Suggestions/21st-Dec-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

Mindless Destruction

Timestamp: Buster Wolfe 10:00 21 December 2006 (UTC) (Edited 10:15. Changed Exp to XP for consistency)
Type: Improvement
Scope: Zombies
Description: Currently, the only way for zombies to gain any experience is combat. Survivors however, have more ways of gaining exp. (healing, dumping bodies, DNA scanning, revives, etc.) What I am proposing is a way for zombies (and only Zombies) to earn some additional XP (numbers of course subject to tweaking) with the following actions:
  • Damaging Barricades: 1 XP for each part you knock off.
  • Destroying Barricade 1 XP (in addition to the one listed above) for destroying the last piece of the barricade.
  • Destroying Generators: 2 XP.
  • Destroying Radios: 2 XP.
  • Ransacking a building: Just like tagging an identical building for Survivors.

Keep Votes
For Votes here

  1. Keep: Author Buster Wolfe 10:08 21 December 2006
  2. Keep: - been suggested before, piecemeal, but dammit, I vote keep for each one. The exp gain for a newbie zombie is .175, as compared to a .4 exp per ap gain for a newbie human with a knife. --Gene Splicer 12:09, 21 December 2006 (UTC)
  3. Keep Zombie kills a generator or radio, yes they deserve XP! Just as hard to get at as a survivor.. and even 1 XP for smashing barricades would be something that's cool. Takes forever anyways... MrAushvitz Canadianflag-sm.jpg 14:36, 21 December 2006 (UTC)
  4. FREAKING LOVING THIS!!! - Make it so that tyhey get 5XP fo rkilling trees too!! --Poopman9 23:18, 21 December 2006 (UTC)
  5. Keep: Author joshtronfan 10:38 21 December 2006

Kill Votes

  1. Kill - No. If I want to gain XP, I have to find targets to attack. Barricades are everywhere.--Preasure 12:15, 21 December 2006 (UTC)
  2. Kill - Sorry, barricade XP has been suggested before, and it's overpowered. It has only made it into Peer Reviewed under the condition that only low-level zombies gain XP from barricades. But I like the Ransack idea...though it may be redundant, since Ransack tends to only be gotten by higher-level zombies. -- Ashnazg 0023 21 December 2006 (GMT)
  3. Kill - It'sa not worf it. 'vivors no get XP for making bawwacades, so why should ugly zombies? - - Scalene's Lollipop.jpg Lil' Scalene Ridley 12:45, 21 December 2006 (UTC)
  4. Kill - Zombies get their experience from eating brahnz.--SporeSore 12:57, 21 December 2006 (UTC)
  5. Here's a way for newbie zeds to level up...Just follow those tips Kevan implemented ages ago! There are some good ones in there....such as attacking fellow zeds for XP! --Slice 'N' Dicin' Axe Hack 13:00, 21 December 2006 (UTC)
  6. Kill - overpowered. All survivor actions that provide XP (except for healing, which is a sacrificial use of AP) place the survivor in danger. Attacking barricades does not place the zombie in danger - and they could get a guaranteed 50XP / day with that. I suggest 1XP for destroying a radio or a generator, or for ransacking a building, but 2XP for ransacking a Tactical Resource Point (ie hospitals, malls, police departments, armourys or infirmarys). --Funt Solo Scotland flag.JPG 13:04, 21 December 2006 (UTC)
  7. Kill - Zombies will earn XP way too easily. At least with survivors they only have a slight chance of gaining experience, heavy AP costs or dangers.--Mr yawn Scotland flag.JPG 13:24, 21 December 2006 (UTC)
  8. Kill - ZKing will raise your level faster and easier than anything a human can do. I know several human players who holiday as a ZKer save the XP and level up once they are revived. --Nosimplehiway 13:58, 21 December 2006 (UTC)
  9. Kill - Because there would be too many ways to gain XP as a zombie with this suggestion implemented, making them much like humans. To Funt Solo: you readed it wrong, a zombie with maxed claws will do an average of 12 XP per day attacking barricades (1XP for each part you KNOCK OFF). --Matthew Fahrenheit YRCT+1 15:11, 21 December 2006 (UTC)
  10. Kill - Unnecessary. Leveling a zed isn't that hard.--J Muller 00:37, 22 December 2006 (UTC)
  11. Kill - Definetly overpowerd. to the scrap heap! --AlexanderRM 7:48, 21 December 2006 (EST)
  12. Kill - Uh, I think the wordcount of 'overpowered' on this page is enough!--Ducis DuxSlothTalk 02:54, 22 December 2006 (UTC)
  13. While not specifically a dupe, we already have this in peer review. The problem with comparing ransack and tagging is that ransack doesn't really have the same requirements as tagging. Besides, there are [three] tagging related suggestions in Peer Review. As for generators and radios, maybe a % chance to get XP instead.--Pesatyel 05:30, 22 December 2006 (UTC)
  14. Kill - Sounds reasonable but definitely overpowered. --Wikidead 06:33, 22 December 2006 (UTC)
  15. Change - I love the part about ransacking giving XP (I was thinking about that myself). Same with the destroying gennys and radios. But not barricades. They are everywhere. Get rid of the parts about the barricades and I'd vote keep. --Reaper with no name TJ! 19:43, 22 December 2006 (UTC)
  16. change fractional XP for barricades. Asheets 19:58, 3 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


New Year Suggestion(Edit)

Timestamp: --Slice 'N' Dicin' Axe Hack 13:03, 21 December 2006 (UTC)
Type: Temporary Items
Scope: New Years!
Description: 2007 is right around the corner. I say we should have some temporary items that are only available from New Year Eve to New Year Day. These temporary items are: Party Hats, Noisemakers, New Years Decoration, and Fireworks Rockets. The Fireworks Rocket can be found in Mall Hardware Stores, and they can be used to create Fireworks. When used, there will be a message depending on how far away from the fireworks you are. These messages would be: For those who set it off:You set off a rocket and watch in amazement as you see the rocket explode into a nice big fireworks display. For those who are on the same block as those who set it off: You see someone set up a rocket. The rockets explode in air creating an awesome fireworks display. For those at least 10 blocks or less from those who set the fireworks off: You see an awesome display of fireworks in the distance. For those who are at least 15 blocks from those who set off the fireworks: You hear the sounds of fireworks in the distance. Those who are more then 15 blocks away will not get a message. There is a catch for the fireworks however...It cannot be used on a block with a building. It has to be used outside in an open block(Park, Monument, Wasteland, etc.). The party hats can be worn by your character. These party hats can be found in Buildings that are not resource office buildings. Party hats will not take up an AP to wear, and also will not take up any inventory spaces when worn. And the noisemaker will create noise when you use it. The noisemaker will only have 5 uses till you break it, and it will take 1 inventory space. It is also found in non resource office buildings. The New Year Decoration will be used to decorate the room of the building you are in. The building description will be changed slightly to: You are in (buildings name). There are New Year decorations hung around the room... Or if the building was just ransacked after the New Years Decoration was put up:You are in (building name). The building is badly ransacked(and any other ransacked details). There are also New Years decorations scattered about the floor. Now you may ask...what good is this for the zombies? Here's what's good...since you have to be outside to set off a firework, zombies will be able to attack you. This gives zombies a chance to earn a few XP. Also, when a survivor uses a noisemaker in a building, any zombies outside of that building will be able to hear it.

Keep Votes

  1. Author vote, duh! Hopefully this edit is better then the original...I think it is. Countdown to New Years Eve....10 days and counting...Most of the editing went to the end... --Slice 'N' Dicin' Axe Hack 13:03, 21 December 2006 (UTC)
  2. keep - I'm not bothered about the zombies- they had halloween otherwise I'd have killed it- there's still nothing for zombies :( --MarieThe Grove 13:23, 21 December 2006 (UTC)
  3. You luscious fool! (backhand slap) There's a keep, and a backhand slap to keep you warm for the winter.. don't say I never gave ya nothing. MrAushvitz Canadianflag-sm.jpg 14:37, 21 December 2006 (UTC)
  4. keep flavor flav! Conndrakamod TDHPD CFT 20:49, 21 December 2006 (UTC)
  5. 5...4...3...2...1...--Poopman9 23:19, 21 December 2006 (UTC)
  6. Yes!--joshtronfan 23:30, 21 December 2006
  7. Keep - Good. I'm glad it's the hardware stores this time. --Wikidead 06:33, 22 December 2006 (UTC)

Kill Votes

  1. kill Today is already 1/3/07 Asheets 20:52, 3 January 2007 (UTC)

Spam/Dupe Votes

  1. Spam - we already have our seasonal gift from [he who shall not be named], this is just greedy! Be nice, or Santa won't give you a Flak Jacket +1, +2 vs. PKers. --Funt Solo Scotland flag.JPG 13:05, 21 December 2006 (UTC)
    Re - Well...I think there was a kill vote involving zombies not getting anything out of this...that's why I included zombies here...and Junkyards will be able to accommodate the fireworks being set off...It's an open space...And it's funny cause I already got a Flak Jacket... --Slice 'N' Dicin' Axe Hack 13:18, 21 December 2006 (UTC)
  2. Spam - I was actually hoping you'd add something festive for zombies like hats or what not. Not to forget that we already have seasonal stuff.--Mr yawn Scotland flag.JPG 13:22, 21 December 2006 (UTC)
    Re - Uh-oh.....I forgot to add that survivors could put a party hat on zombies if they wanted to............... --Slice 'N' Dicin' Axe Hack 13:24, 21 December 2006 (UTC)
    Re - Indeed.--Mr yawn Scotland flag.JPG 08:01, 22 December 2006 (UTC)
  3. Spam - F'ckén trees, f'ckén lights, f'ckén party hats... bahhhhr, humbug! This is the f'ckén Apocalypse y'know! -- boxy T L PA DA 14:54, 21 December 2006 (UTC)
  4. Spam - Stop with the party hats please. Not only will this not be coded and implemented in 10 days, but if it does it wuold not contribute in anything but spaming my screen with noise and fireworks all over my screen and the mayority of zombies inexplicably wearing party hats... I agree with people that tries to make the zombie side funny, but this is too much. --Matthew Fahrenheit YRCT+1 15:18, 21 December 2006 (UTC)
    Re - Let's put it this way...Flare Guns will give away your position, these fireworks will not. --Slice 'N' Dicin' Axe Hack 12:41, 22 December 2006 (UTC)
  5. 15 blocks?!?! WHATTHEFUCKINGCENTAURS?! --Joe O'Wood TALKCONTRIBSUD 23:50, 21 December 2006 (UTC)
    Re - It was 15 blocks on the original. If you didn't like it, why did you vote keep for the original? --Slice 'N' Dicin' Axe Hack 12:41, 22 December 2006 (UTC)
  6. Spam - Just... no, already have seasonal stuff atm. --Ducis DuxSlothTalk 23:23, 22 December 2006 (UTC)

Mindful Destruction

Timestamp: SporeSore 13:35, 21 December 2006 (UTC)
Type: Skill
Scope: Zombies
Description: An addition to the Memories of Life Skill Tree that allows a zombie to wield a crowbar against barricades with the same effectiveness as survivors. This skill can only be used if the zombie is completely alone - no humans or zombies can be present. The presence of others would break the extreme concentration required for this skill. I believe this skill is necessary both to advance the cause of lone feral zombies and to redress the long standing imbalance in numbers between the human and zombie populations. (If there are objections to the use of a crowbar, the skill could instead increase the % to hit and damage to match that of a survivor's crowbar attack.)
edit-Okay, I seem to have nerfed this suggestion by not reading the crowbar stats properly. What I really wanted was a crowbar attack that would either have a slightly highly chance than claws to hit barricades or have the same chance as claws but cause 1 point more damage. Bodies are irrelevant. If one stands up the skill becomes unusable --SporeSore 14:21, 22 December 2006 (UTC)

Keep Votes

  1. keep - Simple to implement and not over-powered. Reasonable extension of the zombies' ability to wield blunt weapons.SporeSore 13:35, 21 December 2006 (UTC)
  2. Very good! I tried this before, I like your take better than mine. Cuz, yes, if a zombie sees a survivor.. they forget about their crowbar and go bite some bodies! Works for me, and balanced! MrAushvitz Canadianflag-sm.jpg 14:40, 21 December 2006 (UTC)
  3. Keep - I like skills that only work when you're outnumbered (ie. survivor skills in undefended 'burbs, zombie skills for survivor held 'burbs). Go the underdog! WOOF! -- boxy T L PA DA 14:50, 21 December 2006 (UTC)
  4. Keep - almost a definite spam, but the alone clause gets it. This will still be a boon to Zack in general, not just ferals--after all, this means it'd only take half an AP cycle to take out a VSB, and there's feeding groan to consider--but it's useless for groups: even if you only have two people, with anything more than one person working together it'd be quicker to just horde normally.--'STER-Talk-ModP! 19:45, 21 December 2006 (UTC)
  5. FREAKING LOVING THIS ALSO!!!! - Note: this is a dupe of one of MY sugegstions, but i want this to be implemented SO BADLY that i don't mind.... --Poopman9 23:21, 21 December 2006 (UTC)

Kill Votes

  1. Kill - First, if no humans or zombies can be present, then it can't be used in combat unless you're a shadowboxer. Then, if you want to use it at barricades, may I ask you why? Claws are better tearing down barricades than crowbars by 25% (5%) when maxed... --Matthew Fahrenheit YRCT+1 15:25, 21 December 2006 (UTC)
  2. Multiply It By a Billion What about bodies? Just because a zombie is the only one standing it doesn't mean they're alone. --Jon Pyre 15:46, 21 December 2006 (UTC)
  3. Kill Can you say, barricade nerf?--J Muller 00:37, 22 December 2006 (UTC)
  4. Kill Agreed with the "multiply by a billion" standpoint. Harmanz can't log on each day and just get up if they're dead. They have to spend considerable time just getting supplies and maintaining barricades as is; this would be a huge AP and survivability nerf to them.--Nicodeimus 05:19, 22 December 2006 (UTC)
  5. Kill - I'll vote keep if you change the skill so it does not apply when dead bodies are on the ground. Sure, that will make the skill nearly worthless, but at least it wont be unbalancing. --Wikidead 06:33, 22 December 2006 (UTC)
  6. Kill - Lone zombies DESPERATELY need a buff against barricades, but this is too much. I had a suggestion once before that tried to address this, and it got killed too. --Reaper with no name TJ! 19:46, 22 December 2006 (UTC)
  7. kill as per Matthew Fahrenheit YRCT+1 Asheets 20:55, 3 January 2007 (UTC)

Spam/Dupe Votes

  1. Spam - people always assume that the reason for the difference in ratio between survivors and zombies is due to game mechanics - when it might be societal. That makes Hulk angry. --Funt Solo Scotland flag.JPG 16:28, 21 December 2006 (UTC)
  2. Spam - This is completely overpowered and stuff. Theres a reason barricade attacking is lower for zombies than survivors- keeps the game balanced... --MarieThe Grove 16:58, 21 December 2006 (UTC)
  3. Spam Don't nerf what little protection survivors get from baricades. Conndrakamod TDHPD CFT 20:48, 21 December 2006 (UTC)
  4. Spam as Funt, Marie, and Conn. All have good points. --_Vic D'Amato__Dead vs Blue_ 05:21, 22 December 2006 (UTC)
  5. Spam - As all the others above. Plus, numbers mean stuff all.--Mr yawn Scotland flag.JPG 08:03, 22 December 2006 (UTC)
  6. As above. --Slice 'N' Dicin' Axe Hack 14:42, 22 December 2006 (UTC) One more thing...Poopman9 said this was a dupe of one of his suggestions so I'm voting Dupe for this. --Slice 'N' Dicin' Axe Hack 14:43, 22 December 2006 (UTC)
  7. Spam - as above, I really don't think this is necessary...--Ducis DuxSlothTalk 23:25, 22 December 2006 (UTC)

Howl Of Bloodlust

Timestamp: MrAushvitz Canadianflag-sm.jpg 15:32, 21 December 2006 (UTC)
Type: New Zombie Skill
Scope: If there are enough seriously wounded humans, your feeding groan is a howl instead!
Description: Howl Of Bloodlust

Appears on zombie skills tree as a sub-skill of feeding groan, adds no benefits to your human character. As an additional prerequisite your zombie must possess the skill Digestion to be able to purchase this skill.

The smell of fresh blood makes your feeding groans much more urgent, if you encounter several wounded survivors.

  • When you make a feeding groan, if you meet the additional pre-requisites of this skill then your feeding groan is more "urgent" (it has a different pitch, and other zombies will recognize it doesn't just say "humans, here" but "wounded humans, here")
  • The howl is exactly the same range is a normal feeding groan, same AP cost, etc. nothing else changes.. just a better "pitch" to attract zombies to your location sooner (maybe).
  • Additional Prerequisites: For the feeding groan to instead be a howl it requires that your sombie is present at a location with at least 2 wounded survivors (25 or less HP) (and, your zombie has to be able to tell they are wounded, by appropriate skills, examples: scent skills, diagnosis,etc.) If your zombie is at a mall this number goes up to at least 4 wounded survivors (these requirements are to cut down on spam, and to make it more "fair" for malls which usually have around 50+ survivors per section when occupied. Malls would make this skill much "easier" to pull off, therefore this is much more fair to both sides.Let's just say mall ventilation systems disperse a lot of the blood on the wind...)
  • Instead of the standard moan sounds of the regular feeding groans, the Howl Of Bloodlust is just that, a higher pitched, excited shriek. The Howl's made are as follows:
  • 2 survivors (the minimum possible to work: if 2 are wounded): You give a short deathly shriek of excitement at the sight of fresh blood
  • 3 survivors (the minimum possible to work: if 2+ are wounded): You give a short deathly shriek of excitement at the sight of fresh blood
  • 4 survivors (the minimum possible to work: if 2+ are wounded, and if 4 are wounded in a mall): You give a horrifying howl of bloodlust
  • 5+ survivors (the minimum possible to work: if 2+ are wounded, and if 4+ are wounded in a mall): You give an echoing howl of bloodlust (indoors) You send an echoing howl of bloodlust through the streets (outdoors)

WTF Mr A? Again with the Feeding Groan Ideas! Ma, get muh shotgun...

Sounds complicated, it isn't.. won't happen all the time but this is a feeding groan option we can label "Near Dead Dinner Bell". Mainly it allows zombies who use feeding groans and have bought digestion (as well as scent skills/diagnosis) to be able to attract zombies to what may be a good feeding frezy for all. For example, you just walked into a nice, juicy hospital triage and there's so many tasty wounded.. oh... you just have to call the horde!)

Mainly, this can help noob zombies get some XP. Or mark out that this feeding groan is worth your zombie spending some AP to walk over (if it wasn't too long ago and the survivors didn't heal or aren't all dead, or fled for their lives.) How you react to feeding groans is up to you, this feeding groan would be more uncommon, but sounds different ("oh, did that just happen nearby?")

No feeding groan is a guarantee, it's a gamble and I like it that way, but as far as the limited zombie communications thing... it doesn't seem unreasonable to allow them a variant of their regular feeding groan (which won't happen all the time, just in really decent/damaged safehouses) to call the troops to "come get some".

This sucker is pretty basic, it does catch the ear.. and isn't calling a dozen or so brother zombies for backup what it's all about?

Keep Votes

  1. Author Vote Strangely enough, if your zombie can wound 2+ humans enough to then make the howl, that could be cool! But again, you'd probably go for the quick kill... but it's an option, maybe you have enough AP to wound 2 fairly wounded humans down.. then Howl before you're spent. Helps the zombie cause... Worth 100 XP, for a nice horde opportunity skill. MrAushvitz Canadianflag-sm.jpg 15:32, 21 December 2006 (UTC)
  2. Stragengy enough, me likie ths idea - Mah get muh shogun neways lozerz!! --Poopman9 23:23, 21 December 2006 (UTC)
  3. yes the magic 8-ball said so. it also said that your shotgun should ask again later. --Kaminobob 04:41, 22 December 2006 (UTC)
  4. Keep - Wbleak24 makes a good point, but, strangely enough, I still like this. --Wikidead 06:33, 22 December 2006 (UTC)
  5. keep Asheets 20:56, 3 January 2007 (UTC)

Kill Votes

  1. I honestly think feeding groan works just as well. -Mark 16:28, 21 December 2006 (UTC)
  2. Kill - If what you want is a more flavorful Feeding Groan, why make it so complicated and unavailable to lower level zombies?--Nosimplehiway 17:19, 21 December 2006 (UTC)
  3. Kill To a newbie zombie xp is xp. They'll care more about how far something is than how many people are injured there. --Jon Pyre 23:17, 21 December 2006 (UTC)
  4. Kill - Its a nice idea, but feeding groans work well enough.--Mr yawn Scotland flag.JPG 08:07, 22 December 2006 (UTC)
  5. Change - Malls are too powerful as it is. They shouldn't be less affected by this; there's no reason that the location type would make a difference to a zombie. Make the requirements the same for all locations and I'd vote keep. --Reaper with no name TJ! 19:49, 22 December 2006 (UTC)
    • Re Aww, man, wish I could, but I just know if I don't balance it with a mall deficiency of sorts that this would be a very very good mall howl skill. Have to be fair to survivors, even ones hiding out in malls, playing pool all day while the "real" players stick it out in the other safehouses. MrAushvitz Canadianflag-sm.jpg 06:07, 26 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - yes, let's tie even more skills to malls, and make them even more game-consuming. Or not. --Funt Solo Scotland flag.JPG 16:31, 21 December 2006 (UTC)
    • Re Well, a zombie skill that ties in to all locations, but is less effective at malls. It is interesting to have a zombie skill that even mentions malls, sort of the yin/yang thing a happenin'. I should mention the #1 reason I made this puppy. Known mega safehouses are excellent targets of this skill.. if your zombie is good at getting in, sound the "alarm". Love me? MrAushvitz Canadianflag-sm.jpg 23:53, 21 December 2006 (UTC)
  2. Spam - Shacknews went to targets they knew they were going to get a meal, this would just be like that only in the more meaningless buildings. I like it but 2 survivors is too easy to accomplish specially when they're are two near 25. So they should be dieing (12 or less) and needs to be 3 of them 12 or less and the different call for 4 people is pointless.--Wbleak24 05:25, 22 December 2006 (UTC)

NT Chemical Synthesizer

Timestamp: Canuhearmenow Hunt! 20:21, 21 December 2006 (UTC)
Type: New Item.
Scope: adds a boost to indoor revives.
Description: this adds a new item, called a "Chemical Synthesizer" at 2% in NT Buildings, the CS (Short for the item I'm suggesting) is a 3 inventory space item that must be hooked up in a building, it only works in powered buildings. What the CS does is it makes a revive cost only 5 AP. Now you might be saying "Too overpowered" remember that most survivors know combat revives are big no-no's, so this would be used almost exclusively in indoor revive points.

Keep Votes

  1. Keep - Author Vote, this could make revives easier.--Canuhearmenow Hunt! 20:21, 21 December 2006 (UTC)
  2. Keep - I don't think this is overpowered. You need a generator, fuel, syringes and a CS to take advantage of this skill, none of which are that cheap to come by AP-wise (although you'd probably get fuel when you're looking for the generator, and a CS when you're looking for syringes, which you could be doing anyway). I know Costly doesn't equal balanced, but I do think cost is a part of balance. --Toejam 21:05, 21 December 2006 (UTC)
  3. Those Spams are out of Place, and anyone who votes spam on this is a loser - This is a good idea, but maybe make it 7AP instead of 5. 5 is a liitle too little. --Poopman9 23:25, 21 December 2006 (UTC)
  4. Keep - Makes sense. It should be easier to revive someone in a fully powered lab than out on some street corner. That's why rotters can be revived there, right?--Nosimplehiway 03:04, 22 December 2006 (UTC)
  5. keep cheaper combat revives, followed by quick body dumps during seiges? I like it! Asheets 20:58, 3 January 2007 (UTC)

Kill Votes

  1. Kill You point out your own flaw in this suggestion. This would only be useful for combat revives or the rare indoor revive for a brain rotter. Hardly needed. --Jon Pyre 23:15, 21 December 2006 (UTC)
  2. Kill - Unnecessary, clutters NT buildings.--J Muller 00:39, 22 December 2006 (UTC)
  3. Kill - As Pyre and Muller. --_Vic D'Amato__Dead vs Blue_ 00:40, 22 December 2006 (UTC)
  4. Kill - This gives zombies even more reason to smash generators. --Wikidead 06:33, 22 December 2006 (UTC)
  5. Kill - As Pyre. I would prefer if the costs for revives are reduced all across the board. --Reaper with no name TJ! 19:50, 22 December 2006 (UTC)
  6. Kill Halving the cost of revives is ridiculous; with 'Ankle Grab' and this item, survivors would be revived with the same AP efficiency as a headshotted zombie with 'Ankle Grab'. It's seen by many that the balance between survivors and zombies is that survivors have barricades while zombies spend less AP to get back in the action. This would definitely slant things even further towards the survivors. And I'm not even counting combat revives! --Bassander 10:07, 23 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - halfing (or even reducing) the cost of revives is overpowered. --Funt Solo Scotland flag.JPG 20:29, 21 December 2006 (UTC)
  2. Spam - What funt said.--Grim s-Mod U! 22:10, 21 December 2006 (UTC)
  3. Spam - You can say people will not combat revive, but when you halve revive costs it's going to be used as the first line of defense in a siege. If we could trust people not to zerg, we could have trading, but I don't trust people. --Burgan 22:23, 21 December 2006 (UTC)
  4. Super Combat Revives are not good.--Gage 02:21, 22 December 2006 (UTC)
  5. Spam - I like it but think of the criminals would do with it(super combat revives and defending a NT building)would spring more criminals of PKers cause they would be angry--Wbleak24 05:32, 22 December 2006 (UTC)