June 2006 (BST)
  17. Keep - I would've liked this more if it had replaced some empty squares or parks or wastelands, but I'm happy with this if people stay where they used to stay (inside/outside) and barricade levels are not changed. --Nob666 13:56, 28 June 2006 (BST)
  18. Kill - Guns, FAKs, radios and ammo? Why don't you just admit that you're really suggesting that there be another mall and be done with it. --Mookiemookie 14:06, 28 June 2006 (BST)
    • Re This does not have everything a mall has, and those item choices are what you would REALLY find in a prison!.--Canuhearmenow 14:09, 28 June 2006 (BST)
  19. Kill - first off, your search numbers don't match with the Item/Location Table, in fact they're way off in areas like pistol clips, and actually give less to find a shotgun shell. Second, a mall is better for all of your items (except the flak jacket, which isn't available in malls) once you have shopping. This building would not help in the slightest. And with a mall, there's also many more things you can find. I really don't see how this would be a better game with prisons. Ybbor 15:37, 28 June 2006 (BST)
  20. Keep - Just think of the Prison Tour '06! --John Z. Delorean 16:53, 28 June 2006 (BST) 16:54, 28 June 2006 (BST)
  21. Keep- why not seems interesting KyleTravis 17:32, 28 June 2006 (BST)
  22. Keep - As before, I wanna rock the jailhouse! And Jon Pyre, he says what would happen to the people in the buildings that would be replaced in the suggestion. I'm sure Kevan could see fit to use other blocks (such as empty lots and wastelands) to add it to rather than the buildings specified, if he ever implemented it - but the suggester had to pick something or people would call the suggestion incomplete. --Blahblahblah 18:04, 28 June 2006 (BST)
  23. Keep -It adds a lot more flavor to the game, and there is never anything wrong with that. --Grigori 19:17, 28 June 2006 (BST)
  24. Keep - I want to see zombies in bright orange jumpsuits weilding shanks in the game. --Darkstar949 19:30, 28 June 2006 (BST)
  25. Keep - why not --Kcold 20:26, 28 June 2006 (BST)
  26. Keep -Good idea. It's not like it's going to un-balance the game. Oops, I meant to say balance the game.--Labine50 MHG|MalTel 03:03, 29 June 2006 (BST)
  27. Keep - I could live with this. --Etherdrifter 12:47, 29 June 2006 (GMT)
  28. Keel - Good flavour -- Mettaur 13:58, 29 June 2006 (BST)
  29. Keep - *Licks suggestion* I like the flavour. *Licks Kill voters* Hmm... bitter. Not useless, not overpowered flavour. Why must you player hate? David Malfisto 23:14, 29 June 2006 (BST)
  30. Kill - It is a cool idea, but Pes has a point about new uses for current buildings. Also, I don't like the idea of a few large buildings; I would rather see 20-30 one block size buildings slipped into the burbs with the greatest number of open blocks/streets. --Raystanwick 10:12, 30 June 2006 (BST)
  31. Kill - No thanks. We don't need a prison inside the city. Also if we wanna talk about what you would REALLY find in somewhere, then why not just add FAKs in every damn building? --Niilomaan 22:56, 30 June 2006 (BST)
  32. Keep - I like new buildings. Maybe... maybe new weapons to go with?--Gene Splicer 23:57, 5 July 2006 (BST)
  33. Kill - I think this kind of building is not intresting INSIDE the city. Usualy prisions stay miles and miles away from the city. danilo r 19:09, 07 July 2006 (BST)

Brain rot reject (Couldn't get up with a name)

Spaminated with 7 spam votes and 1 author keep. Most voters thought that the suggestion was poorly-developed, and a bad idea. –Bob Hammero ModB'cratTA 18:34, 28 June 2006 (BST)



Stamina

Timestamp: 09:18, 28 June 2006 (BST)
Type: Skill
Scope: Messing with AP
Description: First things first:

Suggestions that alter the AP system, other player's inventories, or other player's skills will not be accepted. - Urban Dead Dos and Do Nots

However:

There may eventually be character skills which modify the maximum AP and its recharge rate - Kevan, Urban Dead Faq

So please, vote on the merits of this instead of a knee-jerk "Spam/Kill - No messing with AP". That said: On to the actual suggestion

A skill, civilian. Brings your maximum AP to 60, but every AP after your 50th only recharges on the hour instead of the half hour. So where you would normally have been able to use 20 ap, followed by 50 ap ten hours later, you can use 60 ap all at once

  • clarification: At the ten hours later point, of course.

If you want the multiply by a million test figures: A million zombies (brainrotter + recently revived friend + necrotech building = civilian skill of your choice) would be able to do 60million attacks in one push instead of 50million, but the day beforehand they would have done 20million less attacks, which is (some million) less ap that needs to be spent on repairing barricades, healing, reviving, and searching for FAKS and syringes. Also, the massive lull in zombie activity the day before would give survivors ample warning.

On the other side: A millon trenchcoaters can now fire 60million bullets in one day instead of 50million, but at the cost of 10million ap not spent the day before searching for ammo, faks, syringes, or spraypainting "STREETS IS WATCHING" on walls.

The people who would probably benefit most are weekend warriors who only log in infrequently, feral zombies, and survivors wanting to relocate across the map.

Ok, I'm done. Enjoy the flamefest

Votes

  1. Keep - I enjoy. Allows for (at a 2 for 1 rate) AP storage for Zombies and Survivors. Should it be under Body-building or beside it? --Karlsbad 21:22, 28 June 2006 (BST)
    • Re - I deliberately left this ambiguous. I'd put it after under for flavour, but beside makes it more accesible for zombies on short revive time. --Gene Splicer 21:27, 28 June 2006 (BST)
  2. Keep -I like it, also this skill would probably be UNDER Body-Building, Right? --Canuhearmenow 21:25, 28 June 2006 (BST)
  3. Keep - Until I hear of the huge flaws your suggestion has, i like it. Think of this as a lazy keep instead of a well tought kill. --Matthew Fahrenheit 21:33, 28 June 2006 (BST)
  4. Keep - will change my vote once someone points out the obvious flaw in this that I can't seem to find now--Sig.PNGtalk 21:38, 28 June 2006 (BST)
  5. Keep - Hey I like this! Jonny12 W! 21:47, 28 June 2006 (BST)
  6. Keep - Probably the best AP related suggestion this page has ever seen *Sniff* --John Z. Delorean 21:52, 28 June 2006 (BST) 21:53, 28 June 2006 (BST)
  7. Keep - I like this one. -- Krazy Monkey W! 21:57, 28 June 2006 (BST)
  8. Keep - This has to be the first AP suggestion ever that gets my keep. Good move on the AP after 50 points. --Nob666 22:17, 28 June 2006 (BST)
  9. Keep - Great! The do/do not rule was there to not screw with the fundamental mechanics or break it's balance, but this works well. Also gives zombies a chance to use some of the 'AP battery' techniques in use by survivors, even if it is just 10 more AP. EDIT: What about rotters; how could they get this, as they'll need to make use of it as well. --Burgan 23:01, 28 June 2006 (BST)
  10. Keep - Good --EnForcer32 22:47, 28 June 2006 (BST)
  11. Kill - Whilst it speeds up the pace of the game, it does so only for slow-pace players, mostly. The exception being zombies (who IMO need every AP they can get to make the most of the base cost of an attack on a building)--McArrowni 22:58, 28 June 2006 (BST) Thought it was 1 AP for 4 AP's worth of storing. Too good of an AP battery IMO. Maybe if it was only up to 5 AP stored... --McArrowni 22:59, 28 June 2006 (BST)
  12. Keep - A well thought out idea. --halomarine34 23:09, 28 June 2006 (BST)
  13. Kill - I'm open to messing with AP, but I don't think a skill that raises the AP max should be so trivial to purchase. Give it a minimum level requirement. --Ember MBR 23:20, 28 June 2006 (BST)
    • Re - Giving it a level requirement would be somewhat arbitrary, but I will take this under advisement if it gets voted down. If it was a straight 10ap increase I would agree with you, but given the lower rate of gain after you hit the normal max I don't feel a level limit is neccessary. There was also talk of it coming after body building, which would make it a minimum level 3 skill coming after a non-exp-gaining skill (i.e. not worth it untill you had a good exp gaining skills already).--Gene Splicer 23:29, 28 June 2006 (BST)
  14. Keep - it makes sense, and the people who would use it (people who can only log in infrequently, people on vacation, etc.) need the help anyway. good suggestion. Ybbor 23:58, 28 June 2006 (BST)
  15. KIll - I like current rules: full AP in a day--Cah51o 00:10, 29 June 2006 (BST)
  16. Keep - the math here is impeccable. You can only use the Stamina battery while you're resting somewhere at full AP... so what this suggestion actually does is trade 10 hours of activity online for 10 AP. That's a pretty bad trade (if you were online you'd get to be active AND you'd get 20 AP in the same time) but in return you get a max of 60 AP for a spending-spree (such as going on a rampage with your boomsticks, or hiking 2/3 of the way across the City). I like it. I really like it. The one concern I have is that it might add more power to shooty-users than axe-users, but this suggestion still rocks. --Rheingold 00:30, 29 June 2006 (BST).
  17. Kill - I like the skill, trust me I actually do. The only issue I have with it is that it is much harder for Brain Rotted Zombies to get it. Yes I do realize that they can now be revived, but I tried to get mine revived and I got a head full of lead even though I didn't hurt anyone and left the generator running. So if you can make it easier to get as a Zombie then it's a keep from me. - Jedaz 00:51, 29 June 2006 (BST)
  18. Keep -I like it and its a excellent suggestion.Congratulations man you came up with the one good AP suggestion.--LCpl Mendoza 01:05, 29 June 2006 (BST)
  19. Kill - Well thought out, but I just don't see it as being necessary or something I would enjoy. 50 AP is 50 AP. I like a level playing field in that regard. --Mookiemookie 01:23, 29 June 2006 (BST)
  20. Spam-It NERFS trenchcoaters. They lose 10 AP basically. 10 AP that could have been used to assist the Surivior cause. Hence, the keep. David is right. However it is too late, this suggestion's going to Peer Review.--ShadowScope 02:10, 29 June 2006 (BST)
  21. Keep -Yay! A balanced AP suggestion!--Labine50 MHG|MalTel 03:05, 29 June 2006 (BST)
  22. Keep - I actually like this idea. It would be even better if it covered zombies as well, but presumably they would get a similar skill if Kevan implemented this. Good work. –Bob Hammero TW!P! 03:07, 29 June 2006 (BST)
    • Re - This would be a crossover skill. I didn't make that very clear, sorry --Gene Splicer 22:44, 29 June 2006 (BST)
  23. Keep Congratulations. You have made an AP altering suggestion that isn't moronic. --Jon Pyre 04:30, 29 June 2006 (BST)
  24. Keep - Great idea, also gives you a choice based on how you play the game. --Darkstar949 05:00, 29 June 2006 (BST)
  25. Keep - I would like to see this as a subskill of Body Building, though. --Otware 11:00, 29 June 2006 (BST)
  26. Keep - Well it gives lazy players a chance but does not discourage active players. Well done. --Etherdrifter 12:49, 29 June 2006 (GMT)
  27. Keep - per Jon Pyre. -- Mettaur 14:00, 29 June 2006 (BST)
    • Re - Why does this vote think it is number 1? :S fixed, was vote number 26's fault --Gene Splicer 22:46, 29 June 2006 (BST)
  28. Spam - Don't mess with AP. And now allow me to continue. The suggester states "the massive lull in zombie activity the day before would give survivors ample warning". Uh... last I checked, barricading and knocking down barricades didn't create a message. And last I checked, most of my time as a zombie is spent attacking barricades and my survivor is entrusted with keeping them up. What warning? There is no warning from the AP lull, you'd just assume another survivor barricaded first (or that you got lucky and the harmanz havn't logged on to rebarricade yet). Add this to the slow pace of the game, and you've got yourself an unfair advantage. David Malfisto 23:19, 29 June 2006 (BST)
    • Re - I was referring more to the zombies not standing up the day beforehand, so many corpses + no zombies = concern. Given the required planned investment of 70 reasonably consecutive AP to amass 60 at once, I don;t see it as an unfair advantage. An advantage, yes, but no more so than having a 55% chance to hit with pistols over a 25% chance to hit. --Gene Splicer 12:17, 30 June 2006 (BST)
  29. Kill - the system is fine as-is, and should not be altered for precisely the reasons already mentioned hundreds of times, to keep the game at a SLOW pace -Kiltric 22:14 29 June 2006 (EST)
  30. Kill - I would rather see a smaller AP increase(like +5AP), and if that's okay a larger one later(with a new skill maybe). Also, I'd rather see two equal versions implemented together for Survivors and Zombies.(NO required crossing over) Lower the AP bonus and make it available for all and I'd give it a keep. --Raystanwick 09:57, 30 June 2006 (BST)
    • Re - Identical simultanious skills are messy. Go see my universal skill set suggestion, being posted as we speak!--Gene Splicer 12:17, 30 June 2006 (BST)
  31. Keep - I think it's fine. Less active players could use those 10 extra APs to keep up with those more active ones. --Niilomaan 23:00, 30 June 2006 (BST)
    • Re - Aww, Nahamahn, now I feel bad for eating so many of your tastey, tastey brains. --Gene Splicer 00:16, 1 July 2006 (BST)
  32. Keep - It should probably be made to be purchasable by both humans and zombie though. I'm sure it could be done somehow --Rozozag 02:33, 4 July 2006 (BST)
  33. Keep - But a very hesitant keep. AP is pretty much the most valueable resource in the game, so granting more makes me nervous, but since the rate doesn't change, I think it wouldn't provide too much of an overpowering effect for anyone. And it would provide a nice extra strategic point. And a very realistic one (getting a day of rest before the big seige, recognizing the lull in activity before something big happens, etc.). Hell, the more I think about it, the better it sounds, really. --Rgon 05:26, 5 July 2006 (BST)
    Keep - Wooww ... goooooooooooodddddd idea. -danilo r 19:18, 7 July 2006 (BST) You must give a valid reason for your votes.--The General-W! P! Mod13:16, 11 July 2006 (BST) 13:15, 11 July 2006 (BST)
  34. Keep - Most players spread their ap usage over the day so would never reach the max 60. However, Players prepared to wait the extra 10 hours would get a good bonus in terms of time to run to safehouse. I think there should be a zombie equliviant to keep game balence though. RWXSM 17:14, 11 July 2006 (BST)

Lightning!

Suggestion removed by author due to realizing the idiocy of written suggestion.--Canuhearmenow 01:24, 29 June 2006 (BST)