PR Buildings: Specific Types

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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

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 {{psuggestion|
suggest_time=Old Timestamp|
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Buildings: Specific Types

New

City Hall

Timestamp: GhostStalker 18:13, 27 October 2006 (BST)
Type: new building
Scope: everyone
Description: Really, what kind of city this big (Malton's active population was around 40k at last count according to the Stats Page) doesnt have a City Hall? I'm suggesting that a new unique 4 block building be added to one of the central suburbs (Mockridge Heights looks like a good one) called City Hall. Its external description would be "...a large white brick building with steps leading to an entrance flanked by marble columns." Its internal description would be "...a framed picture of Mayor Kevan hanging behind a large desk." or "...a large central rotuna dominating the center of the building."

Inside this building, one would be able to find Newspapers and Books at 10% each (as the mayor and his aides need to stay informed). Also, Portable Generators could be found with a 5% probability (as City Hall would be an important place to keep powered), along with Radios and Radio Transmitters also at 5% each (once again, being informed and being able to get word out to the public). The following 3 items are negotiable: First Aid Kits at 3% each (just in case a functionary gets minorly injured), along with Pistols at 2% and Pistol Clips at 3% (for the Mayor's security detail, as guards toting shotguns would seem out of place).

Survivors would want to hold this building, a symbol of authority, to maybe boost morale of other survivors, or as a staging point to invade the Zack controlled city center. Zombies would want this building to symbolize how the survivors in Malton hold no more authority, as the fall of City Hall would be a great propaganda piece and to secure their stranglehold in Central Malton.

So, what do you guys think?

Notes: 13/19 Keep/Total (68%). Those against didn't want another mall-type building.
Left Queue: 14:39, 19 November 2006 (UTC)

Construction Sites

Timestamp: Cap'n Silly, 02:15, 12 January 2007 (UTC) 2:15, 12 January 2007 (is the timestamp right this time, Funt?) 03:30, 13 January 2007 [One day, you'll know how to put the correct timestamp up, but this is not that day. --Funt Solo Scotland flag.JPG 10:21, 13 January 2007 (UTC)]
Type: New Building.
Scope: People who like construction sites.
Description: I suggest we replace a quater of all wasteland with "Construction Sites" These would be fenced off, no doors but barricadable, like Junkyards.


Items found here could be-

Length Of Pipe- 5% search rate

Flak Jacket- 3% search rate (safety gear)

Knife - 2% search rate (Tool of some sort)

Beer- 2% search rate

Fuel Cans- 2% search rate

Cell phones- 1% search rate


These would be ransackable, with flavour being something like: "You smash at the controls of a crane/heavy lifter/meerkat brain. It creaks loudly and drops a load of debris/bricks/cement/poo onto the construction site.

These would be free runnable, and count as Tall Buildings. This would also be an excellent place for the PR weapon chainsaws if they were implemented.

Notes: 13/20 Keep/Total (70%). Those against were concerned over altering the ratio of empty:non-empty squares.
Left Queue: 10:29, 3 February 2007 (UTC)

Malton Airport

Timestamp: Labine50 MH|ME|P 00:09, 20 November 2006 (UTC)
Type: Location change
Scope: A couple blocks.
Description: Malton had a population of 300,000 people, takes up 10,000 blocks, has what seemed to be a decent economy (Hundreds of banks) and it doesn't have an airport. I have an idea to solve that. The Airport would be in the suburb of Roftwood, Spanning the coordinates 60,56 to 62,59. (12 blocks total) It introduces 4 new building types. First, the Carpark at 60,56 stays as it is. 61,56 to 62,57 change to the "Terminal". I'll post items and such later. 60,57 Changes to a "Control Tower". 62,59 becomes the airport "Hanger". The remaining 5 squares become the runway, However the runway at 60,58 is special. I’ll explain later.

Location Details

  • Terminal-It is a multi-block building, similar to a mall or cathedral. The following can be found inside: Cell phone (7%) Beer (4%) Radio (2%) Newspaper (6%) Pistol (2%). It's moderately useful at best. When un-powered, the internal description shows "You are standing inside The Terminal. Luggage and garbage are scattered over the floor. The departure screens are cracked and dark. Also here are (List names)" When powered, that changes to: "You are standing inside The Terminal. Luggage and garbage are scattered over the floor. The names of cities on the departure screens are distorted and illegible. Also here are (List names)"
  • Control Tower-It is a tall building. (Can be jumped from) The following can be found inside: Radio transmitter (4%) Radio (5%) binoculars (7%). The internal description when un-powered is "You are standing inside The Control Tower. Powered-down control panels and monitors circle around the perimeter of the top floor. Also here are (List names)” When powered, “You are standing in The Control Tower. Lit up control panels and monitors circle around the perimeter of the building. Also here are (List names)” A special feature of these buildings is when they are powered, and a military helicopter (Supply Crate) comes within 25 blocks, in the “Since your last turn:” area, it will display, “The radar picks up something 10 blocks East, and 5 blocks North.” This is of course, just an example.
  • Hanger-This building has no doors. Inside the following can be found: Portable Generator (3%) Fuel (4%) (Assume it’s for a forklift or something) First Aid Kits (2%) Newspaper (6%). When un-powered, the internal description is “You are inside The Hanger. There are a few broken down planes in here. Also here are (List names)” When powered, it displays “You are standing inside The Hanger. There are a few broken down planes in here. A few lights above flicker slightly. Also here are (List names)”
  • Runway-Open area. The description is “You are standing on The Runway. The pavement is badly cracked. Also here are (List names)“ The Runway square at 60,58 has a special description. “You are standing on The Runway. There is a passenger jet here, the door is open and there is a trail of blood leading away from it.”
  • The Airplane-This “Building” is enterable from the runway outside it, but not through free-running. The following items can be found here: Newspaper (6%) Book (5%) First Aid Kit (3%). The internal description is “You are inside An Airplane. It is an A380. There is blood spatter on the walls, and there is a trail of blood leading to the door. Also here are: (List names)” When powered, “You are inside An Airplane. It is an A380. There is blood spatter on the walls, and there is a trail of blood leading to the door. A pre-flight safety video loops on the television screens. Also here are: (List names)” It can not be barricaded over VS.

I purposely put the “Buildings” where existing buildings are so if this gets implemented, survivors inside won’t be kicked outside. Constructive criticism appreciated.

Notes: 19/24 Keep/Total. Well accepted as is.
Left Queue: 23:01, 7 December 2006 (UTC)

Malton City Park

Timestamp: Lord of the Pies 21:57, 9 December 2006 (UTC)
Type: Building Complex Addition
Scope: Everyone?
Description: Given its size, it's a little surprising that Malton lacks any real parks. I'm not talking about the parks it has now; those are just small, open areas with perhaps a playground. They're just local parks, but what I'm talking about is a larger park. Like, say, Hyde Park, but smaller. The City Park would replace numerous buildings and empty blocks in the South-West corner of Mornington, the South-East corner of Crooketon, the North-East corner of Nixbank and the North-West corner of Wykewood and would include a number of new building types, as well as incorporating ordinary buildings.

Concept Map:

MaltonCityParkAlt2.PNG

All blocks considered to be a part of the City Park are marked with a red dot in the upper right-hand corner (the NecroTech Compound is also a part of the Park).

New Building Types:

  • Woodland - not actually a building as such. Anyone 'outside' is assumed to be on the edges of the wood, whilst anybody 'inside' has entered the wood. It is also assumed that the wood is dense enough that people can hide inside. Woodland is un-barricadeable, has no doors and cannot have a Radio Transmitter or a Generator. It is assumed that players use some kind of woodland trail (containing rope bridges and platforms, idea created by Funt Solo) to Free-Run into, out of and through woodland areas. The external description of woodland is You are standing on the edge of a wood; you think you can see several dark shapes and shadows swaying inside and the internal description is You are standing inside an area of woodland, a thick trail of blood leading further into the densely packed trees. Any tags in woodland areas are assumed to be sprayed on signposts or trees. The only items that can be found in woodlands are Beer bottles at a search rate of 0.5% and Mobile Phones at 0.5% too. The woodland around the centre of the City Park is treated as a large building.
  • Malton Tower - can't be bothered to think of a better name now. It's like a Monument, but actually a tower with a staircase inside. It's a regular building except it can't be Free-Runned into or out of. It's also a tall building - Binoculars can be used inside and people can commit suicide from it. The external description is You are standing outside the Malton Tower, a tall monument constructed from blocks of granite whilst the internal description is You are standing inside Malton Tower, a dank spiral staircase leading up to the top. The only item to be found in Malton Tower would be Binoculars at a search rate of 2.5%. 2XP could be gained from tagging the Tower.
  • Mausoleum - a mausoleum, hence the name. The external description would be You are standing outside a large mausoleum, a historic tomb with baroque architecture whilst the internal description would be You are standing inside the mausoleum. One of its crypts has been broken into, its coffin empty at the foot of a long streak of blood. Items to be found in the Mausoleum would be Crucifixes at 3% and Bibles at 2% (Bibles are detailed in another of my suggestions which is here and it'd be better to just link to it rather than repeat it). The Mausoleum would be large enough to Free-Run into and out of.
  • NecroTech Compound - a compound surrounded by a wire fence. The external description would be You are standing outside a utility compound, its gates firmly padlocked shut and covered with warning signs whilst the internal description would be You are standing inside a NecroTech compound, the company's logo displayed on the stacks of crates and fuel drums surrounding a small utility building; if the Compound is powered then the description would change to You are standing inside a NecroTech compound, the company's logo displayed on the stacks of crates and fuel drums surrounding a small utility building, illuminated by floodlights. If the fence is cut then the description changes accordingly (i.e. ...There is a hole cut in the fence). Items to be found in the Compound would be identical to those a NecroTech Building. The Compound has a fence which works in the usual way. It is assumed that the 'utility building' contains all the usual NecroNet equipment and therefore NecroNet can be accessed from the area. If a player does not have the NecroTech Employment skill the Compound would be represented on the map as a 'Utility Compound'. If a player does have NecroTech Employment then the name changes to 'Utility Compound [NT]'. Any tags are assumed to have been sprayed over one of the aforementioned warning signs.

New Empty Block:

  • City Park - an empty block with the description of You are standing in the city park, an expanse of greenery and flat ground surrounding you. Items to be found in City Park squares would be Baseball Bats at a search rate of 1.5% and Mobile phones at a search rate of 0.5%. It is assumed that tags would be sprayed on signposts, 'Please Keep Off the Grass' signs etc..

Other buildings in the City Park are Churches, Libraries and Museums. Other empty blocks in the City Park are Cemeteries and Monuments. These buildings and blocks would be identified as being parts of the City Park because their external (or only) descriptions would be modified to include ...inside the city park at the end of each.

Notes: 17/17 Keep/Total. Unanimous.
Left Queue: 22:52, 25 December 2006 (UTC)

Malton Court

Timestamp: Lord of the Pies 18:07, 8 December 2006 (UTC)
Type: New Large Building
Scope: Everyone?
Description: As the name says, this is a suggestion about courts in Malton (both civil and criminal). Now, at the moment Malton is severaly lacking in buildings such as the City Hall and Prisons (both of which have already been suggested, though) but so far there hasn't been a suggestion about Courts (as far as I know). Therefore, I propose that two Courts should be added to Malton, one being a Civil Court (or Civil Law Court) and one being a Criminal Court (or Common Law Court, or Criminal Law Court) as Large Buildings.

The Criminal Law Court would be located in Judgewood (for the name, (idea being blatantly copied from the Prisons suggestion)) and would replace Park Way, the Cuss Arms, the Westover Monument and Bennet Way at (17, 18), (18, 18), (17, 19) and (18, 19) respectively. The Criminal Law Court would contain Books at a search rate of 1.5%, Newspapers at 2%, Fire Axes at 2.5%, Pistols at 2%, Pistol Clips at 2.5% (Criminal Law Court, remember, the guards would probably need small firearms), Mobile Phones at 3% and Radios at 1%, with the total percentage for a successful search being 12%.

The Civil Law Court would be located in Galbraith Hills (due to its position nearer to the centre of the city (idea being blatantly copied from the City Hall suggestion)) and would replace Kerswill Square, Dustan Avenue, Deem Drive and Burch Walk at (44, 57), (45, 57), (44, 58) and (45, 58) respectively. The Civil Law Court would contain Books at a search rate of 4%, Newspapers at 2%, Poetry Books at 0.5%, Fire Axes at 2.5% and Mobile Phones at 3%, with the total percentage for a successful search being 12%.

The external descriptions of both Courts would be You are standing outside the [Civil/Criminal Law Court] , deteriorating gothic architecture adorning its gutters and rooftop. Players would be able to gain 2XP by tagging the exterior of a Court. The internal description of 3 of each Court's squares would be You are standing in a courtroom, rows of benches lying empty in the dark whilst the remaining square's internal description would be You are standing in the waiting area, comfy seats lined in rows around the walls. If powered, the courtrooms' internal descriptions would be You are standing in a courtroom, large, large, flickering ceiling lights illuminating a number of statues and stained, stained-glass windows while the internal description of the fourth square would be You are standing in the waiting area, dull lights showing a sreak of blood pointing towards the exit.

Notes: 19/20 Keep/Total. Well accepted as is.
Left Queue: 12:14, 23 December 2006 (UTC)

The Malton Tower

Timestamp: 11:33, 15 April 2007 (BST)
Type: new building
Scope: Mockridge Heights.
Description: What city is complete without a ridiculously large tower that has no other purpose than to separate tourists from their cash? Exactly.
  • The Malton Tower would be placed in Mockridge Heights, in place of the street at (46,66).
  • In order to ensure that the tower be surrounded by empty blocks, the bank at (47,67) would be moved 1 square east to (48.67), which is currently just a street.
  • The 8 blocks surrounding The Malton Tower would then consist of 6 streets, a carpark and a park. I propose changing one of the streets to a carpark, and another 2 to parks. That would make it 3 streets, 2 carparks and 3 parks surrounding the tower.
  • The Malton Tower is very tall indeed, so suicide is possible. Also, it's in Mockridge Heights, which is high ground. Further, it has some of those tourist-binocular things attached around the outside of the twirly cafe at the top of the tower.
  • Tourist-binocular things: these allow you to select a drop-down list for the 8 compass directions, as you do currently for binoculars, at a cost of 1AP What you see is based on this:
NW NW NW N N N NE NE NE
NW NW NW N N N NE NE NE
NW NW NW N N N NE NE NE
W W W E E E
W W W X E E E
W W W E E E
SW SW SW S S S SE SE SE
SW SW SW S S S SE SE SE
SW SW SW S S S SE SE SE
  • Note that you can't see the 8 squares directly surrounding the tower. That's because of the angle of the binoculars, and the viewing platform, and the height of the tower (and so on). Even if you have your own binoculars, you just get the same view as if you were using the built-in tourist-binocular plinth things (which are free, because someone with a crowbar smashed open the money boxes ages ago).
  • The binocular-plinths can't be ransacked. They always function. It can be 'caded as normal, and does have a door.
  • Items: Knife (from the kitchens: 2%), Book (from the tower tourist shop: 2%), Replica of the Tower (4%, enc. 20%, decorative item can be installed in other buildings), binoculars (ironically, available from the tourist shop: 2%).
  • If you spend a bit of time adjusting the focus, and scanning the city, you can focus in on any single square in Malton (except for the one you're in, the 8 surrounding squares, and the squares that you can see using the 1AP cost shown in the diagram above - suitable message would inform you when you've tried to do it incorrectly). For a cost of 3AP (1 to view, 1 to focus, 1 to concentrate) you get to see the outside population of any single square in Malton. However, for each survivor or zombie in that square, there is a 50% chance that you don't see them because they're obscured by a tall building or whatever. (The interface involves you typing in an X and Y co-ordinate, which uses the same system as the GPS units.) Using this system, if there were 50 zombies and 2 survivors in a given square, you'd (probably) see 25 zombies and 1 survivor, but you might see nothing.
Notes: 23/23 Keep/Total. Well accepted as is.
  • It was suggested that plinth's should not work when ransacked.
Left Queue: --~~~~T''' 19:40, 23 August 2007 (BST)

Malton University

Timestamp: Funt Solo Scotland flag.JPG 00:14, 10 December 2006 (UTC)
Type: Location Alteration
Scope: A considerable chunk of two suburbs.
Description: A large swathe of Grigg Heights and Reganbank should be morphed into Malton University, like this:
  • Before:

MaltonUx.jpg

  • After:

MaltonU.jpg

  • Why Grigg Heights and Reganbank?
    • Geographically, it's an uninteresting part of Malton, pretty much as far as you can get from a Mall, on the edge of a NecroNet blindspot and a Police Department desert, whilst most of Malton's flavour buildings lie far to the east.
  • What empty block changes have been made?
    • 12 of the streets remain as streets, with their original names (and one with a billboard).
    • The street Philpott Grove becomes the Philpott Monument.
    • The single cemetery remains.
    • Hamblin Park remains.
    • The single wasteland becomes McDade Park.
  • What building changes have been made?
    • 2 hospitals, a bank, a school, a pub, 3 buildings and a railway station remain but have been renamed.
    • a fire department and 2 churches remain unchanged.
    • 2 hotels become student halls of residence (and act as towers).
    • an auto repair shop becomes a cinema.
    • a factory becomes the engineering department (still acts as a factory).
    • 2 factories and 2 museums are converted into a stadium (large building).
    • a church becomes the student union (acts as a club).
    • 2 museums, an auto repair and a church become schools.
    • a museum becomes a library
    • a museum becomes a NecroTech building.
    • a warehouse and a factory become a Power Substation (large building).
  • Are there any new rules or is this all just flavour?
    • Malton University went green and managed to power much of the campus through a combination of solar and wind turbine generated power, and this is all controlled via the Power Substation, but only if it's key systems are repaired and set running again.
    • If both Power Substation squares have a fully fueled running generator and are not ransacked, then any other unpowered (ie without a running generator) building on campus will be powered. (By fully fueled, this means that neither description should say running low on fuel or nearly empty or whatever it is it says when a gennie is running low on juice.)
    • Buildings that already have running generators still use up their fuel as normal, in order to conserve the energy of the Power Substation.
    • Yes, two buildings can potentially power 27, including two hospitals and an NT. Ask me no questions, I'll tell ye no lies.
  • B-b-but how do we explain these buildings suddenly appearing?
    • There are the same amount of buildings both before and after the change.
    • It was always this way. (The Orwell response.)
    • The students spiked the local drinking water with LSD and it's just now wearing off.
  • References:
    • Gene Splicer came up with a mention of a Malton University in the Peer Reviewed Fallback.
    • MrAushvitz Canadianflag-sm.jpg came up with most of the concepts for MU in the Peer Undecided Malton University (MU). He then asked me to design the maps for a proposed revision but as he hasn't gotten around to using them I figured I'd go ahead and do this with them instead.
Notes: 24/24 Keep/Total. Unanimous.
Left Queue: 22:52, 25 December 2006 (UTC)

Prisons

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.
Notes: 22/32 Keep/Total. Well accepted as is.
  • Was "Prisons (complete)".
Left Queue: 09:29, 12 July 2006 (BST)

Radio Stations

Timestamp: 01:01, 27 May 2006 (BST)
Type: Spamless communication
Scope: Building alteration
Description: I'm very sorry if this is a dupe, as I not going to go through every single radio suggestion checking--there've been lots. Now, something I saw on one William Raker's Talk page gave me an idea for a radio suggestion, which a lot of people seem to like, that won't cause spam. Instead of sending a radio message, which people recieve when you send it, you put your message on a continuous loop, and people can turn on their radio and hear the message. Certain Building bulidings become radio stations (I'm thinking these won't be marked from outside unless you're on the space, like a phone mast). If you're in this station, it's powered, and you have the Broadcasting skill, you get a new textbox marked "Broadcast," which costs 3 AP. I'm thinking the character limit will be the same as speaking. Whatever you put on it starts broadcasting into the suburb you're in and the surrounding 8, and will appear on the radio screens of people in those suburbs, and will continue to do so until someone broadcasts a different message from that particular station (like graffiti, sort of). This will cause no message, repeat, no message at all on the Since Your Last Turn screen, to anyone. Now, if you have a radio (no skill required) you can click on it in your inventory for 1 AP and be able to read all radio messages you're in range of, akin to checking cell messages. You won't be able to tell where the message is coming from unless the message mentions it, just like real radio.
Notes: 24/32 Keep/Total. Well accepted as is.
  • Was "New and Improved Radio".
Left Queue: 10:17, 29 June 2006 (BST)

Television Stations

Timestamp: 04:10, 24 Dec 2005 (GMT)
Type: Improvement/Various
Scope: Suvivors mostly
Description: This is an improvement of my earlier Radio suggestion which I think would add fun and flavour. I propose that four nondescript buildings on the map become television stations, equipped with a transmitter on the roof and a description of studio equipment in the building. These buildings would allow players there to transmit television signals that could be received by people with televisions.
  • Part 1: Broadcast

To broadcast a television signal you would need to be in a television station that is powered by a generator. When powered you would have an additional dialogue box identical to talk except messages typed there would be broadcast over the airwaves and could be received by all people with a televisions (I'll explain how those would work in a bit). To prevent spam each message broadcast would require you to expend a tape. Tapes would be one use items you could search for inside the television station and would have a low enough % of being found that one person could not overly spam.

  • Part 2: Receiving

To pick up a television signal you would need a television, found only in mall tech stores. Televisions could be put in rooms the way generators can, and could be attacked and destroyed similarly. Under a room description you will see "A television is set up here (X)" with X being the channel number the television is set to. There would be a drop down menu to change the channel "Change Channel To [ ]", and it would cost 1AP to switch channels. When the television is hooked up in a room with a powered generator and the station the television is set to also has power the word "television" in "A television is set up here" would become a clickable link. That link would lead you to a page showing every message broadcast from that channel's station in the past 24 hours. It would not cost AP to view this page. The page would have a small two line description of a television studio at the top and then all the messages would be listed in the order broadcast. You would be able to both hear the message and see the person speaking it (it would look just like a long list of people talking). This page would of course have a link to get back to the city, same as you exit your profile. Having to actively click to see these messages would prevent spamming people who aren't interested.

  • Why this would be good.

It would allow players that feel they have something very urgent to say a way of spreading it to the masses, for instance one could announce battle strategies "Attention, the Malton Teal Militia are engaged in a desperate battle for Fort Creedy. All who can assist are urged to take up arms!" It would also remain in flavour and I expect many suvivors roleplaying scientists and philosophers debating on air to the origin of the plague and its implications. There are useful applications for this and a lot of flavor, and combined I believe it is worthwhile. Plus it'd give zombies and suvivors another thing to fight over.

  • Possible Concerns
  • Q: Humans have mobile phones already. Why do they need this?

A: Mobile phones are person to person, allowing privacy and reliability. These would be a mass media and allow more than just individual conversation.

  • Q: Why not just use the forums?

A: This is more fun. Plus I can check in game without having to search through another website.

  • Q:This is unfair to zombies! Suvivors don't need to get more organized!

A: I don't think this provides an undue advantage to suvivors. I'd rather have this than forum metagaming.

  • Q: What's wrong with metagaming?

A: It has the word meta in it. Seriously. If you're going to follow that tact why having Feeding Groan? Zombies can just metagame and post suvivor locations on a forum page.

  • Q: This is really complicated!

A: I don't think so. Go to station, power station, find tape, send message. Find tv, power tv, set channel, watch tv.

  • Q: Why do you need a whole tape just to send a one sentence message? And why can you watch a whole day's worth of tv just by clicking on a page? And why doesn't that cost AP?

A: Because you're putting your tape in a machine and queuing it up behind the other ones. It gets played in an endless loop until the next day. You can watch all the messages really quickly because it only takes about a minute to watch the loop of brief messages. It doesn't cost AP because it's playing in the room you're in, it doesn't take any activity to watch it.

  • Q: How are buildings just going to randomly 'grow' tv studios?

A: The same way some buildings grew mobile phone masts. This wouldn't be contradicting a current description but adding to them. There are plenty of buildings that could have a description of a studio added in without compromising continuity.

  • Q: What about the server?

A: I don't think this would tax it too much. As I've always said, I'm not a techie so I can't speak with authority on this, but all it would have to do is post sentences on a seperate webpage, update it, and provide a link to that page.

  • Q: One last thing, why four tv stations?

A: Seemed like a good number. One in each quarter of the city. But that number could go up or down depending how many television channels are decided to be appropriate. In the real world the number of VHF television stations are determined by city size. New York and L.A., America's biggest cities have 7. Malton seems like a smaller city though so four would be a likely number.

Notes: 17/24 Keep/Total. Accepted as is, some people argued against it because of server load and also because that no one would be watching TV during an apocalypse. However most people liked the idea of being able to contact alot of people all at once.
  • Was "Emergency Broadcast System".
Left Queue: 06:14, 13 May 2006 (BST)

General

Car Park Complex

Timestamp: Lord of the Pies 19:29, 12 December 2006 (UTC)
Type: Empty Block Modification
Scope: People, Car Parks, People in Car Parks
Description: Car Parking Complex - Change one Car Park per suburb (two if there are a large number, say five or six) into a Car Parking Complex. The external description would be You are standing outside a car parking complex, the black and yellow safety barriers having been smashed and broken by a rush of cars. Players would be able to enter Car Parking Complexes and the internal description would be You are standing inside a car parking complex, the rows of empty spaces covered with garbage. Car Parking Complexes would be unbarricadeable; they would be able to be searched for Newspapers at a search rate of 3%, Spray Cans at 1.5%, Lengths of Pipe at 1.5% and Crowbars at 2%. Generators and Radio Transmitters would be able to be set up at Car Parking Complexes. If someone closed the doors it would be assumed that they have very temporarily repaired the barriers; it would be enough to stop a fresh zombie but not an experiened predator. If the Car Parking Complex is powered the description would change to You are standing inside a car parking complex, the rows of empty spaces lit by long, flickering lamps hanging from the ceiling. This would provide new players with a definite place to hide in the event that they can't find anywhere else, and a hiding place for desperate players.
Notes: 7/9 Keep/Total. Low voter turnout, but well accepted as is.
  • Was "Car Parking Complex v3".
Left Queue: 10:57, 31 December 2006 (UTC)

Cinema Management

Timestamp: 10:30, 9 Dec 2005
Type: Fluff
Scope: Survivors in a cinema
Description: This is just fluff, but it would be great fun for survivors to be able choose and describe the movie playing in a cinema once you have a fueled generator set up. Cinema's without power should have blank screens with nothing playing. It would be an easy feature to implement and done right it gives a tiny but entertaining incentive for groups of film buff survivors to hole up outside malls and forage for generators and fuel cans (not to mention popcorn kernels and canisters of nacho cheese sauce).
Notes: 19/20 Keep/Total. People liked the idea of having Zombie horror movies showing. If movies are randomly chosen, zombie movies could give XP to the player from learning new information from the on-topic film.
Left Queue: 10:01, 25 Dec 2005 (GMT)

Factory Production Lines

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

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

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

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

Notes: 22/26 Keep/Total. Well accepted as is.
  • Was "Let the machines run!".
Left Queue: 22:54, 7 December 2006 (UTC)

Hospitals: Add Knives

Timestamp: 01:44, 31 August 2006 (BST)
Type: item locations.
Scope: Survivors searching in Hospitals.
Description: The knife is now the newbie weapon. But I can't help but notice that knives are only found in Malls and possibly Junkyards. Both of these locations are typically barricaded beyond direct entry. I suggest adding Hospitals to the list of buildings at a 2% search success rate. This allows new characters without Free Running a reasonable opportunity to obtain a knife.
Notes: 27/28 Keep/Total, well accepted as is.
  • Was "Find Knives in Hospitals".
Left Queue: 20:49, 10 October 2006 (BST)

Library: Propoganda

Timestamp: 03:51, 29 March 2006 (BST)
Type: Building use
Scope: Survivors in powered libraries
Description: When inside a library with a running generator, the survivor player has the option to "Print Paper." (My university library was actually one of the primary places on-campus for printing essays and assignments.) What gets printed? Whatever the player wants -- a large text field next to the Print Paper button will permit any ASCII input up to 1000 characters (about two paragraphs).

After printing, you'll now have a new item in your inventory -- "First few words" (10), which takes up one block of space. "First few words" means that the first 15 characters or so of what you printed will appear in the item button. If you ever need to check the full contents, you can click on the item to read the entire printout. You get 10 copies.

What do you do with these? Post them on and inside buildings, on trees and so on. A pulldown will show up to allow this action: Post [this printout]. Once a printout is posted, it will show up underneath the block's description and underneath any graffiti as:

"A sheet of paper reading 'First few words...' has been nailed to the wall." [Collect paper]

"First few words..." is a link, which when clicked on causes the entire message to display in the message area, as if you were reading a newspaper. [Collect paper] is an action button which when clicked will cause the printout to be copied to the player's inventory as an item. It can then be read from inventory like any newspaper or book.

A printout can be collected repeatedly once it has been posted, but as soon as someone else posts a printout the first one disappears. There can only be one printout on a surface at any time.

I see a number of possible purposes for this feature:

  • Spreading the word about your group
  • Spreading the word about the suburb's barricade plan
  • Distributing concise game tips to new players
  • Creating fake newspapers for fun ("CAIGER SURVIVORS PREFER CREW SWEATERS TO TRENCHCOATS, SURVEY SAYS")

and probably many uses that others will come up with which I can't foresee.

Notes: 20/21 Keep/Total.
  • Suggested that AP cost should be higher, or copies should be limited to 5 per printing
  • Suggested that zombies could tear down postings with their claws
  • Was "Propaganda v2".
Left Queue: 16:51, 18 April 2006 (BST)

Museum: Today's Exhibit

Timestamp: 18:35, 4 Dec 2005 (GMT)
Type: items
Scope: Museums
Description: Alright, this is my second revision and this suggestion involves making museums a more interesting place to go, yes museums are naturally boring places to go but at least with this you can get a decent souvenir. And please forgive me on how long it is, I wanted to put lots of detail to make it understandable and clear for each item.

Now, I understand most of these items have no real purpose, that is very true... but there are several reasons I give them: 1: Even in a survivalist game people naturally horde wealth 2: gathering wealth means hope for the future, making your place nicer makes it more worth defending.

Obviously, there is no way the could have completely stripped every museum of all there items, they could have overlooked stuff, they did not have much time? and I believe what they were referring to when it says it?s been looted is the exhibit items. Now, as it says there is nothing usefully lootable in the museum, and following my list of stuff that is mostly true.

Artwork: Once a priceless picture of some artist and now a recent addition to your personal collection. It stated that there was some European and African art. It is true that it would be hard for a person to walk around Malton with a few paintings, but if you pointed that out then you would also have to concede to the fact that people normally cant walk around with 10 shotguns on there back either... But artwork would in fact have a use, like a generator, paintings can be added to a building and give the area a nicer look to state that somebody cares for this building, also it might give a description to how many paintings are here like ornate or if none exist then nothing would change from normal? some flavor text would be all that was added? In addition it might take two of your inventory to carry a painting.

Statue: Like the artwork I talked about above it would create a nicer look to a building. This I can see being more likely used in malls as they have more room for statues and less room for paintings. This too would have show increases in the number of statues in the building, yes this has no have no real use but some people really care for there homes and I?m sure a few would like their place to look very wealthy.

(I looked through everything involving suggestions... I still couldnt see anything involving a way to link to your previous suggestion)

Notes: 13/17 Keep/Total
  • was Today's Exhibit
  • The adds flavor, like newspapers, crucifixes, poetry books, etc.
  • Would like the option for zombies to destroy them.
  • Much like the tagging competition that was held in the past, a running track of who had the most swag in their "home" would (I think) be fitting with the lawless apocalyptic view of the game. In Dawn of the Dead they looted "consumer" crap from the mall stores, anyways, which would have no use for their survival. Why can't survivors here do that as well?
  • Was "Museum - Today's Exhibit".
Left Queue: 13:58, 19 Dec 2005 (GMT)


Pubs: Beer Production #1

Timestamp: 12:06, 14 Dec 2005 (GMT)
Type: Building Improvement
Scope: Applies to all Pubs in Malton
Description: Currently, there is no real reason to defend a pub, as no benefits are gained through remaining in the building. So, I suggest that if a generator is moved into a pub and successfully operated, the pub can assume to have it's cooling facilities back online, and therefore all bottles of wine and bottles of beer drank whilst standing in the said pub add 2HP as oppose to just 1HP.

Basically, the amount healed from consuming alcohol increases from 1HP to 2HP when standing inside a pub with a working generator. This gives pubs a purpose, gives survivors a new reason for defending a building and doesn't unbalance the game.

I appreciate this is only a small suggestion, but apart from not being a bad idea it would also just give The Qubs mission of setting up Qubs Pubs actual game play effect as oppose to simply being a fun idea.

Notes: 32/33 Keep/Total. A general well accepted suggestion by all.
  • Was "Let The Beer Flow! (Working Pubs)".
Left Queue: 09:26, 6 May 2006 (BST)

Pubs: Beer Production #2

Timestamp: 22:03, 19 February 2006 (GMT)
Type: an improvement
Scope: thirsty survivors
Description: In any pub with a generator installed and running, survivors' chances of finding beer is increased to 35% (i.e., the same odds as if bargain hunting in a mall liquor store). Each beer consumed on said premises heals 2 hp instead of 1.

Rationale: Flavor. "beer-healing" is still so much less useful than using FAKs that attempts to zerg this would be absurd at best.

(note: if adopted in conjunction with "Buy My Pal a Drink v2.0", from the 11 Feb suggestions--which incidentally currently enjoys near-unanimous support--this would make pubs the social center of most suburbs, which is as it should be.)

Notes: 27/29 Keep/Total. Well accepted as is.
  • Was "Microbrewery".
Left Queue: 10:33, 5 June 2006 (BST)

Railway Station Items

Timestamp: 03:46, 2 May 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Railways gain some flavor as some of the common items found in them begin to turn up. Yes this is a bit stereotypical, but newspapers are common in subway/railway stations, and it makes sense that there would be some useable spray cans around as well.
  • Newspaper - 5% chance
  • Spray Can - 3% chance
  • Beer - 2% chance
  • Wine - 1% chance
Notes: 18 keeps, 3 kills, 0 spam/dupes Mattiator 16:59, 20 May 2006 (BST)
Left Queue: 16:59, 20 May 2006 (BST)

Schools: Add FAKs

Timestamp: Jon Pyre 07:35, 30 November 2006 (UTC)
Type: Improvement
Scope: Schools
Description: It occurs to me that all schools have an infirmary/nurse's office and you're probably more likely to find an FAK in there than a church. I suggest giving schools a 7% chance of finding an first-aid kit. This is symbolically slightly higher than the church but still well below the hospital's 14% chance or the mall's 20% chance. This would also prove slightly useful compared to the church. While you'd never search a school if your primary goal was a first-aid kit searching there for a spray can might turn up a bonus FAK as opposed to nothing but books.
Notes: 26/28 Keep/Total, well accepted as is.
  • Was "Add First-Aid Kits To Schools".
Left Queue: 10:47, 16 December 2006 (UTC)

Stadium Shops

Timestamp: Lord of the Pies 08:16, 14 November 2006 (UTC)
Type: A Complaint Regarding the Blatant Lack of New-Fangled Machiney Operated at Sports Venues, and the utter Lack of Enjoyment Resulting from Said Lack of Equipment! [Stadium Improvements, Item Changes]
Scope: Gentlemen who Truly Enjoy the Thrills of such Excitements as Cricket and, of course, Bowls! [Stadiums, Survivors in Stadiums]
Description: Just a word before the inevitable onslaught of stereotypically British language happens; if you don't want to read through that then just read the bolded bits. Anyway, the alterations made are the following (for those of you that read the first version):

Sports Souvenirs removed

Books removed

Radios removed

Stadium Shop mechanics turned into ordinary Mall Shop mechanics

Several search percentages changed

That's pretty much it, I think. The useless Sports Souvenirs and Books are gone and the Shops have been changed, which is what people were voting Kill for and were worried about. I know I'm posting more than one suggestion a day this time, but this is only a very minor revision of a previous suggestion.



I say, one was playing an absolutely gripping game of bowls with one’s fine companions at the Royal Gentlemen’s Club and one noticed a perplexing lack of gramophonic noise (particularly as I smashed Lord Curton’s brilliant setup! Ahawhawhawhaw!) that would normally have accompanied the game with terrific fanfare. How can this be so? One finds the idea that such noble sports as cricket be played amidst nought but silence to be, to use rather foul language, disgusting! Malton, as the cricket and bowls capital of the world, of such a fine country and a beautiful and worthy city in its own right, should not be devoid of reports on the sporting behaviour (although Duke von Baron’s behaviour is noticeably unsporting, ahawhawhawhaw!) of excellent gentlemen such as oneself, especially not at the very same sports venues where such activities are held! With such ridiculous situations as this, one proposes that the standard and maintenance of gramophonic equipment stored at Malton’s sports venues be vastly improved!

1) As one has said (although one must admit, you may have been dazzled by one’s spectacular skill in bowls too hear one’s voice! Ahawhawhawhaw!) the main problem, the focus of one’s complaints, is the most disturbing lack of gramophonic equipment at sports venues! [Radio Transmitters should be able to be found at Stadiums at a search rate of approximately 3-5%]

2) Even when one is reclining peacefully amidst the audience, observing other fine chaps competing in a splendid game of bowls (this is a complete fabrication, you must understand; no other gentlemen can hope to match the skills of oneself and one's most excellent companions! Ahawhawhawhaw!), one cannot hope to distract oneself with a report in the news sheet, for at present there are no printed news sheets inside these sports venues! One finds this to be unrighteous! [Sports Bulletins should be able to be found in Souvenir Stores at a search rate of 5-6%; Sports Bulletins give no XP when read but, similarly to Newspapers, give a short description of a recent event, in this case a sporting event (approximately 15-20 reports would be used); Sports Bulletins are removed from the inventory when read (note that this exactly the same as what I did with Poetry Books to turn them into Bibles)]

3)One finds it revolting, utterly revolting, that one is unable to procure a fine vintage at sports venues. Ordinarily, after our activites, oneself and one's companions would...rendezvous (and one believes that you understand what that means! Ahawhawhaw!) within the marquee to imbibe fine vintages, yet both curiously and shockingly this service is no longer given, and neither is the sale of souvenirs and other most necessary gifts! Quite ridiculous, one is sure you will agree! [Two shops should be added to Stadiums:

  • The Liqour Store would function in the same way as a Mall Liqour Store, giving Beer and Wine at similar search rates.
  • The Souvenir Store would give Sports Bulletins at a search rate of 5-6% (as stated above), Baseball Bats at a search rate of 6-7% and Binoculars at a search rate of 3-4%.
  • Stadium Shops would function in the same way as Mall Shops; any Survivor without the Shopping skill would find Baseball Bats in a Stadium at a search rate of 18-19%, Radio Transmitters at a search rate of 3-5%, Flare Guns at a search rate of 2%, Sports Bulletins at a search rate of 5-6%, Binoculars at a search rate of 3-4% and both Wine and Beer at the same search rate as in an ordinary Liqour Store.

Once the Shopping skill is purchased players can search 'the Stadium' to find Baseball Bats at a search rate of 12%, Flare Guns at a search rate of 2% and Radio Transmitters at a search rate of 3-5%; they can search 'the Liqour Store' to find Beer and Wine at the search rates of an ordinary Liqour Store; and they can search 'the Souvenir Store' to find Baseball Bats at a search rate of 6-7%, Sports Bulletins at a search rate of 5-6% and Binoculars at a search rate of 3-4%.

Once again, this point got pretty out of control, but it's still shorter than before.]

Well, one is afraid that one must take his leave; tally ho!

[Oh, and one point about the Sports Bulletins (and the Bibles); one person suggested that players could suggest Bible verses (and they could also suggest sports stories) that they would want implemented into the game in the rare and strange event that this (or the Cathedrals/Churches suggestion) actually make it into the game.

Oh, and I just want to make a small point clear; Flare Guns and Baseball bats can already be found at Stadiums (at the percentages I've given for finding them in the option of 'the Stadium').

Notes: 11/13 Keep/Total, well accepted as is.
  • Was "Why, How Fascinating! v2 Restored".
Left Queue: 22:34, 7 December 2006 (UTC)

Street Descriptions

Timestamp: Cap'n Silly T/W/P/CAussieflag.JPG 00:55, 3 February 2007 (UTC)
Type: Flavah.
Scope: People who ever walked onto empty blocks.
Description: Right now, open block descriptions are fairly unflattering: they don't have one. What I'm suggesting is to give them descriptions, eg. You are standing at Acreman Avenue, the houses here burnt down to their frames by a recent fire. or You are standing at Bomman Boulevard, a winding length of road with trees on either side of it. or perhaps You are standing at Silley Park. Large trees dot a dirt path leading to a disused playground.
Notes: 26/29 Keep/Total (90%).
Left Queue: 16:28, 20 March 2007 (UTC)(GMT)

Tower: Multiple Floors

Timestamp: 06:17, 20 Nov 2005 (GMT)
Type: Improvement
Scope: Towers
Description: This is a suggestion to give towers multiple floors. The first floor would exist exactly as they do now, but the "jump from window" button would be removed (ON FIRST FLOOR ONLY! Don't worry, I'm not trying to take that away.. heh) Players inside a tower would see a 'Climb' button upon entering a Tower. Upon pressing this button, they would see the same map view, but would be on the second floor of the tower which would act like a seperate room from the first. This would go on for however many floors deemed appropriate for towers. Perhaps different towers could have a different number of floors to add 'flavor' to the game and give survivors buildings to plan around. When you are any floor but the first, you will see a 'Descend' button next to the 'Climb' one. (you will not be able to climb, however, when you are on the top floor of course!) Each floor has its own door to the staircase, so these could be barricaded as well. This would give survivors a good reason to barricade themselves into the top floor -- but survivors can only free run into the first floor of a tower, no matter where they come from. (in other words, no free running into the top floor!!)

This would give Humans a better 'fort' against invasions, without giving them too much else (Not able to search for ammo or anything good there, so it's basically, as I say, a fort.) Of course the undead can break down barricades to any floor as they would break any other given barricade anywhere else. Zombies can aslo travel the stairs unaffected by barricades on the floors. (The doors TO each floor are blocked, not the stairs themselves.) Changing floors would have the normal 1AP action cost, unless you are a zombie without the lurching gait skill, of course.

If you are on any other floor than the first, you would have the option of throwing any corpse that may be in the room out the window instead of the front door. (Again, flavor!) All of this would apply ONLY to towers, so don't worry about this being abused in areas where you can search for weapons and all that. Zombie seiges would not be Nerfed here. Just think of it as a few blocks stacked ontop of eachother. Zeds could climb the stairs to any level and attack the barricades.

Free running would be relatively unaffected. You'd free run into the building next door, (via fire escapes) and if you came back, you'd free run into the first floor of the tower by default. I think this would be a great way to impliment a new style of 'fort' for survivors under attack.

Alternatves: Not being able to barricade seperate floors, so zombies coming up the stairs are automatically in the room with you.

Notes: 20/24 Keep/Total.
  • What happens when a floor below the zombie is barricaded? Zombies can always jump down windows if the staircase down is barricaded.
  • Other buildings, like Necrotechs and hospitals, could have a few additional levels too. Give Mansions an attic and basement.
  • If there are the fire escapes on the side, why can't a person free run to the top? If you free run INTO a multiple floor building you enter the bottom floor of it.
  • There some very minor glitches in this, e.g. when have free running you can get from the top to ground floor with 2 AP, but without it it takes 3 or 4.
  • How about if you could also get onto the roof - see whatever is going on in a one block radius on the ground - show a message like 'You are at *something* towers, *human* is on the roof'.
  • Was "Multiple Tower Floors".
Left Queue: 15:01, 6 Dec 2005 (GMT)

Zoo Improvements

Timestamp: Lord of the Pies 18:23, 30 November 2006 (UTC)
Type: Building Additions/Building Complex Modifications
Scope: Zoo, Survivors
Description: Right now, while the Zoo is an interesting place, it's fairly useless. Six buildings, two of them essentially Churches and the other four Junkyards but all without items and the rest of the twenty block complex just empty space. This is fairly uninteresting game-wise, even if it is background-wise. Therefore, I propose that the following changes be made to the zoo:

1) Zookeeper Observation Post - a 1-block building to be placed on any block of open zoo not adjacent (horizontally or vertically) to more than 1 existing zoo block. External description is You are standing outside the zookeepers' observation post, a colourfully painted three-storey building with an animal theme. Internal description is You are standing inside the zookeepers' observation post, a grid of monitors in front of you black and silent or alternatively You are standing inside the zookeepers' observation post, a row of empty, broken tranquiliser rifles lining the opposite wall. If the Observation Post is powered the description is You are standing inside the zookeepers' observation post, a grid of monitors in front of you buzzing with static (the alternative description would not change). Items to be found in the Observation Post would be Binoculars (at a search rate of 3%), First Aid Kits (at a search rate of 6%), Radios (at a search rate of 1%), Beer (at a search rate of 2%). The Observation Post is a tall building.

One main feature of the Observation Post is that, if powered, it would enable anyone inside to use the security cameras in the animal exhibits. If the Observation Post was powered a drop-down menu would appear, with the options being the names of each exhibit. Clicking the button 'View Security Cameras [drop-down menu]' would allow a player to see the number of players inside the building (not counting dead or revivifying bodies) for a cost of 1AP. Anyone using the security cameras would receive the following message: You activate the security camera in the [insert building] and an image of [insert number] distorted figures appears. If the building in question is uninhabited the following message would appear: You activate the security camera in the [insert building] but no-one seems to be there. Contacts would appear too, but only if human: You activate the security camera in the [insert building] and an image of [insert number] distorted figures appear, among them [insert names].

2) Utility Building - a 1-block building to be placed on any block of open zoo not adjacent (horizontally or vertically) to more than 1 existing zoo building. External description is You are standing outside the utility building, a featureless, grey, seemingly out-of-place building. Internal description is You are standing inside the utility building, a badly damaged grid of power switches in front of you or alternatively You are standing inside the utility building, a pitch-black corridor lined with pipes leading inwards (Jurassic Park for the win). If the Utility Building is powered the description is You are standing inside the utility building, a corridor lined with pipes leading inwards under flickering lights (Once again, Jurassic Park, also the first possible internal description would remain the same). Items to be found in the utility Building would be Lengths of Pipe (at a search rate of 4%), Fuel Cans (at a search rate of 2%), Portable Generators (at a search rate of 1%), Wirecutters (at a search rate of 0.5%) and Radio Transmitters (at a search rate of 1%).

3) Gift Shop - a 1-block building to be placed on any open block of land in the zoo. External description is You are standing outside the gift shop, a modern building with large glass windows showing the smashed and looted interior. Internal description is You are standing inside the gift shop, its shelves thrown down and looted from or alternatively You are standing inside the gift shop, the checkout's tills smashed or torn free. If the Gift Shop is powered the description is You are standing inside the gift shop, large, flickering ceiling lights showing the looted, empty shelves (the alternative description would remain the same). items to be found in the Gift Shop would be Binoculars (at a search rate of 1.5%) and Books (at a search rate of 3%).

That be about it.

Concept Map (building placement/colours not final)

New Zoo Buildings

Notes: 29/29 Keep/Total, 100% in favour.
  • Was "City Zoo Improvements".
Left Queue: 10:57, 16 December 2006 (UTC)

Armoury / Fort

Armoury Door Diff For Z To Open

Timestamp: Canuhearmenow Hunt! 17:24, 24 September 2006 (BST)
Type: New Item.
Scope: Making Forts more defensible.
Description: This is to add Security Doors to Malton's Forts, a zombie opening a Powered Fort's Security Doors has only a 25% chance of opening the door, if failed they get this message "You try to open the door but fumble with the lock Mechanism." 25% isn't too small of a percentage, considering their are only 2 forts and with a mob of 50 something zombies that at least one of them will open the door. This is not elitist, c'mon, Malls have better search rates and people are far more elitist in those.
Notes: 16/16 Keep/Total.
  • Was "Security Doors (Revised!)".
Left Queue: 21:51, 8 October 2006 (BST)


Fort Flavour Text Addition

Timestamp: Funt Solo Scotland flag.JPG 14:33, 7 December 2006 (UTC)
Type: building change
Scope: forts
Description: Movement through forts is now rather complicated, and supported in-game by a collection of messages.
  • Example 1: When you attempt to free run into the gatehouse from outside the fort, you get told The gatehouse only has a single, low entrance - you cannot free run into it. (Also, you don't move and it uses 0AP - and there are another 4 similar messages for other illegal moves.)
  • Example 2: When you attempt to free run into the armoury, you get told The defensive design of the armoury bunker prevents you from free running into it. (However, you do get moved, and end up outside the armoury.)

However, when you attempt to free run from the gatehouse to any other fort building (except the armoury), you get no warning message but are left outside the target building.

There should be a message to make it clear that you're now outside. Something like Leaving the Gatehouse, you find yourself outside the buildings of the military compound.

Notes: 13/13 Keep/Total. Unanimous.
Left Queue: 12:26, 23 December 2006 (UTC)

Fort Map Border

Timestamp: Gage 01:29, 23 November 2006 (UTC)
Type: graphical change
Scope: forts
Description: It is hard to tell where forts begin, and where they end now. Here is what they look like now:

http://img177.imageshack.us/img177/6020/beforepy9.jpg

That is over two screenshots... so I had to edit it so that it would all be the same size. I think a border needs to be added around the fort. Like this:

http://img297.imageshack.us/img297/6480/afternk6.jpg

This way, you will be able to see where you can enter and stuff.

Note - I know those images look shitty. Please do not vote on my art skills (or lack thereof)

Notes: 28/28 Keep/Total. 100% in favour.
  • Was "Fort Border".
Left Queue: 18:14, 8 December 2006 (UTC)

Free Runners Enter Armoury Always

Timestamp: Reaper with no name 17:17, 5 October 2006 (BST)
Type: improvement
Scope: Forts
Description: I've modified my "Rope Ladder" suggestion a bit. I renamed it because someone brought up the point about why they shouldn't be able to use the same technique on other buildings, since it's just a rope ladder. Hence, I've changed the name. Now it's simply a metal ladder whose bottom has to be lowered by someone on the inside (similiar to a fire escape). Also, now only people with free-running can enter the forts by this method, the reason being that the ladder still doesn't quite reach ground level and requires one to be able to jump pretty high for it. This also has the added benefit of making it impossible for zombies to get in through this method. Below I've rehashed all the reasoning behind it.

For a long time I've been trying to think of a way to make forts more defensible. In general, the way I've tried to approach it is by somehow either increasing the effectiveness of the barricades or decreasing the effectiveness of the zombies attacking it. But then I looked at why forts are so hard to defend. It's because (for practical purposes) you can't barricade them past very strongly, because then people can't get in. So why not just do away with the last part?

What this would do is allow survivors to enter forts that are barricaded above very strongly as long as there is another survivor inside (the one who would be assumed to be lowering the ladder). Suddenly, fort barricades would then be as strong as those of malls. Sure, they wouldn't be large buildings like the malls, but the inferior search percentages they offer would make up for that

Notes: 14/16 Keep/Total. (88%) Well accepted as is.
  • Was "Extendable Ladder (Modification of Rope Ladder)".
Left Queue: 22:36, 19 October 2006 (BST)

Gatehouse: Tall Building

Timestamp: 18:19, 6 December 2006 (UTC)
Type: building change
Scope: Gatehouse (of fort).
Description: Make the Gatehouse a tall building, allowing suicide and binocular use.
  • This was called "Armoury: Tall Building", until someone pointed out the Trojan Horse aspect of that idea (ie death cultists bypass the gate, commit mass suicide and storm the armoury) and that it's described as a bunker.
  • You may imagine that the Gatehouse is a low building (the text in-game says it has a low entrance): if so, just imagine that the tallness comes from a small watch-tower that is part of the building. It makes sense that the entry point would have a good field of view for the defenders.
  • Binoculars are available to find in the Armoury and Storehouse - you might as well be able to use them.
  • Thanks to Sgt. Expendable and Gene Splicer.
Notes: 21/23 Keep/Total. Well accepted as is.
  • On 04:53, 21 May 2008 (BST) Tselita made the Fort Gatehouse Tower View suggestion, which was the same as this except that it had no suicide allowance due to fears of enemy spies (as survivors) walking in through the gates, noting the defence and then suiciding to attack from outside. This note was added for information. --Funt Solo QT Scotland flag.JPG 17:28, 22 May 2008 (BST)
Left Queue: 12:26, 23 December 2006 (UTC)

Increase Armoury Search Odds

Timestamp: 00:43, 14 Nov 2005 (GMT)
Type: Building Change
Scope: Survivors
Description: Bring Armoury search odds up to at least Gun Store w/ Bargain Hunting. Armoury search odds are underpowered, both realistically (you're more likely to find guns and ammo in an armoury than a police department) and practically (there should be a reward for defending such hard to defend buildings). Because huge battles at forts make the game more fun for both human and zombie players, and because this would give humans more of an incentive to defend a fort than just for the challenge of it, I think this would be a good idea, as it would help create more situations like the battles at Forts Creedy and Perryn/Paradox, which, as I see it, are what this game should be about.EDIT: I have thought of a good way to prevent exploitation and encourage long-term stays; I'll re-suggest the new version after the two weeks.
Notes: 11/13 Keep/Total.
  • was Make Armories Worthwhile
  • Concerns about hit-n-run looting
  • no incentive to defend fort.
  • Was "Armoury - Search Alteration".
Left Queue: 04:10, 29 Nov 2005 (GMT)

See Through Armoury Walls

Timestamp: 19:59, 17 Jan 2006 (GMT)
Type: Fort improvement
Scope: Armouries
Description: As only one square in the fort complex is actually a building, the large building upgrade does not apply to it. What if, however, it did apply? Anybody, whether a survivor or a zombie will be able to view the rest of the fort whilst inside the armoury. This means that, as the entire fort takes up the screen, human defenders or zombie occupiers can get a heads up. So, basically, anyone inside the armoury can see anyone in the surrounding blank fort spaces.
Notes: 15/15 Keep/Total.
  • Was "Lookout Posts".
Left Queue: 15:43, 5 Feb 2006 (GMT)

Cemetery

Cemetery Feeding Gives XP

Timestamp: 06:55, 7 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: While in a graveyard a zombie can choose to dig up and feed on the corpses buried there. They have a 10% chance of gaining 1XP for this, equivalent to the chance of gaining an XP for reading a book. This will give zombies that wish to hold suvivor-less suburbs something to do to slowly accumulate XP and it isn't unbalancing in the same way that books aren't. What's that, 1 skill every twenty days assuming no headshots? It will also result in masses of zombies in graveyards which is a nice touch flavour wise.
Notes: 27/27 Keep/Total. Kill with non-Kill text read as Keep.
  • I think we can all agree that zombies need a way to gain XP without fighting. This is a good way to do that, and allows them to heal without the risks digestion has.
  • Dissent: With all the bodies lying around why bother to dig?
  • Perhaps a new scent skill could be created along with this to improve the chances of Z's smelling a body in the cemetary and digging it up.
  • Was "Graveyard Feeding".
Left Queue: 19:35, 22 Dec 2005 (GMT)

Crypts

Timestamp: Lord of the Pies 18:09, 6 December 2006 (UTC)
Type: Empty Block Modification
Scope: Cemeteries
Description: Crypts, small mausoleums, etc.. Sometimes, at least one kind of small shelter or building can be found in a graveyard, even if it's not a crypt. I propose that the option to enter Crypts should be available while standing in graveyards. Crypts would be unbarricadeable, doorless, un-Free-Runnable buildings (for obvious reasons, such as that they're in the middle of/beneath graveyards) which can't have Generators or Radio Transmitters. However, they do provide a hiding place for zombies and the occasional desperate - or foolish - survivor. Players in Crypts wouldn't be visible to players outside or in different blocks. The inside of a Crypt would be able to be spray-painted as normal. The interior description is You are standing inside a crypt, rows of coffins and human remains lining the walls (crypt could be replaced by 'mausoleum'. The exterior description of a Cemetery remains the same.
Notes: 23/25 Keep/Total.
Left Queue: 12:23, 23 December 2006 (UTC)

Zombies Hidden in Cemetery

Timestamp: 5:43, 29 Dec 2005 (EST)
Type: Improvement
Scope: Zombies
Description: A simple change to increase the flavor of the game as well as give a little advantage to the undead of Malton. A Cemetery would hide a Zombie player from the view of survivors "outside" of the block (assume they crawl into a grave or into a crypt). When I first started, I would always go around the Cemetery becuase I assumed there was a danger there. That fear is a good addition to the game.

Any Zombie who entered the block of a Cemetery would only be visable to other Zeds (In or outside the block) and any Survivors in the Cemetery. From out side the block it would appear empty. I do not think this would help the Zombies too much (everyone would know to look there) but it would give some more drama to the game, plus give a purpose to the Cemetery. Also it would help to hide Zombie numbers from the Humans, to help in their mass attacks against human strongholds.

Notes: 26/31 Keep/Total.
Left Queue: 21:26, 17 Jan 2006 (GMT)

Malls

Mall Loudspeakers

Timestamp: 21:24, 18 Nov 2005 (GMT)
Type: Game mechanic Change
Scope: Mainly survivors, I guess
Description: Since generators have become available, and the hospitals getting power helps with doctors, why not have generators in malls power loudspeakers? It would only work if there was a generator in that quad and it was fueled. The loudspeakers would be able to be heard throughout the mall.

Edit: It's a button much like graffiti. They can be used in any powered quad of a mall. Only survivors or zombies with memories of life should be able to use them. They require one AP per use, like speaking. Specific enough? Jonesy 20:45, 23 Nov 2005 (GMT)

Notes: 19/20 Keep/Total.
  • was Loudspeakers in Malls
  • Better than the seven AP it takes (if you have freerunning) to tell everyone on a mall something.
  • Absolute necessity to implement before the large building code is put in.
Left Queue: 06:31, 3 Dec 2005 (GMT)

Mall Store Names

Timestamp: 15:04, 10 August 2006 (BST)
Type: Building change.
Scope: Flavor...(Mm, Flavor).
Description: This is to add names to the mall stores in a mall. This wouldn't confuse noobs or newbs because the wording would easily imply the functionality. Each store in each mall would have a unique name. For example, a Hardware store in Caiger would be called "McHandy's hardware" and the Gun Store? "Hunting Shack gun store." (Names taken from the stores in Dead Rising.) And Sports Store? "Kokonutz Sports Hut" This would add some variety in the otherwise dull mall store. Each mall store would have a different name, so say, Caiger's Hardware store is called "McHandys Hardware" Nichols Mall's Hardware store would have a different name. We can even make a new page to write a name idea, vote on it, then give it to a mall.
Notes: 14/21 Keep/Total. Well accepted in its current form.
Left Queue: 12:46, 29 August 2006 (BST)

Mall Stores As Drop-Down Menu

Timestamp: 13:38, 22 Nov 2005 (GMT)
Type: Interface
Scope: Survivor Shoppers
Description: In malls, instead of 7 buttons representing the different shops available to a discriminating consumer, show a drop down with all the stores selectable, much like the Attack sections. Submit and reload comes back with prior-searched store pre-selected, also like Attack section.
Notes: 17/19 Keep/Total - Spellbinder Kill-vote counted as Keep (Spellbinder can fix this if he disagrees).
  • CON: I like the buttons on this one.
  • PRO: Streamlined interfaces are good. Also less clutter.
  • Was "Store Dropdown in Mall".
Left Queue: 17:41, 7 Dec 2005 (GMT)

Mansions

Mansions: Add Knives

Timestamp: Reaper with no name 14:17, 10 October 2006 (BST)
Type: Improvement
Scope: Searching in Mansions, Knives
Description: C'mon, whoever heard of a mansion without a kitchen?! Or a kitchen without kitchen knives? Didn't think so. So why is it that you can't find knives in mansions? Knives are arguably the hardest to find of all the melee weapons, because all the buildings that have it (besides the malls, of course) only have a 1% search rate for it. Worse yet, knives are easily the weapon that new players need the most, because of their lack of combat skills and the knife's high starting accuracy. Making knives so hard to find just nerfs newbies. So, let's make it so that knives can be found in mansions, and have a 5% search rate. This should help remedy the problem.
Notes: 21/22 Keep/Total. (95%) Well accepted as is.
  • Was "Knives in Mansions".
Left Queue: 23:42, 24 October 2006 (BST)~

Mansions: Add Wine, Books, Shotguns

Timestamp: Lord of the Pies 18:10, 8 November 2006 (UTC)
Type: A Rightful Improvement to the Living Conditions of the Unimaginably Wealthy if, and when, they should decide upon an Excursion to the Fair City of Malton! [Building/Item Changes]
Scope: Gentlemen! [Survivors]
Description: I say, old bean, is Malton not one of the finest cities you have ever set foot in? Does not its grace and beauty sweep you off your feet? One hears the view from Caiger into the seething hordes of lower-class, flesh-eating labourers is truly spectacular, hmhm! [Survivors for the win] However, a gentlemen cannot hope to feel at home if neither the services nor the furnishings are acceptable! Why, just last week one made a visit, albeit unannounced, to the fine Lord Alner's humble abode, only to find a disgraceful horde of lower-class labourers chewing on his furniture and moaning (presumably about the recent drop in wages, ahawhawhawhaw!)! Insufferable peasants! [Changes should be made to certain buildings] In light of these absolutely unacceptable circumstances, One proposes that the standards of the most affluent of Malton be met, right this instance! [:]

1) For what reason is it utterly impossible for one to procure a fine vintage in Malton? Ridiculous! Completely and utterly ridiculous! One believes that fine wines should be available - though only to the finest examples of the morally upstanding! [Wine should be able to be found in Mansions at a search rate of approximately 8-12%]

2) I say, my good man, do you not enjoy the excitement of a good book? The gripping tales, the thoughtful philosophy, the intriguing theories - one is quite certain that a fine chap such as yourself is also exceedingly well-read, hmhm? Yet I constantly find myself trapped in surroundings devoid of such beautiful works! Such rudeness must be changed, at once! [Books should be able to be found in Mansions at a search rate of approximately 5-7%; Poetry Books should be able to be found in Mansions at a search rate of approximately 2-3%]

3) Every true gentleman loves the thrill of the hunt, hmhm! Truly, it is one of the great pleasures of life to chase small, fur-covered mammals to their doom - a fact universally agreed upon by all pleasant men and women (this is, of course, a clever ruse - women are not real people, of course! Ahawhawhawhaw!). However, a gentleman's sport requires a gentleman's weapon, one would think! [Shotguns should be able to be found at Mansions at a search rate of 1% (perhaps 1.5%); Shotgun Shells should be able to be found at mansions at a search rate of 2-3%)]

One does believe that this remedies many problems present in this fair city at this exact moment, although one grudgingly admits that such measures do not cover the extent of the atrocious lack of etiquette displayed by many of the...less pleasant citizens of Malton. Now one must leave your presence, for the hunting horn calls to me. Tally ho! [...]

Notes: 20/24 Keep/Total. The four against felt that shotguns shouldn't be easy to find, whilst failing to answer the counter-argument that they have the same search % in pubs.
  • Was "I Say, Old Bean!", then "Mansion Improvements".
Left Queue: 14:30, 24 November 2006 (UTC)

Power Stations

Power All Buildings

Timestamp: 16:21, 15 Nov 2005 (GMT)
Type: improvement
Scope: Power Stations
Description: Once the power goes on in Malton It would be interesting if it were only a temporary condition dependent on the Power Stations being under survivor control. This could be determined by considering if a station were barricaded or not, or occupied by humans. (open to suggestions on this). Being that there are only 2, it should take both stations being shut down at any given time to have an effect on city power. It would give us metagamers something to fight over. If both Stations fall to zombies mobile phones could read "service temporarily unavailable". Hopefully other benefits of power will be implemented as well..
Notes: 11/14 Keep/Total. Each station powers 33% of the city, and if both are on, 100% of the city has power. Change the map to 4 power stations, one on each quarter of the city. Maybe the power plant displays a button to survivors which read "Enable Power", in the case it's off, and a button to zombies which reads "Trash Equipment" if it's on. This was suggested during pre-generator times. All its saying is lets have power stations power things, and have an on/off status we can fight over... thats it. I didn't see portable generators coming, but as they are here and can be shut down, I'm betting the stations will have a similar vulnerability. Needing fuel or being protected from attack = survivor control in my view.
  • Was "Electric Company".
Left Queue: 16:05, 30 Nov 2005 (GMT)

Power Local Suburb

Timestamp: 09:01, 5 Feb 2006 (GMT)
Type: Game Enhancement
Scope: Power Stations
Description: The two power stations in Malton don't seem to be serving a purpose. I propose that power stations can be powered up. This would power the entire suburb they were in. I also suggest that power substations be made. These exist for one in every suburb, and are in one building. A substation cannot be spotted from the outside (much like the Necrotech Buildings). If a substation is found and repaired in a suburb, and the power station supporting the suburb's sector is functioning, then the whole suburb could have power. If the substation is taken out, the whole suburb loses power. If the power station is taken out, then multiple suburbs lose power.
Notes: 14/16 Keep/Total. Well accepted as is.
  • Was "Power Station/Substation".
Left Queue: 06:14, 1 June 2006 (BST)

Power Many Suburbs

Timestamp: --HVLD 20:27, 23 February 2006 (GMT)
Type: Improvement (also building modification)
Scope: Power Stations (and therefore every building)
Description: Ok, this is a suggestion about how the power stations could be used. Currently they are just abandoned buildings with certain items findable within. However, I propose we (read: Kevan) have them power Malton.

Of course to just say, "The power stations now work." would be a bit off, so what I think is:

Each block of the station, which has a fueled generator, powers a certain group of suburbs in Malton, ie, the NE quarter of Krinks Stations powers a 4x4 group of suburbs, NW, SE and SW each power a 4x4 group.

Now, there are only 6 blocks of power station, so it'd be a cack-handed split up, but say 4 groups of 4x4 suburbs from Krinks, and 2 groups of 18 suburbs powered by Tolman.

The need for a powered generator in each part of the stations means they will need to be protected and controlled.

(Edit): There will be a need for one generator per suburb in each part of the station (1 per suburb that is powered from that block - not 100 per block), and when one is destroyed, one random suburb will be deprived of power, this will help balance the much smaller amount of generators.

This will create another potential pair of hot spots on the map, similar to malls in importance (having no power can be a bit of a downer).

It would also allow hospitals, NT and all other buildings to run at full effect without the constant need to protect a generator, which would in turn effectively destroy GK'ers from most buildings (but of course they would become rampant in the stations themselves)

This will severely reduce the need for generators away from the stations, but when/if a station section goes offline the generators will be needed again for power. But then, if you don't need a generator at the building you're in, you can always run over to a station, keep it for later if needed, and so on - so generators will still be useful, and may be even more so, and I doubt that lights in every building would overbalance anything. Its possible that we could exclude some buildings from the electrical grid, like military installations, or NT buildings (possibly), as this would make more use for generators away from the main stations, and could potentially keep up with some RP elements - maybe the military don't want to rely on civilian services (although I'm pretty sure they do)

(Note: The edit was made early on, and I am saying now that no more edits will be made)

Anyway, I'm open for all comments, criticism, change or applause, and this is by no means set in stone.

Notes: 14/19 Keep/Total. Well accepted as is. Some people suggested to have just one big generator which gets built up like barricades instead of having hundreds of generators.
  • Was "Power Station Usage".
Left Queue: 13:05, 6 June 2006 (BST)

Power Network Monitoring Board

Timestamp: Gene Splicer 18:34, 26 October 2006 (BST)
Type: Usefulness
Scope: Power Stations
Description: While the power stations lack the fuel and manpower to actually power the city, some enterprising survivor has managed to rewire the supply/demand monitor boards to show power flowing into, as opposed to out of, the network.

Powered Power Stations gain a clickable button which, when clicked, gives you 10*10 square map. Each square represents a Malton suburb listing the number of lit buildings in that suburb (ala necronet). It also notes via an asterisk * if the Mobile Phone Tower is one of them. It costs 1AP to view. No skill is required, because it's just a big lit board on the wall. A Ransacked power station square needs to be repaired before this can work. For sake of easyness, each square of a power station is assumed to have its own board and run on its own generator (so a ransacked or powerless square will not affect the rest of the power station square's boards).

Who was this mysterious survivor? Um... me. Gene Splicer did it. Yesterday. Je suis une electrical genius. No NPCs needed.

Editted to include a suggestion by Marie and my Re to Funt Solo in the text main body.

  • Note: Yes, I do know it doesn't work like that. There are transformers and things, and power cables don't work both ways and so on and so forth. That's why it took me so long.
  • Note: The gennies turn the lights on. This implies they are wired directly into the house's internal power system when set up. It is not beyond the realms of possibility that either in the initial network setup, or due to the work of a diligant band of survivors, there could be a way for the power station to tell if power is bleeding into the network, if only as a safety method to prevent some kind of horrible electricity based accident. If there are any lingering "But.." thoughts... I did it. I rewired the joohigger, installed the doohickey and reversed the polarity on the whoowhatsit. It took me several months, but I felt it needed to be done.
Notes: 14/14 Keep/Total (100%). Well accepted as is.
  • Was "Power Network Monitoring Board V1 and a little bit".
Left Queue: 12:37, 10 November 2006 (UTC)

Power Street Lights (& Stuff)

Timestamp: 07:27, 3 Jan 2006 (GMT)
Type: Improvement
Scope: Electricity
Description: I think it'd be fun from a gaming perspective and interesting from a simulation perspective to allow the power plants to be operated to restore limited power to the city. I say limited because if plants restored power to every building they would simply make generators less important, just a less preferable option to power your building. Instead I suggest that the power restored only affects certain utilities that operate on a different grid than the electrical power that's sent to your home, such as street lights. This makes sense as it would be hard to run a plant at full efficiency during a disaster, there might be breaks in the general grid that would render it dangerous to turn on, and this would keep generators an important part of the game.
  • Restoring Power

Turning a plant back on would require a new science skill, Engineering. Reactivating a plant would be difficult and would operate on a percentage system with a good chance of failure. Failing to turn on the system would result in a message like "You tap at the controls" or "You flip a few switches." Zombies would be able to attack the control panel (no doubt bothered by the lights and noise) and have a chance of randomly striking a button that would trigger a shutdown. Each power plant square would be activated and deactivated seperately and each would correspond to power in a seperate sixth of the city.

  • What Power Plants Would Do When Activated

There are six power plant squares in game. Each would power approximately a sixth of the city with each square powering specific suburbs. To indicate to the residents of a suburb that power has been restored the description of every outdoor space (excepting things like parks and cemetaries) would change to say that the streetlights were turned on. At this point there is nothing for this power to affect (I have a few ideas in the idea selection below here) but this would be a good system to implement along with other power-dependant suggestions that generators simply aren't powerful enough to be used for.

  • Random Ideas

These are just some seperate ideas I have for power usage and I hope when voting you don't consider them linked to the above suggestion of power plants. These are just examples of things that could be implemented if the above change was.

-Landline phones: Regular telephone service could be restored between plant powered areas. You could enter a mutual contact's name and their (x, y) coordinates and send them a message for one AP. You would in game world be entering the appropriate telephone number, the coordinates would just be a way of representing you know their location and look up their number. It would give people an incentive to stay in a specific location and inform allies of it.
-Various Suggested Necrotech Database Concepts: Their citywide computer network could also be dependant on having the plants activated.
-Various Building Alarm/Report Break In/Call For Help Concepts: Perhaps requiring both a generator in the affected building and the building reported to (PD?) as well as Power Plant power.

There are clearly a lot of things that can be done with the Power Plants. I think this is a balanced and simple way of implementing them.

Notes: 9/11 Keep/Total. Generaly well accepted. It gives power plants more purpose.
  • Was "How Powers Plants Could Work 2".
Left Queue: 13:30, 13 May 2006 (BST)