Suggestions/27th-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.
Scent Trail Tweak
Author removed at 21:18, 27 October 2006 (BST)
On/Off switch for Radio's
Timestamp: | Canuhearmenow Hunt! 00:27, 27 October 2006 (BST) |
Type: | Item Tweak. |
Scope: | simple, helps decrease spam. |
Description: | When you click on a hand-held radio it would have the new option to turn off (Or on) This would work with Zombies with MoL. This is a simple improvement, if you start getting spam, that is. |
Keep Votes
- Keep - Author Vote, why didn't anyone think of this?--Canuhearmenow Hunt! 00:27, 27 October 2006 (BST)
- Keep - It should satisfy the "ZOMG RADIOZ IS T3H SPAM" people.--Labine50 MHG|MEMS 00:37, 27 October 2006 (BST)
- Keep - Yes, good one. --IrradiatedCorpse 00:39, 27 October 2006 (BST)
- Keep - Sure, sounds good to me. A zombie with memories of life would be smart enough to clumsily flick an on/off switch. --Reaper with no name 00:53, 27 October 2006 (BST)
- Keep - Zambah zmazh nahz bahz! *bam bam bam deeoooooo-pop* --Gene Splicer 01:07, 27 October 2006 (BST)
- Keep - Don't see any reason why not. I assume switching on or off would be a 1AP action? (Whoops, forgot to sign) --Rgon 01:48, 27 October 2006 (BST)
- Keep Why not? --Jon Pyre 01:42, 27 October 2006 (BST)
- Keep - Cutting down on radio spam is good. --GhostStalker 04:33, 27 October 2006 (BST)
- Meh, okay I guess. I mean if you don't want the radio spam, don't pick up a radio.--Pesatyel 05:01, 27 October 2006 (BST)
- Keep - This is that anoyying guy on the radio, just letting you know that Malton has been closed because of Zeds. Ha Ha! Get it? See, cause it's a zombie surivival game? Whatever, because I can keep on spaming this radio until I run our of Ap. Merry Christmas Merry... --Officer Johnieo 05:14, 27 October 2006 (BST)
- Keep I gives me pleasure to fiddle with these buttons. MrAushvitz 05:50, 27 October 2006 (BST)
- Keep - Yeh, its all good.--Mr yawn 08:02, 27 October 2006 (BST)
- Keep Because I've never seen a Radio without one....Conndrakamod T CFT 08:24, 27 October 2006 (BST)
- What they said --Funt Solo 08:28, 27 October 2006 (BST)
- Keep - I thought this would be a dupe because of all the spam issues etc. it would have already been proposed. I tend to remember reading one to turn off the transmitter but this is much better :) --MarieThe Grove 11:17, 27 October 2006 (BST)
- Keep - But just one question, your honor. Why do this when you can just dump the radio and avoid it like the plague? Ah, well... satisfies me. --Sekoku 14:36, 27 October 2006 (BST)
- Keep - Although I really havn't existed long enough to use one- the idea sounds lovely- "off" so your not spammed and only listen when you can do something about attacks or with your buddies. Why drop something so useful!?? --Devil Lady 18:05, 27 October 2006 (BST)
- Keep - But only if it works like dropping an item (i.e., uses no AP). -- Atticus Rex AMP ' T 19:11, 27 October 2006 (BST)
- Keep - Hopefully this could be applied to generators too. --Arnesio 22:47, 27 October 2006 (BST)
- Keep - So obvious I wonder why nobody's suggested it before.--J Muller 01:51, 28 October 2006 (BST)
- Keep - Would be a welcomed addition. --Winnan 03:53, 28 October 2006 (BST)
- Keep - although has anyone ever thought of starting a channel of silence that you could tune it to so as to avoid spam? --Kaminobob 05:40, 28 October 2006 (BST)
- ZOMG RADIOZ IS T3H SPAM - It is.--Thari TжFedCom is BFI! 06:44, 28 October 2006 (BST)
- Keep While I personally wouldn't use this feature much, I can really understand why some others could use it. --MorthBabid 20:35, 3 November 2006 (UTC)
- Keep This is especially useful for zeds since we can't change the channel and we may be in a radically different suburb than the source of the transmissions. Carl Panzram 01:20, 5 November 2006 (UTC)
Kill Votes
Against Votes here
Spam/Dupe Votes
Insert spam/dupe votes here
Light Sensitivity v 2.0
Timestamp: | Jon Pyre 01:46, 27 October 2006 (BST) |
Type: | Skill |
Scope: | Zombie |
Description: | The zombie eye's have become more sensitive to illumination. They can now tell if adjacent buildings are lit by a generator. This could be accomplished by marking the building name with an asterisk or some other symbol.
This would be a cross-over skill. |
Keep Votes
- Keep Author vote. Simplest skill ever but useful for both zombies looking for targets and survivors looking for shelter. Thank you for your comments everyone who voted on the last version! --Jon Pyre 01:46, 27 October 2006 (BST)
- Keep - Why Not?--Canuhearmenow Hunt! 02:11, 27 October 2006 (BST)
- Keep - I liked your earlier mechanics and a radius slightly larger than this, but I'll take it as is. For the record, if someone asks "Why Not?", I ask "Why?" --Burgan 02:49, 27 October 2006 (BST)
- Keep - Very good, I like it. --Rgon 03:03, 27 October 2006 (BST)
- Keep - I like this version better. Would this be under something like Memories of Life or Lurching Gait, or will it be a stand-alone skill? --IrradiatedCorpse 03:23, 27 October 2006 (BST)
- Re Hmm...the only skill tree that involves sensing things is all scent for zombies. This should probably be a stand alone skill. Maybe even the beginning of a skill tree that involves vision. --Jon Pyre 03:59, 27 October 2006 (BST)
- Not to be nitpicky, but aren't yous supposed to REMOVE the previous version before submitting a revision? Also, what about putting this under MoL?--Pesatyel 05:02, 27 October 2006 (BST)
- Re Yes...if this was a revision. Which it is. But it's also my suggestion for a seperate day. And quite radically different. And I'd like to see how voting goes on both suggestions. While it'd be fine under MoL those skills usually deal with communication. It realy doesn't fall under any of the current categories. I suppose MoL or leaving it a stand-alone would be the best bet. --Jon Pyre 05:47, 27 October 2006 (BST)
- Keep Nothing to bitch about, saves zombies AP walking all over the damn place looking for a place to hit. We have to be fair. MrAushvitz 05:51, 27 October 2006 (BST)
- Keep - Good enough for me.--Mr yawn 08:03, 27 October 2006 (BST)
- Keep - Good enough. --Pinpoint 08:33, 27 October 2006 (BST)
- keep - It would help me tell which buildings not to sleep in as a survivor. The Mad Axeman 10:14, 27 October 2006 (BST)
- KEEP - This is great :) I think it would be better as a line around the block name- like a square sort of thing so it wouldn't get similar to the other scent skill for survivors with less than 25hp. Like the cross over skill bit too :-) --MarieThe Grove 11:20, 27 October 2006 (BST)
- Re Not a bad idea, possibly a yellow box or something bright and light-like. --Jon Pyre 12:03, 27 October 2006 (BST)
- Keep - As Marie. Is about time there were zombie-> human crossover skills --Gene Splicer 11:41, 27 October 2006 (BST) Also, when the firefox extension people get ahold of this, there'll be a whole rake of little lighted graphics added to the map window --Gene Splicer 12:22, 27 October 2006 (BST)
- Keep - I still think survivors should have this as an innate ability, but still good enough for a keep. --Reaper with no name 14:12, 27 October 2006 (BST)
- It's in PR as a location change but I'd rather it was a skill. It being a zombie skill with crossover is even better. --ExplodingFerret 14:52, 27 October 2006 (BST)
- Keep - I disagree with the users who believe this gives zombies a huge advantage, especially with so many groups going with a distributed defense plan . . . lights on doesn't necessarily mean dinnertime anymore. -- Atticus Rex AMP ' T 19:14, 27 October 2006 (BST)
- Much better, thank you. The last version was... let's not go there. Much better. -Mark Edit: Make it so survivors can see them without the skill. It would actually help tell newbies to avoid the building, because generally lit buildings are barricaded beyond entry. -Mark 21:50, 27 October 2006 (BST)
- Keep - Does this cross over to Survivors? --Officer Johnieo 00:36, 28 October 2006 (BST)
- Keep - This one is much better. It only makes sense for zeds to be attracted, insect-like, to nearby lights. It also saves time wandering around looking for an inhabited building.--J Muller 01:53, 28 October 2006 (BST)
- Keep - I agree with reaper, but for a zombie skill, this makes lots of sense. --GhostStalker 04:22, 28 October 2006 (BST)
Kill Votes
- Kill - I see no reason why survivors can't see adjacent lit buildings as well, and I see no reason for a skill requirement. Just make it an interface change for everyone. --Funt Solo 08:26, 27 October 2006 (BST)
- Re I prefer giving few things away and having more skills for people to work towards.--Jon Pyre 12:04, 27 October 2006 (BST)
- Re - Looks like I wasn't the first person to think of that idea: Lit Buildings Visible From Distance --Funt Solo 12:31, 27 October 2006 (BST)
- Re I prefer giving few things away and having more skills for people to work towards.--Jon Pyre 12:04, 27 October 2006 (BST)
- Kill I say kill. Not only would this give a HUGE advantage (lights are on- SOMEBODY's HOME) to the undead- but as far as I know Living can't even see the lights. Just more junk added to the simple format IMO. To make zombies buy the skill and only have survivors use it "naturally" is silly too, waste of EXP to buy it. The only movie scenes coming close to this is when zeds get distracted by fireworks- flashy lights in sky. Maybe its color, or the flash but they do, your tryin to make the dead more "intelligent" and there already controlled by humans and have stratagy plans and battle tactics, just how powerful do you want zeds to be? --Devil Lady 18:09, 27 October 2006 (BST)
- Kill - Because Kevan obviously saw this and added it already for humans and survivors, by highlighting powered building's names. Even did it so the colorblind can spot the difference. :) --MorthBabid 20:37, 3 November 2006 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Motorcycles
Mod Spaminated because it violated the suggestion do nots like no other.--Gage 08:17, 27 October 2006 (BST)
City Hall
Timestamp: | GhostStalker 18:13, 27 October 2006 (BST) |
Type: | new building |
Scope: | everyone |
Description: | Really, what kind of city this big (Malton's active population was around 40k at last count according to the Stats Page) doesnt have a City Hall? I'm suggesting that a new unique 4 block building be added to one of the central suburbs (Mockridge Heights looks like a good one) called City Hall. Its external description would be "...a large white brick building with steps leading to an entrance flanked by marble columns." Its internal description would be "...a framed picture of Mayor Kevan hanging behind a large desk." or "...a large central rotuna dominating the center of the building."
Inside this building, one would be able to find Newspapers and Books at 10% each (as the mayor and his aides need to stay informed). Also, Portable Generators could be found with a 5% probability (as City Hall would be an important place to keep powered), along with Radios and Radio Transmitters also at 5% each (once again, being informed and being able to get word out to the public). The following 3 items are negotiable: First Aid Kits at 3% each (just in case a functionary gets minorly injured), along with Pistols at 2% and Pistol Clips at 3% (for the Mayor's security detail, as guards toting shotguns would seem out of place). Survivors would want to hold this building, a symbol of authority, to maybe boost morale of other survivors, or as a staging point to invade the Zack controlled city center. Zombies would want this building to symbolize how the survivors in Malton hold no more authority, as the fall of City Hall would be a great propaganda piece and to secure their stranglehold in Central Malton. So, what do you guys think? |
Keep Votes
- I'm definitely voting for my own suggestion... --GhostStalker 18:13, 27 October 2006 (BST)
- Keep - Well Iam for the idea- but the % seem a little high- it would be TOO big of a target for everyone- zeds to prevent living from gettin resupplied and survivors to use as a stronghold and get LOTs of supplies- its like a mall but only smaller.. as for the gen- 2% would be plenty if you assume 5% is 1 in 20 tries- you'd be givin out at least 2 gens for every 50 AP person (I know the game doesn't quite work like that, but for stat reasons) so like 2% max on things like that or maybe a "so slim its like 1/day" (even city hall wouldn't have more then 1 generator, thats just silly in real life thinking) --Devil Lady 18:25, 27 October 2006 (BST)
- Even with a high generator find rate, they are useless without Fuel Cans. Nonetheless, I understand why you would say that, so I guess I'll lower it to 3% or so. --GhostStalker 18:35, 27 October 2006 (BST)
- Details, Details - so what? I loves the flavour. --Funt Solo 18:38, 27 October 2006 (BST)
- Keep with revisions - Drop the search rates severely. The last thing this game needs is another Caiger or Treweeke to be seiged for weeks on end. Make it a building used for mostly flavor, and you've got my vote.Blue Command Vic CRG DvB 18:39, 27 October 2006 (BST)
- Mayor Kevan To the Batcave! My god, it's funny noone thought about that.. maybe next we can have a courthouse or two.. all good. MrAushvitz 19:07, 27 October 2006 (BST)
- Keep - A City Hall would be a great adition to the game. I'm sure theres a couple blocks nobody's using...--Labine50 MHG|MEMS 19:12, 27 October 2006 (BST)
- Keep - Though like many before, I don't necessarily agree with the search rates and items the suggestor, um, suggested. A couple of new useful items might be nice (I know, wish in one hand). Also, please God no courthouses . . . I spend enough time in them IRL. -- Atticus Rex AMP ' T 19:17, 27 October 2006 (BST)
- Keep - Would be nice to have a city hall. A symbol of authority in survivor culture and what not. Which makes me think it'd be great to put it in Ridleybank, or some other suburb with a heavy zombie population. --Rgon 20:02, 27 October 2006 (BST)
- Keep - Yeh, i like this idea. It adds nice flavour. But i disagree with those hoping to put it in a zombie-controlled suburb.--Mr yawn 20:53, 27 October 2006 (BST)
- Sounds good to me. -Mark 21:51, 27 October 2006 (BST)
- Damn Government! - Stupid mayor, he raised my taxes! --Officer Johnieo 00:34, 28 October 2006 (BST)
- Keep - Excellent...--J Muller 01:56, 28 October 2006 (BST)
- Hail to the chief! - an EXTREMELY large pcture of mayor Kevan, i trust? --Kaminobob 05:24, 28 October 2006 (BST)
Kill Votes
Against Votes here
- Close to being a keep. Just a few changes need to be made. The FAKs don't really make much sense there. Add some mobile phones (a place like that which used to have so many busy people would be bound to have some). Finally, drop the percentages for the generators slightly. --Reaper with no name 19:25, 27 October 2006 (BST)
- Yea, I know I have to tweak the search rates a bit. And I forgot to add Mobile Phones when I wrote this suggestion and didnt want to take it down for revision. --GhostStalker 04:16, 28 October 2006 (BST)
- Kill - The game needs to have some changes implemented to prevent humans from defense-zerging. After that happens, I'm all in favor of this idea... but until then, this just sounds like another Caiger Mall in the making. DeathToSpam 15:35, 28 October 2006 (BST)
- Kill - I don't see why holding a City Hall is any different from holding a mall. MTSkull 20:29, 28 October 2006 (BST)
- Kill - We already have malls as symbols of authority. No need to add another building serving the same purpose. UDvanger 23:50, 28 October 2006 (BST)
- Kill - Humans don't need another Caiger. Let's keep the atmosphere of the game in perspective. These are supposed to be bleak times, not one where all survivors can pack themselves inside massive, over-barricaded keeps and sit complacently. This change would further reduce the worth and effectiveness of surrounding buildings in suburbs. Bounty838 14:42, 29 October 2006 (UTC)
- Kill - This would basically just create another mall. --Mikkle 07:24, 31 October 2006 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here
Get A Job! (Add Profession Description)
Dupe of a suggestion still under voting, with 4 Dupe votes. --Funt Solo 20:59, 27 October 2006 (BST)
MOTORBIKE!!!1!!1!
Spaminated with 7/10 Spam votes if you count the mental spam I gave it.--Gage 01:45, 28 October 2006 (BST)
Revised Scent Trail Tweak
Timestamp: | Labine50 MHG|MEMS 21:17, 27 October 2006 (BST) |
Type: | Skill Change |
Scope: | Zombies |
Description: | Ok, I've done a bit of revising, and here's the FINAL version (I'm not going through the hell I went through with power stations...) I find it a bit un-likely that when a zombie loses a scent, it's like, gone. Poof. Dis-apeared. When a survivor that recently interacted with a zombie decides it would be better to get the heck out of dodge the zombie would see the general direction that the survivor headed in. If the survivor headed north, and then out of the 10 block area, You would get the message: "You get a cold trail leading North" I hope you like this version better than the previous one... |
Keep Votes
- Author Keep - Hope y'all like it.--Labine50 MHG|MEMS 21:17, 27 October 2006 (BST)
- Keep Doesn't bother me, underused skill as it is. MrAushvitz 22:58, 27 October 2006 (BST)
- Keep - forget the logistics of how - this is a good idea. --Funt Solo 10:17, 28 October 2006 (BST)
- Keep - Yes, this version works -- thank you for the changes. Uninformed kill voters probably need to review Scent Trail's workings. You can lose a trail for two reasons: distance and death. This only tweaks the first. --IrradiatedCorpse 15:46, 28 October 2006 (BST)
Kill Votes
- Kill - sorry, but I have a hard time believing that a zombie is going to take a trip out of the suburb to find a survivor that he injured. A useless tweak, if you don't mind my saying so. Blue Command Vic CRG DvB 21:23, 27 October 2006 (BST)
- Kill - Is this really needed? The survivor could've gone anywhere in the said direction so this is pretty pointless. Just leads zeds through wild goose chases.--Mr yawn 21:43, 27 October 2006 (BST)
- Kill - But at least the system works! --Officer Johnieo 00:40, 28 October 2006 (BST)
- Kill Zombies only lose the message if they're killed. It makes it possible to interact with zombies, just be sure to kill them if you do. Changing that removes a thing that's nicely balanced. --Jon Pyre 08:00, 28 October 2006 (BST)
- Kill This tweak is useless. It's just changing the message. Carl Panzram 01:23, 5 November 2006 (UTC)
Spam/Dupe Votes
Spam/Dupe Votes here