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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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10th November, 2005

Character-perceived event page

Timestamp: 00:39, 10 Nov 2005 (GMT)
Type: Interface modification
Scope: How events are displayed
Description: I would like to suggest the creation of an event page, used to store all the "Since your last turn:" stuff that currently clogs up the map page when you log in. This would serve two purposes:
1. Removing most of the event lines from the map page. Probably all events should be moved to that page, except game news, attacks and death, and replaced on the map page by a single entry describing all of what happened, for example: "7 flares were fired, 3 statements spoken, and 2 other events. Go here for a detail of these events". Attacks and death would show up on both the map page at login and in the event page.
2. Allowing you to view events past the first refresh after you log in. Events could be stored in that page in chronological order (which is probably just the order it's put in the database anyways). They'd eventually be deleted after a few days/weeks/whatever. Depending on the amount of work that's put in it, it could be possible to click a button to have only attacks, speech, or an "other events" category shown.

The page could be available from a link in the bottom left corner of the map page (close to the "view contact button"). I believe this would make the game a bit more polished, and that it could make the game more capable of accepting changes that helps characters see more of what's going on around them, since every new type of event woudn't clog the map page so much.


  • Keep however, who knows what kevin will do? This sounds like something that could go in with a chatbox feature--Spellbinder 00:46, 10 Nov 2005 (GMT)
  • Kill I don't want to waste my server hits on going to a different page just to see old messages, so I'd probably just miss everything that was done and said. --Shadowstar 11:06, 10 Nov 2005 (GMT)
  • Keep What Spellbinder Said -Kitty soft 16:03, 10 Nov 2005 (GMT)
  • Keep Well if we can vote on our own suggestions, I'll vote on mine. I think it's the first step towards having more events in the game. --McArrowni 03:26, 14 Nov 2005 (GMT)
  • Keep - Rather than spray is across the page, implement it cleanly in a scrolling textbox. --Squashua 19:19, 14 Nov 2005 (GMT)
  • Spam -- I'd wait for the chatbox. --Novelty 02:16, 23 Nov 2005 (GMT)
  • Kill - As Shadowstar said. Madalex 14:29, 23 Nov 2005 (GMT)


Timestamp: 00:45, 10 Nov 2005 (GMT)
Type: scientist skill
Scope: reducing the levels of plague in Malden
Description: Should a scientist with this skill (a third for the necrotech tree) manage to find a vacine kit (new item to go with it), he is able to use this to synthasise a counter agent for the infection zombies carry. After using it to scan 3-5 zombies (which ever number turns out to be best balanced) the scientist is able to create an anti toxin syringe, that if used on an infectious zombie, nullifys that ablility for its next 50APs. After that the infection will have mutated, otherwise everyone left would have vacinated themselves against it, right? Just an idea to give the scientist a little more to do, with an XP award for "curing" a infectious zombie.

EDIT- Oh and forgot to mention, the kits are one use only, the creation of the syringe uses all of the kits supplys to create. And yes, the name does need some work.


  • Keep I like this idea. The effort required and the limitations on the effect will make it balanced (just so long as you can only synthesize a new vaccine once you've used your old one and/or they "go bad" after a certain amount of time), it provides a way for survivors to combat infection without completely nerfing it, plus it makes sense medically at least a little bit. Vaccines are for people who aren't already infected though--perhaps make this "antibiotic."--'STER 01:04, 10 Nov 2005 (GMT)
  • Kill - Lord knows I do my best for scientists (see necronet), which is why I'm loathe to shoot this down. However, it is unfair to zombies, clumsy, too similar to other proposals, and your proposal needs some serious spellcheck. --Zaruthustra 01:06, 10 Nov 2005 (GMT)
  • Kill. Jirtan 01:08, 10 Nov 2005 (GMT)
  • Kill. Clunky. And I'm not sure a zombies have a metabolism that would allow a cure to spread. McArrowni 01:29, 10 Nov 2005 (GMT)
  • Kill. Would make more sense if you could give humans a temporary immunity, not the other way around.
  • Kill, you misspelled the name of the skill, as well as "Malton". Also, this skill is stupid. --LibrarianBrent 06:15, 10 Nov 2005 (GMT)
  • Kill Yep. Stupid, unnecessary, no real incentive to use the kits, no fun for anyone involved. And learn to spell. -Biscuit 20:28, 11 Nov 2005 (GMT)
  • Kill - this skill proposal is a more verbose way of saying "Scientists find a way to temporarily negate the Infectuous Bite Skill of select Zombies for X amount of time." I'm not a proponent of this concept, and you misspelled it. --Squashua 19:21, 14 Nov 2005 (GMT)
  • Kill -- Counters to existing skills are fine. Negating existing skills are stupid. Remember, some of the existing skills were added for balance reasons. Negating some of them would cause the game to be unbalanced. --Novelty 02:18, 23 Nov 2005 (GMT)
  • Kill - I'd like to see a K.I.S.S.-version of this. Madalex 14:05, 23 Nov 2005 (GMT)


Timestamp: 01:58, 10 Nov 2005 (GMT)
Type: Weapon and Skill Tree
Scope: Surviors
Description: The chainsaw is a weapon that would bridge the gap between hand to hand and guns. It is used like a hand to hand weapon, but requires ammo, namely fuel cells. I propose fuel cells provide 5-6 hits per cell. The weapon itself should do 6-8 damage, and should have a base accuracy of 15%. The skills that upgrade the weapon accuracy should be reserved for Zombie Hunters, so there is an actual new weapon you can use with accuracy in later levels. Possible skills would be Chainsaw Experience, which would add 25% to base accuracy, and a followup skill called Chainsaw Adept, which would add an additional 10%. This places the chainsaw firmly between the handgun and fire axe, hit ratio wise.

RE-I recently noticed that i put down fuel cells, when i meant to say gas cans, which are already available in the game. Forgive this mixup.-Vladmyre 12:49, 14 Nov 2005 (GMT)


  • Keep A semi-ammo weapon is good, but if it does less dam/AP than guns it should have greater ammo capacity--this suggestion only has as much as a pistol. I'd say 10 hits at least per fuel cell, but make them about as hard to find as clips. Still, the basic idea is sound.--'STER 02:03, 10 Nov 2005 (GMT)
  • Keep I don't understand... i never ever thought i would see a chainsaw suggestion that might actualy make sence. wow--Spellbinder 02:06, 10 Nov 2005 (GMT)
  • Keep Sounds about right. They could use gas cans. --Zaruthustra 02:14, 10 Nov 2005 (GMT)
  • Kill Last problem to be solved before this is our perfect chainsaw: crazy damage for untrained folks. The untrained damage is between 0.9 to 1.2 damage per AP. Twice as much as anything else untrained. Maxed Fireaxe deals 1.2 damage per AP. I believe cops and privates deal 1.5 per AP at the beginning. I'm still unsure about the repercussions. Needs to have lower base to hit McArrowni 02:42, 10 Nov 2005 (GMT)
  • Keep- I like the idea, and im all for it. The thing I like the best is that it would be a zombie hunter weapon for later levels--user:Bring it on
  • Keep with modification Good, but the 10 ammo per fuel can is a better implementation. --LibrarianBrent 06:11, 10 Nov 2005 (GMT)
  • Keep-It makes sense to use 5-6 ammo, as this weapon already does more damage than the pistol, which has only 6 shots. Therefore, this weapon would make the pistol useless if it had more than 6 shots.-Vladmyre 13:49, 10 Nov 2005 (GMT)
  • Keep, much better than previous suggestions. --Lucero Capell 15:36, 10 Nov 2005 (GMT)
  • Keep I can use this to kill my Neighbors!Dykriegan 17:27, 10 Nov 2005 (GMT)
  • Keep - What's a zombie battle without chainsaws? Plus, this is well-thought-out implementation. Bentley Foss 19:22, 10 Nov 2005 (GMT)
  • Keep/Change Most definitely a balanced idea and I say go for it. Base accuracy should be 10%, though. Torvus 20:51, 10 Nov 2005 (GMT)
  • RE I made the accuracy 15% for 2 reasons. One, 15+25+10 is 50%, which is the total I wanted to get, as it places it between the Axe and the Pistol. Also, think about it. There isnt much of this weapon that isnt deadly. It would be hard to miss THAT much with a chainsaw, as 80% of the weapon itself is deadly, as opposed to an axe, in which only the very end is the weapon.-Vladmyre 12:45, 14 Nov 2005 (GMT)
  • Keep But so many fuel cells per attack would be unfair. Wouldn't want a simple tech such as a chainsaw becoming a godsend. Also fuel cells should be kind of rare.
    • Re - Please sign your vote for it to count. -Otona 00:09, 21 Nov 2005 (GMT)
  • Keep - But base to-hit should be a bit lower. It could finnally put a use to those fuel cans...--Arathen 00:10, 11 Nov 2005 (GMT)
  • Keep I like it, might be able to start putting down the super hordes a bit better.--Blaze Tibis 18:40, 11 Nov 2005 (GMT)
  • Keep Well written--Matthew-Stewart 18:42, 11 Nov 2005 (GMT)
  • Keep but reduce the initial to-hit accuracy a bit. Unlike their use in video games, chainsaws are unwieldy. --Squashua 19:23, 14 Nov 2005 (GMT)
  • Keep - Fits the genre well, doesn't unbalance things, makes use of existing items and models, and is a fun concept. I like it. --Otona 00:09, 21 Nov 2005 (GMT)
  • Keep - i would put the damage at 4, or 5 tops, i can't see it doing more damage than a desert eagle, or a .45 ACP. i would also give it 10-20 charges, like the way you find pistol clips with less than full clips sometimes. i agree that it shouldn't be as accurate as a pistol, 50 is b/t an axe and pistol, for game balance --Zoid bean 16:54, 18 Nov 2005 (GMT)
  • Keep - I know I've said there shouldn't really be more weapons, but I like this suggestion. --Novelty 02:20, 23 Nov 2005 (GMT)
  • Kill - I think this would cause a massive shift in behaviour as it's untrained damage potential is very high. Perhaps lowering the damage for untrained use would help here. Madalex 14:09, 23 Nov 2005 (GMT)
  • Keep - CHAINSAW THE CHILDREN! (that's a pretty funny Flash game BTW) Anyways, it could use some tweaks (cut the accuracy to 10% as previously stated), but otherwise, it's great. - KingRaptor 11:39, 24 Nov 2005 (GMT)

Aggression Amplifier

Timestamp: 02:45, 10 Nov 2005 (GMT) Update: 03:25, 10 Nov 2005 (GMT)
Type: Misc Item
Scope: Survivors
Description: A chemical compound first discovered in Necrotech labs as a byproduct of their research. Basically, it increases dmg done with melee weapons for a period of time after it is used. After some refining, it was given to various military bases and hospitals for experimentation. Increases melee damage by 1 or 2 (im not sure) and effect lasts until 10 AP has been spent


  • Kill - Unbalances melee weapons, if only slightly. It seems contradictory that it would be found in necrolabs (where only scientists congregate since only they see them), but would only benefit melee fighters. --Zaruthustra 02:53, 10 Nov 2005 (GMT)
  • Kill. --LibrarianBrent 06:10, 10 Nov 2005 (GMT)
  • Kill Buffs suck. They suck like this idea which is pretty bad! --GodofGames 02:39, 12 Nov 2005 (GMT)
  • Kill - Steroids, eh? Not crazy about it. Hey GodofGames, who is probably banned user Th0r, try to acquire a little maturity. --Squashua 19:24, 14 Nov 2005 (GMT)
  • Kill- Nope, buffs are simply not needed in this game at this point.--Spellbinder 20:54, 14 Nov 2005 (GMT)
  • Kill -- Item doesn't make sense. This also isn't a sci-fi game. --Novelty 02:21, 23 Nov 2005 (GMT)
  • Kill - I'm still confused after reading it a second time. Madalex 14:13, 23 Nov 2005 (GMT)


Type: Items, Skills
Scope: Skills, Combat
Description: High-level (20+?) Zombie Hunter skill allowing modification of existing firearms in-game. Adaptation of Carfan7's Toolbox suggestion. Would require mastery of all firearms skills and player must be at or above the appropriate level. Player would also have to find a "Gunsmithing Kit" item and an appropriate modification component for whichever firearm they want to modify. These items would ONLY be found in Mall gun stores and have VERY low search odds. If it's possible that only a character with the Gunsmithing skill would be able to find them in the first place (those without Gunsmithing would get the "nothing" search result) it would be even better. Available pistol components would be: Compensator - increase chance to hit by 2%, Electronic Sight - increase chance to hit by 2%, Match Trigger - increase chance to hit by 2%. Available shotgun modifications would be Short Barrel - increase chance to hit by 2% but decrease damage to 8 HP, Double Trigger - increase damage to 20 HP (or 16 with Short Barrel) but uses both shells instead of one. Two actions would still be required to reload it but it would only fire once before it was empty, no cheating by loading one shell and doing the damage of two, if only one shell is loaded it would only do 10 HP or 8 HP with Short Barrel. Gunsmithing skill use: When player has the Gunsmithing skill, a Gunsmithing Kit, a modification component and the correct firearm for that mod, a button and drop-down menu will open up next to the mod component, similar to the "drop" menu but only showing firearms and not other items. Player selects a weapon to be modified and then clicks on the mod component. If the weapon is a correct type for the mod (ie. pistol for Match Trigger) and does not all ready have that mod installed that item will be removed from the inventory and replaced by a new weapon with a slightly different name (maybe something like pistol-m). Mods will be stackable, so a pistol could have Compensator, Electronic Sight and Match Trigger (pistol-cem) and a shotgun could have Short Barrel and Double Trigger (shotgun-sd); accuracy bonuses (and damage penalties) will also stack. A fully-modded pistol would have a bonus of 6% to hit, a fully-modded shotgun would have a bonus of 2% to hit but a penalty of -2 HP or -4 HP to damage. I know this is pretty complicated, but what else could be better for a badass Zombie Hunter than a badass custom gun? Plus the bonuses for attack and damage would be balanced out by all the AP they'll have to spend to find the stuff, the fact that they won't even be able to find it until they have the skill and the accuracy and damage bonuses would only apply to the use of the modified weapons and not ALL their weapons.


  • Kill - Making completely unbalanced and broken ideas hard to use or find doesn't make them less broken, it just makes a small group of people invincible and the rest angry. Zombie hunters do not currently need anything to make them more lethal. Zombies struggle quite a bit as is. --Zaruthustra 04:07, 10 Nov 2005 (GMT)
  • Kill, overpowered and stupid, I don't see how the materials to manufacture precision electronic gunsights would be available in a mall during a zombie apocalypse. --LibrarianBrent 06:09, 10 Nov 2005 (GMT)
  • Kill More firepower is not needed, and the balance factors are a one-time investment, which IMO makes them not so big. Also, seems complicated. Thank you for putting the discussion on the talk page, btw --McArrowni 22:28, 10 Nov 2005 (GMT)
  • Kill Finally more firepower. The above user doesnt knonw what their talking about ignore them and their vote in fact it should be deleted since the above user doesnt understand the mechanics of game development. this skill sounds like an asset to this game for high level players who enjoy the game and dont want to destroy it. --GodofGames 01:47, 12 Nov 2005 (GMT)
  • Kill - This isn't Resident Evil 4 with wacky gun upgrades. Your idea has merit, but it's a very complex system proposed. Maybe if it was simplified a bit. --Squashua 19:26, 14 Nov 2005 (GMT)
  • Kill, As they said, too complex for such a simple game--Spellbinder 20:55, 14 Nov 2005 (GMT)
  • Kill -- Unless Kevan decides to change the game from "low tech" to "high tech". --Novelty 02:23, 23 Nov 2005 (GMT)
  • Kill Shining example for lack of K.I.S.S. Madalex 14:20, 23 Nov 2005 (GMT)


Timestamp: 04:47, 10 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: Basicaly it's a Grenade. It deals 10 dammage to the target with a 20% chance to hit, however it has a 5% chance to hit someone else in the square with 5 dammage from shrapnel, Ie Each character has a 5% of being hit with shrapnel.


  • Kill: - If there was actually a grenade added to this game, it at least would be better than this. This is simply an unnecessary additionment onto the server. This grenade is way too weak, and bogs down the server more than it should. 2 thumbs down. -- AllStarZ 05:09, 10 Nov 2005 (GMT)
  • Kill, see above post. --LibrarianBrent 06:08, 10 Nov 2005 (GMT)
  • Kill - this wouldn't "bog down the server" like AllStarZ claims it would, but it is an unwieldy implementation. Rethink it and consider consequences like throwing it at zombies and trying not to hit survivors, etc. Be more comprehensive in your suggestion. --Squashua 19:28, 14 Nov 2005 (GMT)
  • Kill, Splash damage type attacks aren't needed, i think. and the flare's 15/15% seems much better then the Grenade--Spellbinder 20:57, 14 Nov 2005 (GMT)
  • Kill -- I agree with Squashua. --Novelty 02:26, 23 Nov 2005 (GMT)
  • Kill - As Spellbinder said. Madalex 14:25, 23 Nov 2005 (GMT)

Page Hash

Timestamp: 7:36, 10 Nov 2005 (GMT)
Type: Basic Design Change(but relatively simple)
Scope: This will help everyone
Description: Taking a hash of the contents of a page would allow a form of authentication of the page screenshot. People are faking page contents. In fact, instructions on how to do it are now on multiple forums. (example:

This will seriously curtail this silliness and allow us to spot liars, making the game more fun for everyone else.


  • Vote removed, and we'll both pretend I understood whatever it was you said. McArrowni 23:34, 10 Nov 2005 (GMT) EDIT: Removed my vote, seems like I got the vote started at least. But since I don't know what this is about, I'll leave it to the expert--McArrowni 22:40, 17 Nov 2005 (GMT)
  • Kill, because I do understand what he said. What about partial screenshots? How will the hashes be verified? It doesn't matter if this one goes through or not, because it's not implementable. Slicer 02:14, 11 Nov 2005 (GMT)
  • Kill, While it seems strange that Slicer says he both doesn't understand it and it is not implementable, I think the overriding matter is the fear of deception in PK reports meshing so nicely with general zombie horror. General Sherman, 21:33, 11 Nov 2005 (EST)
  • Kill I'm all for an encryption policy on URL parameters, but if changing parameters is not causing actual issues with cheating and such, I only see this as needless work. --Squashua 19:30, 14 Nov 2005 (GMT)
  • Spam -- What are the ingame benefits of this? --Novelty 02:30, 23 Nov 2005 (GMT)
  • Kill As Novelty said. Madalex 14:28, 23 Nov 2005 (GMT)

Extractor Knowledge

Timestamp: 06:11, 10 Nov 2005 (GMT)
Type: Skill modification
Scope: DNA Extraction skill
Description: Makes names clickable to view profile when you extract the zombie DNA. Not an extra skill, just an upgrade to the existing Extraction.


  • Keep I don't see anything wrong with this skill, though I suppose I can change my vote if other people have good reasons against it. It'd make it easier to tell if this zombie is one that is likely to want revivification, which currently is done a bit haphazardly unless you know the person. I think it might cut down on zombies that don't want to be revived getting revived... --Shadowstar 11:12, 10 Nov 2005 (GMT)
  • Keep --bbrraaiinnss 13:57, 10 Nov 2005 (GMT)
  • Keep Being able to read profiles can help stop reviving newer zombies who dont want to be revived. -Kitty soft 16:07, 10 Nov 2005 (GMT)
  • Keep Yeah I'm voting on my own suggestion here but I really want to know the details of the person. Isn't that the whole point of DNA extraction? Slicer 22:24, 10 Nov 2005 (GMT)
  • Keep Well, I thought the point of the extraction was to send data back to headquarters for evaluation. But really, if you snag DNA, you should be able to learn more about a person, at least with after a little experience in analyzing the results. This is an excellent idea, but maybe should only work after acquiring another skill. --Biscuit 20:35, 11 Nov 2005 (GMT)
  • Keep Deleted illegal votes. Good idea this makes sense and allows users to target zombies by name make their name yellow. its a good idea should be refined a bit but a good step. --GodofGames 22:37, 12 Nov 2005 (GMT)
  • Keep - Excellent basic proposal. --Squashua 19:31, 14 Nov 2005 (GMT)
  • Keep, I've wanted this for a while now, thanks. --Spellbinder 20:59, 14 Nov 2005 (GMT)
    • RE: -- It was possible when extraction was introduced to click on the name of the zombie. That was changed a while ago. I have no idea what caused the change except for zombies complaining about griefing, but it might be worth checking what caused it before reverting back to it.--Novelty 02:35, 23 Nov 2005 (GMT)
  • Keep This will work nicely with the added descriptions as currently you can't see them unless you have a link to the profile. Madalex 14:30, 23 Nov 2005 (GMT)

Pry Barricades

Timestamp: 06:11, 10 Nov 2005 (GMT)
Type: Item ability
Scope: Crowbar
Description: Allows people with crowbars to pry out barricade pieces. The chance is Barricading in reverse; near 100% for EH barricaded and almost zero for lightly/loosely.

This suggestion's intent is to:

1. Make it easier for newbies to enter H+ barricaded buildings

2. Make it easier for people who have had their police station barricaded to EH by griefers to recover

3. Prevent griefers from abusing the item by disallowing them to destroy the barricade entirely with ease

4. Give the Crowbar an actual use


  • Keep -Kitty soft 07:59, 10 Nov 2005 (GMT)
  • Kill Too open to abuse by spies/PK groups/people with grudges. (They can get it down to really low, then attack it.) --Shadowstar 11:13, 10 Nov 2005 (GMT)
  • Crowbars already have double-chance to hit against barricades (and have since day one of barricading), if people hadn't realised this. --Kevan 14:07, 10 Nov 2005 (GMT)
  • Kill What Kevan and ShadowStar said --McArrowni 14:31, 10 Nov 2005 (GMT)
  • Kill As above. --Lucero Capell 15:41, 10 Nov 2005 (GMT)
  • Kill - Same as above. Besides, survivors can already attack the barricades, right? Bentley Foss 19:26, 10 Nov 2005 (GMT)
  • Kill But please make a larger note of the Crowbar special ability in the section on the Crowbar and in the Barricades section on the wiki if not already there. --Squashua 20:10, 10 Nov 2005 (GMT)
  • Kill I didn't know about the Crowbar already having that. This is my suggestion, and I withdraw it. Slicer 00:45, 11 Nov 2005 (GMT)
  • KILL Their called barricades for a reason einstein! Besides I would like to see you crowbar a vending machine away from a door or off the ground. I will change my vote when I see that video clip of a person moving iled vending machines with just a crowbar. --GodofGames 01:49, 12 Nov 2005 (GMT)
  • Kill i so musta missed that info. Thanks Kevan --Spellbinder 21:01, 14 Nov 2005 (GMT)
  • Kill - Sweet! Now zombie spies get a bonus against EHB buildings! -Otona 00:14, 21 Nov 2005 (GMT)
  • Spam -- Urm... see what Kevan said. --Novelty 02:38, 23 Nov 2005 (GMT)
  • Kill - 'Nuff said. Madalex 14:32, 23 Nov 2005 (GMT)


Timestamp: 06:23, 10 Nov 2005 (GMT)
Type: Player Class
Scope: Survivors
Description: This is basically a new Class of player. I'm not sure how well accepted a class suggestion will be.. but here goes. As a convict, you would start out with Body Building skill and a Length of Pipe. Your startup message could be something like: "After countless time behind bars, the prison you inhabited became infested with undead prisoners, which in turn begat undead guards. You barely managed to escape amid the chaos, keeping your head low as you made your way out into the streets of Malton. Little did you know that your trouble was just beginning." I think this would be a useful class because some folks would like to start with the Body Building HP edge, but would not be getting the weapon training to start off. Plus it gives those who want to play a non-ethical survivor something else to choose. (Except for Consumer and Corpse, all classes are pretty much public servants at this point.. and Scientists save lives all the time.) This would of course be a Civilian class. If necissary, user could also start with additional Hand-to-Hand Combat skill if that's not enough.


  • Keep A good idea, and it adds more depth to the game itself.- Jack Cortez, Vladmyre 13:54, 10 Nov 2005 (GMT)
  • Keep I always wondered what happened to all the criminals that should be around the place. I think it works fine with Body Building and a lead pipe, no need for fisticuffs. Gilganixon 10:36, 10 Nov 2005 (GMT)
  • Keep Though, not two skills. Bodybuilding OR hand-to-hand. --Shadowstar 11:15, 10 Nov 2005 (GMT)
  • Keep This could use more classes, although i do wish there were more zombie classes. Another idea i thought of to add onto yours would be that convicts could loot corpses or steal from living people. dunno. just an idea, and again, good job. --AllStarZ 00:52, 11 Nov 2005 (GMT)
  • Keep - Same as above. If they ever put in the "Brass Knuckles" item, this would be a perfect class to start with them (although the Length of Pipe is good too). Bentley Foss 19:27, 10 Nov 2005 (GMT)
  • Keep But do we give them a skill purchase discount for anything like the Medics get? (Obviously NOT the Medics bonus, but...) --Squashua 20:07, 10 Nov 2005 (GMT)
  • Keep I say Bodybuilding and a lead pipe would be perfect Combo, this has good RP flavor--Matthew-Stewart 21:51, 10 Nov 2005 (GMT)
  • Keep What everybody else said, although to make the class easier to level I'd replace the Body Building with Hand-to-Hand. (has to be one skill only, or we have people starting at level 2- a big no-no) Slicer 02:36, 11 Nov 2005 (GMT)
  • Keep - A perfect way to keep the game interesting. Thumbs up on this class suggestion. I agree with Bentley Foss, if the Brass Knuckles get added in, they would make for a perfect Convict weapon. --Kulatu 21:04, 11 Nov 2005 (GMT)
  • Keep Great idea! Very original. I say, keep. :D --Carfan7 23:56, 11 Nov 2005 (GMT)
  • Keep, They are civilan, so every skill they get is at 100xp.--Spellbinder 21:02, 14 Nov 2005 (GMT)
  • Keep - Good idea. --Deathnut 05:28, 17 Nov 2005 (GMT)
  • Keep - I support the unethical survivors 100%. --Khaizard 16:39, 18 Nov 2005 (GMT)
  • Kill - Going against the flow here but why would a zombie start out as anything other than this? Getting bodybuilding is a hassle most high-level zombies have to go through... and if they can start off a with it, then all they have to do is find a flak jacket before they die to play a zombie. --Novelty 02:41, 23 Nov 2005 (GMT)
  • Keep Nice flavour. Madalex 14:38, 23 Nov 2005 (GMT)

Assess Threat

Timestamp: 06:27, 10 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: Similar to diagnosis, which allows medics to assess the HP of survivors, this skill would display the skill level of each zombie in the same building, or on the same block; and it would also allow zombie hunters to selectively attack individual zombies. This would allow advanced players to adopt a more tactical approach to hunting i.e. being able to target a specific zombie based in its potential to do harm.


  • Kill Zombies would become next to useless if this was implemented -Kitty soft 08:00, 10 Nov 2005 (GMT)
  • Keep There should be some sort of ability for humans to selectively target zombies. After all zombies can assess the profile of a human. In the least it would be worthwhile to see the HP of zombies, so that a human pick out desireable targets --Ml 08:57, 10 Nov 2005 (GMT)
  • Keep Zombies target the highest level humans, or the NecTechs and the medics during a seige. Why shouldn't humans target the brain-rotted infectious zombies? I don't see how that would nerf the entire zombie class. --Shadowstar 11:18, 10 Nov 2005 (GMT)
  • Kill Already implemented (although certainly not to the extent which the author means) with the contact list. Besides, zombies all appear to be 'in poor health.' Maybe if zombies below 25HP were astericked, but this is a bit much. --SprngHlJn 14:08, 10 Nov 2005 (GMT)
  • Kill One of the benefits of being in a horde is that nobody knows who you are. This will greatly hurt high-level zombies, destroy some atmosphere, and tilt things even farther in the humans' favor. Slicer 02:17, 11 Nov 2005 (GMT)
  • Kill It would only be good to high level character, so I'm going to suggest this: Make the skill worth 500 XP. What do you guys think? --Carfan7 00:00, 12 Nov 2005 (GMT)
  • Keep The game has built in cheating where zombies can see high level players so yea this should be a given since somehow a braindead meatsack can tell whose a high level and their skills but a zombie hunter cant even tell which zombie to headshot.--GodofGames 01:51, 12 Nov 2005 (GMT)
  • Kill The game automatically has you target the weakest zombie in a group when you attack, so I don't see a real use in this other than the abuse of it. Sure, it might help if you are in an area where zombies are in groups of 1 or 2 at a time, however, I don't see a real point in this other than gaining tons of XP fast. Too fast I might note, since a massacre of low HPed zombies can quickly lead to plenty of level-ups! Especially since shotguns can give 10 XP for the damage plus another 10 for the kill, which right there is 1/5 of the amount of XP required for a normal level-up at the cost of a single AP. --Volke 07:59, 12 Nov 2005 (GMT)
  • Keep - Sounds good for a zombie hunter skill - zombies could be listed in the drop-down with a number in parenthesis next to them, stating their level. --Squashua 19:33, 14 Nov 2005 (GMT)
  • Kill I just don't see this as a valuble skill.--Spellbinder 21:04, 14 Nov 2005 (GMT)
  • Kill (in current form) -- I like the basic idea, but this gives too much to the zombie hunter. --Novelty 02:43, 23 Nov 2005 (GMT)
  • Kill - 'Nuff said. Madalex 14:50, 23 Nov 2005 (GMT)

Will to live

Timestamp: 06:39, 10 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: Stops a zombie like state, this is the human verison of brain rot prehaps the human has to stand up with 5 hp and uses 20-30ap to do so, with this skill you can never be zombiefide, even if you jump from a tower you'll just stand up with 5 hp, comes after zombie hunter skill, cost alot? maybe 1000xp? to much? to less? --Redemptionx8 06:39, 10 Nov 2005 (GMT)


  • Kill: - So much for game balance. Even if it cost 1000 XP, high-level survivors would become gods. Slicer 06:49, 10 Nov 2005 (GMT)
  • KILL - The whole POINT of the game is that there are zombies, who don't care if they die(because they're already dead, duh) and survivors, who when they die, join the dead. Amazing, huh? See above. The maker of this post hasn't realized: when you're dead, you don't get back up, living- Nimbalo 19:02, 10 Nov 2005 (GMT).
  • Kill I understand why you want it, but it would ruin the game mechanics. It doesn't really hurt balance-- if this would make high-level survivors into gods, then I don't know what you think brain-rotted ankle-grabbers have become. But it kind of ruins the point of the game, so kill. --Shadowstar 11:22, 10 Nov 2005 (GMT)
  • Kill, What Shadowstar said (gee, I can't make any good comments any more. Everyone else is saying all the good stuff and leaving me to agree...) --Lucero Capell 16:07, 10 Nov 2005 (GMT)
  • SPAM - I had suggested something very similar to this... and it wasn't as essagerated.. could someone pick it up instead. Too esegerated this version --Adrian 18:38, 10 Nov 2005 (GMT).
  • Kill People, please. Zombies cannot throw their innards at people for a reason. We do not need a corresponding skill for each of the two 'races.' I agree with Shadowstar in that I understand where you're coming from, but I personally like changing my tactics when I go from human to zombie. --SprngHlJn 02:32, 11 Nov 2005 (GMT)
  • Kill I think it'd be better to make it easier to revive humans since zombies can do it anytime for 1 AP while survivors require someone else with a syringe and certain skill to do so. Even if this skill made it so that they were just knocked out, it wouldn't really seem to fit in with the game's theme of undead stuff. Don't get me wrong, I like the idea, but this would unbalence the game's mechanics, as Shadowstar has clearly pointed out. --Volke 07:52, 12 Nov 2005 (GMT)
  • Kill - this undermines the basic concept of the game. Anyway, what if you die? Not a zombie? How do you get revived then? --Squashua 19:34, 14 Nov 2005 (GMT)
  • Kill, boarderline spam--Spellbinder 21:05, 14 Nov 2005 (GMT)
  • Kill - Right up there with faith healing and Scientology. I understand why you would want to add this skill, but too much symmetry destroys the interest of the genre. Plus, such a skill makes high-level humans too powerful since they can't really be killed. This is a horror game. Horror, as a genre, is not fair to the protagonist. That's what creates tension and fear. If it were fair you wouldn't be afraid. -Otona 00:21, 21 Nov 2005 (GMT)
  • Kill - So... essentially after you reach a high enough level, you can never die no matter what? Btw, I discovered a bug while playing. If you have just one AP, and you do the stand up command, you can still stand up and your AP value hits the negative area. - AllStarZ 04:17, 21 Nov 2005 (GMT)
  • Kill -- This sounds too "broken" to be ever implemented. --Novelty 02:44, 23 Nov 2005 (GMT)
  • Kill - As Spellbinder said. Madalex 14:51, 23 Nov 2005 (GMT)

Zombie Frenzy

Timestamp: 11:24, 10 Nov 2005 (GMT)
Type: Zombie Skill, combat skill.
Scope: Zombies
Description: When using this skill as a combat action, zombie activates the Zombie Frenzy. While Zombie Frenzy is active , zombie deals 1 extra damage with other attacks , BUT the ONLY action permitted is to attack and he gains no experience from it . There is 10% chance Zombie Frenzy lasts after an attack.


  • Kill - Bad idea. 1 AP for 1 point of bonus damage AND no XP? That is awful. Not to mention, there's a logical trap the way this is written: if a zombie gets particularly unlucky, this skill will last until all of their AP for the day is wasted. (They cannot perform any other actions, including movement, until the frenzy fails.) Kill. Bentley Foss 23:20, 10 Nov 2005 (GMT)
  • Kill - ^^ I agree. Also, zombies are dead and therefore are rather unlikely to go into a frenzy of any sort. Ethan Frome 23:26, 10 Nov 2005 (GMT)
  • Spam As above, except that aren't zombies permanently in a frenzy? Utter waste of suggestion space. Slicer 02:01, 11 Nov 2005 (GMT)
  • Kill While I like the idea of some zombies getting a boost from tasting blood, this idea is badly implemented. As I see it though, Zombies aren't in a permanent Frenzy, they generally just shamble around trying to find people... --Zark the Damned 17:04, 11 Nov 2005 (GMT)
  • SPAM 3 spam votes mean this skill will NEVER be accepted since it is a POS.--GodofGames 01:52, 12 Nov 2005 (GMT)
  • SPAM, A foolish suggestion to imagine that you should buff a zombie. Why not just implement magic and giant robots with this kind of retarded idea. --Boron 23:29, 12 Nov 2005 (GMT)
  • Kill - A "Zombie Attack On/Off" switch? Sorry, no. --Squashua 19:36, 14 Nov 2005 (GMT)
  • Kill -- Not required. --Novelty 02:48, 23 Nov 2005 (GMT)
  • Kill - 'Nuff said. Madalex 14:52, 23 Nov 2005 (GMT)

Hardcore Characters

Timestamp: 13:52, 10 Nov 2005 (GMT)
Type: Metacharacter Alteration.
Scope: All characters
Description: An option for current and new characters to become "Hardcore" characters, a la Diablo II. Although any of this should be up for debate, hardcore characters could receive a 50% or 100% XP increase for being hardcore. Of course, Hardcore characters get only one life. To fit in with the zombie theme, maybe hardcore characters could only become a zombie if died of infection (PKing, leaping from window, mauled to death by zombie all equal permanent death), but maybe zombies only hit with a headshot would die. Possibly killing a hardcore character gets extra XP. Character names who would be killed by this method could be logged off, as if inactive for five days. Again, this would just be an option, not suggesting making this the standard. --SprngHlJn


  • Kill - It's an interesting idea and a certain group of people would enjoy it, but it doesn't fit this game's mechanics. Maybe if there was a second, pay-only, hardcore-only server out there, this would work? Bentley Foss 19:33, 10 Nov 2005 (GMT)
  • Keep - Are we allowed to vote on our own ideas? I noticed some other people doing this, but if it's in bad form, I'll be glad to remove this [EDIT: Reading the instructions is a beautiful thing --SprngHlJn]. I suggested it for two reasons, that many people complain that death means nothing, and it would give us old timers a reason to start again (and keep starting, to see how far we can get). --SprngHlJn 21:54, 10 Nov 2005
  • Keep - I don't see a problem with it since it's optional. Also has a nice risk v. reward balance. Perma-dead characters should have their names deleted though. Scyld
    • Re: I think Kevan said he doesn't want confusion when it comes to new characters using old characer's names (hence the 'logged off' instead of deleted). --SprngHlJn
  • Kill - I would prefer to see something along the lines of "Survivor is HardCore - begins with extra XP (or gains extra XP), but when he dies, he loses all XP and automatically begins with Brain Rot Skill". --Squashua 19:38, 14 Nov 2005 (GMT)
  • Kill, Want hardcore? After you die, get brain rot. And also, if killing a hardcore member gets you more xp, i can imagain the XP farming going on with discarded new characters--Spellbinder 21:07, 14 Nov 2005 (GMT)
  • Kill - TOO complicated--Deathnut 05:30, 17 Nov 2005 (GMT)
  • Kill -- This isn't Diablo II... --Novelty 02:49, 23 Nov 2005 (GMT)
  • Kill - Doesn't fit the simplicity of the game. Madalex 14:54, 23 Nov 2005 (GMT)

XP for Barricade Assault

Timestamp: 16:38, 10 Nov 2005 (GMT)
Type: Zombie Alteration.
Scope: All zombie characters
Description: Zombies are awarded a small amount of XP for attacking barricades. Currently the only way for a zombie to gain XP is through combat, and due to the danger of headshots zombies often resort to attacking each other. By making barricade attacks more worthwhile, zombies have more of an incentive to fulfill their in-game purpose. The amount does not need to be large; perhaps just 1XP per hit, or 2XP per piece dislodged.


  • Kill - Now that I think about it in its current incarnation this is way too prone to griefing. I do think we need something like this though. 1 XP for every successful attack or something would hardly make it farmable. --Zaruthustra 17:11, 10 Nov 2005 (GMT)
  • Kill - Power gamers would have a field day. A human builds a barracade to very high, and gains XP. A zombie outside (friend) rips it down again; restart and re-do ad nausium --Adrian 18:31, 10 Nov 2005 (GMT)
  • Kill - Humans don't get XP for building barricades, AFAIK, and still do it. Yeah, it's protection, there's an inherant benefit-- but that's the same with the zombies, where it's a benefit to knock 'em down to get at the brains inside! --Shadowstar 18:34, 10 Nov 2005 (GMT)
  • Keep - But make it 1 XP for every 4 points of damage done. --Squashua 20:02, 10 Nov 2005 (GMT)
  • Kill, see Shadowstar's comment. --LibrarianBrent 23:01, 10 Nov 2005 (GMT)
  • Kill, Shadowstar is my hero. --Lucero Capell 23:10, 10 Nov 2005 (GMT)
  • Keep Guys, survivors get XP for spray-painting buildings. Think about that. John Ember 01:23, 11 Nov 2005 (GMT)
  • Kill RE: Alright, fair is fair. Make it 1 XP for each piece a zombie dislodges. That is hardly overpowered compared to survivors getting XP for tagging buildings. --Kulatu 03:28, 11 Nov 2005
  • Keep Right now, survivors can gain XP by punching each other and healing the damage. Zombies could attack each other and have just as much chance to gain XP as ripping down a barricade (assuming 1 XP per hit, 20% chance of success for both). For survivors, building a barricade is its own reward, no XP for them. Think of barricade ripping as the zombie equivalent of reading a book. --RodgerYoung 00:50, 12 Nov 2005 (GMT)
  • Keep This idea helps newbie zombies and lone zombies: Two of the most miserable types of players XP-wise. It also makes sense that a zombie gets better at tearing barricades. However, the amount needs to be quite low (1 or 2 xp per piece dislodged)--McArrowni 02:57, 12 Nov 2005 (GMT)
  • Keep, John Ember is my hero--Spellbinder 21:09, 14 Nov 2005 (GMT)
  • Kill Unless survivors get XP for building barricades, all it does is give free XP to zombies in general who want to level up quickly. After all, zombie spies and sympothizers will barricade buildings up to EHB, then let their zombie pals break it down. Lather, rinse, repeat, and you've got yourself a limitless XP farm for zombies. Worried about headshot? Vote for it to affect AP instead of XP, or for an alternative to headshot so that people can choose different survivor elite skills other than headshot. --Volke 03:25, 18 Nov 2005 (GMT)
  • Keep - This change is absolutely essential to restore balance to Malton. Currently humans are "winning" easily in Malton. Take the Craiger Mall assault for example. Originally there were some 200 zombies versus a handful of survivors, yet the survivors could hold them off easily due to easy barricading by humans combined with the fact that many zombies (for obvious reasons) don't want to waste AP on attacking barricades when they will most likely run out before the barricades fall and thus gain no XP for their entire turn. Currently humans have a variety of ways (some silly like spray painting) to gain AP. Zombies only have attacks. This change would not only help restore some balance to the game, but also help end the current plague of highly barricaded buildings. I'm sure plenty of human players have found themselves trapped outside because every building in the area was inaccesible. -- Drinky Dead Nov 18th
  • Keep - As mentioned above, if humans gain experience for spraying paint on a wall, this seems fair enough. I'd say 1 XP per part dislodged. --Dickie Fux 03:13, 21 Nov 2005 (GMT)
  • Keep -- I like this idea. Would make people think twice about overbarricading too. --Novelty 02:50, 23 Nov 2005 (GMT)
  • Kill - Breaking down barricades has it's own benefits. Madalex 14:57, 23 Nov 2005 (GMT)

Headshots remove AP, not XP

Timestamp: 16:38, 10 Nov 2005 (GMT)
Type: Zombie Hunter Skill Alteration.
Scope: All zombie hunter characters
Description: XP comes so slowly in this game that losing it is extremely aggravating. It's also contrary to almost every other RPG out there. While zombie hunters should be able to slow zombies down, stealing AP would accomplish this much more effectively. As an experienced zombie, I would much rather lose my AP for the day than lose a week's worth of XP.


  • Kill - I find headshot annoying too, but still I gotta kill on this for one reason. Dont. Mess. With AP. --Zaruthustra 17:10, 10 Nov 2005 (GMT)
  • Keep - I think it's better than messing with exp... It's not a fair skill. I know I usually vote kill on anything with AP, but in this case, the alternative of exp is so bad that I would rather AP. Maybe if it only applied to those (survivor and non) with ankle grab, or something... not taking away all 10AP of course, but one or two. --Shadowstar 17:57, 10 Nov 2005 (GMT)
  • Keep - I think ABOVE 'Don't. Mess. With. AP.' Should be DON'T MESS WITH XP. XP is even more difficult to get than AP, and it would turn headshot into a sort of ankle-grab counter. I don't see any reason not to do this. DO IT, PLEASE. It would be soooo much better. --Pyrinoc 18:28, 10 Nov 2005 (GMT)
  • Kill Seriously, don't mess with AP. I'd rather be able to play each day than to lose XP. I've been headshot plenty of times and it's just a nuisance. --Torvus 20:59, 10 Nov 2005 (GMT)
  • Keep what I like about zombies, is not caring. Headshot removed that, because it prevented me from leveling, and new zombies need their skills. However, with this, you'd just keep coming. More slowly, but you'd still keep coming. --McArrowni 21:33, 10 Nov 2005 (GMT)
  • Kill While I agree that AP is not sancrosanct (and really, neither is anything else in the game, unless someone suggested getting rid of zombies), by the time headshots start to really affect you, you've probably got most of your skills anyway. --SprngHlJn 21:40, 10 Nov 2005 (GMT)
  • Killyour right to think it would be worse for zombies to lose AP. I could care less about xp, I like playing the game not looking at my charecter sheet. Ankle grap relieved a lot of frustration I'd rather not have back. Plus, for the most part my deaths are head shots. --bbrraaiinnss 22:50, 10 Nov 2005 (GMT)
  • Keep This seems like a good idea. It would slow zombies down a lot more but I think they should still lose some XP. And to the "Don't mess with AP!" freaks: So what? A zombie with every skill would not care about a headshot and get up with ankle grab for one AP... they'd just keep coming; with this they actually have to worry a little about death. ALIENwolve 23:54, 10 Nov 2005 (GMT)
  • Keep I don't understand why AP is sacred. Killing a low-level zombie already robs him of 10AP -- why not simply up it for a headshot? John Ember 01:21, 11 Nov 2005 (GMT)
  • KILL Noone cares what you think! Removing ap would be worse for low level zombies try thinking of other players and not just yourself and maybe some day someone might appreciate the BS you spew as suggestions. --GodofGames 01:56, 12 Nov 2005 (GMT)
  • EDIT: Keep! I changed my mind on this ability because while killing off XP via headshot is useful to survivors, taking away AP would help even more since any elites that get knocked down in a siege will be forced to wait to gain enough AP to stand up again and fight. I don't know about you, but AP always seems to be at a loss for me, no matter which side I'm playing as. Therefore, a change like this might help balence the game out without having to nerf the ankle grab that zombies love so dearly. I mean, with this change, survivors can now choose to fight-or-flee instead of flee-or-die since zombies could eventually get tired of losing their AP and having to wait before they can fight again. This will help even out the sides more, becuase while a zombie horde can still easily overpower some safehouses, the more heavily protected ones can try and defend themselves and actually expect to win if they can hold out long enough for the zombies to get bored! Not to say that that won't still take a lot of firepower, that is... --Volke 05:40, 15 Nov 2005 (GMT)
  • Keep I've long supported headshot affecting AP instead of XP for the simple reason that my maxed out zombie isn't affected by headshot whatsoever. It's no different from getting killed by someone else. AP though, would have a long-term effect on zombie hordes by balancing out the AP drain in sieges, and allowing survivors to flee more effectively. Also, low level zombies got murderized by headshot when it was first introduced, and their progress was reversed. To a degree this is still true. AP reduction (proportional to level, of course) would just retard advancement, not destroy it.--Insomniac By Choice 10:39, 12 Nov 2005 (GMT)
  • KeepI support this fully. While low level zombies aren't too badly hurt by Headshots, and High-level zombies with maximized skill trees are completely unaffacted in the XP section...the mid-level zombies have terrible havoc wreaked upon them. By switching to AP, the Headshot will affect all zombies of all levels and slow them down without being too lethal. --Kulatu 10:49, 12 Nov 2005 (GMT)
  • Kill - A more elegant (and acceptable) implementation of this would be to add a +5 to +10 AP penalty to standing up, simulating a longer healing time. --Squashua 19:40, 14 Nov 2005 (GMT)
  • Kill, I don't agree with the AP damage that this suggests, and i think that the Zombie hunter skill is very deadly and dangerious, and adds much more to the level of excitement!--Spellbinder 21:11, 14 Nov 2005 (GMT)
  • Keep slowing zombies makes more sense --Heamo 15:35, 16 Nov 2005 (GMT)
  • Keep I think this is brilliant, I couldn't agree with it more - xp loss is terrible for the zombie (if they aren't fully leveled) because it's like going backwards in the game, but it really doesn't help the zombie hunter or any survivor at all in the short term - The horde will stand up and kill you just as quickly. But a moderate AP loss is something that actually helps the survivors survive sieges and fight the horder off --Thorbrian 16 Nov 2005 (GMT)
  • Kill - the whole reason for the xp loss is that it is devistating to the foe.--Deathnut 05:32, 17 Nov 2005 (GMT)
    • RE: fine with xp loss you pissed them off and now they have to kill more survivors to level. But you haven't changed a thing about the zeds ability to take out the mall or the fort.
  • Keep - For the experience zombies get at low levels (next to none) logging on to find a hunter has knocked XP out of me as WELL as taking 10 AP off my total is just wrong. Up the AP loss to 15 ... I'd rather take a nap and have my AP be at full than log in, move 5 spaces and lose any experience I might've gotten just because I dared level to 2 with Hunters around... --Khaizard 16:44, 18 Nov 2005 (GMT)
  • Keep, A good majority of zeds are human players who have not rationed AP well, so without Vigour Mortis, it takes literally weeks to gain a single level. (If you disagree, play a newly created zombie character without it.) Zombies' strength are in numbers and not skill; human players outnumber zeds at least 3 to 1, and in a 1 on 1 fight, humans already outclass and outgun zeds. Headshot was a good idea in theory and should've worked like "Human gets killed by zed, become zed and fear zombie hunters with headshot, try to survive" but in reality, it's "Human gets killed and becomes zed, asks friends to revive, or finds the nearest revive point without having to have NecroTech skills via map." --Tch 15:55, 20 Nov 2005 (GMT)
  • Keep XP loss as a result of almost daily headshots has been by far the most frustrating aspect of this game for me. I've come very close to quitting altogether because of it. --Dickie Fux 03:17, 21 Nov 2005 (GMT)
  • Kill - This is perhaps one of the dumbest ideas i have heard. It takes headshot, already considered by many to be a form of griefing, and makes it hundreds of times worse. When will you human players understand that you are not meant to hold out forever in fortresses? Human are mobile and can barricade. They can also put down a zombie with a dozen shots if one gets in. Grow up and learn to perform hit and fade attacks. You dont like getting headshot as a slain human? Well, tough. Learn to live with it. We zombie players did. --Grim s 03:05, 23 Nov 2005 (GMT)
  • Kill As Grim s said. Madalex 14:58, 23 Nov 2005 (GMT)
  • Keep As a noob, it's aggravating to lose XP shortly before gaining a new skill, plus removing XP doesn't seem to make sense, while removing AP does. If you get rid of a zombie's XP, it doesn't mean much to the survivor, at a great cost to the zombie, but getting rid of AP does significantly help the survivor.


Timestamp: --Adrian 18:27, 10 Nov 2005 (GMT)
Type: Death Long-term effect editing
Scope: Gives a new outlook on death
Description: Death is IMHO too soft... you'r a zombie, get killed by a normal person, and 10AP later, you'r running around killing stuff again. Also people won't mind dying so much, if they know they can get a revive... So time to change all that. You get 5 chances.. each of these gets written off everytime you die, (in any form); when you arrive at 0, it loops, starting at 5 again. Only problem? It will erase the last skill you bought. This will make death more scary... and would make people fear for their lives.

EDIT > Would be better if its only for survivors? Not for zombies... I mean they allready have headshot to deal with...


  • Kill Misread it the first time... sorry. Anyhow, I like the fact that skills are sacred.--Milo 18:42, 10 Nov 2005 (GMT)
  • Kill I don't disagree with death being too soft. But I've died 18 times with my zombie and 13 have been headshots. If I lost skills on top of all of that I'd STILL be level 1. Please don't make us lose skills and XP for dying. --Pyrinoc 18:50, 10 Nov 2005 (GMT)
  • Kill - Same reasons as above. Why should a week of hard work be wiped out by some other person's luck? This suggestion might (like the Hardcore Characters section above) work better on some sort of hardcore-only, pay-only Urban Dead server. Bentley Foss 19:40, 10 Nov 2005 (GMT)
  • Keep, best idea yet. --LibrarianBrent 23:02, 10 Nov 2005 (GMT)
  • Keep, I really think we do need something to make death a little more "painful", if you know what I mean. This is not drastic, I really don't see a major problem with it. --Lucero Capell 23:13, 10 Nov 2005 (GMT)
  • Keep Sounds fun, you're only losing one skill per five deaths in this idea. But... I don't think it can be implemented. I doubt the server's keeping a timestamp for each of your skills. --Shadowstar 00:15, 11 Nov 2005 (GMT)
  • Kill - No. Don't touch skills. Survivors have enough of a hassle being made not-dead after getting killed and zombies are supposed to be unstoppable waves of brain-noshing death, even if you do kill them, they just get back up. And it's hard as shit to not die as a zombie sometimes.--Arathen 00:27, 11 Nov 2005 (GMT)
  • Kill For all zombies not in hordes, basically states: You lose a skill every 5 days--McArrowni 01:01, 11 Nov 2005 (GMT)
  • KEEP Zombies are the dumbest of players their supposed to play in hordes since they cant think for themselves so this is good since it punishes the players who think they can just wander around as zombies doing whatever they want and destroying the mechanic of the game for all users. --GodofGames 01:58, 12 Nov 2005 (GMT)
  • Kill Anyone who votes to keep this has obviously never played as a zombie for very long. I have died 73 times with my zombie since September. About half of those came in the first month when I was out by myself, had weak killing ability, until Lurching Gait it took 2 AP to move, and I was constantly getting headshot. It took an ungodly amount of time to level up and buy anything. If I'd had skills taken away every five deaths, I would have given up on the game within the week. This would make death more painful -and as a side effect it would kill the influx of any new zombie players. Whether you realize it or not, this is one of the worst ideas yet.--Insomniac By Choice 10:30, 12 Nov 2005 (GMT)
  • KILL I agree with insomniac. I pretty much know for CERTAIN that ALL the keep voters have never been a zombie. Everyone logs in at different times, so when you think you're tucked safely in a horde they walk off. Then BAM! You're dead. Repeat 5 times. You have lost a skill. It is already HELLISHLY hard to level up as a zombie, especially with Headshotters. What you're suggesting that level ZERO players can run around, hopeless, because as soon as they get a skill, they'll lose it in 5 days. Whoever suggested this needs to learn: There are two things you don't mess with in Urbandead: APs and skills. This suggestion is the worst one since the nuclear bomb...--Nimbalo 17:48, 12 Nov 2005 (GMT)((I would just like to point out here that the nuclear bomb effectively saved millions of american and japanese lives in WWII, by avoiding a prolonged ground war. Having had members of my family killed in the Pearl Harbor Attack, I find this horribly offensive.)) -Zack Murdoch
  • REGARDING I added an EDIT to the idea... marked with EDIT...zombies suffer enough as it is.. but Survivors not...
  • KILL, The re-edit is even worse. This is a junk idea that is pure refuse especially if it only shafts humans. Zombies should lose a skill by default when they die anyway since their decomposing. Survivors are heros in marlton not a bunch of losers looking to ruin the game with ideas like this to grief them.--Boron 23:34, 12 Nov 2005 (GMT)
  • Kill Even if it only affected survivors, this would still cause a lot of griefing. As it is, survivors have to find a revive station, stay standing up (which can be hard since they tend to be killed a lot, and likely won't have ankle grab to stand up so easily), and wait for another person to come along who has the Lab Experience skill as well as a reviving syringe in order to come back. It's a hassle for them as it is, and taking away a skill after each death would only serve to cause unnessicary griefing. --Volke 04:21, 13 Nov 2005 (GMT)
  • Kill - It's hard enough as a Zombie to level up with all the headshots. --Squashua 19:42, 14 Nov 2005 (GMT)
  • Kill, Change that you only lose survivor skills, not zombie skills, but then again i think thats counter to what the skill poster has in mind anyways--Spellbinder 21:13, 14 Nov 2005 (GMT)
  • Kill Losing skills is a game breaker for me, period. If this we're implemented, I would never log on again. --Dickie Fux 03:19, 21 Nov 2005 (GMT)
  • Spam -- I don't think this is going in the direction that game should be going. --Novelty 02:53, 23 Nov 2005 (GMT)
  • Kill 'Nuff said. Madalex 15:00, 23 Nov 2005 (GMT)

Signature Weapon


suggest_time=16:18, 10 Nov 2005 (GMT)| suggest_type=Skill (Combat)| suggest_scope=Zombie Hunters (lvl 12+)| suggest_description="Signature Weapon" is essentially a form of weapon specialization. A Zombie Hunter picks one weapon (Shotgun, Pistol, Fire Axe, etc.) as his Signature Weapon - and a Zombie Hunter cannot have more than one Signature Weapon.

When attacking with a Signature Weapon, a Zombie Hunter can:

  • Use it more effectively (increase damage and/or %chance to hit: say, from X damage to X+1 with a melee weapon, or from 65% accuracy to 70% with a firearm - or vice versa).
  • Have a signature zombie-killing style with his weapon of choice. For example, if Mr. X, the Zombie Hunter (whose Signature Weapon was the Shotgun) killed a zombie with a shotgun, the zombie's player might see "Mr. X stuck his shotgun under your chin and pulled the trigger, doing X damage. You are dead."
    (N.B.: The kill has to be performed with the Signature Weapon in order for the Signature Weapon text to show up. If you have Signature Weapon: Shotgun and you kill a zombie with a baseball bat, the Signature Weapon flavor text will not show up.)

| suggest_votes=

  • Keep Sounds like an intresting idea Vladmyre 16:31, 10 Nov 2005 (GMT)
  • Spam - Connecting any two suggestions, neither of which have even been peer approved, just makes your props confusing and less attractive. If one fails as ace skills is currently doing your idea is instantly shot in the foot. I would edit this since Ace Skills has 3 uncontested spam tags and will soon be delted. Your suggestions might be slightly different but the concept is still the same. We already have double barrel attacks(EDIT: appears the other got deleted), flavor text, ect.. At least wait until previous ideas pass or fail to consolidate them in to yours. Or just explore other options. I say it will unbalance survivors because they dont really need any buffs right now. Unless you make a skill which is intentionally worthless there is no reason. Spam stands.--Zaruthustra 16:34, 10 Nov 2005 (GMT)
  • Kill - Please look at similar skills that are being voted on. I think notched axe was rejected for being too strong.... This does that and more! Also, people, how does Ace Skills have 3 unoposed spam votes when one of the vote is a Keep??? How can you be more "this is not spam" than keep?--McArrowni 23:31, 10 Nov 2005 (GMT)
    • Re: - I think they consider it three unopposed Spam votes because there's also a Kill vote. --John Taggart 01:05, 11 Nov 2005 (GMT) [[Addendum, 11/17/2005 - I've had a chance to review Notched Axe, and it seems to me that it wasn't voted down for being overpowered, but for being nonsensical - how's a fire axe supposed to get notches from cracking bones and tearing flesh? --John Taggart 13:45, 17 Nov 2005 (GMT)]
  • Kill. --LibrarianBrent 22:53, 10 Nov 2005 (GMT)

*Spam This whole category of suggestion makes me wish I had the Signature Weapon of Cluebat. - Slicer 02:20, 11 Nov 2005 (GMT)

    • Re: Inane vote struck out. If you're going to comment with your vote, point out specific flaws so they can be fixed. --John Taggart 15:13, 23 Nov 2005 (GMT)
  • Keep Dont worry the only people that voted spam and kill are primarily zombie players who hate on survivor skills just look at their vote records to see it. suggest again though some rewording may win these hardcore zombies over if the buffs are lessened. they cry if someone suggest a +1 HP buff so dont feel bad just reevaluate and resuggest. --GodofGames 02:00, 12 Nov 2005 (GMT)
  • Keep - Essentially this is a skill that minorly enhances a single particular weapon's chance to hit (and/or) damage, and requires you to be Level 12 before taking it? That's fine. I like this, but remove the reference to Ace Skills for now. --Squashua 19:44, 14 Nov 2005 (GMT)
  • Kill, Resugest this at a later date once you smooth out all the wrinkles.--Spellbinder 21:15, 14 Nov 2005 (GMT)
  • Keep - After all, it's my suggestion, and frankly I think it's realistic to emulate the skill a person gains using his weapon of choice. Besides, it adds a bit of color to an otherwise-dull "X hit you for Y damage. You are dead." message. --John Taggart 16:30, 16 Nov 2005 (GMT)
  • Spam - gives too much power to the zombie hunter--Deathnut 05:35, 17 Nov 2005 (GMT)
    • Re: - To paraphrase the Bard: Methinks the laddie doth protest too little. If you're going to offer criticism, please offer suggestions as to how it might be improved, which would help me refine the suggestion in case it gets voted down. (Also, the Spam vote is for suggestions that copy - or are nearly identical to - a previous suggestion, IIRC.) --John Taggart 13:45, 17 Nov 2005 (GMT)
  • Kill - I like this, but it's too "klunky" at the moment. Might want to streamline it a bit more. --Novelty 02:54, 23 Nov 2005 (GMT)
    • Re: Klunky? How? Here's the breakdown of my reasoning:
1) Mutually-exclusive Signature Weapon skills (so that if you have Signature Weapon: Axe, you can't have Signature Weapon: Shotgun - or any other Signature Weapon skill): This is so people don't become Uber Ninja Pirate Zombie Killers, with every single Signature Weapon skill, and Rule Number One of making suggestions is Uber Ninja Pirate Zombie Killers Stay Out!
2) Minor buff to damage/accuracy: I suggested +1 damage for melee weapons (Baseball Bat, Fire Axe, etc) and +5% accuracy for firearms (Pistol, Shotgun, Flare Gun) because I thought it was low enough that it wouldn't draw complaints about it being overpowered, but still be beneficial to the people who choose the Signature Weapon skill. (Unfortunately, it seems that no matter HOW minor the buff, there's always going to be someone who'll creeb about it.)
3) Signature Weapon flavor text: This is just here to show that the Zombie Hunter's got enough skill with his chosen weapon that he can do something relatively fancy, as opposed to just standard hack-and-slash work. Granted, it doesn't have to be "Mr. X twirls his fire axe, then buries it in your skull for X damage. You are dead.", but it should be something along those lines, to differentiate between your typical panicky survivor and someone who's seen it all (and has the skills to match).
  • Kill Too vague to jugde it properly. Madalex 15:07, 23 Nov 2005 (GMT)
    • Re: Please specify what parts you find vague. --John Taggart 15:15, 23 Nov 2005 (GMT)
      • Re: For example, you don't specify what the exact effects of "use it more effectively" are, i.e. do you hit better and do more damage, or is an or. Madalex 15:22, 23 Nov 2005 (GMT)
        • Re: That depends upon how it's implemented (if it passes). My preference would be for +1 damage for melee weapons and +5% accuracy for firearms, but it could be reversed (+X% accuracy for melee weapons, +Y damage for firearms) or coupled (+W damage/+X% accuracy for melee, +Y damage/+Z% accuracy for firearms). --John Taggart 16:04, 23 Nov 2005 (GMT)


Inventory Stacking

Timestamp: 17:17, 10 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Display

Show multiple copies of items in inventory once, with a number to indicate quantity. (Weapons with varying amounts of ammo count as different items.) Always fire guns with the lowest amount of loaded ammo first.

For example, rather than seeing this:
First Aid Kit [self], First Aid Kit [self], Pistol(6), Pistol(0), Pistol(2), Pistol(0), Shotgun(2), Shotgun(2)
you would instead see this:
2x First Aid Kit [self], Pistol(2), Pistol(6), 2x Pistol(0), 2x Shotgun(2)

The drop box for dropping items would show items only once.


  • Keep - A little code clean up would be nice. It gets annoying looking through my 20 newspapers and GPS units to get to things. --Zaruthustra 17:24, 10 Nov 2005 (GMT)
  • Keep - Obviously, I'm in favor of my own idea. --Frobozz 17:28, 10 Nov 2005 (GMT)
    • And for those of you using the Firefox extension, I sometimes use lynx, and I miss it. --Frobozz 15:43, 11 Nov 2005 (GMT)
  • Keep - It just makes things easier to look at. Its easy to miss the fact that you have a pistol clip when its surrounded by Pistols. Good idea. Vladmyre 18:16, 10 Nov 2005 (GMT)
  • Keep- i definitly say keep this, it would make it a whole lot easier when im trying to take inveatory of what i have so i know what to do with my action points, do i look for supplies or fight, this will help that decsion making easier Bring It On 18:16, 10 Nov 2005 (GMT)
  • Keep- Totally agreed PS: could we have a limit to certian items like GPS and DNA extracters.. how many do i need? --Adrian 18:51, 10 Nov 2005 (GMT)
  • Keep Most all experienced people get a Firefox extension to do this anyway, because it's so much easier--I'm surprised it isn't built into the game already.--'STER 19:52, 10 Nov 2005 (GMT)
  • Keep - What 'STER said. God knows my Russian-ancestry fireman Ugo Bugov is carrying a lot for a low-level character. I'd only add one thing to this: have ammunition listed alongside/beneath the weapons they go to (possibly with a "reload" button) --John Taggart 20:24, 10 Nov 2005 (GMT)
  • Keep Nice idea and it would be helpful to have this built into the game already. If you aren't aware of it, though, there is a Firefox plugin that does this exact thing. [1] If you aren't using Firefox and you're using Windows, you don't have much of an excuse. Torvus 21:04, 10 Nov 2005 (GMT)
  • Kill The idea is a good one, and my vote may be more in part due to my Firefox snobbery, but since it's already there in some format, I'd say nix it. I'd prefer to see third-parties do things like this rather than Kevan, who would thus have more time to implement game changes only he can implement (i.e., new skills). Again, not saying I disagree, and that maybe when the game is a bit more fleshed out, Kevan might want to consider this, but for right now, it's already there. SprngHlJn 21:30 10 Nov 2005 (GMT)
  • Keep. --LibrarianBrent 22:51, 10 Nov 2005 (GMT)
  • Keep, /sign --Lucero Capell 23:19, 10 Nov 2005 (GMT)
  • Keep - Need I say more? --Kulatu 00:02, 12 Nov 2005 (GMT)
  • Keep - Nice implementation; would rather: First Aid Kit [self] x2, Pistol(2), Pistol(6), Pistol(0) x2, Shotgun(2) --Squashua 19:52, 14 Nov 2005 (GMT)
  • Spam - I installed firefox and the extensions just for the game... this isn't really required. --Novelty 02:55, 23 Nov 2005 (GMT)
  • Keep - Sometimes I play the game on a different machine so I can't install the extension, so I'd like this to be around all the time. Madalex 15:30, 23 Nov 2005 (GMT)

Rising Strike

Timestamp: 19:10, 10 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: If there is a survivor in the area, when you are dead, upon standing up, make a hand attack on the survivor, at a bonus, to represent suprise. Perhaps 15% more accurate and 1 extra damage? This attack would cost no more AP than it does to stand up.--Nimbalo 19:10, 10 Nov 2005 (GMT)

EDIT To answer John Taggart's question, I think, if you were lying on the ground, and you had Rising Strike, you would select attack: (insert name) normally, and if you do that, you also stand up while attacking with a bonus. EXAMPLE:Say you were dead, and you had Rising Strike. There is a survivor nearby, Mr. X for simplicity. So, to use Rising Strike, you choose your attack (the bonuses would be displayed)then click attack, and your character would stand up, and attack Mr. X with an attack. e.g. You leap up and lunge at Mr. X and attack him. Mr. X takes 5 damage and has 45 hp left. I think something like that would work. Maybe the bonus could be ramped up to +15-30% and maybe +2 damage. And just for Gilganxion, perhaps Vengeance of the Dead, for a new name?--Nimbalo 18:19, 11 Nov 2005 (GMT) EDIT People think this skill is overpowered. It may be. The attack bonus is to represent the survivor's surprise. You aren't exactly going to expect a corpse riddled with bulletholes to leap and claw at you. Maybe the bonus is too much. It's only a suggestion. I'm wondering, are all the people who voted KILL humans? Because, in case you haven't noticed, the humans are already overpowered. Perhaps this skill could become a 'Zombie Hunter'-esque skill, so you have to be above lvl 10 to get it.--Nimbalo 17:38, 12 Nov 2005 (GMT)


  • Keep - Now that's certainly realistic. Only question is, how would it be implemented visually? Would there be two buttons (Stand Up - available all the time and Rising Strike - grayed out except when a survivor is nearby), or would Stand Up be replaced with Rising Strike when there's a survivor nearby? --John Taggart 20:30, 10 Nov 2005 (GMT)
  • Keep Cool, but technically this would be ankle grab in a more realistic fashon. ALIENwolve 00:05, 11 Nov 2005 (GMT)
  • Keep This is pretty good. I don't really like the name though. Maybe it could have ankle-grab as a prerequisite but I'm not totally certain about that. Gilganixon 00:15, 11 Nov 2005 (GMT)
  • Keep I think the values should be raised for both damage and accuracy, too. Players need to be paranoid about dead bodies. Slicer 01:25, 11 Nov 2005 (GMT)
  • Kill Makes armed defense against an actively attacking zombie even more pointless. I spend 30 AP knocking you down, you spend 2 AP to jump back up and attack me with a bonus. Also, it should be called "Corpse Ambush" and should make the zombie yell "Graaaagh!" at no additional AP cost. --Frobozz 20:03, 11 Nov 2005 (GMT)
  • Keep - I dont think it needs to be very powerful, maybe nerf it a little. But I like the idea. --Zaruthustra 22:03, 11 Nov 2005 (GMT)
  • Keep/Change Make it cost more 2 AP maybe up to 3
  • KILL Overpowered. This would never be in the game even if it gets a keep vote because its OVERPOWERED! If anything a zombie should get a penalty since their pulling themself together not a bonus the very idea of a bonus defies all logic. --GodofGames 02:02, 12 Nov 2005 (GMT)
  • Kill -- The no extra cost to attack could be ok, since it IS situational. However, stacking a bonus on top seems a bit much. I'm sure in the biggest battles this could actually see quite a bit of use. --McArrowni 04:51, 12 Nov 2005 (GMT)
  • KILL, Zombies allready have ankle grab this just adds to their overpowered nature. Giving buffs to some corpse standing up has no foundation in reality. While off balance standing up zombies should have penalties for their first strike not some kind of crackheaded bonus.--Boron 23:37, 12 Nov 2005 (GMT)
  • Kill - I could see a 5% bonus to hit for surprise, but this is a bit overpowered. --Squashua 19:54, 14 Nov 2005 (GMT)
  • Kill - For the reasons above. Bentley Foss 15:06, 19 Nov 2005 (GMT)
  • Keep I would actually make it automatic 1 HP of damage, and lvl 10+ only like you suggested in your edit. And, requires Ankle Grab, as another voter suggested. -- Dickie Fux 03:27, 21 Nov 2005 (GMT)
  • Kill (in current form) -- I like this free strike idea for a zombie that has just been killed. However, the attack should still cost an AP for balance. --Novelty 02:58, 23 Nov 2005 (GMT)
  • Kill I don't think you're going to be surprised a second time after you've once seen a corpse attack you although it seemed dead. Madalex 15:33, 23 Nov 2005 (GMT)

Signs of Life

Timestamp: 21:01, 10 Nov 2005 (GMT)
Type: Skill
Scope: Zomie-Surivors
Description: This wll help put both sides equally keeping the balance, When I survivor dies and becomes a zombie they will show up with a marker that they want to be revived, they will also be the ones revived if someone uses revivification as for attacking order in which that is decided stays the same. A few points to this though.

1. the Newly dead survivor must have 75 XP before they can do this which means actively attacking players as a zombie and since XP comes faster for zeds attacking surviors they should mostly help zombies, if the player already has the right amount of XP its still alot of XP to sacrafice. 2. When they are revived from this state they come back with half HP so they are pretty much take a break from combat untillthey are healthy 3. Also after being revived the skill goes away like a used item so the next time they become zombie they have to work up XP once again. Why Im suggesting this Some zombies who want to be revived sometimes end up roaming about for weeks or possibly months moaning and not doing anything but take up space, also it make it so zombie character who do not want to be revived dont get revived Dignant


  • Kill - Zombies who don't want to get revived buy Brain Rot. A "newly dead survivor" could easily eat a LOT of headshots in the time it takes to accumulate the 75 XP required to get revived, making their wait potentially even longer than before. Coming back with half HP is a good way for them to get killed again after their torturous wait for a revive. Bentley Foss 23:12, 10 Nov 2005 (GMT)
  • Kill The intention is all good, but I don't think this would make much of a difference. Not worth the trouble. McArrowni 23:46, 10 Nov 2005 (GMT)
  • Kill Useless. Plus, revivification already gives you only half health. --Shadowstar 00:18, 11 Nov 2005 (GMT)
  • Kill See D.D.D.S. name tag policy, a simple step to take before death to make sure people know your intentions--Matthew-Stewart 19:56, 11 Nov 2005 (GMT)
  • Kill - Just write it in your zombie description. --Squashua 19:55, 14 Nov 2005 (GMT)
  • Kill, Yea, but squashua, you can't look at a zombie's description.--Spellbinder 21:17, 14 Nov 2005 (GMT)
  • Kill -- A lot of work by Kevan for not much benefit to either sides. --Novelty 03:00, 23 Nov 2005 (GMT)
  • Kill - Spellbinder is right, so the work should be directed at that area. Madalex 15:38, 23 Nov 2005 (GMT)

Knife Combat upgrade

Timestamp: 22:23, 10 Nov 2005 (GMT)
Type: Modification to existing skill
Scope: Knife Combat skill
Description: Make Knife Combat +30% instead of +15%. At 55% chance of dealing 2 damage, it will be slightly worse than axes, but better for situations in which zombies have 1, 2, or 4 HP remaining, making the skill actually have some use.


  • Keep - Raising damage for knives has been talked about, but no one's ever suggested something solid. This is it --McArrowni 22:37, 10 Nov 2005 (GMT)
  • Keep Agreed. Knives should be low damage high %hit alternative to axes. --Zaruthustra 22:43, 10 Nov 2005 (GMT)
  • Keep. --LibrarianBrent 22:50, 10 Nov 2005 (GMT)
  • Keep. Jirtan 23:06, 10 Nov 2005 (GMT)
  • Keep --Lucero Capell 23:22, 10 Nov 2005 (GMT)
  • Keep It's always pointless to use a knife because the axe is much better. The knife should have a better hit chance but less damage. ALIENwolve 00:00, 11 Nov 2005 (GMT)
  • Keep Kevan, are you reading this? Haven't enough people been calling for this skill to be either removed or made useful somehow? You can change a grand total of four numbers (two in the description, two in the code) and make it worthwhile. Slicer 02:05, 11 Nov 2005 (GMT)
  • Keep What others said Brizth 18:40, 11 Nov 2005 (GMT)
  • Keep - What Britzth said. ;) Note: IMNSHO, Slicer needs to slapped upside the head for that. --Bcrogers 19:42, 11 Nov 2005 (GMT)
  • Keep Reasonable and damage average still lower than the axe--Matthew-Stewart 19:53, 11 Nov 2005 (GMT)
  • KILL It's easier to find an axe than to buy this skill. If the axe is more powerful, people are still going to use it.--Milo 19:57, 11 Nov 2005 (GMT)
  • KEEP - I disagree with Milo, as while the Axe does more damage, the Knife will have a better chance of hitting, making it useful for those who would rather hit more often than damage more often. I vote yea! --Kulatu 21:02, 11 Nov 2005 (GMT)
  • Keep - I agree, knives should be more useful. 21:57, 11 Nov 2005 (GMT) --Pollux
  • KEEP Awesome idea should ahve been in the game from day 1 of course. --GodofGames 02:03, 12 Nov 2005 (GMT)
  • Keep I agree that either this, or the ability to hold two knives should be implemented. Either works since one will allow you to choose between a weapon that's stronger, or one that's more accurate while the other means you can do either 2, 4, or 0 damage, depending on your luck. I don't care which is implemented, as either one would be nice. --Volke 07:26, 12 Nov 2005 (GMT)
  • Keep - This is fine. --Squashua 19:56, 14 Nov 2005 (GMT)
  • Keep, not exactly a nice way to go around doing things, but slicer does have a point. Perhaps a slice of tact pie for him, and a nudge to change for kevin?--Spellbinder 21:19, 14 Nov 2005 (GMT)
  • Keep -- The knife is a bit underpowered and this would make it get used more often. --Novelty 03:01, 23 Nov 2005 (GMT)
  • Keep - A nice alternative to my machete suggestion. Madalex 15:36, 23 Nov 2005 (GMT)

Call for Backup!

Timestamp: {{{suggest_time}}}
Type: Skill
Scope: Military, Cop
Description: This skill gives any player from the military and cop group the ability to call for backup. When the skill is used, any other military unit and cop will get the signal (maybe you can send text as well so you can be more spacific). This uses the same concept as flares, but only military units can see it, so no zombies will come running because they wont know it happens. This can be usefull when ever your in a tight spot or you need a first aid box. Just a thought.


  • Kill - Kevan will eventually make cell phones work, and this might overlap with it. Also, military types are already the most used class, no need to give them more bonuses. Also, if they don't have a walkie-talkie in their equipment, they don't have one any more than the police officers do. --McArrowni 22:51, 10 Nov 2005 (GMT)
  • Keep - Radios are standard equipment for beat cops and police/military personnel engaged in hazardous situations. See the Talk page for further information. --John Taggart 00:45, 11 Nov 2005 (GMT)
  • Kill Yeah let's spam Since Your Last Turn a little more, shall we? Oh, and leave all the other classes in the dark about it, too. Slicer 01:59, 11 Nov 2005 (GMT)
  • Kill - Flares, and eventually, cell phones. 'Nuff said. --Bcrogers 19:40, 11 Nov 2005 (GMT)
  • Kill - Wait for Cell Phones or similar; you need to link an object of some form to this concept. --Squashua 19:57, 14 Nov 2005 (GMT)
  • Kill -- So some people get to be Batman? What next? Using the portable generators to put bat signals in the sky? --Novelty 03:03, 23 Nov 2005 (GMT)
  • Kill - mobiles work nowadays. Madalex 15:49, 23 Nov 2005 (GMT)

Combat Shotgun

Timestamp: 22:59, 10 Nov 2005 (GMT)
Type: Item
Scope: Survivors, (indirect) inventory management
Description: Adds a new item to the game, the Combat Shotgun. The shotgun holds 8 shots and can be found in an Armory.

The Combat Shotgun has the same stats as a regular shotgun, with the only difference being the number of shots the gun can hold. Survivors still have to spend the same amount of AP to load shells, and the hit rate remains the same. Survivors would exchange four shotguns in their inventory for one Combat Shotgun. Individual playing sessions really wouldn't be affected in any substantial way, except a survivor could spend weeks searching/loading a few of these and blow through a huge amount of ammo in one glorious zombie-slaughtering spree. If the "Speed Loading" suggestion is implemented along with this, I would suggest Speed Loading load 2 shells per 1 AP.


  • Keep. --LibrarianBrent 23:07, 10 Nov 2005 (GMT)
  • Keep - Although technically it should be Assault Shotgun. Otherwise, I like it! --John Taggart 23:21, 10 Nov 2005 (GMT)
  • Keep - Maybe Pump Shotgun? And the idea of it taking more inventory slots is good, this way people aren't wandering around with two dozen of them.--Skullhunter 23:56, 10 Nov 2005 (GMT)
    • Re: - Standard pump shotguns (like the ones you can buy down at Manny, Moe, and Jack's Sporting Goods Store) typically hold 4 or 5 shells and have a standard rifle-type stock. Assault Shotguns have a pistol-grip stock and typically hold 8 shells (with one notable exception: the Streetsweeper, which has a 12-shell drum magazine, basically acts like a shotgun crossed with a revolver, is manufactured by Walker Arms for military and SWAT use . . . and would be bloody unbalanced if it were implemented!). --John Taggart 00:15, 11 Nov 2005 (GMT)
  • Keep This is a good idea... but nobody suggest a USAS... A fully automatic shotgun is the last thing we need for balance. ALIENwolve 00:03, 11 Nov 2005 (GMT)
  • Keep Doesn't unbalance anything, just means you don't have to reload during battle. Which doesn't really make a difference, since most combat happens when only one player is online. --Shadowstar 00:22, 11 Nov 2005 (GMT)
  • Keep Shotguns in the game are break open shotguns. it would be nice to have some variety. -- AllStarZ 00:34, 11 Nov 2005 (GMT)
  • Kill I dunno what everyone else is thinking, but this HORRIBLY unbalances the human class. Yes you have to reload each shell, but It allows a MASSIVE increase in ammo stock. In fact, if this was implemented, i wouldn't even use pistols any more. Think about it. I guess you could probably hold about 20 guns right? So thats 160 potential shots, times a 65% hit percentage, giving you about 104 shots that hit, times 10 damage, Equaling about 1040 damage total. Thats about 17 60 HP players killed by 1 guy! EDIT: I finally figured out how to sign the stupid thing.--Vellin 20:57, 11 Nov 2005 (GMT)
    • Re: - A couple of points:
      • 1) Your math is waaaaay off. Let's set up this scenario: I have been offline for 25 hours and I have my max 50 AP. I have nothing in my inventory but fully loaded combat shotguns. I don't need to move or spend AP in any other way in order to find a target. I have the luckiest day ever and I hit with every single shot that I fire. I therefore deal 500 damage (400 if all the targets wear flak jackets) in one 25-hour period. I can kill, at the absolute most, TEN 50-HP, jacket-less zombies. This scenario is under the most favorable conditions possible (with the exception of the "All zombies have 10 HP or less" scenario), too. Where you came up with 14-17 zombies, I don't know...
      • 2) I'll admit, it allows for a theoretical massive increase in ammo stock, specifically, shotgun shells. But you also have to bear in mind that the closer you get to your inventory being full, the more specific your searches have to become. Loading those final seven combat shotguns would become a dance of "search --> found nothing -- search, not a shell--> discard --> search --> found a shell --> load --> search --> Oh crap I found one with more ammo now which one do I throw away? --> etc. etc." It's really not as drastic as you make it sound, I promise. Bentley Foss 14:52, 19 Nov 2005 (GMT)
    • Answer to the guy above me:1: where can you find 20 military issue Assault shotguns? 2: who the hell would carry 20 shotguns? 3: you forgot about the fact that people use AP to shoot guns.
    • RE - 1. Searching? Hello? The game doesn't limit the creation of weapons through searching. I carry about 10 shotties on my character. 2. If those 20 shotguns were this good, i sure as hell would. 3. No i didn't, the calculations take into account the total ammount of damage potential, it never states over how much time is needed, although in retrospect, its probably more like 14 kills and not 17, but im not a math genius.--Vellin 20:57, 11 Nov 2005 (GMT)
      • RE - I should point out that yes, it would allow one survivor to decimate a horde of (well, realistically, 5 or 6) zombies in one session. However, they would spend days/weeks searching for the ammo and loading the guns in order to pull this off. This item allows for one massive burst of power, followed by a great deal of downtime. They'd kill the same amount of zombies, just in a different timespan. Bentley Foss 11:38, 12 Nov 2005 (GMT)
  • Kill Too powerful as is. Make it Armory only, add a couple points to the weight, and resubmit. Slicer 02:08, 11 Nov 2005 (GMT)
    • RE - Took your Armory-only suggestion, and changed the text to reflect this. I had the same idea when I first posted, but thought "Eh, maybe the police would have this too...." Bentley Foss 11:55, 12 Nov 2005 (GMT)
  • Kill RE: This is horribly overpowered as it is and needs to be resubmitted with less dangerous stats. I suggest lowering the amount of damage and/or the base hit %, increasing the amount of space it takes up and so on. Perhaps make it so that you can only carry one Assault Shotgun at any given time? Kulatu 03:08, 11 Nov 2005 (GMT)
    • RE - Coding unique items would be a bit more than I intended. I thought ammo still took up inventory when it's loaded into a weapon? Bentley Foss 11:59, 12 Nov 2005 (GMT)
  • Keep But it can't be found with more than 4 ammo (!)--Milo 19:58, 11 Nov 2005 (GMT)
  • Keep and for Vellin if you don't want people to abuse this weapon, how about this? Make it so you are only allowed to have 1 combat shotgun. What do you guys think? --Carfan7 00:19, 12 Nov 2005 (GMT)
    • RE - Coding unique items would be a bit more than I intended. Thanks for the defense, though. Bentley Foss 11:50, 12 Nov 2005 (GMT)
  • Keep This makes sense I dont know why all the cops are rednecks and hillbilles carrying around double barrels. in my life i ahve never seen that! --GodofGames 02:05, 12 Nov 2005 (GMT)
  • Keep - Good idea as long as it can ONLY be found in the Armory. Gives the place a purpose. --Squashua 19:58, 14 Nov 2005 (GMT)
  • Keep, Don't let it be found in the armory with ammo allready in it. this does allow for much roomier inventory. Sence shotgun shells are still only found one at a time, pistols are still very much in play (6 shot reloads)--Spellbinder 21:23, 14 Nov 2005 (GMT)
  • Keep - Sounds like a great idea. Would make for a unique weapon, and if Armory-exclusive give the place a purpose. It wouldn't be unbalanced, since it would require a ridiculous amount of APs to reload. If necessary, it could always take 3-4 inventory slots for balance purposes. --KingRaptor 17:05, 19 Nov 2005
  • removed vote because it went unsigned for several days Bentley Foss 19:11, 25 Nov 2005 (GMT)
  • Kill - Ludicrously overpowered. --Grim s 03:11, 23 Nov 2005 (GMT)
    • Re: - How so? One still has to spend exactly the same amount of time and AP finding ammo and loading ammo. The combat shotgun acts, except for its storage capacity, in every aspect exactly like the existing shotgun. The only change is that one can spend several days/weeks searching for ammunition and loading their guns, and over the course of a week or so, carry out an extended attack campaign which would normally be interrupted by the need to go back and search/reload. This just shifts searching and reloading time out of the middle of a days-long attack. How is that "ludicrously overpowered"? Bentley Foss 20:21, 24 Nov 2005 (GMT)
  • Keep - One issue might be that there needs to be a way to decide how shells are loaded, i.e. are they loaded into a regular shotgun or into a combat shotgun if you have both. Madalex 15:53, 23 Nov 2005 (GMT)
  • Keep - Excellent idea, this game needs a bit of variation in weaponry, like with previous suggestions of crossbows, etc. I do not see the problem, because if anything it makes things more difficult for the survivors in having to manage eaponry and accumulate ammunition. -- S Kruger 05:36, 24 Nov 2005 (GMT)