Suggestions/24th-Jan-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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VOTING ENDS: 7th-Feb-2006

Taser EX

Spaminated with 3 votes. "Suggestion not done. do not vote please". Might I perhaps pose that if this is not a completed suggestion, the suggestions voting page is not a good home for it? --Zaruthustra 19:13, 23 Jan 2006 (GMT)

The suggestion can be found at talk page. --Brizth 19:16, 23 Jan 2006 (GMT)

Familiar Scent

Removed by author to re-post. (note: it was 12 to 1 in favor of kills) --Mr NoName 15:33, 24 Jan 2006 (GMT)


zombie Searching

3 Dupe votes and link --Matthew Stewart 11:40, 24 Jan 2006 (GMT)


Maintenance

Timestamp: 04:01, 24 Jan 2006 (GMT)
Type: Skill
Scope: Survivors, Civilian
Description: Every commonly used item has a skill attached to it. Why not generators as well? Maintenance would be a subskill of Construction and indicate the character has experience keeping machines running. They better know where to look for fuel, increasing the current chance of finding it when searching by 50%. This does not give them a 50% of finding fuel, it just means for that every 2 fuel cans they find now they'd get 3. This would not decrease the odds of finding other items, just they'd be slightly more likely than normal to find fuel instead of nothing in places where fuel can be found. In the process of their maintenance runs they'd also keep an eye on the machines they were upkeeping to ensure they're running smoothly. This would allow them to also witness the destruction of generators by other survivors. It would be a very simple message: "You saw (survivor name) destroy the generator." There is currently no way to determine who is maliciously destroying a generator and it makes sense someone watching out for the machine would witness the destruction.

Votes

  1. Keep - The skill makes sense though, but increase the chance of finding fuel I am not 100% sure on, maybe if their fuel lasted longer, or something of the like. But with the message of who destroyed it, we can't see who destroys barricades can we?, and I picture my character catching 40 winks when I am offline, not stood in a corner watching what people are doing to the generator --RAF Private Chineselegolas 04:16, 24 Jan 2006 (GMT)
    • Re I support skills that allow survivors to witness PKing, destroying barricades below VS, and destroying generators in hospitals and NT buildings. I think PKing should be possible but not invisible. --Jon Pyre 05:51, 24 Jan 2006 (GMT)
  2. Kill _ I liek the 'Fuel Gage' idea better.... where'd that go... --Jak Rhee 04:55, 24 Jan 2006 (GMT)
  3. Keep It disappeared to the same place where all my suggestions retreat to recuperate and come back up as even more twisted abominations. AllStarZ 05:01, 24 Jan 2006 (GMT)
  4. Kill - For the same reasons as 99% of the "you saw a player do this!" message suggestions are shot down. Also, the search rates for fuel and generators are just fine, considering the bonuses they confer and the length of time they run (barring interference). Bentley Foss 05:04, 24 Jan 2006 (GMT)
    • Re Not really. I'm in an NT building with a zombie spy. They can destroy a generator that takes about a full day's AP to find and fuel with just a handful of hits, and there's nothing anyone can do to stop it. I agree that PKing shouldn't be coded out by why allow them to remain anonymous? If you want to roleplay a criminal face getting vigilantes on your tail. it's in character. --Jon Pyre 05:17, 24 Jan 2006 (GMT)
  5. Keep - I really like this. I have no problems with the identification of attackers of generators. Identifying those who attacked barricades would cause far too much log-in spam, but this would be much more limited. Also I think it's not a great leap to imagine our characters are awake for the time we are gone. After all, we hear speaking around us, see flare, etc. I am currently barricaded in a small building with 60+ survivors and someone continues to destroy generators installed there. It makes NO sense to me that no one would be able to witness or divine the perpetrator(s). --Jmwman 05:05, 24 Jan 2006 (GMT)
    • Re It wouldn't show attacks. Only the actual destruction and only when perpetrated by a survivor. --Jon Pyre 05:16, 24 Jan 2006 (GMT)
  6. Keep - I like it, maybe you could spend an AP defending the generator at the end of the day and if anyone attacks it whilst you are offline it says " player x is protecting this generator, you will need to kill them first before attacking the generator, proceed?" this would mean no extra spam - James
    • Re That is an interesting suggestion. Not sure how hard that would be to program/implement but I'm going to play around with idea and maybe suggest it if you don't. --Jon Pyre 05:48, 24 Jan 2006 (GMT)
  7. Kill I like the idea that I have to look over my shoulder often for survival. telling me someone is doing something other than talking gets a insta-kill with me.--RAF Lt.G Deathnut 06:00, 24 Jan 2006 (GMT)
  8. Keep Author vote. Because items tying to skills is good. And because while in-fighting between humans is in genre getting attacked by invisible humans that can destroy what you worked for and vanish with their ninja powers is not. --Jon Pyre 07:02, 24 Jan 2006 (GMT)
  9. Keep - That's an interesting idea. No one can say it unbalances anything, except zombie spies (which shouldn't be) and maybe PKers (who shouldn't have an esay life after all). --Omega2 11:41, 24 Jan 2006 (GMT)
  10. Keep - Love the idea, we need a skill like this.--Kirk Howell 13:30, 24 Jan 2006 (GMT)
  11. Keep - We sure do :) --Abi79 14:12, 24 Jan 2006 (GMT)
  12. Keep - We spam ninja suggestions - we love suggestions that put an end to in game ninjas. I am on the verge of killing this because of the increased search % for fuel... that's a little too much, I think. Maybe less increase, or none at all - but I like the core of your idea, so keep. And Deathnut - it tells you when you are attacked, logical that you should be able to see things that happen right in front of you, too... --Blahblahblah 19:40, 24 Jan 2006 (GMT)
    • Re 50% increased odds isn't that much. Instead of finding say (made up numbers to follow) 2 fuel cans in 30 searches now you'd find 3 fuel cans in 30 searches. --Jon Pyre 20:35, 24 Jan 2006 (GMT)
      • Wait, so you mean the amount ofthe increase is 50% of the previous percentage? That's not very clear--it seems like you meant 50% of all searches.
      • Re This only increases the amount of fuel cans you find by a slight amount. It does not give you a 50% chance of finding a fuel can. --Jon Pyre 20:50, 24 Jan 2006 (GMT)
  13. Kill — There's not a limited amount of fuel or generators out there. OMG zombie spies. Bartle 21:59, 24 Jan 2006 (GMT)
  14. Kill - Any suggestion that bases its reason for being suggested on zombie spies deserves to die a horrible, painful death. - CthulhuFhtagn 22:11, 24 Jan 2006 (GMT)
  15. Kill - ...No, just no. Suspected Serious Business?™ is no reason for another skill, let alone one that grants two abilities that are for the most part unrelated. Nightbane 22:26, 24 Jan 2006 (GMT)
  16. Kill - All but useless skill as well as the "OMG ZOMBY SPIE" paranoia factor.--Mookiemookie 22:33, 24 Jan 2006 (GMT)
  17. Keep - Do you know how hard it is to find fuel cans? No, don't answer that question because most of you really don't. This is a much needed skill for people that actually want to do more than headshot zombies. --Daednabru 22:39, 24 Jan 2006 (GMT)EDIT: Author replies only please.
  18. Kill - Because sometimes people dont like the lights being on. Its not like generators or fuel cans are finite. You want to set one up and have it running, go out and do the searching. You want to know who took out the generator, you pay attention constantly and see who was at the bottom of the list when the generator vanished. This is unneccessary and all kinds of stupid, as it works to prevent people playing the game the way they want, even though such behaviour is perfectly within the rules. As to the person above: Fuel cans are rare? So what? Are you afraid of a little hard work? They are rare for a reason, though only kevan knows what that is. --Grim s 22:43, 24 Jan 2006 (GMT)
  19. Keep --Lord Evans 23:57, 24 Jan 2006 (GMT)
  20. Kill - Seems like a decent addition. As far as PK ID, I'm all for it, just like I always have been. People will see stuff happening. In a 24 hour day, most players "play" for ten minutes maybe? Yeah, I think it is safe to say that you'd see stuff happening around you. You already hear all conversations, see all flares and hear all groans. -- S Kruger
    • Re The above vote seems to be meant to be a "Keep". I'm not going to change it but I believe when voting closes it should be counted that way. --Jon Pyre 02:51, 25 Jan 2006 (GMT)
    • Re I would like to respond to all the votes up there that Autokill because they endorse zombie spies. ZOMBIE SPIES ATTACKING ANONYMOUSLY IS NOT A FEATURE. IT IS A FLAW IN THE GAME BECAUSE KEVAN ASSUMED PLAYERS WOULD PLAY THE GAME AS IT WAS DESIGNED. PKING IS NOT ANONYMOUS. BARRICADE DESTRUCTION COULD JUSTLY BE ANONYMOUS BECAUSE A SURVIVOR DESTROYING A BARRICADE IS NOT MORE AP EFFICIENT THAN A ZOMBIE. BUT ZOMBIE PLAYERS USING SURVIVOR ALTS TO DESTROY GENERATORS COMPLETELY NEGATES THE ABILITY OF SURVIVORS TO HAVE GENERATORS. I AM IN A NECROTECH BUILDING WITH 70 PEOPLE CONSTANTLY REPLACING GENERATORS BUT CANNOT KEEP ONE RUNNING FOR AN HOUR BECAUSE OF DEDICATED SPY EFFORTS. WHY SHOULD A PLAYER BE ABLE TO DESTROY A GENERATOR THAT TOOK A FULL DAYS AP TO FIND AND FUEL FOR A HANDFUL OF ATTACKS WITHOUT ANY WAY FOR SURVIVORS TO COUNTER IT? WHY CAN'T YOU JUST PLAY THE GAME WITHOUT EXPLOITING BUGS? Ok, I'm done shouting. But anyone out there who believes in fairness or game balance will not support anonymous attacks. They're as unbalanced as horde busting grenades. Game flaws are not game features and I will continue to suggest improvements to them no matter how many people call their buddies from the zombie forums to negate them. I'm not biased against zombies. I play one. Heck, I suggested Feeding Groan. But I want game balance, for both sides. And anyone who feels the same way will vote against exploiting game features that way. --Jon Pyre 03:45, 25 Jan 2006 (GMT)EDIT: Author replies only please.
  21. Kill -- Mmmm.... Stand next to a gas-powered generator in an enclosed space and you'll get killed just like this idea is gonna be. -Torfin 04:54, 25 Jan 2006 (GMT)
    • Re There's a thing called ventilation. --Jon Pyre 04:57, 25 Jan 2006 (GMT)
  22. Keep -- sorry but I agree Zombie spies are real, anyone not aware of this must be playing a different game. The easiest thing to do is to remove the ability of survivors to attack generators, after all zombies loose the ability to barricade, and throw bodies outside etc. Kevan made XP halved to help deter PKing as it is not something he wanted people to be strongly rewarded for doing. No survivor even a PKiller has any reason to destroy a generator, only a zombie or zombie spy would. To me a simple solution, have to ask Kevan if it's easy to do. -- Trish Winters
    • Re Actually not true. Destroying generators can make sense if the building does not use power for any purpose and you want to be less noticeable. This skill would not prevent people from destroying generators for that reason. Someone could announce "Hey, I'm going to kill the generator because it's attracting too much attention" to avoid people thinking they're malicious. But there needs to be a defense against alt characters being used to destroy generators in Necrotech Buildings and Hospitals. --Jon Pyre 06:01, 25 Jan 2006 (GMT)
  23. KEEP - DarthMortis 17:00, 25th Jan 2006
  24. Keep - Because I believe in making life hard for zombie spies. And the rest of the suggestion is good, too. I also like how Jon has defended his suggestion reasonably (not really part of my vote, more a comment). --Pinpoint 18:36, 25 Jan 2006 (GMT)
  25. Keep -Ditto the "Because I believe in making life hard for zombie spies" line. Wankers..-- Nicks 19:02, 25 Jan 2006 (GMT)
  26. Kill -- Two suggestion in one, also offline activities should not be taken lightly. --Tobias Reaper 20:09, 25 Jan 2006 (GMT)
  27. Keep - Boo Zombie Spies! --Blobmorf 20:14, 25 Jan 2006 (GMT)
  28. Kill - There are no words to convey how tiresome and foolish the OMG ZOMBIE SPIES!!!eleventy!! hysteria has become. Death cultists, PKers, and the like are all part of the game, despite manifold whining; furthermore, the downside of using syringes to combat revive is the risk that a revived zombie will come inside and silently rip apart your barricades/generators/whatever. Please flex your coping muscles. --Centerfire 21:40, 25 Jan 2006 (GMT)
    • Re''m not saying they shouldn't be part of the game. I'm saying the game should account for their existence rather than ignore it. --Jon Pyre 21:49, 25 Jan 2006 (GMT)
      • In other words, you want Kevan to save you from the risk that a combat-revive will come back to bite you in the ass. I repeat: please flex your coping muscles. --Centerfire 22:09, 25 Jan 2006 (GMT)
    • I'd stop arguing with this one Jon. It's quite apparent that they either do not now how to read (as you have explained quite thoroughly that this does not stop people from playing the way they like), or he doesn't want to pay for his bread and butter - as he is not arguing mechanics, only your supposed 'paranoia'. --Blahblahblah 22:54, 25 Jan 2006 (GMT) Removed non author response. Centerfire's correct. I do not take back what I said, only where I said it. Moved further discussion to Centerfire's user discussion page
      • I can read perfectly well, champ. Jon wants the game changed so he can see "criminals", as he defines the word, presumably so that he can later visit revenge upon them in some fashion. Except, as I have pointed out, these "criminals" are a problem that survivors themselves in part create. If survivors want to reduce the risk of OMG ZOMBIE SPIES surreptitously trashing their generators, then instead of unstealthing generator-trashing, how about just using syringes a little more judiciously and not creating so many OMG ZOMBIE SPIES in the first place? In other news, you're violating the suggestion page guidelines by replying as a non-suggestor, and Jon's violating them by replying to virtually every kill vote. The fact that you're doing so speaks to the suggestion's essential lousiness. --Centerfire 01:01, 26 Jan 2006 (GMT)
  29. Keep--Kcold 23:15, 25 Jan 2006 (GMT)
  30. Kill - "In the process of their maintenance runs they'd also keep an eye on the machines..." How is Bob the maintenance guy going to see Dirty Harry the PKer breaking the generator in an NT building, when Bob is off in a completely other building searching for fuel? X-Ray vision? I'm sorry, that's gotta go. If the idea is maintenance, then stick with maintenance. Otherwise, it seems this is a thinly veiled attempt at clamping down on the perfectly valid PKer angle on playing the game. - Serpico 00:01, 26 Jan 2006 (GMT)
    • Re Yeah, what Mikm said below. Only when you're in the room. Um, and if Serpico doesn't come back to read this re, that vote is based on such a flawed understanding of my suggestion can I please request that it be stricken out by a moderator? --Jon Pyre 02:06, 26 Jan 2006 (GMT)
      • Re: What defines a maintenance run? You've defined this as a skill, without a button to 'activate' the watchfullness. So, you have not given any mechanism to choose "This generator, I shall maintain" and in your lack you have opened up a hole, where Maintenance Bob (travelling from Bale Mall to Calvert Mall, happens to freerun through building X. During that 1.5 seconds that Bob is in Bldg X, someone in there smashes a generator. Your defined skill automatically counts that generator as being 'currently maintained' by Bob, simply because he happens to be in that building. That's borken. Everyone has this mental image of a *stationary* person, but the skill - as written - does not support that assumption. Add a toggle to turn it 'on', maybe define the toggle to switch back to 'off' when you log in/perform another action. Until then, getting notification of who smashed a genny is a ninja-observant trait, shown to be twinky when you consider travelling.
  31. Keep - Serpico, don't be stupid. He meant it only happens if you are in the same room as the generator. Anyways, this is a good idea. I'm tired of wasting entire days finding new generators only to have them disappear within ten minutes. I really don't care how you choose to play the game - zed, survivor, or traitor to your side. But I think that you should be held accountable for your actions. Anyways, it makes sense - somebody is bound to notice somebody destroying a generator. --Mikm 01:17, 26 Jan 2006 (GMT)
  32. Kill --Marluxia 02:33, 26 Jan 2006 (GMT)
  33. Keep -you cant deny that the pkers exist , and just think about aguy standing ouside a room that says generator in big and shiny words, when a guy with a crow bargoeas and smashes it you arent going to keep dreaming with flying zombies!!! of course you are going to see: "daevilninjapker smashed the generator"--Onimoz 03:51, 26 Jan 2006 (GMT)
  34. Kill - In a city which has been cut off from the rest of the universe for near 6 months... dont you think fuel would be rare? --Carilgar 17:01, 26 Jan 2006 (GMT)
  35. Keep --Scorpios 01:10, 27 Jan 2006 (GMT)
  36. Keep - the game needs a mechanism for survivors to self police against someone destroying generator or some way to protect/maintain generators. (the fuel bonus part of the suggestion... i don't like).--Perticus 01:57, 27 Jan 2006 (GMT)
  37. Keep - Great Idea --TheBigT 02:12, 27 Jan 2006 (GMT)
  38. Keep - Having this a sub-skill of Construction was genius; And considering how hard it is to find portable generators, we could use this. --MorthBabid 20:45, 30 Jan 2006 (GMT)
    • Final Tally - 23 Keep, 15 Kill, 0 Spam - 18:24, 24 May 2006 (BST)

Guard

Timestamp: 06:12, 24 Jan 2006 (GMT)
Type: Skill
Scope: Survivors, Military or Civilian
Description: This suggestion is inspired by an idea James put forth in his vote for the Maintenance suggestion. Survivors currently don't have a way of resisting other survivor's attempts to maliciously destroy generators and barricades. There's no way to witness attacks on these and even if there was someone could easily run in, smash a generator, and be in another suburb with a few AP. I believe that survivors should have the ability to harm other survivors but I do not believe they should be invisible ninjas while they do it. We can spend AP barricading and have a defense against zombies while we are gone, while not also allow us to spend AP and have a defense against enemy humans?

Here's how I envision the Guard skill working:

  • Survivors inside a building would gain a Guard button with a drop down menu, which would cost 1AP to press. They would be able to select either "Barricades" or "Generator". After pressing the button they would be guarding one of those two until they spend another AP, are killed or go into hiding from inactivity. On the survivors screen until they perform another action they'd get a message: "You are guarding the barricades from attack." You could only guard either the barricade or the generator at one time.
  • When a barricade/generator is guarded it is harder to attack because an attacker must be stealthy to avoid detection. The odds of destroying a generator or weakening a barricade that is at Very Strong or lower would be reduced to 10% of normal only for survivors. This would not affect zombie attack rates at all because zombies need not avoid detection.
  • Upon missing because of someone guarding a barricade/generator the attacker would get a message like this: "You try to attack the generator but stop to avoid detection by [guarding player's name.]" It would only give the name of one random guard no matter how many are actually guarding. If the named guard is killed another person on guard simply takes their place. The only way to get an object unguarded is to kill every single person in the room guarding it. Multiple people guarding an object do not stack, the odds would stay at 10% of normal no matter how many people are on guard.
  • If the barricades or generator is destroyed people guarding them would continue to be on guard except when they log the message would be changed to "You stand ready to guard the barricades from attack." When barricades are rebuilt or a generator placed again they would continue to guard it without players having to log in and re-guard the new barricades/generator.
  • You would not be able to guard generators in buildings where they currently have no practical use. This is to not impede players that want to turn out the lights in order to be more hidden from zombies in buildings where power serves no purpose.
  • What in game world reason is there for not guarding barricades higher than Very Strong or generators in buildings without a use for power? I know you want one. Simple, they aren't guarded because they have a valid reason to be destroyed. You don't guard something that is unimportant or harmful to you.

edit: Many have said they think that people should be able to see if people are guarding the room. That's fine, a line in the description like "There is a watch set on the barricades and generator" or "3 people are guarding the generator and 5 are guarding the barricade" works by all means with the above suggestion but I think it's a relatively minor point and not crucial to the suggestion as a whole. You know the gist if it, I hope you won't vote it down on minor details like this that I may have forgotten about.

Votes

  1. Kill - No actions while offline, thank you very much - --ramby 06:51, 24 Jan 2006 (GMT)
    • Re "Actions while offline" refers to things like automated attacking. This skill is not an automation of an in-game ability. To think that the oft-used saying "No actions while offline" presumes your character is in a coma most of the day is not right. You simply should not be able to play Urban Dead without logging in. This is not that by any stretch of the imagination. --Jon Pyre 06:54, 24 Jan 2006 (GMT)
      • The only way I could actualy see keeping this is if you could not go to sleep or be near sleeping while guarding and it must use AP. Those are important tools for zombie metagame groups. You remove their ability to remove barricades except by zombie force effectivly and you have a broken game. I could see keeping this if each attempt made the person lose an ap for each gaurd and the guard was kicked off if he went below 5 ap. That way there is a reason to not go out and kill zeds with your ap only to return with 1 ap and fall asleep while guarding. You want to be safe at night, you don't spend so meny ap killing zombies and spend more time watching your cades. I think I need to clearifie my point. you see, with the ever incressing amount of survivors, the number of zombies is lower then percentage says, because alot, do not want to be zombies or act like zombies. because of this, there is a big gap in numbers even if they don't show. then on top of that, you add very well coordinated groups, with a lot of members, and it can be down right immpossible of a feral zombie to break into a safe house, that is why we metagame, so we can coordinate better. The fact that humans have the 40% chance of use with a crowbar, means that it can be easier, to get a coupl of team mates revived, anf use them to knock down the walls fast enough to get a couple fo zombies inside. The fact that some survivors cheat does not help, that auto barricaded was/is a pain in the ass. it can be much easier to put a dent into a survivor stronghold, with the use of spies, it is not compleatly required for victory, btu it can mean the dference between breaking into a very well organized groups safe house, and compleat oblitoration by head shot. That is why I think it should at least cost ap and the person should ne be asleep while guarding at least. - --ramby 07:34, 24 Jan 2006 (GMT)
      • Re Eh, I'd rest next to the generator. I'm a light sleeper. Besides, if it's crowded enough I can take shifts. And zombie metagamers should metagame planning to break down the barricades AS ZOMBIES and to destroy the barricades AS ZOMBIES. I think goals for your side should be accomplished when you're on that side. Otherwise I'd make a survivor group called "The Living Dead" that stays zombies but claims to be survivors and boasts that zombie groups can never kill them and thus survivors win. --Jon Pyre 07:11, 24 Jan 2006 (GMT)
  2. Keep - Honestly, the moment you need ZOMBIE SPIES (serious buisness!) to crack a safehouse is the moment the game is broken anyway. Important tools for zombie metagame groups are CLOCKS. Log in three zeds willing to burn some AP for the good of the Horde, at the same time, and the barricades will fall. And then a few swipes and the generator is gone. Hell, my feral can cause a safehouse some bad greif on her own, barging in and giving out a Feeding Groan. It makes sense for a survivor to curl up near the generator/barricades and make sure noone's doing anything stupid. Though this could be a Military skill or a Misc skill.--Arathen 07:21, 24 Jan 2006 (GMT)
  3. Kill I love the core concept but think your implementation is flawwed. I think it would be better to have the guard skill as you suggest and display the names of those guarding the generator next to it (There is a generator here, it is running. It is guarded by "_____", "_____" and "_____") Also there should be a list of people guarding the barricades under where the generator discription normally goes (Also the barricade is guarded by "_____", "_____" and "_____"). Also I don't think it should affect the attack chance but as long as it is guarded attack it sends a message to the room. ("_____" attacks the guarded generator). Should be a Misc Skill. --Matthew Stewart 07:37, 24 Jan 2006 (GMT)
    • Re Including every name would result in a lot of spam. And the people guarding shouldn't be that easy of a target. I'm fine with this being a Misc skill. --Jon Pyre 07:54, 24 Jan 2006 (GMT)
      • Guarding something shouldn't be anonymous, knowing it is guarded and by how well can be actually a determent to attacking in the first place. Also knowing it is guarded by a over a dozen people hardly make them "easy" targets. Not knowing whether the generator is guarded is also bad for other survivors. As for the "Lot of Spam" comment, it adds accountability, makes it so defenders are not ninjas hiding in the shadows and only adds the people to the list of names between actions after they chose to spend AP to do it (it is no more "spam" than speaking a single word to the whole group once).--Matthew Stewart 08:10, 24 Jan 2006 (GMT)
  4. Kill Keep - Like Matt, I like the concept, but not this implementation. Maybe if gaurding took an automatic 2AP/half-hour (net loss of 1AP/half-hour) with not being able to gaurd if you don't have AP.... actually, on second thought, that's still not really enough. Two people with alts could easily keep something under guard. I'd say that for every AP spent trying to get past the guards (and thus failing) the guards lose a certain amount of AP (say 2 or 3?), with the notification (to the guards only) if what they are guarding is destroyed. Maybe then I'd vote keep. Okay, I was tired at first, and have since been convinced by arguments below. I still see the potential for abuse, but I'm giving the benefit of a doubt here. --Pinpoint 10:04, 24 Jan 2006 (GMT)
    • Re So...in order to use this skill you shouldn't be able to play the game at all? Um, no. I iike playing Urban Dead. I also like having generators. If someone wants to destroy the generator fine, but I'd like to be able to put myself in the way. --Jon Pyre 17:25, 24 Jan 2006 (GMT)
  5. Keep - I don't see the point on the Kill arguments here, and I like this idea. --Omega2 11:46, 24 Jan 2006 (GMT)
  6. Kill No sir, I don't like it. -Torfin 13:17, 24 Jan 2006 (GMT)
  7. Keep Its a good idea to be able to gaurd against these types of players who ruin the game. Its Survivor Vs. Zeds useing an Alt Survivor character to attack baricades with a crowbar and destroy generators is a cheep trick. I can't wait till Kevin implements a Jail system, so survivors can lock up jerks inside and they have to spend 50AP 10 times before they can get out!!!!!--Kirk Howell 13:40, 24 Jan 2006 (GMT)
  8. Keep Hmm... Good idea. This way a survivor could be able to defend the building against other enemy survivors which would like to destroy the Generator/Barricades. Also, it would be good if survivors could also guard Phone Masts, as I believe that other people can attack and destroy them. --Abi79 13:53, 24 Jan 2006 (GMT)
    • Re Phone masts cannot be destroyed but the generators used to power them can. --Jon Pyre 17:46, 24 Jan 2006 (GMT)
  9. KEEP - I love this idea. Like others though, I believe it should cost more than just 1AP. However, I also believe your character shouldn't act (or be charged AP) while off line, so I'll always vote no to an hourly cost. I would propose a system where by guarding, your character accepts any damage unto themselves that would normaly be done to the guarded object. The game would then reveal the attacker to the injured character in normal combat fasion. On entering the room, you would see the description, "There are X guards present" or something of the sort to cut down on spam and yet give saboteurs the info they need. If you change this up a bit to make it more costly and don't include an hourly AP expense, I'll seriously reconsider my vote.--Jmwman 17:31, 24 Jan 2006 (GMT) Have changed my vote. Would still prefer some of the above, but I like the spirit of the idea enough to keep it.
    • Re The cost of this skill is that it makes you a target for PKers and zombies and that if you want to use only a few AP during the day to do something like rebarricade you'll have to spend an AP going on guard each time. I'm fine with something in the room description indicating the generator and barricades are guarded. I don't want damage to go to the people automatically though. I still want it to be possible to destroy things maliciously without having to PK, just I want that to be hard. I am fine though with the room having a description indicating there are guards, but I think it's a minor detail and not crucial to the suggestion as a whole. I can't think of everything! I think if implemented it probably would have something like that. --Jon Pyre 17:41, 24 Jan 2006 (GMT)
  10. Kill - I'm growing very tired of suggestions that try to protect us all against this evil spectre that is "survivors who attack the barricades and generator". No. Just stop it. This is not needed. Anonimity is one of the perks of operating in a zombie apocalypse. Just deal with it. Bentley Foss 18:03, 24 Jan 2006 (GMT)
    • Re Yes it is. I'm living in an NT building right now, doing my best to maintain the generator. It gets attacked and destroyed 3 times a day from within. And there's nothing ANYONE can do to catch them. There's no method of gameplay, no matter what strategy I use or how well we play that can catch this person. Why should the game allow people to be invisible if we know they're attacking us? I'm fine with there being spies and PKers out there, it's "in genre", but if they can play against me I want to be able to play against them. P.S. Also note this allows them to keep their anonymity, they can attack the generators/barricades without alerting anyone. They merely have a harder time if the guards are alive. --Jon Pyre 18:07, 24 Jan 2006 (GMT)
  11. Kill - Barricades are meant to be broken. --Poodge 18:56, 24 Jan 2006 (GMT)
    • Re ...by zombies. --Jon Pyre 18:59, 24 Jan 2006 (GMT)
  12. Keep - An alternative to the previous "See who's breaking crap" skills that won't spam everyone in the room. It makes sense that people would be watching something so important. Should only work against people breaking barricades INSIDE, yeah.. -- Amazing 19:02, 24 Jan 2006 (GMT)
  13. Keep - I don't believe this is an automatic action at all - you don't get free attacks or movements, just reduce the attack %. Great idea. There needs to be some accountability for playing as a spy - Everyone (me too) spams ninja suggestions, why would anyone not want to keep a suggestion that helps balance ninja Zspys. They shouldn't get a free ride in this game. Strong ditto of what Arathen said. And agree with Jmwman that it should cost more than 1 ap to guard... but the core of the idea, I think is good. --Blahblahblah 19:04, 24 Jan 2006 (GMT)
  14. Kill - I kind of like this idea, but not enough to vote for it. I agree with BlahBlahBlah and Jmwman that it should cost more than 1 AP. You have to rest to restore your AP, and if you're guarding, you're not resting. There has to be a bigger penalty. I was thinking that a character should not regenerate AP while guarding, but you're right that would ruin the game for many characters. Maybe make the cost of guarding 20 - 25 AP, you won't have the energy to go out hunting zombies, but you can take care of some general chores and leave the guard to someone else later on. --CPQD 21:42, 24 Jan 2006 (GMT)
  15. Kill - You are sleeping when you run out of APs not guarding. --Daednabru 22:30, 24 Jan 2006 (GMT) Plus, you lost points with your horrible ninjas metaphor.
  16. Kill - The stupid is strong in this suggestion. You dont have to like how people play the game, but you certainly cant and shouldnt be able to have the game changed to prevent them from playing in the manner they choose when what they are doing is perfectly in character and within the rules. --Grim s 23:11, 24 Jan 2006 (GMT)
  17. Keep This is a good idea. Anonymity is a side effect, not a feature, of this game. A skill like this is excellent. But it should only function inside the building. Zombies on the outside should not be bothered by guards. It is absurd tobelieve that a survivors sleeps all day when his player is not online. The average player plays for what ten minutes in a day? -- S Kruger
  18. Keep How could I vote against my own idea! umm well it's not exactly how I envisioned it but it is way close enough. This suggestion does not stop people from doing what they want. it makes them accountable.oh and when I mentioned the idea originally, the idea was that it cost you no AP after the first, but that you were hit by the attacker instead of the generator, The penalty would very well be your life. --James
  19. Keep - I'll never understand why a hospital in a post-apoc situation would ever leave their back generator ungaurded, or at least not locked up securely... still, you might want to increase the AP cost to something like 5 AP. Also, people might want to read that this doesn't remove the anonimity of people attacking the barricades/gen's , it just lowers the chance that such attacks will be successful while people are guarding them. If people still mass kill this suggestion, I'd recommend resubmitting with only allowing the generators to be guarded... --Zarquon 06:38, 25 Jan 2006 (GMT)
  20. Kill -- cost is too little, perhaps if the survivor clicked a "guard" button to activate it then they only regain 1AP per hour till they "unguard", or if "unguard" cost APs to perform. --Tobias Reaper 20:17, 25 Jan 2006 (GMT)
  21. Keep - Yet again... *ahem* Boo Zombie Spies! --Blobmorf 20:12, 25 Jan 2006 (GMT)
  22. Kill - I understand this is aimed solely at the 400 thousand screams of ZOMG ZOM ZPIES! but PK is a valid game angle, and this would seriously cripple it. 1st, it's benefits are disproportionately huge. You say 10% of normal, but 10% of normal for a fully trained handgun, makes a 65% chance-to-hit into a 6.5% chance-to-hit. 2nd, it doesn't cost the Guard anything, beyond that single initial AP. If you are reasoning that people would obviously notice the 'cades/generator dropping, then you should also factor in that Guarding costs something. Like, the act of Guarding costs 2 AP's per 30 minutes. Thus, for every 30 minutes an AP is regenned, but 2 are spent, making a net loss of 1 AP per 30 mins. As written, definitely a solid Kill. - Serpico 22:45, 25 Jan 2006 (GMT)
    • Tally - 12 Keep, 10 Kill, 22 Total.
    • Comment - Grim, allowed it may be. but why should people remain unknown doing it? if it is 'in character' being know shouldn't stop you. if you do it to be a unknown griefer asshole. Then yeah, we should be able to change the rules to combat that. being an arsehole is allowed, not ban-able, etc. but tell me where does it say in the rules that you should always get away with it scot-free? it's also allowed to sleep as a survivor on the streets in ridleybank, Yet it still has consequences. But although I think this has potential, it isn't the way to do it.--Vista 21:05, 25 Jan 2006 (GMT)
  23. Keep When a PKer or zombie spy (or zombie for that matter) attacks me, I get notified of who it is, whether I'm offline or not. From a survivor point of view, why shouldn't this carry over to barricades and generators? They're also important structures that any survivor would watch over. Zombies or survivors knocking down barricades from the outside could remain anonymous (as we wouldn't be able to see who's outside), but any destructive activity from inside should be observable by characters inside the building. --AK 22:31, 25 Jan 2006 (GMT)
  24. Kill OMG ZOMBIE SPIES = auto-kill. --Centerfire 02:11, 26 Jan 2006 (GMT)
  25. Keep -omg z guy with an ax hitng mah genArator , lol, lets make as if nothing happened !!!!oneoneone!!--Onimoz 03:51, 26 Jan 2006 (GMT)
  26. Keep - Condionally. An interesting idea but NOONE can stay awake forever. I'd change it to dtop once your AP hits 0 AND even with AP left after 6 hours. --Carilgar 17:04, 26 Jan 2006 (GMT)
  27. Kill - I agree with the core concept, I really do. People shouldn't be able to just destroy barricades and generators without anyone knowing who's doing it. But at the same time, it's a legitimate way of playing the game, and I think messing about with the hit percentages would interfere too much with that. If the skill were changed so that when you're guarding, you get a message telling you who destroys the generator, you'd have my keep in an instant.--Alcoholic 22:05, 26 Jan 2006 (GMT)
  28. Keep I'm tired of seeing my ome base fall because of zombie spies. F'ing DOA. --Scorpios 01:23, 27 Jan 2006 (GMT)
  29. Keep i like the idea and have yet to see a strong argument against. --Perticus 02:07, 27 Jan 2006 (GMT)
    • Tally - 17 Keep, 12 Kill, 29 Total.

Taking Spam out of Feeding Groan (revised)

Timestamp: 07:26, 24 Jan 2006 (GMT)
Type: improvement
Scope: zombies
Description: I apologize for repeating this idea, but I forgot to add a revised tag to this when I edited it a few days ago. Hopefully people will take a look at this and some of the changes I've made.

I have a zombie character who is taking part in the Mall Tour. When I log in after 24 hours, I discover about 60-70 feeding groans spamming the page. This is a little bit annoying to look at for everyone, and can make it tedious to look through all of the messages to find out if anything important happened to your zombie.

So...I would suggest that feeding groans from the same location be combined, with the number of groans in parentheses and the timestamp of the most recent one displayed (with the timestamps of the previous groans displayed below so a player can decide if a recent groan is worth spending the AP to investigate it) i.e.

You heard a groan from 2 blocks south and 1 block west (4 times) 1-20 18:36 GMT

1-19 18:24 GMT, 1-19 18:26 GMT, 1-19 18:32 GMT, 1-20 18:36 GMT

I think this would work out well for the game, it cleans up our screens, avoids some boring work, yet still gives the information that's become very valueable to lower level zombies. If most of you disagree, it would at least make a nice addition to the Firefox extensions.

(I have to give most of the credit to Scary Uncle and Smoked for this, they took an idea of mine and made it something that works)

Votes

  1. Keep Combining all the timestamps into a single line makes the idea much better. --Matthew Stewart 07:43, 24 Jan 2006 (GMT)
  2. Keep - So, it shows each location seperately, but with the times of those locations underneath? All righty then. Obviously not completely spam free if there are tons of Feeding Groans, but information that crucial is worth it. --Pinpoint 10:07, 24 Jan 2006 (GMT)
  3. Keep - Now that's a good idea. Unclutters the page when you log-in, and doesn't hide and possibly useful information (like how many times was the safehouse breached while you were away). --Omega2 11:49, 24 Jan 2006 (GMT)
  4. Keep - Altough I do not play as a zombie, I consider this to be a good idea. The same thing could happen if there would be more flares shot from a single location, but considering that you need to search for them, this should only be implemented for Feeding Groans. --Abi79 13:43, 24 Jan 2006 (GMT)
  5. Keep - Feeding Groan good. Feeding Groan Spam (or any other kind of spam) BAD! --John Taggart 14:17, 24 Jan 2006 (GMT)
  6. Keep - Easy to implement and useful. Two thumbs up. --Matson Jade 15:04, 24 Jan 2006 (GMT)
  7. Keep - Better mow if that worked with flairs we would be good--RAF Lt.G Deathnut 17:50, 24 Jan 2006 (GMT)
  8. Keep - If it keeps lag down, which lets me kill more of you moaning zeds i'm all for it. --Kirk Howell 17:57, 24 Jan 2006 (GMT)
  9. Keep - Good Idea. --Poodge 18:55, 24 Jan 2006 (GMT)
  10. Keep - Turns one of the worst skill implimentations into a non-annoyance. -- Amazing 18:56, 24 Jan 2006 (GMT)
  11. Keep--McArrowni 19:01, 24 Jan 2006 (GMT)
  12. Keep - Removes the only reasonable objection to the original idea. It's worth noting that it probably wouldn't help server load, unless the database structure for FG was also revised (assuming Kevan went with the simplest implementation originally). --Sindai 19:09, 24 Jan 2006 (GMT)
  13. keep All the major problems seem to be ironed out. --Zaruthustra 19:11, 24 Jan 2006 (GMT)
    • Re - Thanks to you and Jak Rhee for pointing that out and offering a solution --CPQD 19:26, 24 Jan 2006 (GMT)
  14. Keep - Yes - reduce the spam please. Good idea. --Blahblahblah 19:13, 24 Jan 2006 (GMT)
  15. Keep - Much better --Jak Rhee 20:11, 24 Jan 2006 (GMT)
  16. Keep - Can't find any thing to disagree with. a very good suggestion--Vista 20:55, 24 Jan 2006 (GMT)
  17. Keep - The only potential problem I see is that it might not work with the way messages are stored, but I don't really know how they are stored, so that's not a reason. Good all-around otherwise. --Signal9 21:21, 24 Jan 2006 (GMT)
  18. Keep - Best suggestion I've seen yet. Nightbane 22:28, 24 Jan 2006 (GMT)
  19. Keep - Great idea!--Mookiemookie 22:38, 24 Jan 2006 (GMT)
  20. Keep - I approve this idea. Velkrin 01:49, 25 Jan 2006 (GMT)
  21. Keep - Squash up to 6 timestamps, and thus 6 identical events, into 2 lines is great! - Serpico 22:49, 25 Jan 2006 (GMT)
  22. Keep - Less spam... yeah yeah. --Carilgar 17:05, 26 Jan 2006 (GMT)
  23. Keep - Makes sense, and negates the massive vertical scrollbar. --Schlagwerk 02:12, 27 Jan 2006 (GMT)
  24. Kill - I like massive verticle scolling bars!! Mommy!! They took away my massive scrolling bars!!--Poopman9 - No timestamp - Velkrin 18:24, 24 May 2006 (BST)
    • Tallly Guy Note - Not going to bother to tally since it's already in the game. - Velkrin 18:24, 24 May 2006 (BST)

Familiar Scent 2.0

Timestamp: 15:38, 24 Jan 2006 (GMT)
Type: Skill
Scope: Sub-skill to scent trail
Description: To aid with hording zombies, this skill have a better index of smells they can identify including some they knew in life. Any Zombie with this skill is notified of the location of all zombies or bodies on their contacts list as long as they are within 10 squares (5 if they are indoors) and all survivors on their contacts list, as long as they are within 1 square, in the same square if inside. This aids in being revived by friends, hording, and finding delicious gray matter. (May still be abused by zombie spies, but only to show what are dummy barricades and what arn�t.) To avoid Spam, names at the same locations would be grouped. NOTE: the player would not be able to tell whether they were going to a survivor, zombie, or body and would not cross over to survivors.

Votes

  1. Keep Author vote. I removed the throgle, lowerd the spam, made it uesless to zombie spies exept to prove if there are survivors on the other side of the baricades. --Mr NoName 15:38, 24 Jan 2006 (GMT)
  2. Kill-- its a good idea in general but it should not transfer over to humans. last i checked I cant smell other people on the other side of a door, let alone in a stink infested hell hole.--Kirk Howell 17:54, 24 Jan 2006 (GMT)
  3. Kill - Once again, we don't need zombie telepathy or a free zombie version of cell phones (*dialing* "Hey, where are you?"). This could be abused to grief players. Anonimity is one of the perks of operating in a zombie apocalypse. Blah blah. All the reasons that were listed a few days ago. Bentley Foss 18:06, 24 Jan 2006 (GMT)
  4. Kill - What Bently said. --Poodge 18:53, 24 Jan 2006 (GMT)
    • Re - I changed it to SAY it dosn't transfer, and you still can't talk, only find where your freinds are, for all you know they could be dead in the street or a zombie berricaded into a building! --Mr NoName 19:08, 24 Jan 2006 (GMT)
  5. Kill All griefing issues aside I just don't think its a very elegant implementation of hording. --Zaruthustra 19:10, 24 Jan 2006 (GMT)
  6. Kill Not bad, maybe version 3 will get a keep from me. Spam, and griefing issues are main problems with this one. --Matthew Stewart 19:17, 24 Jan 2006 (GMT)
  7. Kill - If this tells where survivors on contact list are at, horrible griefing to follow. --Blahblahblah 19:18, 24 Jan 2006 (GMT)
  8. Kill - You know, this suggestion isn't in need of fixing as much as it is in need of scrapping it--Vista 20:47, 24 Jan 2006 (GMT)
  9. Kill - They said it: spam, griefing, abuse... (they forgot server load) - I don't see this suggestion passing. --Signal9 21:18, 24 Jan 2006 (GMT)
  10. Kill - Too easily abused --Mikm 00:34, 25 Jan 2006 (GMT)
  11. Kill - How exactly is it griefing? We have Scent Trail don't we? I, too, like the concept, but I think 10 squares is too big. That's a whole freakin' suburb! Not to mention it makes Feeding Groan less worthwhile. So yeah, kill. --Pinpoint 19:13, 25 Jan 2006 (GMT)
    • Comment - What separates this from Scent Trail, is that with scent trail you only can track survivors that have made contact with you - and once you move to find them, they could change locations and will be lost to you. With this skill, you could follow someone around forever continually killing them over and over. That's what makes this grief, and Scent Trail a valuable - yet balanced - skill. --Blahblahblah 21:14, 25 Jan 2006 (GMT)
  12. Kill - Zombies being able to tell where everyone is? Can humans have it too? Man, the bounty hunters would go nuts.--Carilgar 17:09, 26 Jan 2006 (GMT)
    • Final Tally - 1 Keep, 11 Kill, 0 Spam - 18:24, 24 May 2006 (BST)

Window Watching

Timestamp: 23:31, 24 Jan 2006 (GMT)
Type: Skill
Scope: Survivor
Description: This new skill, either a civillian skill or under free running, would allow a survivor to look athe the conditions outside of his or her block, and some surrounding ones. With this skill, you would be able to, for one AP, see.

On your block and two chosen surrounding ones:

  • Number of survivors and zombies

On your block only

  • The past four things said by survivors
  • The past two things said by zombies
  • Who was attacking the barricades (survivor or zombie) and how many of each

This skill would not give any xp, it would simply allow a survivor to get outside information during a battle or seige. It would also stop someone from having to leave a heavily barricaded building.

Possible changes to the suggestion:

  • Instead of the player choosing the other two blocks to vewi, they are chosen randomly
  • One or three extra blocks are shown isntead of two
  • You would only got an aprozimate number of people attacking the barricades
  • The higher barricaded the building you are in is, the more tries it takes to be able to see outside
    • Alternatively, it could make the numbers less accurate or restrict the number of extra blocks visible.

Sorry if there are any mistakes, thsi is my first suggestion. All additions, changes, etc. are appreciated. Name sugegstions would also be appreciated.

Votes

  1. Keep Author vote. - Ju Ju Master 23:31, 24 Jan 2006 (GMT)
  2. Kill - The day I have to say why I'm voting this way is the day common sense dies. - CthulhuFhtagn 23:42, 24 Jan 2006 (GMT)
  3. Kill- Can you imagine the spam!?! ...... probably not Note: But if I get this right who attacks the barricades is listed. During a seige you would just see 100 messages of Someone attacks the barricades Drogmir 00:04, 25 Jan 2006 (GMT)
    • Re - You misunderstood, it would only tell you the information, not anyone else. - Ju Ju Master 02:12, 25 Jan 2006 (GMT)
  4. Keep -- There wont be spam, this is an action, as simple as, 'you look Northwest, there are no zombies and 1 survivor'. The general idea is good, maybe someone will come up with something better in the future, so far Keep! --Kirk Howell 00:07, 25 Jan 2006 (GMT)
  5. Kill - Dear God. Yet ANOTHER looking-outside-buildings skill --Mikm 00:28, 25 Jan 2006 (GMT)
  6. Kill - Come on. A SKILL to look trough windows ? - I am a skilled window watcher. look at me watching trough my window. The years of trainning to do this has worth it. --hagnat 00:48, 25 Jan 2006 (GMT)
  7. Kill - This is a useless option... hey wait a second hasn't this been suggested before? If so I'll change my vote to dupe K thanks blahblahblah yea it's not as useful as binoculars, but I suppose that it isn't an excact suggestion. --Shadow213 01:17, 25 Jan 2006 (GMT)
  8. Kill - I understand what you are going for. However, not knowing what is going on around you is half the fun - and at times, the only reason for a survivor to leave their safehouse. Binoculars (revised) is the only "window watcher" type suggestion that I have found agreeable. --Blahblahblah 01:15, 25 Jan 2006 (GMT)
  9. Kill It is constantly-suggested-but-somewhat-different-so-you-can't-Dupe-vote-it suggestions like these which really make it hard to repress murderous urges. AllStarZ 02:18, 25 Jan 2006 (GMT)
  10. Kill - Not being able to see outside an EH barricaded block without a long walk is a penalty of such heavy barricading. Find ways around such limitations, dont try and get them removed. --Grim s 03:40, 25 Jan 2006 (GMT)
  11. Kill - Once again, they've all beaten me to it. Bentley Foss 04:33, 25 Jan 2006 (GMT)
  12. Kill - For 1AP you see outside, get a tape recording of what's been said, get detailed intelligence on how many of the zeds are active etc, etc, etc, all the time remaining safely inside your EHB building?!? How did you expect this to be approved? - --WibbleBRAINS 16:38, 25 Jan 2006 (GMT)
    Kill Gossip is a much better suggestion than this and Gaurd and Maintenance are much better cades/gen suggestions. Vote not signed. Velkrin 05:50, 22 May 2006 (BST)
    • Final Tally - 2 Keep, 10 Kill, 0 Spam - 18:24, 24 May 2006 (BST)

Zombies and Axes

Timestamp: 23:37, 24 Jan 2006 (GMT)
Type: Easier game experience/ realistic gameplay
Scope: Zombies
Description: Zombies should be able to use axe. The reason behind it is that zombies, just like how you see them with baseball bats (wait... when DID zombies have baseball bats?), crowbars, and pipe, has been seen with axes. This will not unbalance the game a bit considering that humans can use fireaxe too. Besides, with fully upgraded in EITHER skills, the experienced zombie would rather use the healing, yet infectious bite, or the higher attacking hands. So why use it? Simple, it helps the survivors that has decided to switch to zombies (or for worse times, accedently get killed and want to kill while waiting to revived) get a little more experience than the crummy .4 damage per ap. Also all axe skills gained as survivors carry on as zombie.
  • edit: *sigh* People arn't aparantly, in their reason why this shouldn't be made,not reading the whole thing. to answer a couple questions to help others to what I already explained. 1) Yes, axe skills will carry over. 2)Zombies can use blunt weapon if holding it when dead. 3)If zombies can use body building (survivor skill), then they can carry an axe. 4)It is not for experienced zombies, who like others said, has better skills. It is for survivors who want to carry over without waiting for the experience or has suffered a horrible fate and must wait as a zombie to be revived. 5 (which is the only arguable opinion that I could find))I can only admit that I have only played Resident Evil Outbreak and Resident Evil 4, but I know enough about the game industry that they were only changing zombies to normal people with leeches in their head because they were wanting a "twist" to interest gamers. They still pretty much do the same thing as a zombie (except for the fact that leeches pop out of their head sometime). To my knowledge: They do have weapons

Anymore need for explanation and I'll be happy to explain.

Votes
Votes here

  1. Keep Authors vote. I see absolutely no reason in killing it. Unbalancing, realistic, and experience helping. --Shadow213 23:37, 24 Jan 2006 (GMT)
  2. Kill - Stupid suggestions get the needle. - CthulhuFhtagn 23:44, 24 Jan 2006 (GMT)
    • Re - Can you explain why it's stupid? --Shadow213 23:49, 24 Jan 2006 (GMT)
  3. Keep - One question: Will axe training carry over? --Lord Evans 23:53, 24 Jan 2006 (GMT)
    • Re - Had to edit it because almost forgot to say that, but yes it will. --Shadow213 00:32, 25 Jan 2006 (GMT)
  4. Kill --Martin Odum 23:55, 24 Jan 2006 (GMT)
  5. Kill Since when did Zombies use Axes? --Kirk Howell 00:01, 25 Jan 2006 (GMT)
  6. Kill- GAH! ZOMBIES LACK THE BRAIN POWER TO USE PICKUP WEAPONS! Alright then letme put it in another way - there would really be no use for it if you already have a fully upgraded zed because their hands would do much more damage. Note: Mocking me does not make me change my vote Drogmir 00:05, 25 Jan 2006 (GMT)
    • Re- -GAH! ZOMBIES CAN ALREADY USE BLUNT WEAPONS! You saying it once is already too much Yea let us both act like reasonable men for the sake of others. Maybe you have read the 5 answers I made just for others to understand. 4.)It is not for experienced zombies, who like others said, has better skills. It is for survivors who want to carry over without waiting for the experience or has suffered a horrible fate and must wait as a zombie to be revived. --Shadow213 00:27, 25 Jan 2006 (GMT)
  7. Keep Zombies already use "pickup weapons". You just sound stupid typing they don't, especially in all caps. --Jack-Swithun 00:10, 25 Jan 2006 (GMT)
  8. Keep Useful for players crossing over, although personally I'd prefer it as an effect of MoL really --Kingreaper 00:14, 25 Jan 2006 (GMT)
  9. Kill What about the zombies who want to switch to survivors? Do they get any benefits (with no skills, any survivor attack except shotgun has a lower damage/AP than a zombie with no skills)? I see no reason why zeds should get survivor skills that require finesse/training. Even if you re-submitted this without those skills, a zed would only get .3 damage/AP with the axe. --Mikm 00:41, 25 Jan 2006 (GMT)
  10. Kill Simply out of character for zombies. They can use the other weapons only if they die holding them... and even then their own hands are usually better weapons. --Intx13 00:36, 25 Jan 2006 (GMT)
  11. Kill - Consistent Nonsense - zombies do pick up miscellaneous crap (or had it in their hands when dying as a human). They do not ever use it efficiently. With that logic, a revived zombie should have his bite/claw attack skills carry over to human. --Blahblahblah 00:41, 25 Jan 2006 (GMT)
  12. Kill - I have to agree with Mikm and BlahBlahBlah, zombies should not be able to use survivor attack skills. And without those this idea becomes useless. --CPQD 01:34, 25 Jan 2006 (GMT)
  13. KILL - axes are one of the power weapons in the game so kill,kill,kill,kill,kill--RAF Lt.G Deathnut 02:45, 25 Jan 2006 (GMT)
    • Re - *Pats deathnut on the head* Your one of the first people to say that. Even though I still say that claws are more damaging, but it's easier for survivors to level with axe because they purchased it in their living days, at least it is better calling it overpowered than being called worthless lol.
  14. Kill - Zombies merely use the clubs to bludgeon, as their rotting brains can't comprened how to swing the axe, and thus, the axe would merely be another club. --RAF Private Chineselegolas 2:50, 25 Jan 2006 (GMT)
  15. Kill - As you can see from everyone else's votes, it's out of genre. Besides that, why should anyone get a head start? Death is to be feared (especially by survivors). --Signal9 03:25, 25 Jan 2006 (GMT)
  16. Kill - Once again, everyone else has beaten me to it. Bentley Foss 04:34, 25 Jan 2006 (GMT)
  17. Kill - Go out and look at a baseball bat, crowbar or length of pipe. It's long, thin, blunt and, more or less, one end looks like the other. Now go and look at a fire axe. You will notice it's shorter, and has a massive heavy chopping thing at the end. Now, go and pick up the baseball bat, crowbar or length of pipe. Put it down and pick up a fire axe. Feel the difference? Chopping with a fire axe involves the joints of your arms taking stresses they just can't handle if they're rotted away. --Matson Jade 17:15, 25 Jan 2006 (GMT)
  18. Kill - Lets not o.k.? *pats Shadow213 on the head* --Vista 20:45, 25 Jan 2006 (GMT)
  19. Kill - Allowing zombies to utilise 2 human skills? My bullshit-o-meter is going berzerk. --Carilgar 17:16, 26 Jan 2006 (GMT)
  20. Kill NO!!! --Broton 21:52, 26 Jan 2006 (GMT)
    • Final Tally - 3 Keep, 17 Kill, 0 Spam - 18:24, 24 May 2006 (BST)

Factory Production

Timestamp: 19:04, 24 Jan 2006 (GMT)
Type: Skill
Scope: Survivor
Description: Seeing as it is now possible to use Necronet Access to produce syringes, why not open up some factories to the production of ammunition?

With the prevalence of PD's and Malls within the city, the ammo had to be made somewhere, so why not in some of the factories? This would help out as it would reduce the need for the creation of a trade system, seeing as the only things left that can be desperately traded is the ammo. This could also come with the new skill 'Factory Production', an expansion of the consumer skill set. The AP costs for production would be 20AP for a clip and 20AP for two shotgun shells.

Votes

  1. Kill - When we said that no one should ever suggest this, we meant it. - CthulhuFhtagn 00:17, 25 Jan 2006 (GMT)
  2. Kill - It takes ~14AP to find a clip in a police station, 9AP in a mall w/ shopping and bargain hunting. Ammo is quite prevalent and I really see no need for a trade system now. --Mikm 00:25, 25 Jan 2006 (GMT)
  3. Kill I'm sorry, but what Mikm says is right. It takes way less to find ammo/gun with ammo than to use up 20AP for them. Besides, if you go to a gun store at a mall, it's nothing but shotguns, pistols, and ammo, so it's not really important enough to process ammo (ESPECIALLY 20AP!!! I mean it takes like 3 ap at most before you find some sort of ammo in the mall with bargain hunting.) --Shadow213 00:38, 25 Jan 2006 (GMT)
  4. Kill - I can think of only 1 occasion where I went 20 ap without finding ammo in a PD (never in a mall). Nobody would use this skill. --Blahblahblah 00:44, 25 Jan 2006 (GMT)
  5. Kill - Why? It's so much easier just to find ammo. Syringe manufacture is do to the 5% find rate for syringes. --Martin Odum 00:51, 25 Jan 2006 (GMT)
  6. Kill - I knew it !!! It is just a matter of time. --hagnat 00:56, 25 Jan 2006 (GMT)
  7. Kill - all we need is midgets to make this suggestion perfect.--RAF Lt.G Deathnut 02:41, 25 Jan 2006 (GMT)
  8. Kill No... it needs Midget Zombie Cyborgs. AllStarZ 02:49, 25 Jan 2006 (GMT)
  9. Kill I like the idea of Midget Zombie Cyborgs, can I have one. And why would we make ammo, 'tis much easier to find it lying around in police stations --RAF Private Chineselegolas 02:55, Jan 2006 (GMT)
    • RE I stand corrected Midget Zombie Cyborgs ROCK!!--RAF Lt.G Deathnut 03:36, 25 Jan 2006 (GMT)
  10. Kill Finding new ways to do old things is bad. Syringes are an exception because of their low odds, and because everything else in NT buildings is useless after you find it once. --Signal9 03:19, 25 Jan 2006 (GMT)
  11. Kill - Everyone else has already pointed out all of my objections. Bentley Foss 04:35, 25 Jan 2006 (GMT)
  12. Killl - We knew this was inevitable after NecroNet. Just sit back and enjoy the endless flood of these --Jak Rhee 06:05, 25 Jan 2006 (GMT)
  13. Killl - Just like Jaks extra "l", we don't need it. -- Nicks 19:08, 25 Jan 2006 (GMT)
  14. Killl -While we don't need them, extra l's are fun, this suggestions isn't--Vista 20:40, 25 Jan 2006 (GMT)
  15. Kill -Producing syringes is ok.Producing ammo is not. --Penance 22:06, 25 Jan 2006 (GMT)
  16. Kill No way, if you just get all the skills related to a mall, then finding ammo is easy, duh --Broton 21:55, 26 Jan 2006 (GMT)
    Keep I honeslty think this is a good idea. It is original, funny, and makes alot of sense. Actually, the real reason i vote keep is , and maybe its just my computer, but i have searched a mall several times, using all 50 ap, and only finding one pistol clip (usually none, and this happens all the time.) I can never find ammo, and all i find i PD's is flak jaks. Sorry guys, but this is a good idea.--Poopman9 - No timestamp - Velkrin 18:24, 24 May 2006 (BST)
    Kill There is no need for this, there are three different locations to find ammo, and PDs are all over the place. NOT NEEDED. lordofnightmares - No timestamp. - Velkrin 17:16, 23 May 2006 (BST)
    • Final Tally - 0 Keep, 16 Kill, 0 Spam - 18:24, 24 May 2006 (BST)