Suggestion:20070905 Really Long Suggestion(Malton Expantion)

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20070905 Really Long Suggestion(Malton Expanstion)

BoboTalkClown 21:50, 5 September 2007 (BST)

Unfinished!!! Don't vote!!!

Suggestion type
New territory& New places(Not a dupe!)

Suggestion scope
Everyone, but mostly people who will move to the new suburbs.

Suggestion description
The military brass and NecroTech have decided to fall back. Yes, fall back. The do this because of several breakthroughs in the underground sector of the city. They cannnot hold their line, so they have decided to pull back their secondary wall that is far stronger, and hasn't been constructed in such a hurry. This gives the zombies new terretory to reign over, and survivors new places to hide.

Key Addition:

44 New "Suburbs", expanding evenly on all sides of the current map.

  • These suburbs represent the heavily industrialised zone of southwest Malton, and the northern green belt, made up of fields, farms and a few outlying villages and hamlets, and the southeastern blue belt, made up of ocean, hotels and vacation homes.
  • Additionally, remains of the original military cordon include watch-towers, bunker complexes and NecroTech facilities.
  • Many buildings in the green belt and blue belt would distinctly not be connected to the Malton Free Running network, although they may be part of their own, smaller networks, or through tunnels.


Current Locations: Industrial Zone

Of the existing locations, only the following could exist in the industrial zone:

  • power station, wasteland, auto repair shop, arms, fire station, junkyard, police department, railway station, warehouse, factory, carpark, street, fort/armoury (ie there could be a third), building (representing offices), NecroTech building, monument, hospital.
  • Additionally, both the 2-square power station and mall (that currently exist on the eastern border of Malton) may be expanded to 4 squares.


Current Locations: Green Belt

Of the existing locations, only the following could exist in the green belt:

  • mansion, arms, bank, church, fire station, hospital, police department, school, carpark, cemetery, monument, park, street.


New Industrial Zone Locations

  • Cordoned Street: Max VS 'cades. Anyone can attack through the 'cades in either direction, with any weapon type (n% reduced chance to hit), non-powerable, no items, no door. Represents anti-pedestrian military construction: concrete blocks, barbed wire, etc.
  • Prison:
  • Malton Airport:
    • Terminal: large building acts as Mall, but does not have a Gun Store or a Hardware Store, and the Tech Store does not have a radio transmitter, new "Waiting Area" store with a chance to find a
    • Control Tower: single building; allows binocular use; items: radio transmitter, portable generator, binoculars, flare gun.
    • Runway: open location, ?flare gun?
    • Hangar:
    • Airplane: Takes 2 AP to close door; Items: Radio Transmitter, Newspaper, Book, First Aid Kit

New Green Belt Locations

  • Field: acts as street / park. Could be named "Jeneknson's feild, or Smith's Feild", or something along those lines.
  • Reservoir: Survivors with Body Building and Zombies with Lurching Gait can enter this square at a cost of 4AP. (Combat, revives, DNA extraction, healing and so on: presumed to happen on shoreline, sandbar, small island, whatever.) Idea that a map could create a reservoir either as a movement barrier, or with an island in the middle - as a prestige location.
  • Observation Tower: Max. VS 'cades; binocular use; door; max. internal pop. 5 (+5 zombies); tall building (suicide); items: Flare Gun, Binoculars, Radio. (You can't 'cade a tower much, and there's not much room in it: you'd get a message - can't enter - overcrowded.)
  • Water Tower: Max. VS 'cades; binocular use; door; max. internal pop. 10 (+10 zombies). (You can't 'cade a tower much, and there's not much room in it.)
  • Farm: Beer, Book, Wirecutters, Crowbar, Length of Pipe, Kitchen Knife, Shotgun, Shotgun Shells, Fuel Can, Portable Generator.
  • Suburban Housing: Book, Newspaper, Baseball Bat, Kitchen Knife, Mobile Phone. (All booze taken during military occupation.)

New Anywhere Locations

  • Military Compound: No doors; initially padlocked shut (wirecutters to open); items: Pistol, Flare Gun, Pistol Clips, Flak Jacket, Fuel Can, Portable Generator, Radio, Radio Transmitter.
  • NecroTech Compound: No doors; initially padlocked shut (wirecutters to open); items: DNA Extractor, First Aid Kit, GPS Unit, NecroTech Revivification Syringe; no NecroNet, but has syringe manufacture and revivication of a brain rot zombie if powered.
  • Bunker Complex: Allows firing through 'cades if at loosly, reduced chance to hit, must be a firearm; always surrounded on eight sides by open locations; items: Pistol, Shotgun, Shotgun Shells, Pistol Clips.
  • Malton University.

New Blue Belt Locations

  • Fancy Hotel, a hotel search rates- BUT: allows suicide, outside(normal) or in(gives option)!

Gameplay Issues

  • GPS co-ordinates would have a new range from (-10,-10) to (109,109). In other words, (0,0) would not move and would still be in the top left square of Dakerstown. That is the start of Malton proper, with the green-belt to the north and west. (The alternative is to re-write loads of pages on the wiki - not a nice prospect.)
  • Roleplay: Set yourself up in the countryside, running a local shop for local zombies. Expand your mind at Malton University, or try to get a flight out of this hellhole at Malton airport. Take a break from the action at the hotel, or try and thy to catch a boat out of there at the marina.
  • Meta-Roleplay: it's been suggested that an implementation of the The Underworld could explain how zombies and survivors had broken through the cordon (via the sewers and subway tunnels) and forced an organised military retreat and regroup, but hey, you wouldn't catch me linking suggestions (much).


Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - Nice new buildings dasoldierguy
  2. Keep - Because I know the majority will vote kill or spam because of its length and complexity. I wouldn't worry too much about new game breaking additions. I'm sure Kevan has something cooking up his sleeve that will overjoy us all (no pressure).--  AHLGTG THE END IS NIGH! 21:58, 5 September 2007 (BST) Oops it said "unfinished don't vote!" Bigger text maybe?
  3. Keep - Very very bold, but likable. Some details need to be worked out, but anything of this scale is something Kevan would have to do a lot of thought about anyhow. If the population of Malton is higher than it was 2 years ago in the game, maybe more land would make the contest more interestng. --Pgunn 22:15, 5 September 2007 (BST)
  4. Keep Why not? Nalikill 22:17, 5 September 2007 (BST)
  5. Keep, with a small suggestion I like this but I think the new land should be added only in the south and east to avoid negative GPS values.Studoku 22:20, 5 September 2007 (BST)
  6. change - no shooting hrough doors, the rest is good. =doc crook 22:53, 5 September 2007 (BST)

Kill Votes

Complex suggestions are bad because if you hate one part of it, you have to vote Kill. For me, it's that Bunker Complex. It's too similar to Sniper Rifles and X-Ray Vision that I hate it. So, get rid of it, and this Kill turn into a Keep. But in the end, there is a Peer-Reviewed suggestion by Funt Solo that basically copied the same thing you did...without that Bunker Complex. So, if someone presents that link, I'll change my vote to a Dupe.--ShadowScope 23:15, 5 September 2007 (BST)
RE These vote shouldn't be valid, because I had to get off in a hurr, and am not finished. Sorry! BoboTalkClown 01:38, 6 September 2007 (BST)
You should have then typed it in a notepad, then when you are finished, posted it. But anyway, the dupe links come in, so I'm changing my vote.--ShadowScope 03:09, 6 September 2007 (BST)
  1. Kill - Resubmit once the suggestion is ready for voting. However, you should not have created the page if the suggestion was not ready to begin with. --Banana reads Scoundrell for all of Yesterday's News, Today! 02:31, 6 September 2007 (BST) Changing my vote. --Banana reads Scoundrell for all of Yesterday's News, Today! 03:54, 6 September 2007 (BST)

Spam/Dupe Votes

  1. Spam - As much as I love this, I think Malton isn't quite ready to grow bigger... Happy 19:47, 5 September 2007 (BST)
  2. Dupe -1: if you aren't finished, don't post. 2: Yeah this really looks like you copy+pasted that PR suggestion and added the blue belt and a couple of minor changes. --AlexanderRM 02:17, 6 September 2007 (BST)
  3. Spam - There are FAR too many different ideas here. There is no way anyone can judge the game-balance, mechanics, and math behind so many different things all at once. This makes your suggestion basically unvotable, which means it's spam. ONE THING AT A TIME! --Steakfish 02:23, 6 September 2007 (BST)
  4. Dupe-Unfinished or not, this is still a dupe. Hell, as AlexanderRM said, those looks like you just cut and pasted the Peer Reviewed suggestion.--Pesatyel 02:51, 6 September 2007 (BST)
  5. Dupe - Please don't rip off someone else's suggestion without giving credit or talking to the author. Message left on talk page. --Ducis DuxSlothTalk 03:03, 6 September 2007 (BST)
  6. Dupe it is. Get this off the Wiki.--ShadowScope 03:09, 6 September 2007 (BST)
  7. Dup = Dupity Dupe! --The Grimch U! 03:53, 6 September 2007 (BST)
  8. Dupe - I knew this looked familiar... --Banana reads Scoundrell for all of Yesterday's News, Today! 03:54, 6 September 2007 (BST)

Dupe + Obvous way to avoid it = I'm stoopid. =P BoboTalkClown 01:28, 7 September 2007 (BST)