Suggestions/28th-Jan-2007

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Sense Tremors

Pulled for revision. Some voters thought the skill's range was too great, and also wanted clarification on mechanics. --Jon Pyre 21:13, 28 January 2007 (UTC)


Zombie Socialization

Timestamp: Swiers X:00 17:07, 28 January 2007 (UTC)
Type: zombie skill
Scope: zombies with brain rot
Description: Zombies with brain rot spend prolonged periods among the dead. The rot in their brain, along with repeated jolts from injury and regeneration, alters the way they process olfactory and other information, allowing the formation of entirely new receptors and nervous structures. As a result, zombies with brain rot can buy this skill, which allows them to easily “socialize” with other zombies, having the ability to tell one zombie from another.

Zombies with the “zombie socialization” skill would recognize other zombies as easily as they recognize survivors. Scene descriptions, attack notifications, and all other instances where characters normally just see “a zombie” or “a group of zombies” would instead include the name(s) / profile link(s) of the zombie(s) present or performing actions, just as if the zombie(s) in question were survivors. Zombie names would be underlined or otherwise marked as different from survivor names, in order to avoid confusion. This skill would not “cross over”- if the zombie is revived (via the “Necronet Access” skill) they loose the benefit until dead again.

The idea behind this skill is to remove the (fairly major) social and tactical handicap that “zombie anominity” imposes on dedicated zombie players- hence, the skill has Brain Rot as a pre-requisite. While there is clearly the potential for survivors to use “spies” with this skill to bypass zombie anominity, the fact that those spys would have brain rot, and the benefit to the “dedicated” zombies, seems to more than offset this.

Edit- another benefit to this skill is it makes it much easier for zombies who have the skill to tell "real" zombies apart from survivors who are dead, and are either "spying" or are just looking for revives.

Keep Votes

  1. Keep I like it, well thought out and not Game Turning. Fairly in character. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 18:03, 28 January 2007 (UTC)
  2. Keep - I like it too. Career zombies should be able to finally tell zombies apart. I would suggest this skill be added one step higher up the brain rot tree, and have a minimum level requirement.--SporeSore 18:32, 28 January 2007 (UTC)
    What do you mean? Currently Brain Rot is a "root" skill, with no offshoots. This would be an offshoot from Brain Rot, but there's (currently) nothing else under Brain Rot to hang it from. And why add a level requirement to a skill few characters at any level would even qualify to buy? --Swiers X:00 21:13, 28 January 2007 (UTC) Interesting idea on having people buy a skill to be recognized. But I;d make that a SEPERATE skill, and not under brain rot, because many dedicated zombie players do not want to buy brain rot. Maybe the other skill could be called "zombie pheromones" or something... damn, now I have to consider pulling the submission. Suppose I can do that any time before two weeks. --Swiers X:00 03:06, 29 January 2007 (UTC)
    Your first sentence above is what I was trying to say. You are right about the level requirement, I suppose, since most players probably buy Brain Rot last. The next revision to this idea should be that each zombie must have the skill to recognise each other, so that a zombie can choose to remain anonymous.--SporeSore 22:46, 28 January 2007 (UTC)
  3. Keep Sounds good to me! --Karloth Vois RR 19:16, 28 January 2007 (UTC)
  4. Keep --Swiers X:00 20:57, 28 January 2007 (UTC)
  5. Keep - I sure like this suggestion. Makes perfect sense too. --Ducis DuxSlothTalk 23:53, 28 January 2007 (UTC)
  6. Actually, the flavour justification seems just a bit off...but if Ridleybank can have its own functioning little Zombie Utopia, then the zombies can see their own profiles. Could also be used for Zombie Spies, but to be fair, that would act as a counter-balance to make the suggestion a bit fair. I would rather enforce zombie Anomyimity by having Brain Rot prevent suriviors from gaining profiles via a DNA Scan, though.--ShadowScope 03:30, 29 January 2007 (UTC) EDIT: SporeSore's idea actually sounds much more better.--ShadowScope 03:31, 29 January 2007 (UTC)
  7. Keep - Interesting suggestion, I like how the Brain Rot requirement means that survivors can't use it without paying for it in the added hassle of getting themselves revived. I wonder how many zergs that were hiding behind zombie anonymity this will turn up though? -- boxy T L ZS Nuts2U DA 10:25, 29 January 2007 (UTC)
  8. Keep - Who started this whole "zombies are anonymous, even to other zombies" thing? It's ridiculous. If zombies are anonymous to survivors, then survivors should be anonymous to zombies (which actually makes more sense, considering zombies shouldn't care what their meal's name is). I mean, zombies have distinguishing physical features just like survivors do. Plus, they each have their own smell. For any two creatures (even among the same species), finding someone who had the exact same smell as you would be comparable to one of us seeing a person that looked like an exact mirror image of ourselves. And zombies have a much keener sense of smell than survivors do, so they should be able to distinguish one another simply based on that. --Reaper with no name TJ! 19:30, 29 January 2007 (UTC)
  9. Keep - What Reapy-boy said. --Cap'n Silly T/W/P/CAussieflag.JPG 01:12, 30 January 2007 (UTC)
  10. Keep - It's good, but get a better name, "Knowledge of the Mob" or something akin. Zombie Socialization brings up images of zombies death rattling above a couple beers in a bar. --DinkyDao 06:41, 12 February 2007 (UTC)

Kill Votes

  1. Kill - Not bad, but wouldn't this ruin zombie anonymity? What might be better would be to just have to zombie categories "a zombie/a group of zombies" an "a familar zombie/some familiar zombies."--Pesatyel 19:19, 28 January 2007 (UTC)
    See my above edit- currently, "anominity" protects dead survivors who want to act as spys, and can cause confusion- is a gathering of zombies a revive point, or a horde, or a mix of both? Without this skill, there is no in-game way to tell. --Swiers X:00 19:40, 28 January 2007 (UTC) No, its not "detect brain rot" - although you could view somebodies profile to see if they have it. What it DOES is remove anominity, but the point is, zombie anominity in its current form is very much open to survivor exploitation. This at least would give zombies a tool to stop those exploits. Survivors could use that tool, but not nearly as easily or widely. --Swiers X:00 03:02, 29 January 2007 (UTC)
    So, basically speaking, this is just "Detect Brain Rot" then?--Pesatyel 23:17, 28 January 2007 (UTC)
  2. Kill - Career zombies have their buddies added to contact list. This suggestion does not give zombies any advantage. --JohnRubin 19:28, 28 January 2007 (UTC)
    Career zombies may have thier buddies on their list (mine often doesn't, as he migrates from horde to horde) but they generally have to get those lists via metagmaing. This would make figuring out who is your buddy much easier. More important, it also makes it possible to tell who among the undead is NOT a buddy. --Swiers X:00 19:40, 28 January 2007 (UTC)
  3. Kill - Pesatyel's argument sums up what I wanted to say. --Wikidead 19:29, 28 January 2007 (UTC)
  4. I like it the way it is. Zombies are just zombies. I think that the mystery of the horde is an integral part of the game. --ExplodingFerret 21:10, 28 January 2007 (UTC)
  5. Kill -Zombies: Give me anonimity or give me death! I also consider allowing zombies to get one level higher than zombies, even if said skill would be useless for survivors, a bad idea. --AlexanderRM 6:50 PM, 28 January 2007 (EST)
  6. Kill - Bar one revision... you can see the identities of zombies who have also bought this skill. SO fi you want to stay "A Zombie" forever, away you go --Gene Splicer 11:28, 29 January 2007 (UTC)
  7. As all who killed. --Slice 'N' Dicin' Axe Hack 13:03, 29 January 2007 (UTC)
  8. kill - as above --Funt Solo Scotland flag.JPG 15:12, 29 January 2007 (UTC)
  9. Kill - This may go along the lines of Pseatyel's argument, but I think that zombies are just supposed to appear uniform. Whenever a zombie horde is shown in a movie, they all look the same and are indistinguishable unless two are compared in great depth. Hordes can be compared to a herd of cattle, they all look the same but if you concentrate on only a few members, their differences can be identified. --ZombieSlay3rSig.png 21:33, 29 January 2007 (UTC)
    That actually strengthens the case for this skill. Humans may see cattle that that way, but the cattle can tell who's who just fine. Zombie movies don't differentiate between zombies because they show them from the human viewpoint. When was the last time you saw a movie made by a zombie, or even from their viewpoint? --Swiers X:00 22:25, 29 January 2007 (UTC)
  10. Kill - Zombies with brainrot can't have a skill that allows them to perform tasks requiring higher brain functions (detecting those with brainrot) than those without rotted brains. --Aeneid 23:14, 29 January 2007 (UTC)
Being social doesn't require much higher brain function. Birds are highly social. The only reason zombies with rotted brains develop this skill if they really WANT to socialize with zombies. Folks without brain rot may be smarter, but they want to be revived and so they don't bother socializing with the dead. --Swiers X:00 03:41, 2 February 2007 (UTC)

Spam/Dupe Votes
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Turn off the Light! (Generator Switch)

With seven dupe votes and no non-author keeps, this suggestion was found to be a dupe of this peer rejected suggestion, among others. --ExplodingFerret 20:07, 29 January 2007 (UTC)


Sense Tremors (Revised)

Timestamp: Jon Pyre 07:56, 28 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: Vibrations travel great distances underground. Take for instance native american hunters that could tell the distance and direction to a herd of animals just by pressing their ear to the ground. Or the almost subsonic rumbling that can precede a train's arrival. Zombies, who seem to have their senses enhanced, could use a skill taking advantage of this phenomenon.

The skill Sense Tremors would grant zombies this ability, giving them a button that when pressed would use 1AP and give them directions to the nearest powered generator. It would only give the nearest one. The loud rumbling can carry great distances, giving directions up to 5 spaces away if nothing is closer.

The message would appear like so: "You hear a rumbling from 3n 2w". If there is no one closest generator, with several at equal distances away it would only give you a random one of them.

There's a catch to this ability though: it only works when the zombie is dead, sprawled out with their head on the ground from being killed. This is meant to balance the skill and prevent every zombie nearby from converging on a generator. The button would not exist when standing. This would serve as a sort of guide and frustration reducer for slain zombies. Headshot? Don't know where to bash barricades? Killed by zombies? Not sure where to find humans to revive you? Use "Sense Tremors" and it'll give you a populated target. Or at least a powered one, but that's almost one and the same.

A zombie would not always want to use this skill, if they're in a neighborhood where finding a lit building is easy. In some areas it is not and this would be useful for then.

Keep Votes

  1. Keep Provides useful information in a balanced, logical, and interesting way. Note that the range has been reduced since the original suggestion. --Jon Pyre 22:26, 28 January 2007 (UTC)
  2. Keep - Zombies can hear feeding groans while dead, why not another noise? It is not a headshot nerf since the zombie must stand up afterwards to do anything else. The only loophole to be filled is that the game must flag whether a dead prone zombie has used the skill to prevent multiple usage before the zombie stands up.--SporeSore 22:43, 28 January 2007 (UTC)
    • Re There's no real reason to prevent the zombie from using it multiple times. If they want to waste additional AP getting the same message or one just as good that's their choice. --Jon Pyre 23:46, 28 January 2007 (UTC)
    Imagine people having a lot of dead zombies laying about, using 1AP to determine where the nearest generator is, and never standing up. That is why I suggested single usage per death.--SporeSore 17:37, 29 January 2007 (UTC)
  3. Keep - 5 squares... much better. --Ducis DuxSlothTalk 23:56, 28 January 2007 (UTC)
  4. Keep - Utility. I like. --Karloth Vois RR 00:25, 29 January 2007 (UTC)
  5. Keep - And once again, I'm still in favor of this suggestion. As is. All it does is give a fallen zombie a little piece of information right before it stands up. Not overpowering, sometimes useful, and please everyone stop bitching that they're getting an action while dead. They're not really dead... just resting. --Uncle Bill 02:52, 29 January 2007 (UTC)
  6. Keep - It wouldn't be the first time that something was introduced after the fact that made something else not be as effective. Increasing revive costs made Lab Experience less useful, but few call it a nerf these days. Why should headshot be immune to this sort of thing? The skill makes enough sense to work in the game, adds some much-needed variety and fun to the zombie experience, increases zombie coordination (personally, I would prefer if Kevan just made individual zombies more powerful, but a lot of people seem to like the idea of further zombie coordination), and discourages trench-coating (will you really want to kill zeds unnecessarily if it means they might find your safehouse?). --Reaper with no name TJ! 19:46, 29 January 2007 (UTC)

Kill Votes

  1. In the situations where zombies would need this (i.e. a horde in a mostly zombie-controlled suburb), it's way overpowered and magical. In any other situation, it's a useless novelty with tenuous reasons for its functionality and limits. Basically, it's a fundamentally unbalanced and uninteresting suggestion, which no end of revision will fix. --ExplodingFerret 22:13, 28 January 2007 (UTC)
    • Re In a zombie controlled suburb zombies die less frequently, preventing most from using it there and preventing it from being overpowered. In human controlled suburbs zombies will not need it because generators will always be visible. This would be most useful and usable in the middle ground, contested suburbs where zombies and survivors are neck in neck, where zombies getting headshot is common but generators are scarce. This prevents it from being either overpowered or useless. --Jon Pyre 22:26, 28 January 2007 (UTC)
  2. Kill - I don't think that dead zombies should be allowed to take any actions until they first spend the AP to stand up. Otherwise, you're introducing a precedent for nerfing headshot. --Funt Solo Scotland flag.JPG 22:31, 28 January 2007 (UTC)
    • Re It doesn't nerf headshot, or dying in general, because the zombie must still pay 6AP to be able to actually act on this information. --Jon Pyre 23:47, 28 January 2007 (UTC)
    • Re But it does allow an immune radar system. For reward there should be risk. --Funt Solo Scotland flag.JPG 23:58, 28 January 2007 (UTC)
  3. Doesn't change what I said last time. The ONLY way this would work is if the 9 squares of the character's map have no generators and it really isn't THAT hard to walk a space or two and check. Plus the "closest one" what if there are as many as nine'? Do you get them ALL or is it just randomly pick one? I agree with Funt and, I might add, there is a difference between "just laying there" and "actively listening to the ground." The Native American hunter doesn't just lay down, he actively listens and deals with terrain and such. Besides, I REALLY don't understand how this is any better than WALKING around.--Pesatyel 23:24, 28 January 2007 (UTC)
    • Re One of the changes in this version is that I added that if there are multiple generators that qualify it just gives a random one. It's in the third paragraph. --Jon Pyre 00:41, 29 January 2007 (UTC)
    My mistake. What about the REST of the suggestions problems? Actually, you might do better if you changed the range. Instead of "within 5 or within 10 (from the last version)" make it 3-8 or something.--Pesatyel 02:20, 29 January 2007 (UTC)
  4. Kill - Dead bodies shouldn't do things (other than stand up). --Wikidead 02:22, 29 January 2007 (UTC)
  5. Kill - As Wikidead -- boxy T L ZS Nuts2U DA 10:16, 29 January 2007 (UTC)
  6. Read above votes. --Slice 'N' Dicin' Axe Hack 13:35, 29 January 2007 (UTC)
  7. Kill - NO!!!!! MAKES NO SENSE!!!! NO WAY!!!! -Downinflames 06:00, 4 February 2007 (UTC)

Spam/Dupe Votes
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Radio Engineer v3

Timestamp: Leeksoup 21:51, 28 January 2007 (UTC)
Type: Radio change
Scope: Radios
Description: This is the second revision of a suggestion I made earlier, named Radio Engineer. All the new additions/changes are in Bold.

Radios are great tools right now, they let groups of people communicate over long distances sans outside boards. Still, they remain almost useless if making local announcements or cries for help.

What I propose is a new subskill under Radio Operation, Radio Engineer (or some other better name). This would allow you, for 15 AP and 15 IP hits,to rewire a radio transmitter to broadcast on all frequencies a message. This message would only reach people in a 5 block radius from you. For 15 AP, you are supposed to have rewired the transmitter and broadcasted your message. The recieved message would be distinguished from regular radio message by the phrase "A loud burst of static cuts through the noise on your radio, followed by the message: (text)"

This was misinterpreted last time around, due to an oversight on my part: It takes 15 AP+IP to set the thing up, and another 10 AP+IP to actually *use* it. This is rationalized by the fact that whoever set it up did a crappy job, so it needs some repairs.

In order to rewire the transmitter, you need Wirecutters. They would not be used up. I am tempted to make the Transmitter you rewired to be broken, but that has a high possibility of grief- both spam and RK'ing. Instead, I think using up a Handheld Radio in rewiring it would be better. To justify this, however, this rewired transmitter lasts randomly between 2-5 uses. It would show up in the room description differently, and there would be two kinds of Broadcast text boxes: The normal one, and the boosted one. Only people who have the Radio Engineer skill could use the boosted text box. After 2-5 uses, you get a message something like this: "There is a spark from the radio, and the haphazard booster assembly dies. You disconnect it and throw it away." Credit to Gene Splicer for making me think of this whole paragraph.

This would be useful for large-scale local operations and calls for help. The large AP cost prevents spam, and the required XP in the skills prevents zerging spam. Remember, in order to use this you need Wirecutters, a handheld Radio, two skills, and a location with power and a Transmitter. The Transmitter you are changing does not break at the end of the boosted broadcast. It stays. Only the boosting apparatus breaks after 2-5 uses.

Keep Votes

  1. Author - I think it's good. I decided not to restrict the message to transmitters only, because honestly, I doubt there would be two transmitters withing 5 blocks of eachother (except around Malls). Leeksoup 21:51, 28 January 2007 (UTC)
  2. Keep - Although I do not see anything significantly different in this version of the suggestion (compared to the previous), it's still good. --Wikidead 02:25, 29 January 2007 (UTC)
  3. Keep - Leeksoup, you've done it again. --Cap'n Silly T/W/P/CAussieflag.JPG 04:15, 29 January 2007 (UTC)
  4. Keep - Yes -- boxy T L ZS Nuts2U DA 10:15, 29 January 2007 (UTC)
  5. Keep - A good idea, and one that I can see used to good effect in certain situations. However, more options would be nice; broadcasting on a smaller range of frequencies (but with greater distance), for example. --Saluton 05:14, 2 February 2007 (UTC)

Kill Votes

  1. Instead of doing all of the things you suggest here, a group could just, oh, I don't know, agree on a radio frequency to use? And why would you need help if you have 15 AP to spend? I also tend to dislike suggestions that allow you to do powerful, magical things and then attempt to 'balance' it with a high AP cost -- there's a reason that there aren't many actions like that in the game. That not how you balance. --ExplodingFerret 22:20, 28 January 2007 (UTC)
  2. Kill -Really underpowered. takes 15 ap, two skills, a radio, possetion of wirecutters, and a transmiter already set up, and lasts 2-5 uses and reaches people in an 11 by 11 block area. Unless you're on the border of a suburb most people in range will have transmitters set to the same frequency. for 25 ap with no wirecutters or radio and just one skil, you can broadcast to every suburb-designated radio frquency in 1/4th of malton. This would make less spam than normal radio. --AlexanderRM 7:14 PM, 28 January 2007 (EST)
    • Re - Sigh. First it was overpowered, now it's under. Can you make a suggestion as to something I could change so it'd be fine? Leeksoup 06:30, 29 January 2007 (UTC)
    • Re -Hmm.... sorry, but actually, probably not. Most people in 5 squares will use the same radio frequency, and you can make sure you get them all for 9 AP. I don't see how I could actually ever have considered this overpowered, actually. A larger range would just mean more "over-powered" kill voters. sorry. --AlexanderRM 7:29 PM, 4 Febuary 2007 (EST)
  3. Kill I'll keep voting kill untill you've run past every possible combination of AP/IP-cost, and then I'll start voting dupe. - BzAli 05:37, 29 January 2007 (UTC)
    • Re - K. Leeksoup 06:30, 29 January 2007 (UTC)
  4. Kill - Having to vote on the same suggestion over and over again is getting really annoying. Making something cost LOTS AND LOTS means it's overpowered. This will increase spam. It's bad enough now. --Funt Solo Scotland flag.JPG 09:26, 29 January 2007 (UTC)
    • Re - Weren't you the one who said it didn't cost enough last time? I forget, but I think it was you. Leeksoup 20:02, 29 January 2007 (UTC)
  5. Above. --Slice 'N' Dicin' Axe Hack 13:36, 29 January 2007 (UTC)
  6. Kill - Radio Spammers would have a field day with this. If you really needed to make sure a message got to everyone, broadcast it on several frequencies. If it's important enough to spam up everyone's screen, it's worth the tons of AP. --Reaper with no name TJ! 19:49, 29 January 2007
    • Re - Ah, but see, then it would go all over Malton and would be useless to 90% of the people out there. And even though the regional frequencies are on the wiki, I am surprised if I see 1 in 10 transmitters that are actually tuned to the regional frequency. Leeksoup 20:02, 29 January 2007 (UTC)

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