Suggestions/12th-Mar-2006

From The Urban Dead Wiki
Jump to navigationJump to search

Closed Suggestions

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

Zombish Communication

Timestamp: 12th March, 2006
Type: Balance change
Scope: Existing Zombies, Curious Survivours
Description: Why is the balance not balanced? People sort of feel that harmans are the good people, and zmobies are evil people. This cannot be changed as nearly all zombie films, programmes, stories, comics...etc are all potraying zombies as the bad people. However we could make playing zombies more enjoyable. Playing zombies in UD can be a rather boring business, as theres almost no interaction between zombies! WE DO HAVE DEATH RATTLE. BUT IS IT GOOD ENOUGH? So why not have something that allows zombies to communicate in a fashion that we can read in real life, but for survivours are just bounch of weird letters? What will surely help with zombie hords attack, and therefore prevent those inbalance with the zmobie/harman ratio.

Votes

  1. Kill - Death rattle is crap. Good for sexually explicit insults toward dying survivors. Zombies are just slovenly killing machines that are attracted to feeding groans. No form of communication is needed. Why even speak to other zombies, we can't even tell them apart! -Kraxxis 23:33, 11 Mar 2006 (GMT)
  2. Kill - Death Rattle is a very fun skill. It makes for great phrases. Zombie could use more things to do, and more coordiation, but I don't like getting rid of rattle. -Banana Bear4 00:07, 12 March 2006 (GMT)
  3. Keep - Although I love Rattling at survivors, I'm sure the lack of real communication is one of the prime factors that pushes new, non-metagame players away from zombies and creates the population imbalance. In the long run I think that being able to "chat" with other zombies would have positive effects that far outweigh the realism/genre concerns. --Sindai 00:17, 12 March 2006 (GMT)
  4. Keep - If, indeed, "zombies are just slovenly killing machines that are attracted to feeding groans," then Death Rattle doesn't make sense, either. I kinda like this idea.--Wifey 00:34, 12 March 2006 (GMT)
  5. Kill - I agree with what Sindai said; the inability for zombie players to talk to each other in-game turns players away. I'm fine with survivors "hearing" it as jibberish. However, your suggestion needs to be better worded. I don't know if you're proposing a change to Death Rattle, a new skill, or just a "speak" box that every zombie player has by default. Resubmit in a way that makes this plain and you'll probably have a Keep from me. --John Ember 01:37, 12 March 2006 (GMT)
  6. Kill - I agree with John, this needs a rewrite before I can put a Keep on it. It seems you have the right idea, but no one can tell what you are proposing to change to bring this effect to bear. --Arcos 01:56, 12 March 2006 (GMT)
  7. Keep - I almost voted kill until I read "but for survivours are just bounch of weird letters". Horrible spelling and grammar aside, not a bad idea. --Arcibi 02:16, 12 March 2006 (GMT)
  8. Keep - there should be three buttons. One for communication with survivors and zombies(I. E. the death rattle we have now.)One for communication with zombies only. And one for the basic sayings of what is avalible for basic zombies with the addition of barharhar.--ramby T--W! - SGP 02:30, 12 March 2006 (GMT)
  9. Kill If zombies get to speak fluently I want survivors to get immortality. Part of the unique aspect of the zombie side is that they do not have the ability to say "Hello my shambling companions, let us with haste assault the human strongholds! Huzzah!" --Jon Pyre 03:19, 12 March 2006 (GMT)
  10. Kill - I kind of like the way zombies can't communicate in-game. It helps maintain the theme. --Dickie Fux 03:40, 12 March 2006 (GMT)
  11. Keep - I think this is a great idea. Zombies that want to can communicate via metagame whenever they want, so allowing them communication ingame is hardly unbalancing. It could actually be better, assuming that it's a skill located under "Death Rattle" and can only be understood by other Zombies with the same skill (or maybe at least Death Rattle) - at least that way they have to buy a skill and spend an AP to say something, instead of just posting it on one of the zombie boards. --Norcross 03:48, 12 March 2006 (GMT)
  12. Kill - zombies can understand all that survivors say. so if you implament a thing that only zombies can understand then you will have a huge advantage over the survivors. --Deathnut RAF 05:21, 12 March 2006 (GMT)
  13. Kill - Zombies are brainless. Communication is not required.--Jim Stevens 05:43, 12 March 2006 (GMT)
  14. Kill - The play style of this game is different for each side. Human players experience a strategy roleplaying game requiring analytical thought and planning. Zombie players get a smash-and-slash button masher with, um, colorful catchphrases. Besides, the 1 AP resurrection has completely destroyed any sense of balance the game ever had. --John Lee Pettimore 06:49, 12 March 2006 (GMT)
  15. Keep - Yeah zombies should be able to speak. I like the fact that its not understandable to humans, similar to how animals interact and we have no idea what they are saying. I mean, if they can't communicate, how will all the hot zombie women exchange fashion tips and talk about boys? --Hamster Ninja 06:49, 12 March 2006 (GMT)
  16. kill Nah harman bra!nz. Zambazh am zgaarah. Harmanz am bra!nbargarz. Zambazh nah am harmans. BANANA GANGBANG! BRBRBRBRBRBRRBRBRBRBRBR. --NipsMcBite-Mod 07:00, 12 March 2006 (GMT)
  17. Dupe - Exactly the same as my Zombie in game communication suggestion on the 16th of December, which passed with 29 keeps and 5 kills. --Grim s 07:57, 12 March 2006 (GMT)
  18. Kill-- Zombies Can't Think! they are mindless animals less then animals that react to the smell of brains, they all smell the living and slowly waddle toward it, they can't co-ordinate attacks, talk, use guns, drive cars. They are just zombies you already have the wiki and message boards to co-ordinate attacks why do you need to ruin the in game zombie funness? --Kirk Howell 15:10, 12 March 2006 (GMT)
  19. Keep - Zombie players can think. They can form groups, but have no way to advertise them except as zombie spies, which I loathe (and which, in a generalized use, make much less sense than this skill). This would make it more fun for zombie players. Although human spies would develop --McArrowni 18:06, 12 March 2006 (GMT)
  20. Kill - What NipsMcBite said. --hagnat talk 18:40, 12 March 2006 (GMT)
  21. Kill - On some of the mailing lists (this was before we had an official wiki) some people originally thought that death rattle might show up correctly for zombies, over time we discovered that it was the same for everyone, but I still think it would be a good idea. I am killing this to encourage you to resubmit this with some indication of how this would actually be put into the game.--The General 19:02, 12 March 2006 (GMT)
    • Tally - 7 Keep, 13 Kill, 1 Dupe 05:11, 27 March 2006 (BST)

Driving

Timestamp: 03:59, 12 March 2006 (GMT)
Type: Skill
Scope: Survivors, Civilian
Description: I've seen the same car suggestions you have and I think the problem they generally have is they take away the AP expense of walking and that they are overcomplicated (searching for cars, pushing cars, entering cars, etc.) Here's a way of presenting cars as a simple convenience.

A certain number of cars will be placed into empty street squares. Cars would appear in the square's description like this: "There are 3 abandoned cars here." If a survivor uses a fuel can the description would change to this: "There are 3 abandoned cars here. 1 is fueled." When a survivor with the civilian skill "Driving" has wirecutters and enters a square with a car they would have an new button: "Drive [ ][ ]". They would be able to enter an X coordinate into the first box and a Y coordinate into the second of any empty street square on the map. This would move the player and one of the fueled cars to that location. In the above example it would change to "There are 2 abandoned cars here" and the destination street square would have one car added to the current number there. It would cost the same amount of AP to drive there as to walk. Remember that AP Is Not a Unit Of Time but a measure of the value of a player's actions. This doesn't make the character more powerful or allow them to travel faster but it serves as the convenience for the player by letting get where they want to go with less real-world time spent. In that regard it would act the way syringe manufacture does, serving not as a tactical advantage but as a player convenience and server-load reducer.

If you enter a coordinate that is not a street square you get "You can't drive there." If you enter a coordinate that is too far for you to reach with your remaining AP you get "You are too tired to drive that far." A car once fueled could be used several times before running out of fuel. You cannot guard a car or reserve it. Once it has fuel any survivor with wirecutters and the Driving skill can use it. There would be a limited number of cars in the game. They could not be attacked and similarly no more could be created. There is no limit to the number of cars that can be moved to one square although it'd be hard to gather them all to one spot and keep them from being moved elsewhere so you wouldn't seriously need to worry about every car being in one spot, although it is completely possible that you wouldn't have any cars nearby. Zombies that feel like making survivor players take more time to walk places could stop cars from being used by standing in the street square with the cars. For every 10 zombies present one car would be off limits. Essentially if there are 4 cars present and 20 zombies only two cars could be driven off before the next would-be driver gets: "You can't reach the car through all the zombies."

In Conclusion: I know car suggestions are unpopular but I think I solved the major problems with them here. It wouldn't cost less AP. It wouldn't create a confusing quasi-new room of being in the car. It wouldn't create confusing car create and destruction processes. It would just let survivors use fuel to make travel more convenient for them and others, the same way fuel can be used to make syringe manufacture more convenient. It isn't like this would make travel safer, in UD you can't really fight someone who's moving. Convenient and reduces server stress. Plus it'd be interesting in the UD stats page to see which suburbs had the most cars parked in them.

Votes

  1. Keep Author vote. I know car suggestions are unpopular but I think I solved the major problems with it. It doesn't make anyone more powerful and adds a simple way to put cars in the game. --Jon Pyre 03:59, 12 March 2006 (GMT)
  2. Keep - I preferred the suggestion that actually did have an in-game benefit, not just out-of-game convenience, but since people won't seem to let that pass this is a pretty nifty idea.--'STER-Talk-Mod 04:46, 12 March 2006 (GMT)
    • Re It'd be pretty simple to modify this suggestion to make it provide a benefit for survivors, such as 10% off movement costs when driving. If Kevan likes this idea, and has time to implement it he could alter it to provide a moderate benefit if he chooses. I think it's fine as a convenience. It could work both ways and I suspect this version will be more amenable to the majority of players. --Jon Pyre 06:39, 12 March 2006 (GMT)
  3. Keep I usually dont like car suggestions but this is better than all of them. you dont gain an AP advantage and reduces surver strain. --Deathnut RAF 05:45, 12 March 2006 (GMT)
  4. Keep - Someone actually listened to my hatred of less AP to while using move cars. Fancy that. You also placed XP in place of AP, two lines down and a bit over from the [ ][ ]. Velkrin 05:48, 12 March 2006 (GMT)
    • Re My bad. Fixed it. --Jon Pyre 06:35, 12 March 2006 (GMT)
  5. Keep - I like it. It's great that it doesn't give Survivors a huge advantage over the zombies. Should be interesting to see in the game. --Matsu Chan 05:50, 12 March 2006 (GMT)
  6. Keep - Interesting and not insanely complex. Cool.--Hamster Ninja 06:10, 12 March 2006 (GMT)
  7. Keep - Humans get to move quickly, zombies get to revive quickly, that's the trade-off. I'ma keep harping on that darn 1 AP thing. --John Lee Pettimore 07:24, 12 March 2006 (GMT)
  8. Keep - Good idea, can't see anything unbalancing. --mikm W! 07:11, 12 March 2006 (GMT)
  9. Kill - This is supposed to be a zombie apocalypse, and having vehicles pretty much detracts from that by adding a sense of normality to the game. It isnt supposed to be normal, its supposed to be a fight for your life against zombies. At the moment we have neither of these, and for that reason i vote kill. --Grim s 07:48, 12 March 2006 (GMT)
    • Re I understand your viewpoint but vehicles are frequently in zombie films, the abandoned remnants of a functional society. Getting a car wouldn't be guaranteed, you'd have to be lucky enough to find one. I think the uncertainty of whether you could find a car that's been abandoned would add to the apocalyptic feel, as would having to hotwire the car. --Jon Pyre 07:57, 12 March 2006 (GMT)
      • Re - Still, the fact remains that cars would build into the sense of normalcy in the game, in many suburbs it is "Life as normal: With Bodies, and the occasional zombie", adding motorised transport to the game just adds to the tedium. A better implimentation would have it so zombies could, for an AP investment, wreck a car and spill out the fuel, requiring a person to repair the vehicle before using it. It just seems so cheap at the moment, and so one sided for something that could possibly enhance the game for both sides, and possibly overcome that normality problem by adding more to the ruined flavour of the game, and the apocalypse theme. If you work in such changes it is my opinion that the suggestion would be worth a keep. --Grim s 09:35, 12 March 2006 (GMT)
  10. Kill - I agree with Grim s. Also, I don't like the idea of this being purely for convenience. Syringe manufactoring had one thing different, and that was the sheer boredom of searching. At least I don't find travelling so boring as to need a quicker way. Damn, forgot to sign.--Brizth W! 14:02, 12 March 2006 (GMT)
  11. Keep - Wow, a driving suggestion that actually works! Is it just me though, or is Caiger going to absolutely chocker block with cars? -- Norminator 2 11:32, 12 March 2006 (GMT)
  12. Kill - As the cars cannot be destroyed by zombies, and I assume the drivers instantaneously transfers from one location to another (to save time, which seems to be the main point of this suggestion), then this is just a version of Free Running in the streets, which I think is patently unfair to zombies. --WibbleBRAINS 14:32, 12 March 2006 (GMT)
    • Re Free Running provides an in game benefit because it allows you to move into heavily barricaded buildings and to pass between buildings without going outside. This does not save you any AP or let you go anywhere you otherwise couldn't. It just saves real-world time. --Jon Pyre 17:20, 12 March 2006 (GMT)
  13. Kill-- I like the other car suggestions better, because you actualy get something out of useing the fuel(costs AP to find) and searching for the car. What i do like about this skill is you need wire cutters, and fuel, and there is a physical car, but why use up XP and fuel, for no real benefit, and how would you ever get anywhere if you cant see if there is 1 zed blocking you from driving there, you shouldnt have to spend XP and AP time searching for items just for 'Real-time' gain it only takes 1 minute to go as far as your suggestion lets you. Plus all the time you spend looking up the FAQ map the co -ordinates and guessing around for where there are no zeds, it would have been faster to walk. this would be the best suggestion if you gained something at the end of your session by doing so. Perhaps save half the AP at least,concidering your searching 10 times for fuel and wandering all the local street squares finding a car. dont make us spend something for nothing. --Kirk Howell 15:04, 12 March 2006 (GMT)
    • Re It'd obviously be a bad idea to look up coordinates while you're standing in the middle of the street. But if you're checking the map anyway beforehand to find out where to go it's easier to just spot a street near your destination and enter those coordinates. And once a car is fueled it remains that way for a while. Like fueling a generator fueling a car would be a public service. It would cost you personally AP to provide fuel but it would save everyone a bit of real-world time. NecroNet Access also has a skill that primarily just saves you real-world time. --Jon Pyre 17:13, 12 March 2006 (GMT)
      • Re -- OK a public service big whoop, and the syringe manufacture is different, its not just time saving, but it makes sure you DO find a syringe, after searching 50 times its posible to not find one. thats the point of the advanced Necrotech skill. this would be a great suggestion if you actualy saved some AP. The real balancing part shouldnt be spending the same ap , it would be that you couln't see what is going on in between. I also dont like the teleport/co-ordinates aspect. any car suggestion should have you move in real time like walking only it gives you a saftey benefit or saving AP somehow. The weeks previous suggestion is much better then this in some aspects. perhaps if you colaberated on a car suggestion you could pass --Kirk Howell 23:52, 12 March 2006 (GMT)
  14. Keep - Zombies need to be able to destroy the vehicles for me to even begin to consider this suggestion. I'm with Grim on this: it takes away from the feeling of the game. --TheTeeHeeMonster 15:26, 12 March 2006 (GMT) Point made. --TheTeeHeeMonster 18:22, 12 March 2006 (GMT)
    • Re The reason I didn't make it possible for zombies to destroy cars is that as cars provide no in-game benefit while it would be worthwhile to spend a little bit of AP on fuel so a car could be used for a while by yourself and many other people it would not be worthwhile if each driver had to build themselves a new car or repair a wreck. As cars sit out in the open they'd literally get destroyed each time you drop them off. Unless cars made traveling cost less AP it would not be worthwhile to spend however many AP it would cost to fix them just for your own use. --Jon Pyre 17:18, 12 March 2006 (GMT)
  15. Kill - Super teleportation without risk? How could this possibly be unbalanced? --Jorm 16:00, 12 March 2006 (GMT)
    • RE If by "super teleportation" you mean "moving around quickly," then yes. As opposed to what we have now, which is "moving around slowly without risk." This provides no in-game benefit. It's just a convenience. The flavor arguments are valid, even if I don't agree with them; yours is not.--'STER-Talk-Mod 16:38, 12 March 2006 (GMT)
  16. Keep - I like it. Seems well thought out. And I think it fits flavor-wise too, as long as theres not too many, like no more than twice the amount of malton's suburbs... --RAF Private Spudd talk RAF 17:25, 12 March 2006 (GMT)
  17. Keep - For once, a car suggestion that makes sense. Bentley Foss 17:36, 12 March 2006 (GMT)
  18. Kill - It just strikes me as far too complicated.--Wifey 19:36, 12 March 2006 (GMT)
  19. Kill - The problem with the suggestion is as Jorm pointed out. This is, essentially, teleportation. If a survivor had to walk 10 blocks to get to their destination, they have the potential to be attacked every block of those 10. With this suggestion, as I read it, The person just automatically goes the 10 blocks and is thus immune to all those attacks that could happen were they on foot. A zombie can stop someone from getting INTO a car, but once inside, the person just teleports to their destination without fear of attack.--Pesatyel 20:26, 12 March 2006 (GMT)
  20. Kill - The teleportation aspect is kind of weird. Also, expecting players to know the X-Y coordinates for a location is unreasonable. --John Ember 20:46, 12 March 2006 (GMT)
  21. Keep - Great suggestion. The time spent searching for fuel to get the car to work compensates for the "teleportation" driving. Also there should be something added that makes it impossible for someone to drive out of the range of their AP. A note to the person above me, have you ever heard of the UD map? --TheBigT 23:20, 12 March 2006 (GMT)
    • Re - The question you should be asking is whether every player has. X-Y coordinates are not displayed on the map screen; requiring players to use a third-party resource to use a game item effectively is not the pinnacle of elegant design. The workaround would be to use relative N-W-E-S values. --John Ember 01:44, 13 March 2006 (GMT)
  22. Kill - Agree with Jorm and Pesatyel--Mookiemookie 01:19, 13 March 2006 (GMT)
    • Tally - 13 Keep, 8 Kill, 0 Spam/Dupe
  23. Keep - this is good as it is, but i think this idea could fit a repair-car-idea if there was some kind of free movement involved moving around with the car. Say, you have to spend 3 AP fixing a car, but spend only 75% of the AP needed for moving.
  24. Kill - I think this is as good as any "car" suggestion is giong to get. Still it kills the ambiance of the game. Getting to another part of the map isn't just a question of winding up there, it's the travel along the way. Nickaubert 11:18, 25 March 2006 (GMT)
    • Tally - 14 Keep, 9 Kill, 0 Spam 05:09, 27 March 2006 (BST)

Dance! Zombie! Dance!

This suggestion has been Spaminated, with 7 spams (Including my own) and one Author Keep. --Grim s 22:12, 12 March 2006 (GMT)


Hail Of Bullets (Reworked by origionator)

Timestamp: 13:45, 12 March 2006 (GMT)
Type: Zombie Hunter Skill
Scope: Firing 3 pistol shots, for 2 AP at 1 zombie target
Description: Pre-requisites: Level 10, appears on Zombie Hunter Skill Tree just below "Headshot".

This skill is a very simple zombie hunter skill.

This combat options is ONLY available IF you have 2 fully loaded pistols in your inventory.

Then under attack - a zombie - with one of the options under pistol in brackets says (Hail Of Bullets).

What hail of bullets does is for 3 AP you fire 2 pistol shots in the same turn, but at -15% to hit for each of those 3 pistol shots. And this uses 3 shots up from your 1st pistol (if you want to be technical).

Why bother?

If a duel with an online zombie this can give you the edge for victory (if you have the ammo).

This also gives your character a benefit for having several fully loaded pistols on hand (after all you can't repeat this attack unless you have a 3rd fully loaded pistol, then you do it a 2nd time if you wish, and so on..)

This skill is mostly for fun, but what the hell, you want to really unload onto 1 zombie you can do so. You want to be a "gun nut" with 10 pistols on you fully loaded, what the hell?

What you, the zombie, and others at this location read attacking with this skill: "Hail Of Bullets!!!" followed by the combat results.

IF you succeed in killing the zombie with your attacks, the 'extra' attacks hit the same zombie but you don't get bonus XP for it (that would be too much, a seperate skill is possible for such a bonus).

Simple enough, 3 shots for 2 AP, but -15% to hit and need 2 fully loaded pistols to do it.

Votes

  1. Keep Author vote. Makes finding "bonus" pistols more useful, and fun. Make a character named "20 Gun Sally" if you like.--MrAushvitz 13:59, 12 March 2006 (GMT)
  2. Spam - Being able to get several attacks in on one round before the target can respond is a bad idea in general. --John Ember 20:48, 12 March 2006 (GMT)
  3. Kill - It's just not really interesting, nor is the suggested implementation elegant. You also might want to fix your typo. You said 3AP for 2 shots at one place and 2 AP for 3 shots at another. (not a reason for the kill, just letting you know :) )--McArrowni 21:23, 12 March 2006 (GMT)
  4. Kill - Every time I read one of these suggestions, I'm not only convinced you're not thinking about the effect these skills would have on the game, but that you hate me personally. --Dr. Fletch 22:19, 12 March 2006 (GMT)
  5. Spam - Free actions are bad. This basically gives you an extra shot completely free, and the disadvantage is miniscule enough not to matter much when dealing with that amount of damage. Also, its bloody stupid, and certainly wouldnt improve the quality of the game. State sanctioned Trenchcoater stuff should be avoided at all costs. --Grim s 22:21, 12 March 2006 (GMT)
  6. Spam 3AP firing 2 less-accurate shots (and wasting a third bullet for some reason)? No. The real reason why survivors (such as myself) carry around 20 loaded guns is so we don't have to reload during combat. --mikm W! 23:01, 12 March 2006 (GMT)
  7. Kill Just flat out bad. Velkrin 23:31, 12 March 2006 (GMT)
  8. Spam No, no, NO!!! Timid Dan 15:22, 13 March 2006 (GMT)
  9. Kill Too complicated, doesn't add much Nickaubert 11:20, 25 March 2006 (GMT)
    • Tally - 1 Keep, 4 Kill, 4 Spam 05:08, 27 March 2006 (BST)

Lightning Reload

Timestamp: 13:45, 12 March 2006 (GMT)
Type: Zombie Hunter Skill
Scope: Reloads ALL your ammo weapons with 1 button!
Description: Pre-requisites: Level 10, appears on Zombie Hunter Skill Tree just below "Headshot".

This skill is a very simple zombie hunter skill.

Once per day (24 hour period) this character may reload ALL of their pistols, shotguns, and flareguns.. the computer will choose to load your 1st pistols with 5 shots each, one after another based on the (most full) weapon, and then shotguns in same order (most full 1st) and the same for flare guns.

To do this your character clicks on the "Lightning Reload" button, which is only available if you have this skill.

The drawbacks: If you use this skill at a location with other players, all characters and zombies will get the message: "You hear ____ quickly refilling every gun they have on hand!" ONLY zombies with the "memories of life" skill will get this message (only they will recognize it as a danger.)

The bonus: Other than simply saving you the time of clicking on each bullet and magazine one at a time, your character will get back 1 AP immediately after using this skill IF your reloaded at least 5 pistol bullets, shotgun shells, or flares in any comination of types adding up to a total of 5 or more. So it didn't take your character as many AP to reload as it would have.

If your character lacks the AP to reload all your weapons, you get the message "Ooops, not enough time to reload them all." and you did not waste any AP, but the lightning reload once per day WAS used up! (refill them by hand buddy.)

That's it!

Votes

  1. Keep Author vote. Simplifies reloading, saves time and server turns. Only once per day, might be your 1st action anyways depending on your character. --MrAushvitz 13:59, 12 March 2006 (GMT)
  2. Spam- SO many things wrong with this. If i'm reading correctly your can reload all your weapons with 1 ap? if that's the case i have 2 things to tell you. 1. DOn't be lazy you should already load up all your weapons before entering a fight. 2. Way too overbalanced against zeds Drogmir 21:02, 12 March 2006 (GMT)
  3. Kill - Once per day is a weird mechanic. Also, something like this (though different enought not to be a dupe) has been suggested before. --McArrowni 21:33, 12 March 2006 (GMT)
  4. Spam - Basically, if im reading this right, it reloads all your guns for 1AP spent. That means that after the first gun, everything is free. Free actions are BAD, and this would considerably boost the damage per AP of a firearm. --Grim s 22:08, 12 March 2006 (GMT)
  5. Kill - So broken that my monitor just fizzled. --Dr. Fletch 22:19, 12 March 2006 (GMT)
  6. Spam - Sorry. Read it wrong. This suggestion shows you have never used a firearm before (in the game). Pistols store 6, not 5 AP. I would rather spend the extra time topping off my weapons (having 10 pistols with 6 bullets) than using this skill (10 pistols with 5 bullets). Second, reloading the most-full pistol first is wasteful. If you reload a gun w/ 4 bullets in it, you use an entire pistol clip. Third, flare guns don't have ammo (it's only a last-ditch weapon, anyways). --mikm W! 22:54, 12 March 2006 (GMT)
  7. KILL - Dude, way to go. If this happens, there is not going be any help with the balance as this saves the time for reloading in a battle, it's not this suggestion is rubbish, but this is going to just push the zombie/human imbalance even further. And we don't want it, really. If this suggestion is suggested around the omg-human-are-dying-and-zombies-are-kicking-butts situation, I will keep it, but it's just not the right time. BTW, I think you mean that this is automatically reloading everything with the same amount of AP, right? Not just 1 AP for everything that you reload. --changchad 23:19, 12 March 2006 (GMT)
  8. Spam - Great, so someone reloads all their guns, with less ammo then it holds, magically reloads the one use flare guns, they gain an AP when they use it, and to top it off only zombies with MoL can hear them doing it, which really not a disadvantage. Velkrin 23:36, 12 March 2006 (GMT)
  9. Spam - Know your subject before you make suggestions about it. It's obvious you don't understand the game mechanics nor the gun mechanics. --Arcos 00:12, 13 March 2006 (GMT)
  10. Spam - And flares dont need to be reloaded. --hagnat talk 01:23, 13 March 2006 (GMT)
  11. Spam - Fast Reloading, Peer-Rejected --John Ember 01:48, 13 March 2006 (GMT)
  12. Spam, but it tastes like chicken. Chicken that's undercooked and gives you food poisoning. This is awful stuff and should never have been submitted. Timid Dan 15:24, 13 March 2006 (GMT)
  13. Spam/Kill, This is awful. NO. As above no free moves. Freakarama 15:24, 13 March 2006 (GMT)
    • Tally - 1 Keep, 3 Kill, 9 Spam 05:07, 27 March 2006 (BST)