Suggestions/13th-Apr-2007

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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.
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Telescope (first revision)

Timestamp: Jon Pyre 02:36, 13 April 2007 (BST)
Type: Item
Scope: Survivors
Description: This is the first revision of the telescope idea, based on voter comments. The new mechanics are in bold. The telescope, of the five foot high tripoded type is similar to the binoculars in that it lets you see farther from tall buildings, but different. Unlike binoculars they don't have as wide a field of view. They do however have a greater magnification allowing you to see further. They'd be found in sporting goods stores, schools, and museums at a rate of 3%. Another thing that seperates them from binoculars is that they can't be used while in your inventory. Instead they must be set up in a tall building, the same way generators or artwork is. Once set up they can be used by any player at that location, until someone attacks and destroys them.

You'd have a new button on screen when in a room with a telescope, along with two text fields. It'd look like this: "(Use Telescope) +X [___] +Y [___]". Unlike binoculars which let you see a wide area telescopes would only show you a single square of ground, but with double the range (six spaces). Players would enter in x and y coordinates, from their position to the square they want to view. For instance if you want to see how many zombies are 4 north 5 west you'd put down +X [-5_] +Y [4__] before clicking "Use Telescope". If you enter a coordinate more than 6 spaces away, such as +X [8__] +Y [-2_] you'll lose an AP and get the message "That's too far to see even with magnification".

This provides a different kind of use for telescopes than binoculars. Binoculars would be best suited for newbies trying to find zombies to level up on, or for defenders watching how many zombies are massing outside their safehouse. Telescopes would instead be useful for checking up on your allies across the suburb. "I wonder how many zombies are outside the mall now", "Which revive point, the one 4 west or 5 north, has a bigger crowd", "Have a lot of zombies swarmed the PD yet", are all kinds of things you'd use a telescope for instead of binoculars. It'd be a cool new mechanic, and something else to set up and make a safe house more valuable with is always nice. With humans outnumbered I don't think a scouting tool would be overpowered.

  • Note: Voters have suggested using two drop down menus, one for X one for Y, with number options -6 through 6 instead of text boxes. This might make it simpler to use.

Keep Votes

  1. Keep I think the more things you can set up in a building the better. Also, it'd be nice to search a museum for useful items (telescopes) as well as for fun decoration (artwork). --Jon Pyre 02:43, 13 April 2007 (BST)
  2. Keep - I like the revised version. --Axe27 02:45, 13 April 2007 (BST)
  3. Keep - I think something like this would be a nice touch to the game.--Blood Panther 02:47, 13 April 2007 (BST)
  4. Keep - MAkes sense. Turns scouting into something usefull. Plus, gives a use to those GPS units i keep picking up..--Seventythree
  5. Keep - Adds a nice tactical element to the game without unbalancing anything.--Black Mask 03:05, 13 April 2007 (BST)
  6. Keep - A little more complicated than before, but ok. --Ducis DuxSlothTalk 05:16, 13 April 2007 (BST)
  7. Keep- But instead of a type-in layout, maybe use a drop-down. It seems more consistent with the game.--Grigori 05:31, 13 April 2007 (BST)
    • Re That could work. You'd just need two drop-downs with options -6 to 6. --Jon Pyre 16:14, 13 April 2007 (BST)
  8. Keep -- Liked it the first time, just want more flavor in the game... and this could be interesting --Lord Evans 05:35, 13 April 2007 (BST)
  9. Keep - Sure - JedazΣT MC ΞD GIS S! 05:12, 13 April 2007 (GMT)
  10. Keep - Love the revision; great improvement on the original idea. The Hierophant. 07:10, 13 April 2007.
  11. Keep - I don't particularly like the interface (too complicated?) - I'm voting Keep on the idea, which is very cool. --Funt Solo Scotland flag.JPG 09:50, 13 April 2007 (BST)
  12. Keep - First revision, best revision. --Mosqu GCM GRR! 12:08, 13 April 2007 (BST)
  13. Keep - I once visited the Sears Tower observation platform and used thier telescopes to spy on folks at the grocery store near my appartment- which was 2 miles away! The one catch I can see is that reaching the roof / top floor of a building tall enough for this to work would take some effort, and you wouldn't know if there was a telescope up there until you did go up there. But that would require tall buildings to have multiple internal locations. --S.WiersctdpNTmapx:oo 12:35, 13 April 2007 (BST)
  14. All aboard the keep express! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:11, 13 April 2007 (BST)
  15. Keep - excellent. unlike previous version, this one is great --Duke Garland 13:36, 13 April 2007 (BST)
  16. Keep - as with grigori, dropdown would be more consistent, but meh! All aboard!--Gene Splicer 15:25, 13 April 2007 (BST)
  17. Keep - impressive. Worth adding, but I tend to agree with the drop-down option. MoyesT RPM 16:01, 13 April 2007 (BST)
  18. Much Better than last time. All aboard the bandwagon. -Mark D. Stroyer SoH 17:00, 13 April 2007 (BST)
  19. Keep - Very nice, I'm not sold on the limit though. A greater viewing range wouldn't hurt. the drop down option seems handy.--Vista 18:12, 13 April 2007 (BST)
  20. Keep - Not bad, the only thing that I don't like about it is that it needs meta-gaming to be really useful (unless you have learned the layout of your suburb really well) since there is no in-game map. --Gm0n3y 18:49, 13 April 2007 (BST)
  21. Keep - Big improvement over last time. --ZombieSlay3rSig.pngT 20:16, 13 April 2007 (BST)

Kill Votes
Against Votes here

  1. I don't see why you couldn't use it to view much farther if it is only one square at a time. Have it cost more AP per square.--Pesatyel 07:44, 13 April 2007 (BST)
  2. Kill - Meh -- boxy T L ZS Nuts2U DA 15:30, 14 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Construction Worker

The suggestion was found to be a duplicate of this peer-reviewed suggestion with 5 dupe votes. --ZombieSlay3rSig.pngT 20:19, 13 April 2007 (BST)

Meh, OK. I hadn't checked for dupes, and doubted it was fully original. Personally I'd rather not stick a construction worker in the science class; a basic construction worker is clearly a civilian, and is more likely to want to learn about guns and combat than medicine. But votes is votes... --S.WiersctdpNTmapx:oo 00:02, 14 April 2007 (BST)

Radio Proficiency

Timestamp: Seventythree15:20, 13 April 2007 (BST)
Type: New Skill
Scope: Survivors
Description: A new skill, to be purchased after radio operation. Essentially, this skill would allow people to broadcast messages twice the length that they normally are. This skill would be available only after the purchase of Radio operation and would, I feel reflect Radio operators becoming more proficient at using call signs, equipment, codebooks or Morse code, whatever. Basically, they become quicker and better at using the skills that they learnt with Radio operation. personally, I can't see this skill overbalancing things massively, and I think it adds flavour as well as being useful.

Keep Votes

Author vote. Of course i'm going to vote for. You've still got to sign properly -- boxy T L ZS Nuts2U DA 15:37, 14 April 2007 (BST)
  1. Keep - Don't see a reason why not. --User:Axe27/Sig 15:31, 13 April 2007 (BST)

Kill Votes

  1. Kill - i'm voting no just because people use to take radio operation between the last skills (maxed out characters), so they will most certainly take this one too. so why need it then? not sure --Duke Garland 16:45, 13 April 2007 (BST)
  2. Kill - So now folks can put lots more exclamation points after their "Player X is a GK, KOS!!!1!!one" transmissions? Feh. Pass. --Mold 17:15, 13 April 2007 (BST)
  3. Kill - Now first thing first, the skill is fine, useless, but fine. I voted kill because it doesn't add anything to the game. But, overbalancing? WTF, do you mean by overbalancing? what does this balance in the first place? and how can you OVERbalance? Wouldn't that be destabilizing? Don't use balance as a buzz word to get your suggestion passed. It makes you sound like an idiot. and it pisses me off as well.--Vista 18:21, 13 April 2007 (BST)
  4. Kill - Not a bad idea as such. But the stupidity of some of the playerbase precludes it. I really don't need to see twice as much pointless spam whenever I'm in a mall.--Black Mask 19:58, 13 April 2007 (BST)
  5. Kill - Make other survivors find it harder to be loud and obnoxious, and I'll change my vote. --c138 RR - PKer 20:09, 13 April 2007 (BST)
  6. Kill - I don't want more spam on my screen from people using radios. --ZombieSlay3rSig.pngT 20:30, 13 April 2007 (BST)
  7. Kill - If experienced radio operators become "more proficient at using call signs, equipment, codebooks or Morse code," they can just take the time to put messages in that format. A good compression system could allow vastly more information to be placed in messages, in addition to adding a thin layer of encryption to keep information within a group - and if it's possible to do something with existing mechanics, there is no need for a skill to do it. --Saluton 01:48, 14 April 2007 (BST)
  8. Kill - Spend the extra AP, if the message is that important. The great majority of messages I hear, that go for more than one "broadcast", are spamming bullshite -- boxy T L ZS Nuts2U DA 15:37, 14 April 2007 (BST)

Spam/Dupe Votes

  1. spam - fo shizzle (is all I hear on the radio). --Funt Solo Scotland flag.JPG 22:28, 13 April 2007 (BST)
  2. Spam Radio messages are minimally useful. this would just add more spam then useful information. Want to send a "double length" message? Spend the 2 AP.--Pesatyel 04:52, 14 April 2007 (BST)

Clothes: Version 3

Timestamp: Cheeseman W!ASBTalk 22:20, 13 April 2007 (BST)
Type: Items
Scope: Everyone
Description: This will allow survivors and zombies to don attire they find when in buildings or on the streets. Survivors will find clothes in almost any building by simply clicking the Search Button. Zombies will find them when ransacking buildings unless they find them as a survivor. The type of clothing you find depends on the building you are in. A complete list is shown below. Searching for clothes uses a different search button labeled "Search for clothing".
  • If you dont find anything you get a message similar to "You rummage through a box/cupboard/drawer/etc but you find no clothing"
  • If you do find something you get a message similar to "Rummaging in a box/cupboard/drawer/etc you find <insert clothing name here>"

The base rate of finding clothes is 30% however when in the new Mall Clothes store it jumps to 50% (60% with shopping). The crucifix will be changed so it acts as a piece of clothing. Clothing will have no encumberence

Every new character will spawn with clothing related to their character class:

  • Military
    • Private: Military Combat Shirt(Woodland), Military Combat Trousers(Woodland), Military Boots
    • Medic: Military Combat Shirt(Desert), Military Combat Trousers(Desert), Military Boots, Medic Armband
    • Scout: Military Combat Shirt(Urban), Military Combat Trousers(Urban), Military Boots
  • Scientist
    • Lab Tech: Lab coat, glasses, button up shirt(white), trousers(black)
    • Doctor: Doctors Coat, trousers(black), shoes(black), Stethoscope
  • Civilian
    • Police Officer: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
    • Fireman: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
    • Consumer: T-shirt(random), Trousers(random), trainers(random), Hat(random)

You can put on a piece of clothing for 1AP by clicking on it in your inventory. They can then be removed for a further 1AP. Only one of each type of clothing can be worn: one hat/accessory, one on chest, one on legs, one on feet. If you try to wear another item of a type you are already wearing, the old one will be removed. Clothes you put on appear in your profile just below your description.

Example: Cheeseman Muncher is wearing: A Pair of Military Urban Combat Trousers, A Bomber Jacket, A Pair of White Trainers and A Purple Pimp Hat
  • Police Station: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
  • Hospital: Doctors Coat, Surgical Scrub Top, Surgical Scrub Bottoms, Scrub Shoes, Nurses Outfit, Nurses hat, Stethoscope
  • Fire Station: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
  • Auto Repair Shop: Racing overalls, Racing Helmet
  • NT Buildings: Lab coat, glasses, button up shirt(various colours), skirt(various colours), trousers(black)
  • Office Buildings: suit jacket(various colours), button up shirt(various colours), suit trousers(various colours), skirt(various colours)
  • Forts: Military Combat Shirt(desert, urban or woodland), Military Combat Trousers(desert, urban or woodland), Military Boots, Medic Armband
  • Mall: T-shirt(various colours), Trousers(various colours), Skirts(various colours),button up shirt(various colours), summer dress(various colours), sandals(various colours), trainers(various colours), shoes(black), bomber jacket(black or brown), combat trousers(desert, urban or woodland), jeans(various colours), Trenchcoat, hat(various colours)
  • Bars: Pimp hat(various colours), Jeans(various colours), Leather Jackets, Leather Trousers, Cocktail dresses(various colours)
  • Church: Nuns Habit, Ministers Shirt, trousers(black), crucifix

Keep Votes

  1. Author Keep- I've tried fixing a few bits and pieces you guys brought up. Hope you like this one. -- Cheeseman W!ASBTalk 23:20, 12 April 2007 (BST)

Kill Votes

  1. Kill - better, but still useless. Flavour is fun, so write it in your description. - BzAli 23:20, 13 April 2007 (BST)
  2. Kill - And I can still write it in my description, rather than waste time rummaging for clothing. Running aroudn stark-naked is alot better than wasting time hunting for clothing. --User:Axe27/Sig 23:22, 13 April 2007 (BST)
  3. Kill/change -You should make it so people will actually look for clothes. maybe move the flak jacket there and have new items like glasses, (lets you see farther), kevlar vest, (damage reduction, maybe a set 1 damage but chance of failure, or maybe absorbs all damage but only takes 10 damage or so before bacoming useless) biohazard suit (partiall chance of not being infected, if bitten by a zombie with IB)... I could go on forever. --AlexanderRM 23:30, 13 April 2007 (BST)
    • Re: Never thought of that...if this one goes down the toilet, I'll add those to it. -- Cheeseman W!ASBTalk 23:39, 13 April 2007 (BST)
  4. Kill -If you're thinking about doing a revision, don't submit it for a month or so and only AFTER you've put up on the talk page. People are getting mighty sick of this suggestion and will spam it. But personally I doubt if it will ever get to peer. The description box works fine.--Vista 18:03, 14 April 2007 (BST)

Spam/Dupe Votes

  1. spam -- Get it into your head NO!--Blood Panther 23:20, 13 April 2007 (BST)
  2. spam - Won't you get it? You are suggesting something that could easily be typed-in. It's just as useless like having a second speech drop-down menu that has calls such as "watch the cades!" or "zeds outside!". So no, the community has spoken twice. And as much as this might be an improvement over the others, it's still NO. --Ducis DuxSlothTalk 23:47, 13 April 2007 (BST)
  3. Spam - This can easily be written in a user's profile, as said before. --ZombieSlay3rSig.pngT 23:51, 13 April 2007 (BST)
  4. Um... - There's still no heels, but that isn't an invitation to change your unwanted, hated, and pitiful suggestion. Go. Away. Please. You are embarrassing yourself. And I'm offended by the pimp hat now.--Lachryma 00:00, 14 April 2007 (BST)
  5. spam -- Dude, when even previous supporters of this suggestion are getting pissed off with you bringing it back when it's clearly been rejected, it's time to give it up as a lost cause. --Black Mask 00:20, 14 April 2007 (BST)
  6. spam - how many times - can't you see, this will never pass? WRITE IT IN YOUR PROFILE. --Funt Solo Scotland flag.JPG 00:31, 14 April 2007 (BST)
  7. Spam - If you keep on suggesting something, even when it is clear that it will be rejected, people will just auto-spam (example: I only looked at the title of this suggestion and the first few lines before voting, because this is the third clothing suggestion in the last few days. Seriously; the more you suggest something, the more people will vote spam. --Saluton 01:51, 14 April 2007 (BST)
  8. Spam - That's what your profile is for. --Anotherpongo 08:33, 14 April 2007 (BST)
  9. Spam - just no, ok? NO. use your profile --Duke Garland 20:07, 14 April 2007 (BST)