Suggestions/18th-Oct-2006

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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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Fuel Drum

Removed By Author to add suggested improvements--Canuhearmenow Hunt! 21:10, 18 October 2006 (BST)


Sniper Rifle

Timestamp: 19:13, 18 October 2006 (BST)
Type: New Items, Skill
Scope: Survivors
Description: New Item: Sniper Rifle
  • base hit: 5%
    • basic firearms training: 30%
    • marksmanship: 55% (and see below)
  • Firing:
    • cannot be fired at opponent in the same square
    • can only be fired at opponent seen through binoculars on the turn before firing:
      • 1-square away - normal to hit (ie max. 55%)
      • 2-square away - -5% (ie max. 50%)
      • 3-square away - -5% to hit (ie max. 45%)
    • using binoculars whilst carrying a loaded sniper rifle will create drop down boxes in each map square shown in the binocular view, allowing you to select a target. In the case of survivors, you may target a specific person. In the case of zombies, you just fire at "a zombie" as normal (but see the marksmanship skill, below). If there are no targets, then no drop-down box is provided.
      • this means that you can only fire the sniper rifle once with 2AP. 1AP to use the binoculars and 1AP to fire the rifle.
    • damage 10HP (8vs. flak jacket)
    • Autospam will be generated in the square you're shooting at: "you see a flash of sniper fire from a [building], [x] blocks [direction] and [y] blocks [direction]." (Example: "You see a flash of sniper rifle from a building 2 blocks north and 1 block west.") Multiple shots to the same square will only generate a single line of spam by using "...and again". Multiple shots from the same square will alter the text to "you see multiple flashes of sniper from..."

New Item: Sniper Clip (5 bullets)

Search: both new items to be found in Police Departments and Armourys only, at some suitable search % slightly lower than shotguns and shotgun shells.

New Skill: Marksmanship:

  • Gleefully stolen (with permission) from Marksmanship by MrAushvitz Canadianflag-sm.jpg, with no changes to his version at all, only additions (so the two could be combined).
  • prerequisite - basic firearms training.
  • provides +25% hit with a sniper rifle (as shown above).
  • allows you to choose which zombie you target in a stack, to some degree:
    • 1-square away - the first 4 zombies in the stack
    • 2-square away - the first 3 zombies in the stack
    • 3-square away - the first 2 zombies in the stack

Dude, I've got issues:

  • X-Ray Vision - provided by the binoculars, not by the sniper rifle.
  • Shooting without putting yourself in danger - it's time to shut down that spurious argument. 99% of the time, players attack without putting themselves in danger - because their opponent is offline. Also, you give away your position when you fire. Further, it costs 2AP per shot.
  • It's overpowered - nuh-uh. Check the numbers. A pistol or shotgun is far more effective. This might let you pick off a low HP target at range - but the chances are slim, Jim. All you're going to do is sting people's egos.
  • It's a ninja centaur! - Nope. That's my next suggestion.
  • So, what's the point? Tactics and gameplay and roleplay - huzzah! If you want to kill someone quick, you'd go right up to them and take them on with pistols and shotguns - no contest. If you want to play sniper, here's your baby. Distract that zombie horde attacking the mall by making your tower block a target - nobody can resist sniper-hunting.


  • Be gentle, oh ye of muchos spammage...

Keep Votes

  1. Keep Hey, hey.. makes the binocular buildings actually relevant. I'm not worried about this weapon being abused because you have to buy enough skills to be able to use it fully. And, it's not a mall firearm (they don't sell sniper rifles in malls!) you gots to go to the right places to find them. Sweet. Now the towers are important in suburb defense, heh heh heh. I endorse this fully. (Why do I get the feeling people on the radio will be thanking "Mr. Tower" for sniping zombies outside of their NT buildings, police stations, hospitals, etc.) You know, if this makes it in, it just might shut me up on hunting rifle for 3-4 months... MrAushvitz Canadianflag-sm.jpg 19:21, 18 October 2006 (BST)
  2. Keep - Love the idea!--Labine50 MHG|MalTel 19:42, 18 October 2006 (BST)
  3. Keep - I like it, but shouldnt a Sniper Rifle be able to do more damage? --GhostStalker 19:53, 18 October 2006 (BST)
  4. I've got to hand it to you: You found a way to do it right. And no, a sniper rifle should not do more damage. These are zombies we're talking about, not people. The shotgun does the damage it does because it has such a large hit area. -Mark 20:03, 18 October 2006 (BST)
  5. Well I actually like this one. -Deras 20:10, 18 October 2006 (BST)
  6. Author - ptoo! ptoo! --Funt Solo 20:43, 18 October 2006 (BST)
  7. SNiPER --Axe Hack 20:50, 18 October 2006 (BST)
  8. Blam! - "You were shot by a Keep from 2 blocks east."--Canuhearmenow Hunt! 21:15, 18 October 2006 (BST)
  9. Wow- Finally a sniper rifle suggestion that doesn't blow big meaty chunks!--Grigori 21:39, 18 October 2006 (BST)
  10. keep sounds decent --Jon Pyre 22:12, 18 October 2006 (BST)
  11. keep we need that stuff in UD --Kcold 23:07, 18 October 2006 (BST)
  12. Well thought out, reasonable, slightly underpowered... like it. --ExplodingFerret 00:12, 19 October 2006 (BST)
  13. Keep - Hey, what's that glint over there? Thunk!! Oh crap!! I'm hit!! No wait, I'm okay Thunk oh wait no I'm not. --Officer Johnieo 00:42, 19 October 2006 (BST)
  14. Spam I like it! It can add a new element of fun to the game. It's not a breaking buff, and I like the incorporation of spotting with binoculars first. It reveals where shots are coming from, meaning you'll know there's activity nearby, it'll make towers riskier to sleep in, and it'll let people have fun. My only preference would be that the guns themselves are only found in forts, but the ammo is available in PDs and Forts. --Burgan Black.png 04:04, 19 October 2006 (BST)
  15. WTF? - a balanced sniper suggestion? HAS THE WHOLE WORLD GONE CRAZY?!?!?!? --Gene Splicer 10:11, 19 October 2006 (BST)
  16. Keep - good for breaking down hordes in a seige--Zombie Spray 01:12, 22 October 2006 (BST)
  17. Keep - Might be funny. --Niilomaan GRR!M! 11:28, 1 November 2006 (UTC)

Kill Votes

  1. Kill for the following reasons address them or fix and you get a keep from me. --John Blast 19:59, 18 October 2006 (BST)
    Note - Broken vote formatting and discussion moved to discussion. --Funt Solo 20:07, 18 October 2006 (BST)
  2. I'm sorry, but kill - Almost all of it I like. However, I don't think your argument about not being in danger 99% of the time you attack someone holds water, because you don't know for sure that the person is offline when you attack them. even if they haven't performed an action in 30 minutes, they could still be there. And you could always be ambushed by an enemy who suddenly came out of nowhere. And I'm not even gonna get into sieges. If you gave zombies and survivors some method of attacking the sniper (or at least preventing them from being able to snipe) while they were up in the tower, then I might vote keep on this (although there is also the dilemna of it being perhaps the ultimate PKer tool...)--Reaper with no name 22:12, 18 October 2006 (BST)
    Re - I'm with you for most of your concerns, but I thought about the PK aspect. Non-mobile survivors outside are in trouble any which you look at it - so I don't get how this would be a good PK tool at all. --Funt Solo 22:18, 18 October 2006 (BST)
    • Re: - Unfortunately, the more I look at this suggestion, the more problems I see. It's the ultimate PKer tool because they can anonymously kill targets (and PKers usually go after weakened targets anyway). They don't have to attack non-mobile survivors, so anyone moving around outside is in danger. And while it may take a lot of AP to kill this way due to the 2 AP cost to fire, the kill still happens quickly. you're just more limited in how many you can kill. And the fact remains that zombies who have run out of AP can be easily picked off this way without the survivor having to worry about getting attacked by a zombie who wasn't quite out of AP or had just gotten back on. Plus, what happens when a lot of snipers all attack at once? This suggestion fails the "multiply it by a billion" rule. The whole reason suggestions allowing people to attack from inside barricades are frowned upon is because it allows the user to get XP without putting themselves at risk. The fact that this is a bit weaker than the pistol or shotgun (The average dmg/AP of this is about 2. The pistol is about 2.7-2.8, and the shotgun is 3.25) doesn't change that. The only way I can see something like this possibly being fair is if it was like books: so weak it might as well not exist. --Reaper with no name 14:22, 19 October 2006 (BST)
    Need Clarification Are you saying you can shoot from "tall buildings" or is it that your standing in the street and use the binoculars to spot a target then switch to the rifle to fire? I understand using the binoculars as a limiter, but it doesn't seem practical (why not just add a scope to the rifle?)--Pesatyel 02:14, 19 October 2006 (BST)
  3. Kill-The Sniper Rifle allows for shooting inside of barricades. With the limitations imposed on it, I put a Kill rather than a Spam. Reason I'm killing? The only real reason one would want to use a sniper rifle is to weaken off zeds to gain XP safely...or to weaken zeds so that newbies can come and kill them for the XP bonus. It can be just as safe as reading books...but with more XP gained as a result. Zeds may be laughing that a surivior is wasting AP, but the surivior will be laughing when the zed tries to eat him...and fail because of his all-powerful SKILLS that will be implemented soon. Basically, if it allows you to gain more XP than you can get by reading a book, it is not a good suggestion.--ShadowScope 18:25, 19 October 2006 (BST)
  4. Kill-Basic Rule of Urban Dead: in order to attack, you *must* put yourself in a position to be attacked in return. This violates the Basic Rule, as such must be killed. --Joe Seeback 01:23, 26 October 2006 (BST)
  5. Kill - Because the balance is already obscenely in favor of survivors. DeathToSpam 15:03, 28 October 2006 (BST)
  6. Kill - This is a ridiculous advantage for the survivors, who already have the greater advantage. MTSkull 20:04, 28 October 2006 (BST)
  7. Kill - Survivors hardly need another advantage. This skill would allow a survivor to kill, virtually at will, at little to no risk to himself. Terrible, terrible idea. ConfusedUs 04:04, 29 October 2006 (UTC)
  8. Kill - How is zombie suppose to attack back if the sniper is several squares away? Bad suggestion, either kill it or increase the cost. UDvanger 18:22, 29 October 2006 (UTC)
  9. Kill - this is not counter-strike. Pchem 02:19, 30 October 2006 (UTC)
  10. Kill - Way overpowered, attacking from a distance should come at a much greater cost. --Mikkle 07:48, 31 October 2006 (UTC)

Spam/Dupe Votes

  1. Spam - I vote this because of AP cost, Is 2 AP per shot, its way way easier to just go down there and shoot them with a pistol or shotgun. And you've already said they're more effective. This is underpowered and no one will use it.--Mr yawn Scotland flag.JPG 21:04, 18 October 2006 (BST)
    Re - My only defence is that it's fun to snipe. I'm not proud. --Funt Solo 21:35, 18 October 2006 (BST)
  2. Wow, looks like the suggestion page has been completely taken over by nubs. Since when is shooting out of buildings an acceptable suggestion? Thankfully this will never get implemented or zombie numbers would drop to 30% in a week. Rheingold 23:29, 18 October 2006 (BST)
    Re - I must contest that. Survivors would snipe for the fun of it - not for the efficiency of killing. Shotguns and pistols, even fire axes - are far more efficient at killing than this.. If I was sniped at as a zombie I'd be laughing at the survivor for wasting their AP. Also - given that a downed zombie stands up as a zombie - how exactly would zombie numbers drop to "30% in a week"? Nonsense. --Funt Solo 23:57, 18 October 2006 (BST)
  3. Spam -I got my clarification by reading the discussion page. People this allows you to shoot through barricades. From the discussion page: :* It has to be less effective than a pistol or shotgun - otherwise people will spam it purely on the basis that it can be used from inside a building. To be honest - I'm surprised it's got any keeps at all.--Funt Solo 20:19, 18 October 2006 (BST)--Pesatyel 03:09, 19 October 2006 (BST)
    Re - I think the other voters understand - yes, this does allow you to shoot through 'cades. But you're ignoring the balancing factors. Only tall buildings. Not the same square. 2AP per shot. Max 55% to hit. MUCH less effective than shotguns, pistols or fire axes. Not found in malls. Every AP spent on this is doing less damage to the zombie population. --Funt Solo 12:46, 19 October 2006 (BST)
    I don't believe the penalties outweigh the benefit of having a BARRICADE between you and your target. I'd actually vote keep if you had to be on the street to use it. But shooting through barricades is an automatic spam vote. Sorry.--Pesatyel 04:27, 20 October 2006 (BST)
  4. Spam -- yuh huh! It is so overpowered. Seriously, though, this allows shooting through barricades, which I'm not really going for, and that mechanic is kinda of the entire core of the suggestion. Whether or not everyone is offline, you should have to go outside to go a'hunting. --Rgon 06:03, 19 October 2006 (BST)

Memories Of Hatred

Removed by author for edit at 21:35, 18 October 2006 (BST). Origional suggest_time=MrAushvitz Canadianflag-sm.jpg 20:39, 18 October 2006 (BST)

  • Hate to admit it, but it could be the game breaker in a long term seige.. I don't want to poop on those parties, they look like fun!

Fuel Drums (Revised)

Timestamp: Canuhearmenow Hunt! 21:14, 18 October 2006 (BST)
Type: New Item.
Scope: reduces cost to carry fuel cans.
Description: this would add a fuel drum addition to a Generator. The Fuel Drum is found at 3% Mall Hardware Stores, 2% Warehouse, and 3% Factories. The Fuel Drum is a 2 inventory space item. The Fuel Drum, simply, is a "add-on" to a Generator that must be at the building for this to be added. What the Fuel Drum does is holds about an extra Fuel Can of fuel for a Generator. This is automatically destroyed when the generator is destroyed. The Fuel Drum does not come fully loaded, its empty like a Generator is when you first get one. The Fuel Drum is first, you get this message "Blahblahblah, there is a Generator and Fuel Drum here, the Fuel Drum is empty." When you click a Fuel Can it refuels the Fuel Drum.

Keep Votes

  1. Keep - Author Vote, a nice improvement.--Canuhearmenow Hunt! 21:14, 18 October 2006 (BST)
  2. Keep - I don't see why this is really necessary, since it takes a while for generators to run low on fuel anyway, but I also can't see a reason for this to not be in the game. And I guess it could come in handy sometimes, so I'm voting keep. --Reaper with no name 21:21, 18 October 2006 (BST)
  3. Two fuel cans for one genny! Nice! --Axe Hack 21:23, 18 October 2006 (BST)
  4. Keep Whoo hoo, survivors carrying cans of fuel to their favorite safehouses! But seriously, can save a lot of time and hassles maintaining your generator system. And warehouses and factories actually are relevant indirectly to maintaining all yer prescious generators, yayyy! The gasman, cometh. MrAushvitz Canadianflag-sm.jpg 21:27, 18 October 2006 (BST)
  5. Precious, Precious Oil - I'd actually have it only take up 1 inventory space, and I'd have the gennie get fueled first, then the fuel drum. Whatever - it's a cool idea. --Funt Solo 21:40, 18 October 2006 (BST)
  6. Keeptacular- What more to say? It's a good suggestion.--Grigori 21:42, 18 October 2006 (BST)
  7. Keep - great idea keep it --Kcold 23:09, 18 October 2006 (BST)
  8. Keep - I liked the idea before, And I still do.--Labine50 MHG|MalTel 23:58, 18 October 2006 (BST)
  9. I like it. It's useful for survivors because it gets the fuel cans out of their inventory and in use, but it's also nice for zombies because if they can get to it they can eliminate as much as double the amount of fuel from the game. Thanks for making the details more clear, too. --ExplodingFerret 00:14, 19 October 2006 (BST)
  10. I suppose i have to vote keep, but this should really be in auto repairs also. -Certified=InsaneQuébécois 00:15, 19 October 2006 (BST)
  11. Black Gold - Useful for those long nights during segies. --Officer Johnieo 00:44, 19 October 2006 (BST)
  12. Keep - I like the idea, but I agree with Certified=Insane that these should be found in Auto Repairs as well. --Winnan 02:08, 19 October 2006 (BST)
  13. Keep - Very good and those people playing zombies should like it as well. If a constant light is on you know someone is home.--John Blast 05:35, 19 October 2006 (BST)
  14. Cool - Im fine with it.--Mr yawn Scotland flag.JPG 05:52, 19 October 2006 (BST)
  15. Cool - Yay drum --Gene Splicer 09:36, 19 October 2006 (BST)

Kill Votes

  1. I think this just adds to the whole mall-centric aspect of the game (which, I think, the game needs to get away from). Maybe if the fuel drum could only be used in certain locations, like factories or, perhaps hospitals, for example.--Pesatyel 03:28, 19 October 2006 (BST)
  2. Yes, let's make the game even more survivor biased. --Pinpoint 06:12, 19 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Revivification Alteration

Timestamp: Reaper with no name 21:15, 18 October 2006 (BST)
Type: Improvement
Scope: Revivification syringes and those who use them
Description: Supposedly, revivification works by the character jamming a syringe into the back of a zombie's neck. Sure, it costs 10 AP, but it never fails. Do they really expect us to believe that it would be that simple? Chances are that you tried to stab someone in the back of the neck with a needle, you're not going to be very accurate, even if you try it multiple times. More importantly, it is the only item one can use on another player that never fails and can potentially grief them (if you're a newbie zombie who doesn't have brain rot and doesn't want to be revived, you'll find yourself having to waste a lot of time and AP finding a building you can get into, jumping out of said building, and getting up again). And it just makes so much more sense that should be able to miss when trying to revive someone with a syringe, since you are performing an action that isn't much different from punching or stabbing with a knife (both of which can miss).

So, what's the actual suggestion here? Revivification should have a 50% failure rate and only cost 5 AP to use. In terms of game balancing, this is equal to what already exists. Sure, you might miss more than the average rate, but you're just as likely to succeed more than the average rate. And it makes a whole lot more sense than consistently jamming a needle into the back of zombies' necks and never missing.

Minor technical details:

If one fails with the syringe, they don't lose it. Just because they missed the stab doesn't mean they dropped the syringe or injected it into the wrong place. The syringe only disappears when it is used (unless, of course, someone gets rid of it).

if one chooses to revivify someone that they had just DNA scanned and fail, that zombie goes to the top of the stack. This prevents selective revivers from having to worry about finding that same zombie again for the next try.

Keep Votes
For Votes here

  1. Author Keep - It's just another of my "common sense" suggestions. It doesn't affect the game's balance yet adds a little more believability. --Reaper with no name 21:15, 18 October 2006 (BST)
  2. Keep I can't help but agree with him, no gun in the game is 100% accurate. Why is the needle? And, if you only had let's say 10 AP left you could try to do a few revives, and if you miss, you miss.. no biggie. For 10 XP a pop, we should give the zombie a chance to smack your ass a few times before you revive them, just to be sporting.MrAushvitz Canadianflag-sm.jpg 21:23, 18 October 2006 (BST)
  3. Keep - Ah what the heck, keep.--Canuhearmenow Hunt! 21:23, 18 October 2006 (BST)
  4. Ah....a 50/50 chance of reviving a zed. Nice. --Axe Hack 21:24, 18 October 2006 (BST)
  5. Keep great --Kcold 23:11, 18 October 2006 (BST)
  6. Keep - Sounds good to me. DeathToSpam 15:06, 28 October 2006 (BST)
  7. Keep - I'm for this. MTSkull 20:06, 28 October 2006 (BST)
  8. Keep - This is a good idea. ConfusedUs 04:06, 29 October 2006 (UTC)
  9. Keep - logically argued. Pchem 02:20, 30 October 2006 (UTC)
  10. Keep - Makes good sense to me. --Mikkle 07:49, 31 October 2006 (UTC)

Kill Votes

  1. Kill The possibility of someone losing 15-20 AP on a losing streak seems a bit harsh. When you miss with a gun you lose ammunition and a single AP. 5AP is pretty high stakes.--Jon Pyre 23:06, 18 October 2006 (BST)
    • Re - Again, it's just as likely that one will get a lucky streak and revive 4 people for 20 AP. It evens out. --Reaper with no name 13:56, 19 October 2006 (BST)
  2. In terms of game balancing, this is not equal to what currently exists. You'd be doubling the search time for syringes, and doubling the space needed in inventories (currently, an inventory of 50 syringes would revive 50 zombies. With your addition -- only about 25 average). Multiply it by a million and you make being scientist an even worse experience than it already is. I don't think reality is required here. --ExplodingFerret 00:19, 19 October 2006 (BST)
  3. The numbers just don't seem to work. Maybe raise both?--Pesatyel 03:32, 19 October 2006 (BST)
  4. Kill- I don't like it. 20 ap to revive a person? Hell, even 10 is a lot.--Grigori 04:13, 19 October 2006 (BST)
    • Re - If you're talking about on average, then your math is off. It would still take 10 AP on average. --Reaper with no name 13:56, 19 October 2006 (BST)
  5. Kill- The average cost of a revive at the moment is (approx) 17AP. 10 to inject, 7 to find the syringe. This would up it to 24AP: 12 per syringe, average of two syringes required for success. It would also double the required inventory space per revive. And if you wanted to revive someone specific, there is still a 25% chance of failure. So, um.... no. Unless you simultaniously implement a drastic reduction in the AP cost for syringe manufacture (to about 6), up the find rates of syringes, and Implement Auschwitz's syringe holder suggestion. Otherwise, you can go straight to hell --Gene Splicer 10:02, 19 October 2006 (BST)
    • Re - You and Exploding Ferret didn't read the minor technical details part. They don't lose the syringe if they miss, only if they succeed. --Reaper with no name 13:56, 19 October 2006 (BST)
      • Re - Well, CNRd like a bitch, I was. I still don't like it though, it just feels... wrong --Gene Splicer 16:54, 19 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - Hear me out. How many times have you had a run of really bad luck? You spend 5AP emptying your shotguns and missing and then hit with your next 5 pistol shots? Or you use 50AP and end up with 20 crowbars and no bloody fuel can? Man, it happens. A cost of 5AP on a 50/50 is just too much for me. The reason it costs 10AP (in my RPG-head) is that it is a process the scientist takes time over - to make sure they get it right. I worry that this is an unintentional game-breaker. --Funt Solo 21:46, 18 October 2006 (BST)
    • Re - If this suggestion were to be implemented, I'm sure there would be times where someone would keep trying to revivify someone and fail a bunch of times. But at the same time, there would also be times where people successfully revivify many times in a row. Probability is a fact of life in this game. If we start to act as if 50% accuracy and 5 AP is not equal to 100% accuracy and 10 AP, then the next logical progression is to just make it so that zombie claws without tangling grasp have 100% accuracy but take 2 AP. I just think that the good luck and bad luck balance each other out. But then again, that's just my opinion. --Reaper with no name 21:54, 18 October 2006 (BST)
      • Re I hear ya. Every other action in the game (I think) with a % chance of success costs 1AP. It's the 5AP cost that's got me voting against, and I can't see a way to fix it - which is why this is a spam vote. --Funt Solo 22:15, 18 October 2006 (BST)
  2. Spam - I'll vote keep if A)MK II syringes are still avalible and B)These new fangled MK III syringes have a 0% chance of being found. Syringes should never be changed again.--Labine50 MHG|MalTel 00:03, 19 October 2006 (BST)
  3. Spam - I don't like it, it helps to screw up the only chance a survivor has to be alive again.--Mr yawn Scotland flag.JPG 05:57, 19 October 2006 (BST)

Memories Of Hatred (Ass-whoopin' Edit)

Removed by author for edit, and re-post 18:51, 19 October 2006 (BST) origional suggest_time=MrAushvitz Canadianflag-sm.jpg 21:45, 18 October 2006 (BST) It's still not well recieved/understood, have to simplify even more..