Suggestions/6th-Apr-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.
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C4

Timestamp: 02:10, 6 April 2006 (BST)
Type: Item
Scope: Humans
Description: As the name suggests C4.

What it does - Can Reduce Extremely Barricaded to Very Heavily Barricaded or V. Heavily to Heavily. and so on...

Ap used - Only 1 AP used for using a C4.

Places Found - I thought about this and to reduce C4 spaming only in malls that to 2-4%? with Bargain Hunting.So that its used in only emergencies.

Note: Or Kevan could add a skill for C4 to avoid spamming?

You place the C4 at the lower corner and stand back.It explodes to break a part of it.


Any modifiactions welcome

Votes

  1. Keep - Author vote. Could be used by NT`s for entering over barricaded NT buildings and other uses maybe...-User:Spastiz 02:10, 6 April 2006 (BST)
  2. Kill - Say it with me. Zombie spy. - --ramby T--W! - SGP 03:51, 6 April 2006 (BST)
  3. Kill - ugh -Banana Bear4 03:54, 6 April 2006 (BST)
  4. Kill We don't need bombs to destroy survivor defenses. --Jon Pyre 03:56, 6 April 2006 (BST)
  5. Kill - Yeah I just bought a load of C4 down at the mall just yesterday...--Mookiemookie 03:58, 6 April 2006 (BST)
  6. Kill -- Zombie Spy. First off.. why would survivors want to destroy their own baricades? i think one working against them...ZOMBIE SPY!. Plus C4 could tear down a wall. Plus the baricades are on the inside of the buildings. MegaKILL!!! --Kirk Howell 04:10, 6 April 2006 (BST)
  7. Banana - My head asplode--Wifey 05:08, 6 April 2006 (BST) Invalid Vote. --Grim s 10:13, 6 April 2006 (BST)
  8. Spam - Right, first off, it's F-ing C-4, you arn't going to go to the 'explosives and armaments' section of the mall to find it. Second, C4 is extremely stable, you'd need a detonator of some sort (a blasting cap for example) to get it to explode. Third, a standard US military block (1.25LB) can deal with a truck, so you'd have to fabricate the C4 even more to get the small explosions. Fourth, insta-barricade killers are bad. Velkrin 05:45, 6 April 2006 (BST)
  9. Spam - Utterly unworkable. And the words you people are looking for is "Death Cultist", not "Zombie Spy". --Grim s 08:06, 6 April 2006 (BST)
  10. Spam - Repeat after me. You cannot get weapons-grade explosives at your local mall. Oh, and it's game breaking, too. --Pinpoint 08:28, 6 April 2006 (BST)
  11. Spam - The day I can get potent explosives in a mall is the day everyone dies. -Nubis 08:31, 6 April 2006 (BST)
  12. Spam - What others said. --Brizth W! 09:03, 6 April 2006 (BST)
  13. Kill/Change -To be honest the whole Zombie Spy thing doesn't bother me. It seems perfectly reasonable that in a zombie apocalypse there might be a few less-than-sane humans who seek (un)death's embrace. Zombies are like goth kids...not cool enough to be Vampires, but its a neat lifestyle choice until the Embrace of their Dark Lord. In the mandatory zombie-tolerance classes taught after the sweeping Reforms of 2045, Zombies will be referred to Living-Impaired, "Zombie Spys" will be seen as progressive leaders of social change, and the early survivors groups will be painted as xenophobic, specieist, greedy, and selfish. All things aside, this suggestion needs several things to be workable: a skill to use, higher time to set up, to be found only in armouries (possible in PDs, too, I suppose), and the chance (upon failure to set properly) that it might blow up in one's face.--Xavier06 09:14, 6 April 2006 (BST)
  14. Spam - C-4 would do 1 level of barricade damage.. to every building 1 square away from that building. To the building it's used on there would be a huge hole, and that building would no longer be barricadable. Oh, and no zombies would get XP from the survivors inside because they'd all be dead, and crispy, and in pieces. And it would cost 50 AP just to stand up as a zombie. I'd rather see grenades being used on zombies, that would be not so bad. Home-made explosives, now that is a useable survivor option. --MrAushvitz 04:03, 6 April 2006 (GMT)
  15. Kill - There does need to be someway for low levellers to gain access to extremely heavily barricaded structures, but this may not be it. My problem is principally with the use of C4 from a roleplay perspective, its just not accessible enough. Is there potential for creating something like a 'rope ladder' object which could be found albiet not frequently and deployed ala a generator which allows access for survivors to even EH barricaded structures? Like a generator it's presence could be noted in the description giving and idea of occupancy potentially attracting more survivors or zeds. Could even restrict Ropeladder to only work if there is a survivor inside although this may cause programming issues? -- FallenAngel 12:57, 6 April 2006 (BST)
  16. Kill - Hang on, i'm just popping of to the local mall in order to buy some c4 to blow up the author of this suggestion.--The General 13:25, 6 April 2006 (BST)
  17. Kill - Would only be used by PKer types; I don't worry about them that much myself, but we probably shouldn't encourage them. I do want to compliment you on writing a very easily read suggestion, though; I wish all suggestions were as direct and to the point. --Dickie Fux 13:38, 6 April 2006 (BST)
  18. Spam - Everyone knows that you get C4 at restaurants, not the mall. Timid Dan 14:25, 6 April 2006 (BST)
  19. spam - To be honest, I can see why you are suggestion, which is the problem I am aware of as well, however this is frankly irresponsible that you are suggestion this idea without rational consideration. Normally the changes must not be extremely radical and affect the game in a huge scale. --Changchad 17:27, 6 April 2006 (BST)
  20. Kill - But I almost voted Keep, really. There are good reasons for survivors to want to reduce a building's barricade level -- resource buildings being kept at VSB, entrance points, etc. -- and this would be a nice-and-tidy way to get it done with little fuss. Survivors could also keep the C4 on hand in order to enter an over-caded building when they just can't find an entry point. Sure, zombie spies will use this too... but they also use shotguns, pistols, revive syringes and every other item available to survivors. Yet we don't recommend removing those from the game. However, by making heavy 'cades less of an inconvenience in this way, we'd probably see 'cade levels rising in general. And that's bad for zombies. --John Ember 18:36, 6 April 2006 (BST)
  21. Kill - So let me think who would use this. Newbies without free running? Oh wait they cant get into malls. Perhaps player who live in malls? Oh wait they already have freerunning and dont need to destroy barricades. Mabye zombies spies and pkers? yeah theyll blow open strongholds all over the place, not that im against zombie spies and pkers just that this item ONLY helps them --xbehave 19:53, 6 April 2006 (BST)
  22. Kill -because of Zombie Spies, -in the meaning of survivors trying to annoy/ make other survivors life more difficult by doing shit that helps zombies although they aren't actually part of a zombie horde, affiliated to, or even know the zombies standing outside and sometimes also employ a thin verneer of roleplaying while doing all that, you know, the normal well-established meaning of the word zombie-spy. not the ancient outdated meaning from before the time there were barricades of scouting alt that searches for survivors for a zombie main when it was actually difficult to find survivors. (I just think Death-cultist is a silly word)--Vista W! 21:12, 6 April 2006 (BST)
  23. Kill - You cannot get C4 at the mall. Beleive me ive tried, all u gets are funny looks and a trip to Police Station on charges of being a manic)--SolidSnake 21:13, 6 April 2006 (BST)
  24. Kill This suggestion is so retarded I am going to kill 5 babies, 3 puppies, and 2 kittens. AllStarZ 02:41, 7 April 2006 (BST)
  25. Kill C4?! Bah! C5, Baby! Ignatius Newcastle 17:05, 7 April 2006 (BST)
  26. Banana - This is a great idea. Please post more like it. --einexile 10:19, 14 April 2006 (BST)
    • Tally - 1 Keep, 15 Kill, 8 Spam 05:35, 21 April 2006 (BST)

Paint Cans

Timestamp: 4:15, 6 April 2006 (BST)
Type: Item to be used by players
Scope: Item
Description: Exactly like a spray can only now 2 graffiti will appear on a wall like

Some one had painted blah blah ... on a wall.

Looks like some has spraypainted over it blah blah.... .

Paint Can`s can be found in Hardware stores and the percentage of finding it will be quite low. Anything written with paint cant be modified with the tagging skills only by another Paint Can.

Scope - Can help preserve Revive point directions or Place markers for a longer time.

Votes

  1. Keep - My vote. I have all the skills and im damn bored of kicking zed a$$...I might as well get 10 paint cans in 2 days and go around painting some lasting graffiti lol.... Unsigned vote, remove strikeout when signature is added-Banana Bear4 04:27, 6 April 2006 (BST)
  2. Kill - Can't be tagged over. Rare doesn't equal balance. Tagging's better as is. -Banana Bear4 04:29, 6 April 2006 (BST)
  3. Kill Bad way to solve fickle tags. With all the generator searching people do they'll find plenty of these. --Zaruthustra-Mod 04:33, 6 April 2006 (BST)
  4. Kill - Fine as is. Velkrin 05:47, 6 April 2006 (BST)
  5. Kill - YAY! More "STREETS IS WATCHIN'" --Grim s 08:09, 6 April 2006 (BST)
  6. Kill STREETS IS WATCHIN' Painted over by BOULEVARDS IS OBSERVIN'? I think not. -Nubis 08:33, 6 April 2006 (BST)
  7. Kill - Nah. Then the next thing you know you'd need something more harder to find and more permanent than regular paint...like some duracoat, vibrantly-colored, emulsified strain of paint that only total destruction of the wall can remove. Bleh. The more elegant solution would be to make spraying over existing a chance of failure depending on how many times its been painted over, like barricading at high level. It would probably take something like an item like Whitewash to reset the wall back to regular chance to spray. Or just metagame like the rest of us and use the damn Wiki and forums to let people know about the local revive point or that joke you just thought of.--Xavier06 09:27, 6 April 2006 (BST)
  8. Kill - Paint cans, good idea.. but 2nd message is not per se. Just means you have a whole shwack of meaningless graffitti on a wall. If you did a real good paint job, chances are some zombies came by and ATE your butt. That is why a lot of painting is "quick" work that doesn't last so long. But you're on to something, maybe "paint supplies" make it an item that takes up 4 inventory spaces and has 8 "uses" and when you use it WITH a spray can it makes it last 50% longer. That's reasonable, be a paint freak, by all means. If we're gonna be logical about it.. let's say the one message on a building is the only "readable" one that hasn't had new barricade materials built over it. --MrAushvitz 04:03, 6 April 2006 (GMT)
  9. Kill Probably because it's oil based paint which is more harmful to the environment than latex based paint and we just can't have that. Also, "STREETS IS WATCHIN".--Mookiemookie 12:18, 6 April 2006 (BST)
  10. Kill I understand the desire that formed the idea but I don't thik this is the answer, see Xaviers comments. -- FallenAngel 13:11, 6 April 2006 (BST)
  11. Kill - STREETS IS WATCHIN' is wonderous enough once per a building. Twice would do my head in!--The General 13:22, 6 April 2006 (BST)
  12. Kill - Sprays are just fine as they are now. Timid Dan 14:26, 6 April 2006 (BST)
  13. Kill -If something doesn't work, dublicating copying the same mechanics that make it not work wont fix it. that way you end up with two broken mechanics--Vista W! 21:02, 6 April 2006 (BST)
  14. Kill -No, walls aren't like bathroom stalls. It wouldn't be long before we see stuff like "Teh_Roxxorz was here" "<-Teh_Roxxorz is a faggot"--Hamster Ninja
  15. Kill - Heh! No, nerfing spraycans! --Spraycan Willy MalTel 09:12, 7 April 2006 (BST)
  16. Spam - Please continue suggesting additional advantages for survivors. --einexile 10:23, 14 April 2006 (BST)
    • Tally - 0 Keep, 14 Kill, 1 Spam 05:34, 21 April 2006 (BST)

Barricade Modification

Timestamp: 06:43, 6 April 2006 (BST)
Type: Barricade Modification
Scope: Survivors and Zombies
Description: Basically this idea gives more depth and strategy into barricades and how they are used. What I suggest is that there are two kinds of barricades, ones on the inside and ones on the outside. However you can only have one set on the building at a time. Now I'm not going to suggest a new button to make either one, what I'm suggesting is that the type of barricade is based off wether the doors are open or not. If they are open then you are going to build them on the outside because it's more secure. However if they are closed then you can't get outside so you build them on the inside.

So you are probably asking at the moment, what's the difference between this system and the current one which is easier to understand? Well other than flavour text of "The barricades have been built on the outside/inside and appear to be (barricade strength)", when the barricades are built on the outside attackers have a 5% less chance to damaged the barricades. So if a Zombie has a 20% chance to destroy the barricades then it comes down to 15% chance to destroy them. Now the benefit that Zombies get is that all of the newbies that come along without memories of life would be able to destroy these barricades that have been built on the outside and get into the building because the doors weren't closed. This will help newbies because they don't have to rely on older players or the odd survivor on the street. For the barricades on the inside they are left at the normal destruction rate.

If this is implemented then all barricades should be considered to be built on the inside as the doors would already be closed. Also this would only increase the database by 1 8-bit (1-bit if Kevan wanted) variable for each building. So it would total less then 1 Mega byte, which is less then the size of most MP3s.

So in summary, this is suggesting for there to be two types of barricades. One on the inside with a normal hit rate and one on the outside with a -5% hit rate on the barricades. They cannot exist at the same time though. This would only increase the database size by less then 1MB if Kevan uses 8-bit variables.

Votes

  1. Kill Kudos on orginality, but do we really need to be buffing barricades? This comes hot on the heals of all those "OMG A SKEEL FOR ZMOBIES TO HAVE +20% BARRICADE HITZ!!111" ideas. --Zaruthustra-Mod 07:05, 6 April 2006 (BST)
    • Re - I understand how you can see this as a buff of the barricades. But this also aims to help new Zombies because the most anoying thing other than taking barricades down is finding a door that can't be opened. - Jedaz 07:12, 6 April 2006 (BST)
  2. Kill - Great, it helps new zombies, and nerfs older zombies. This will go over really well. </sarcasm> Velkrin 07:26, 6 April 2006 (BST)
    • Re - I don't think the older zombies will realy care that much, it's only going to be a few more AP. Did I also mention that I have 2 Zombie characters, one of the with brain rot? - Jedaz 07:37, 6 April 2006 (BST)
      • Re - The older zombies always care when you mess with their AP. Velkrin 08:03, 6 April 2006 (BST)
  3. Kill - As one of those older zombies, i can tell you right now that reducing our accuracy against cades would be a horrific nerf to zombies, and would result in us simply leaving. We wouldnt bother with the odds so heavily stacked against us. This essentially amounts to making barricades have a 7:1 ap advantage over zombies, which is horrific. --Grim s 08:13, 6 April 2006 (BST)
  4. Kill - I'm pretty sure your intentions are good, but this suggestion would actually hurt both new and old zombies. Fresh zeds have a max of 10% to hit barricades in the first place. This would either drop them down to 5% (not worth the time, also impossible because of the freaking huge ratio) or the same problem with the doors. Older zeds would either not be bothered (with the case of indoor barricades) or get knocked down to 20% on barricades, something I'm sure no zed wants. Net effect of this would be all barricades being built with the doors open, and zeds only getting through if the survivors are completely non-attentive. I feel I must say that I would like to see a suggestion that weakens barricades a little, though. --Pinpoint 08:27, 6 April 2006 (BST)
    • Re - Do you think this will be more accepted if instead of removing 5% that it adds 5% sucess rate to destroy the barricades on the inside? - Jedaz 09:26, 6 April 2006 (BST)
      • Re - Probably more acceptable, but I'm not sure if it'd go through anyway. Suggest it as a revise and find out! :) --Pinpoint 15:30, 6 April 2006 (BST)
  5. Kill -Barricades are *gasp* fairly balanced as it is. -Nubis 08:34, 6 April 2006 (BST)
  6. Kill -I'm real close on this one, but I gotta kill. I like the inventiveness and options of the idea, but I'm afraid it would actually only benefit survivors. Sure, it would be easier for newer zombies to get in, but the advantage goes to the survivors since they can re-'cade once (or possibly before, if they're quick) the outside 'cade comes down. The survivors would love it, using the outside barricades when its safe and inside barricading in a pinch. Heart in the right place, but the mechnaics of it don't quite work right. Rework and resubmit. Right now, it'll just get accused of "zombie griefing".--Xavier06 09:44, 6 April 2006 (BST)
  7. Kill - You're absolutely right, that new zombies are screwed because they can't open a door. I made a door smashing/ajar idea that newbie zombies could attack a door as a last barricade and smack it ajar.. even though it was so freaking simple, the response was not accepted.. BUT! Under peer reviewed is a suggestion almost exactly like mine which had a very good voter response, which means, it may be added! But I agree with you, despite everyone's protests, it doesn't make sense a barricade can be toasted but a building is invincible to penetration from a new zombie because of a door.. impenetrable. But kudos on finding a logical way around it (which side of the door is the barricade on, that one makes you think, excellent.) But I think the door ajar/smashing/etc. idea will be implimented by Kevan, Malton is running low on Zombies, especially newer ones. The end result of the peer accepted idea is that it wouldn't be pointless to still buy memories of life to open a door, because it would cost a newbie zombie a lot more ap to smash a door down than 1 AP to open it. And zombies need each and every AP they got. --MrAushvitz 04:03, 6 April 2006 (GMT)
  8. Kill What they all said. MoL is there for a reason. --Mookiemookie 12:15, 6 April 2006 (BST)
  9. Kill Good original idea but I don't think it will work, destructable doors seem to be a better way to proceed but present their own issues. -- FallenAngel 13:08, 6 April 2006 (BST)
  10. Kill - It's yet another zombie nerf.--The General 13:20, 6 April 2006 (BST)
  11. Kill - Zombie nerf. We don't need stronger barricades. Timid Dan 14:28, 6 April 2006 (BST)
  12. Kill - Intriguing, but those 5% and 20% smash rates will drive zombies to drink. --John Ember 16:32, 6 April 2006 (BST)
  13. Kill - There are frequent suggestions that zombies get a bonus to breaking barricades when inside (generally, easier to pull a chair off the stack from inside then push it off from outside) so why would it be harder just because the barricade is outside?--Pesatyel 19:45, 6 April 2006 (BST)
  14. Re - Because you are hitting them into a hard surface where as the one on the insides don't anything to fall back onto. - Jedaz 10:32, 7 April 2006 (BST)
  15. Kill -Barricades are needed but annoying, they work fine IMO right now and don't need to be made stronger (and certainly don't need to be more annoying.)--Vista W! 21:00, 6 April 2006 (BST)
    • Tally - 0 Keep, 14 Kill, 0 Spam 05:33, 21 April 2006 (BST)

Rifle

Spaminated with 95 spam votes out of total of 135. Too vague for consideration. --Brizth W! 22:32, 6 April 2006 (BST)


Infectious brain rot

Spaminated with 8 Spams, 2 Kills, and 2 Keeps. Thank you for you attempt to break the game, please try again at a later date.--The General 20:47, 6 April 2006 (BST)


GPS Modification

Suggestion removed for breaking the suggestions guidelines, specifically guideline number 10:

Once you have posted your suggestion, it is considered complete. Altering the suggestion mechanics after voting 
has begun nullifies existing votes, and is considered an abuse of the suggestions page. Doing so will result in your 
suggestion to be moved to the discussion page, where you can work out the details and resubmit later if you desire. 
It is preferred that you remove your own suggestion and resubmit a new version with changes, if changes are needed.

Edit in question by the author

We apologise for not catching this sooner. --Grim s 18:17, 20 April 2006 (BST)


Symphonic Racket v2

Timestamp: 21:46, 6 April 2006 (BST)
Type: Zombie Skill
Scope: Zombies
Description: Feeding Groan lets zombies congregate where the food is, once the meal has been uncovered. But how do zombies organize in order to take down barricades together? This is an essential part of the zombie game, but currently can only be organized through out-of-game channels. I'd like to propose a "Feeding Groan Lite" used to attract ferals to a target for the purpose of wrecking barricades together.

Experienced zombies know that breaking through those desks, vending machines and plastic trees means a meal is almost within reach. As these zeds go about their barricade-breaking business, they send up a symphonic (to a zombie's ears) racket of moans, grunts and splintering wood. Other zombies, even the newly dead, find this noise strangely irresistable.

Symphonic Racket would be found under Memories of Life in the Zombie skill tree. Once purchased, the zombie will see a "Loud Smash" button when facing a building barricaded at Quite Strongly or less. A Loud Smash costs 2 AP. Hitting it results in an attack attempt against the barricades, with the same chances as normal -- just as if the player had hit "Attack barricades with claws." The difference is that this Smash is performed as noisily as possible, for the purpose of alerting other zombies to the possibility of food inside. If the Smash results in a collapse, the noise can be heard up to six blocks away by both survivors and zombies.

You smash against the barricade. Part of it collapses with a tremendous noise.

Feral zombies can note where the sound is coming from and follow it to the source. (Clarification edit: the racket can be heard from inside the building being attacked, but not from within other buildings, just like Feeding Groan.)

You heard a loud racket 3 blocks to the north and 2 blocks to the west.

Yes, this will mean a certain amount of additional message spam. However, the racket only sounds when a building is near the breaching point and only when a zombie is willing to spend the extra AP to call his zombie brothers to help.

Votes

  1. Keep - Author vote. --John Ember 21:46, 6 April 2006 (BST)
  2. Kill - I make a Human zed spy get that skill and start Loud smashing on a empty PD or hospital or a building attracting zeds and waste thier AP. Has a Loop Hole! --Killer 21:50, 6 April 2006 (BST)
    • Re - I suppose that's a possibility, though it seems like a pretty indirect approach to griefing zombies. And even in that scenario, there's the chance that unwary humans will still come to check out the noise, and get eaten by the real zombies anyway! --John Ember 22:18, 6 April 2006 (BST)
      • Re - But if Im a human why would I come instead ill try to remain away from the place unless if im a totally new player and go there out of curiosity.... --Killer 22:25, 6 April 2006 (BST)
  3. Kill I don't think it's fair for zombies to get a CNN style news crawl telling them every single time barricades are weakened. After all, this is a game. Zombie players should have to make some kind of decision about their target and actually search around, not blindly following noises for everything. When the barricades are down that's different, that's calling people to an current opportunity to feed. But barricades go up and down all the time. Besides, barricades go down the quickest where hordes are largest. All this would do is repeatedly spam messages from the largest hordes location, and by the time a zombie got there the barricades would probably be restored. Too effective it becomes unfair, and currently it'd deluged zombies with spam messages out the wazoo. --Jon Pyre 22:39, 6 April 2006 (BST)
    • Re - Keep in mind that the 2AP cost applies to both hits and misses. You have to keep whacking that QSB 'cade with Loud Smash until you hit to make the racket, burning an extra AP on every miss. That's going to make the feature highly unattractive for frivolous play. Zombies will use this for one reason only -- they have the building in their sights and they are determined to bring local zeds together to knock it down. --John Ember 23:09, 6 April 2006 (BST)
  4. Kill -- Well-intentioned, but I don't think this can result in much other than message spam on logins. The current Feeding Groan is already way useful for helping ferals coordinate; I don't think it needs an additional level like this. furtim 22:52, 6 April 2006 (BST)
  5. Keep - The fact that it is the result of using a secondary attack that uses more AP would help prevent it from being spammed - most zeds would rather spend AP munching on the creamy center found in these buildings. We can limit the number of loud smashes per day if needed, but I don't think it is. Sure, it can be used to confuse zeds, but shotguns can be used to kill Survivors, and I don't think they're going away anytime soon. --Reverend Loki 23:02, 6 April 2006 (BST)
  6. Kill - I don't like it, to spammerific, 6 squares is also a lot, sieges would have even worse lists then they have now, and I really think zombies already are quite effective at makeshift orginazation (I never had any problem in that field). A lone zombie can usually crack the cades' and groan.--Vista W! 23:31, 6 April 2006 (BST)
  7. Kill - There are ways to avoid the spam, but they would have to be implemented after the effect of this is seen, and this idea seams good--xbehave 00:43, 7 April 2006 (BST)
  8. Keep - Dammit man! That's sexy. --MrAushvitz 22:15, 6th April 2006(GMT)
  9. Keep -You took all the good ideas from the last vote and folded them up into this new version. If that's not a good example of hoe parliamentary procedure should work, I don't know what is. I just don't see message spam becoming a major problem, for the same reasons outlined above by Rev Loki. As for the fear of a Zombie CNN (ZNN?) news crawl, I suppose there is a possibility that a zombie group might employ on of their skill-maxed uberZeds (who doesn't need any more XP after all) as a "Broadcaster Zombie", but its a very thankless and time-consuming job. Besides, you might very well have competing rackets, forcing the zombie to choose which one to go to. You see, just because a zombies is pounding away (at detriment to his AP-stock) at a barricade doesn't guarantee that there will be a buffet inside (whereas Feeding Groan guarantees it, at least when the groan is emitted). Sure, smart zombies will hedge their bets by pounding away at likely safehouse/resource building, but, just like any player-set, zombies have their fair share of stupid players as well, who will happily pound away at, say, a Club, leading several zombies to, after the 'cade breaks, an empty plate! (Which would probably lead to some, if not all, the mob enacting a mercy-ZK on the poor zombie idiot). Plus, I'm a fan of anything that helps players rely less on metagame conceits like forums and email to plan their attacks and more on in-game on-the-fly strategy based on game cues, like this. I would rather risk some message spam to try out such a bold (but not unbalanced) experiment.--Xavier06 15:15, 8 April 2006 (BST)
  10. Keep -- I like that it would also alert any humans inside the building that there is an active attack. (It's more for the fear/flavor. I mean you start hearing scrapes and crashes coming from your carefully constructed barricade and you have no idea how many there are out there.) I would like to suggest that it not be limited to QS or below because by that time, it'd be easier to just break the barricades and groan if there're people inside. It's the VHB/EHB buildings you want help with. -- C tiger 15:35, 9 April 2006 (BST)
  11. Kill - Make it a skill that allows zombies to hear barricades collapsing and I'm in. --einexile 10:33, 14 April 2006 (BST)
    • Tally - 5 Keep, 6 Kill, 0 Spam 05:32, 21 April 2006 (BST)