Suggestions/26th-Oct-2006
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- 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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- 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.
Air Raids!!!
Spaminated with 7/8 Spam votes. --Funt Solo 08:23, 26 October 2006 (BST)
Random Event Suggestion!
deleted by author after he realized it was pretty stupid. author promises not to make suggestions without having slept in the last 24 hours anymore. finally, he apologizes for wasting your valuable time.
- --Kaminobob 09:33, 26 October 2006 (BST)
Light Sensitivity
Timestamp: | Jon Pyre 10:07, 26 October 2006 (BST) |
Type: | Skill |
Scope: | Zombie |
Description: | This is a simple skill. The zombie's eyes have grown more receptive. It can now discern lit buildings from a distance, but due to decay can't focus well enough to tell more than from what direction the light is coming from. The direction towards the closest lit building will be marked with an asterisk in the upper left hand corner of that location square of the 3x3 map.
So if the nearest lit building was five spaces to the North-West, and the building 1 space to the north-west from you was "Mayberry Fire Station", the upper left corner of that square would have an asterisk. It wouldn't tell you how far, it'd just indicate that going NW will get you to a powered building faster than any other direction. It'd show the same thing if the fire station itself was the closest one. If the building can't be reached by going straight in any of the directions on the map, for instance if it was 3E 1N, it'd just mark East until you went two spaces, and then it'd mark North-East. If you're standing in front of a lit building then your current square would be marked as the closest one. This ability does not work indoors, except in tall buildings. This would be a cross-over skill. While primarily useful for finding targets I imagine it'd also help survivors find shelter. This is not redundant with feeding groan as it provides tactical information feeding groan does not, and can be useful if there are no recent groans, or if you are entering a new area and have not yet heard groans, or if you're just curious where the nearest bastion of light and civilization is.
|
Keep Votes
- Keep Author vote. I think that limiting indoor usage of the skill to tall buildings is a nice touch of flavour. --Jon Pyre 10:07, 26 October 2006 (BST)
- Cool Keep Zombies are usually stuck outdoors, this could save them AP wandering around looking for a decent target building. A very reasonable skill since survivors now get a generator buff to search rates. Can't bitch about it being X-ray because you aren't seeing into or out of a building.. just seeing something outside in the distance (have to buy a skill for it.) Quite fair, quite.. MrAushvitz 13:30, 26 October 2006 (BST)
- Keep as Gene Splicer--John Blast 20:13, 26 October 2006 (BST)
Kill Votes
- Kill - X-Ray Vision of a different type. How could I see a non-tall building behind a tall building? With a radius of 1-square, I'd go for this - asterisk if an adjacent building is lit. Otherwise - this is overpowered / illogical. --Funt Solo 12:09, 26 October 2006 (BST)
- Re I'm not making any assumptions about how the streets in Malton are laid out, or how well different buildings block each other. As a city dweller I can tell you it's possible to see glimpses of buildings through alleys, or even light shining onto the road. That'd especially apply to Malton considering it seems more town-like than many cities, with fewer tall buildings to block the shorter ones.--Jon Pyre 18:14, 26 October 2006 (BST)
- Re I live in a city as well, and it's just as possible not to see entire areas of the city. Under your suggestion, it would be possible to see a lit building 100 blocks away in broad daylight. That's just a bit too silly / overpowered for me. --Funt Solo 18:42, 26 October 2006 (BST)
- Re I'm not making any assumptions about how the streets in Malton are laid out, or how well different buildings block each other. As a city dweller I can tell you it's possible to see glimpses of buildings through alleys, or even light shining onto the road. That'd especially apply to Malton considering it seems more town-like than many cities, with fewer tall buildings to block the shorter ones.--Jon Pyre 18:14, 26 October 2006 (BST)
- Kill, as with funt, only apply to adjacent buildings. _-BBM 12:19, 26 October 2006 (BST)
- THe last two kill voters took the words out of my mouth. --Axe Hack 13:41, 26 October 2006 (BST)
- And then chewed on them. Ditto! --ExplodingFerret 16:13, 26 October 2006 (BST)
- Small Changes Needed - As others have pointed out, this skill should only work on adjacent squares, because it would be pretty ridiculous if a zombie could see the lights of a pub from behind a tower. Also, this would solve another problem that the skill has in it's current state: the possibility of being an equal distance from two or more lighted buildings. The suggestion in it's current state does not say what would happen in that situation. But the fix proposed would potentially allow for multiple asterisks on the map at once. One other thing I would change about this skill is that it shouldn't be a crossover skill. Rather, survivors should have this as an innate ability (their eyes aren't rotted or anything like the zombies', and it should be a simple matter for a person to see the lights from a nearby building). --Reaper with no name 16:33, 26 October 2006 (BST)
- Re In the case of a tie each tied direction would be marked. --Jon Pyre 18:07, 26 October 2006 (BST)
- Keep - As Reaper and Funt. But more "I would like this if..." and less "I would tolerate it if..." --Gene Splicer 17:59, 26 October 2006 (BST)
- Change just a bit - Give it a range of say, 10 squares. --Pinpoint 20:57, 26 October 2006 (BST)
- Kill - I'd knock the range down to 3 squares in any given direction. I think it's plausible to get a hint of light three blocks away, given that there are no lights anywhere closer than that, and we've got zombie-vision going on. Perhaps it could cost 1AP to activate for balance/reduced server load?--Burgan
- Keep - As Funt and Reaper and all that.--Mr yawn 22:56, 26 October 2006 (BST)
- Kill - Like the others above, apply this skill to only adjacent structures. --IrradiatedCorpse 01:10, 27 October 2006 (BST)
- Kill - Decrease the radius and this would be much better. Even just marking the buildings with a light on would be fine (effectively a radius of one square). --Rgon 01:45, 27 October 2006 (BST)
- Kill - Even if you give it a radius, you just know it's going to get spaminated. --Officer Johnieo 03:17, 27 October 2006 (BST)
- Kill - A good idea, but with the recent addition of 'highlighted' buildings, I don't think zeds really need this at all. 'Feeding Groan' works well enough. --MorthBabid 20:33, 3 November 2006 (UTC)
Spam/Dupe Votes
Sat-Hack
Timestamp: | 12:53, 26 October 2006 (BST) |
Type: | Science Skill |
Scope: | NecroTech Skill Tree |
Description: | Military satelites keep a close eye on Malton, and experienced NecroTech scientists can hack into the data-stream to view the images. However, judging survivor and zombie numbers from satelite photographs isn't easy.
|
Keep Votes
- Keep I've always wanted to see a map which gave the zombie/survivor populations of all of malton (within some accuracy +/-.. this would be very cool. If implimented this skill could even be named Satelite Access MrAushvitz 13:32, 26 October 2006 (BST)
- Author - and please, don't listen to MrA - this is outdoor population only, and it's for a single suburb, not the whole of Malton. --Funt Solo 17:53, 26 October 2006 (BST)
- Re - A single suburb at a time, but it can be used to view all of Malton, correct?.--John Blast 20:25, 26 October 2006 (BST)
- Keep - I don't know how I missed it, considering how many times it is mentioned in the suggestion itself, but I somehow didn't notice that it doesn't apply to indoor populations. Hence, I'm changing my vote to keep. I apologize for not paying enough attention to what the suggestion actually said. --Reaper with no name 19:02, 26 October 2006 (BST)
- Keep - No reason why NT/Military wouldn't have a way to view Malton. It would only make sense.--John Blast 20:25, 26 October 2006 (BST)
Kill Votes
Against Votes here
Slight Revision Necessary - I like the idea, but there's one big problem with it: survivors spend almost all of their time indoors. How would a spy satelite be able to tell how many survivors there are in a suburb? For a spy satelite to be able to find anything other than how many players are outside (which would be pretty much just the zombie population) doesn't make much sense. The only way I can really see this making sense would be if you made the spy satelite detect things through infared or some other electromagnetic radiation other than visible light. This would explain it's ability to see players in buildings and explain the lack of accuracy (since those types of images can be hard to analyze). Make that slight flavor change and you'll get a keep from me. --Reaper with no name 16:54, 26 October 2006 (BST)- Re - I think both outdoor and indoor would be overpowered. --Funt Solo 17:52, 26 October 2006 (BST)
- 'It isn't that hard to make a side character with a few science skills A zerger's dream. This would lend itself to zerging since a player with a science character could spend 1 IP hit and 10 AP daily is a distant safehouse out of the Zerg Zone to scout for its characters elsewhere on the map. Necronet Access really is good enough. It's better for the AP value, gives DNA Extraction a purpose, and it doesn't lend itself to legal zerging. --Jon Pyre 18:22, 26 October 2006 (BST)
- Re - To one of your points, it could cost 10IP as well as 10AP. I'm pretty sure that's how the syringe manufacture works at the moment. --Funt Solo 18:40, 26 October 2006 (BST)
- I'm pretty sure this would be too much of a boon for zergers (and not greatly important for anyone else). Not really sure though, it's difficult to see exactly what effect this would have. --ExplodingFerret 20:50, 26 October 2006 (BST)
- Considering that this only looks at outside populations, and also considering that only suicidal survivors stay outside, this would be a huge buff for humans. Especially with the zerging issue. --Pinpoint 21:02, 26 October 2006 (BST)
- Kill - As above, besides. Its pretty much risk-free info which i don't like.--Mr yawn 22:58, 26 October 2006 (BST)
- Kill - I'm still not all that sure I like Necronet. I prefer that people have to hit the streets to get the info. --Rgon 01:42, 27 October 2006 (BST)
- Kill - Where's the excitement if you know roughly where everything is? MTSkull 20:26, 28 October 2006 (BST)
- Kill - this is NecroNET, not the Department of Defense. Pchem 02:28, 30 October 2006 (UTC)
- Kill - part of the appeal of the game is the uncertainty of what you will come across in any given place. --Mikkle 07:29, 31 October 2006 (UTC)
Spam/Dupe Votes
- Spam - All fear my death satelite of doom!! Realisticly, why would Necrotech have satelites that can be hacked via a generator. --Officer Johnieo 03:18, 27 October 2006 (BST)
- Re - Although this does seem a lost cause, I made a radio transmitter a prerequisite, CNR you naughty boy! --Funt Solo 08:22, 27 October 2006 (BST)
"Grave Born" Zombies
Mod Spaminated with 6 spam votes. Many voters were not happy with the fact that it allowed you to create 160 rotters a day, 90% of which would spawn on a cemetary (revive point).--Gage 06:46, 27 October 2006 (BST)
Wake the dead, take 2
Timestamp: | 16:36, 26 October 2006 (BST) |
Type: | New skill |
Scope: | Giving zombies more to do |
Description: | Similar to last time, but with a few changes to address the complaints about the original. As before this skill gives zombies the ability to invigorate their fallen companions by issuing a bloody thirsty scream that excites the undead. Fallen zombies instinctivly respound, raising to fight quicker than they might otherwise have done.
A zombie must already have feeding groan before they can purchase this skill. Each application coast 3 Ap's, and has a 50% chance to work. It can only be used in a square that has one or more corpses in it. If it does work, it lowers the cost to stand up by 3 AP's for one of the corpses. The invigorating zombie will also gain 2 experience points. Corpses are effected in the following order.
This ability has no effect on reviving corpses, nor on zombies with ankle grab who have not taken a headshot. Each corpse can only be invigorated once. If there are no corpses that can benefit from this ability, when a zombie attemps to invigorate them, they recieve a message saying "None of the fallen here will stir to your call." The Ap's spent are wasted, but the zombie knows to move on. Before anything else, this ability is designed to make zombies more fun to play, both at high and low level. Low level zombies are the ones most likely to benefit from this ability, reducing the fustration of losing a large chunk of the days AP to a headshot. High level zombies will also have a new way to gain experience, via strengthening the hoard by invigorating the fallen. This will give them something meaningful to do in the game apart from attack barricades or stalk the streets looking for survivors stranded outside. The amount of experience that can be gained this way is less than what a scientist with a DNA extractor can harvest. It cost more AP and only yields 2 points, rather than 4. Furthermore, this skill will not tip seiges in the favour of the undead. It costs the zombie using it at least as many AP as it saves the person standing up. Therefore the net AP available to the hoard will not increase. |
Keep Votes
- Keep - Lets see what people think of this verson. The Mad Axeman 16:36, 26 October 2006 (BST)
- Keep - I liked it before, but the changes are fantastic --Gene Splicer 17:21, 26 October 2006 (BST)
- Keep - As above. --Funt Solo 17:57, 26 October 2006 (BST)
- Keep - Much better. And no possbility for 0 AP stand-up costs. --Reaper with no name 19:22, 26 October 2006 (BST)
- Keep It makes a lot of sense, seeing as how humans can heal one another.. zombie group tactics are very limited. MrAushvitz 05:43, 27 October 2006 (BST)
Kill Votes
- Waste of good AP/Zerg This hurts zombiekind. A horde is better off when it's advanced members use their high attack rate on barricades to let the weaker ones in to attack survivors for xp. This would turn 50AP of barricaded busting power into 25AP of ineffectual misses. And it lends itself to zerging. A player with an alt zombie character nearby need never pay AP to stand up again.--Jon Pyre 18:30, 26 October 2006 (BST)
- Eurgh. Much better before, now it's useless. No-one's going to transfer AP to another zombie with 50% chance of loss AND the AP wasted if they didn't need it. The old suggestion was fine other than letting people stand up for 0 AP. I also suggested that you change it just to be whoever has the highest AP-to-stand-up cost at that time instead of the silly complicated order, which isn't the same at all no matter what you say. Demonstration: A non-AGer who got HS has a 15 AP penalty and a non-AGer with no HS costs
510 (thanks Gene Splicer) AP to stand up. If you used this skill successfully two times (which was possible in the original suggestion, which was great) on the former its cost will go down to 9AP. Under my scheme the next attempt will then go to the zombie with 10 AP, under yours it would stick with the same one. My scheme is simpler, less likely to need reprogramming in future and will make it a lot easier to see if it's worth continuing to apply the skill to bodies in that square. Now you can only do it once per body at random, this skill is laughable... I can't even imagine zergers bothering to try and use it. --ExplodingFerret 21:05, 26 October 2006 (BST)- Re - I'm afraid even the original never worked like that. It's always been one use per corpse. The Mad Axeman 10:10, 27 October 2006 (BST)
- Pointless - As Jon. What's the use of the skill if it doesn't actually give any benefit? In fact, it helps survivors. I decreases the overall AP of a horde. In other words, no smart person would ever use it. I guess that explains why certain people are voting keep on it, though. --Pinpoint 21:10, 26 October 2006 (BST)
- Kill - Maybe I misread the original, or maybe you just changed it in this revision, but a cost of 3AP for a benefit of 50%*3AP is a total waste. I would support this if it only cost 1AP. If a zombie is blowing their AP doing this, then they probably don't need the XP, but 2XP*50%/3AP is a pittance of compensation anyways.--Burgan 21:47, 26 October 2006 (BST)
- Kill - Still a waste. Pretty much as above.--Mr yawn 23:06, 26 October 2006 (BST)
- Re - Nowhere did I ever claim this skill would save zombies AP or make it easier to lay seige to buildings. This suggestion is here purely to keep long time zombie players in the game, by giving them something new to do. When a zombie player gets bored of attacking barricades they either idle out or get revived. With this suggestion in place they can remain as zombies and still have fun. Perhaps, once they've been invigorating for awhile, they will return to the war path. The Mad Axeman 10:10, 27 October 2006 (BST)
- Kill - The Zergers! There out there! Ahhhh!! --Officer Johnieo 00:42, 28 October 2006 (BST)
Spam/Dupe Votes
Power Network Monitoring Board
Editted to include a suggestion by Marie and my Re to Funt Solo in the text main body
Power Network Monitoring Board V1 and a little bit
Timestamp: | Gene Splicer 18:34, 26 October 2006 (BST) |
Type: | Usefulness |
Scope: | Power Stations |
Description: | While the power stations lack the fuel and manpower to actually power the city, some enterprising survivor has managed to rewire the supply/demand monitor boards to show power flowing into, as opposed to out of, the network.
Powered Power Stations gain a clickable button which, when clicked, gives you 10*10 square map. Each square represents a Malton suburb listing the number of lit buildings in that suburb (ala necronet). It also notes via an asterisk * if the Mobile Phone Tower is one of them. It costs 1AP to view. No skill is required, because it's just a big lit board on the wall. A Ransacked power station square needs to be repaired before this can work. For sake of easyness, each square of a power station is assumed to have its own board and run on its own generator (so a ransacked or powerless square will not affect the rest of the power station square's boards). Who was this mysterious survivor? Um... me. Gene Splicer did it. Yesterday. Je suis une electrical genius. No NPCs needed. Editted to include a suggestion by Marie and my Re to Funt Solo in the text main body.
|
Keep Votes
- Keep - I like this idea, saves AP which would normally be used running around checking buildings. The only thing this needs is more jiggawwatts. Blue Command Vic CRG 18:47, 26 October 2006 (BST)
- Changed - on the basis that the game could do with a shake up away from the Mall-centric meta-game, and this might leech some more of the population away from the central 'burbs. However, I'd prefer it if the information was presented as a percentage and was displayed as "today's readout" in the power station, to whoever was there, as long as it's powered. (In other words, the server would calculate the display once daily, not every time it got a request.) --Funt Solo 19:40, 26 October 2006 (BST)
- Re - The "Today's Readout" makes a lot of sense, I'll note it if this gets peer reviewed (used up my revise for today, and it appears I actually left that bit kind of vague). The percentage issue was brought up in the previous revision... I dislike it myself, but if enough people want it, I'll throw this back up with that included tommorrow. --Gene Splicer 19:52, 26 October 2006 (BST) Wait! I said "ala necronet". Since I am pretty sure that is how necronet works (updated once a day) I now claim I already thought of this and it is already in the suggestion. --Gene Splicer 20:04, 26 October 2006 (BST)
- Re - And I'm using my alloted re to say wtf? I assumed that NecroNet was a live readout. I feel cheated (and also cheap and soiled, but that's normal). --Funt Solo 20:30, 26 October 2006 (BST)
- Keep - I like this version too. --IrradiatedCorpse 20:41, 26 October 2006 (BST)
- Keep Fairly good idea. Would work well with those groups who RP as power contractors. AllStarZ 20:45, 26 October 2006 (BST)
- Seems alright. I personally wouldn't bother finding out this information for any of my characters, but I guess some people like to know this stuff. --ExplodingFerret 21:10, 26 October 2006 (BST)
- Keep - Cool. --Burgan 21:42, 26 October 2006 (BST)
- Keep - Nice idea, gives some usage for power stations.--Mr yawn 23:13, 26 October 2006 (BST)
- Keep - Great idea, And don't worry about "ZOMG POWUR CANT GO BACKWORDS LOLZ" Because (In Canada anyway) people with solar panels on thier houses have an option to feed power they aren't using back into the system to cut down thier bills, So we can be sure it isn't impossible.--Labine50 MHG|MEMS 23:44, 26 October 2006 (BST)
- Keep - Well done! I like it! - Nicks 01:17, 27 October 2006 (BST)
- Keep - I'm not thrilled to death about it or anything, but might be a kinda fun addition. --Rgon 01:26, 27 October 2006 (BST)
- Makes power stations more useful, so why not?--Pesatyel 04:54, 27 October 2006 (BST)
- Keep It's taking forever for any use of the power stations to become a reality. This one seems reasonable. MrAushvitz 05:46, 27 October 2006 (BST)
- Keep - Maybe if this suggestion passes it'll stop other people for suggesting stupid power station ideas. --Officer Johnieo 00:44, 28 October 2006 (BST)
- Keep - A good use for Power Stations. Not sure if this will be of any help, but its some good meta-data... --GhostStalker 23:30, 6 November 2006 (UTC)
Kill Votes
Sorry - This is the kind of meta-data I'd love to get my hands on (see my ill-advised Sat-Hack suggestion further up the page) but it's both illogical (within the given scenario) and it's going to make those power stations too elite. Every single player would want access to that info. - because lit buildings are either sanctuarys or targets. I just don't know... --Funt Solo 18:51, 26 October 2006 (BST)- Re - Your first point is not going to be swayed by my words at this stage, but I can address your second. Yes, people will want power station access for this... but otherwise, they are little more than understocked auto repair shops. In other words, there would be large (read: vulnerable) buildings which zombies have a reason to target and survivors have a reason to defend and, unlike malls, are not self sufficient. The results could be... interesting. And full of strategy --Gene Splicer 19:18, 26 October 2006 (BST) Also, the info would not be of huge daily interest to the average player, so you would not have everyone and his mother camping out there. Instead you would most likely have a representative or two from each major survivor group, some form of dedicated Power Station Defence Crew, and the occasional loner checking out the lay of the land before making a long trip--Gene Splicer 19:29, 26 October 2006 (BST)
- Re - Your first point is not going to be swayed by my words at this stage, but I can address your second. Yes, people will want power station access for this... but otherwise, they are little more than understocked auto repair shops. In other words, there would be large (read: vulnerable) buildings which zombies have a reason to target and survivors have a reason to defend and, unlike malls, are not self sufficient. The results could be... interesting. And full of strategy --Gene Splicer 19:18, 26 October 2006 (BST) Also, the info would not be of huge daily interest to the average player, so you would not have everyone and his mother camping out there. Instead you would most likely have a representative or two from each major survivor group, some form of dedicated Power Station Defence Crew, and the occasional loner checking out the lay of the land before making a long trip--Gene Splicer 19:29, 26 October 2006 (BST)
Spam/Dupe Votes
Blow the main engines!
Necrotech Hacking
Timestamp: | Basil 20:48, 26 October 2006 (BST) |
Type: | Skill. |
Scope: | Survivors |
Description: | When in a powered NecroTech building, a player with this skill can use their knowledge so far to hack into the NecroTech computer network and look at classified files. Depending on the importance of the files, success rates for certain files would vary.
These files could be as simple as "You crack an employee's password and uncover a file someone tried to delete in haste. It describes the process of tagging the undead, but it's from before the outbreak..." They could be as in-depth and revealing OR as mysterious and vague as Kevan decides. The files could also be more elaborate, either written by Kevan or others - this is something ONLY Kevan could decide, so let's leave that part up to him okay? You would have a small percentage chance of gaining 1 XP for low-level files, like reading a book. For more rare and harder to find/hack files, you would have an even smaller chance of gaining 2 XP. As you can see a lot is subject to the type of file, so it is impossible to come up with a list of numbers right now. This skill would be below all other NecroTech skills on the skill tree, since you would need a lot of experience with the company in order to hack their systems! A powered down building would not allow use of the hacking skill. |
Keep Votes
- Keeper It's mine why would I?? I am going to submit a SEPERATE "NecroTech IM system" suggestion on another day. Basil 20:48, 26 October 2006 (BST)
- Minty Fresh - I don't care if it's incomplete. ME like! --Officer Johnieo 00:45, 28 October 2006 (BST)
Kill Votes
- Pickled Onion - This is incomplete and has dodgy flavour. If this is a way of getting fan fiction into the game, then I'm against it. Some kind of in-game tactical relevance would improve this. --Funt Solo 20:53, 26 October 2006 (BST)
- But I addressed your first two points in the suggestion...? I am always open to improving! Basil 20:56, 26 October 2006 (BST)
- It sounds like it's trying to make the game into a dodgy cross between Uplink and Deus Ex, and I don't think that's a direction this game needs to go. It's all about the characters and the radio spam and occasionally even killing zombies and stuff. --ExplodingFerret 21:12, 26 October 2006 (BST)
- Incomplete - What are the percentages for that XP? For that matter, what's the percentage on cracking in the first place? --Pinpoint 21:17, 26 October 2006 (BST)
- Kill - More detail, as pinpoint.--Mr yawn 23:17, 26 October 2006 (BST)
- Wrong flavor - I HATE pickled onion! Urbandead is a bit more citrus/mint flavored. (Sorry I can't believe I forgot to sign)--Labine50 MHG|MEMS 00:21, 27 October 2006 (BST)
- In addition to what the others said, you might want to include an example of a file.--Pesatyel 04:56, 27 October 2006 (BST)
Spam/Dupe Votes
Spam/Dupe Votes here
NT Translator
Mod Spaminated with 5 Spam votes. Voters thought it was out of genre as well as pointless.--Gage 06:41, 27 October 2006 (BST)