Suggestions/7th-Jan-2006

From The Urban Dead Wiki
Jump to navigationJump to search

Rules for Previous Suggestions

  • These suggestions can only be voted on now, and only up to two weeks from the day they were submitted.
  • You can make new suggestions on the Suggestions Page.

Voting

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button next to the suggestion you wish to vote for. Then enter your vote in the suggest_votes field. Please ensure that your vote is placed before the double brackets of the particular suggestion (ie the "}}")
  5. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  6. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.

Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages are only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss any of the suggestions or votes here, please select a specific vote's page by clicking on its link under Current Day's Suggestions and use the associated Talk page. Suggestions do not have to be submitted in order to discuss them. The Suggestions talk page can be used to workshop possible suggestions before they are submitted.

Valid Votes

  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described below in the Removing Suggestions section. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described below. Dupe votes will not be counted when votes are tallied.

Invalid Votes

  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.

Comments

  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.

All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)



Removing Suggestions

Suggestions can be removed for two reasons:

  • Dupe If a suggestion is a duplicate of an earlier one, and has recieved at least 3 Dupe Votes linked to the Duplicated suggestion, then it can be deleted as per the guidelines below.
  • Spam If a suggestion is deemed by the community to be either not made seriously, or simply completely awful and not worthy of inclusion on the Suggestion page for a two-week period, it can be Spaminated. The suggestion may be sent to either the Peer-Rejected or Humorous suggestions pages.

Eligibility for Spamination is acheived if there are at least 7 Spam votes and the number of Spam votes are equal to 2/3rds or greater of the total number of votes, with the author vote included in all these tallies. In addition, A Sysop can if they so choose delete any suggestion with three or more Spams as long as Spams outnumber Keeps; this includes their own spam vote. Suggestions may not be removed as spam unless voting has been open for 6 hours.

Authors are not allowed to use Re: to defend their work or correct the editor after a suggestion has been removed.

When removing a Suggestion, you take the responsibility to be mature regarding the situation. Each Suggestion is an author's child and they can be come quite passionate in regards to the Suggestion's removal. Please do the following when removing a Suggestion:

  • Duplicate - If the removed Suggestion is a duplicate, you must:
    1. Confirm that there are absolutely no viable differences between the original and the duplicate.
    2. List the number of Dupe Votes received.
    3. Provide a link(s) to the Suggestion that it duplicates.
    4. Optionally note the Linked Suggestion status: Reviewed/Undecided/Rejected.
    5. Sign the removal.
    6. Be Polite and make no additional comments.
  • Humorous - If the removed Suggestion is deemed humourous, you must:
    1. State that the Suggestion has been deemed humorous.
    2. Move the Suggestion to the Humorous Suggestions page.
    3. Sign the removal.
    4. Be Polite and make no additional comments.
    5. Bring fourth a vandalism case against the user who posted it citing rule 13 of making a suggestion.
  • Spaminated - If the removed Suggestion has become eligible for Spamination, you must:
    1. List the number of Spam Votes received and the total number of votes.
    2. State that the Suggestion was Spaminated.
    3. List or summarize/paraphrase the comments/reasons made on the Spam votes.
    4. Move the suggestion to Peer Rejected Suggestions page.
    5. Sign the removal.
    6. Be Polite and make no additional comments.

It is your responsibility to be a mature editor.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing



DO NOT PLACE A VOTE AFTER DEADLINE

If the two week deadline for voting is passed, your vote WILL BE DELETED AND IGNORED.


Sharpen

This suggestion is a Dupe and has been removed --Lord Evans 07:14, 7 Jan 2006 (GMT)


Advanced NecroTech Equipment Use

Timestamp: 03:57, 7 Jan 2006 (GMT)
Type: Skill
Scope: Survivors
Description: Pre-req: Lab Experience. This skill represents the ability of a trained NecroTech employee to operate the lab equipment to create the revivification syringes from stored DNA samples (as is done making antivenom from stored venom samples). After successfully gathering 10 DNA samples from zombies (the count will be stored on the player's extractor in a manner similiar to ammo on weapons) the player can return to a NecroTech building powered by an active generator and convert the DNA samples into one syringe. (Not sold on the 10 samples number -- this is up to Kevan's statistical analysis. I picked it because it was lower than the current 21 AP needed to search one in a NT building right now, and adding in APs for generator, fuel for the generator, walking to the zombies to sample them, sampling them, it seems like it would be approximately balanced. Anyone Killing on the number alone will be farted upon. Anyone Killing on the "i kill anything with variable numbers" excuse will be farted upon twice: the big K decides the final numbers on anything he choses to implement, and killing a decent suggestion for slightly off numbers is dumb)

Votes

  1. Keep - Author vote. This will: improve the power of the scientist line, get more survivors on the streets for zombies, increase the viability of a powered NT building, and give zombies something to attack except survivors (like the generator in an NT building). -Torfin 04:01, 7 Jan 2006 (GMT)
  2. Kill - "Specimen Scanned Recently." "Specimen Scanned Recently." "AAAARGH!" --Slicer 04:38, 7 Jan 2006 (GMT)
    • ReThat is a big part of what keeps it balanced. You're voting kill because of something that will keep the idea balanced? I'm confused. -Torfin 04:50, 7 Jan 2006 (GMT)
  3. Keep - Eh, I have some problems with some of the specifics of the implementation (mostly how the number of scanned zombies is stored), but it a decent idea if I ignore those problems. Bentley Foss 04:47, 7 Jan 2006 (GMT)
  4. Keep - Any well-balanced NecroTech skill will get a keep from me. Good job. --Signal9 05:00, 7 Jan 2006 (GMT)
  5. Keep - It's a decent suggestion. I do think the number of zeds needed to be scanned needs to be higher.--Pinpoint 05:04, 7 Jan 2006 (GMT)
  6. Keep I iek. The number of Zeds needs to be higher, OR there is a way to loose the data - say, upon death or on a temporal basis. That'l effectively reset the DNA collection. Kudos for a GREAT idea for somethign more than a minor change. We dont get many of those --Jak Rhee 05:07, 7 Jan 2006 (GMT)
  7. Kill - ... to be honest Slicer does have a point... you claim that it will bring same use for Dna, but the problem is that most specimen that I find that I used the dna thing on has already been scanned and unless it only lets YOU scan that person 1 time every 24 hours and not based on something, that 10 turns is going to turn into like 2 days worth of turns searching for zombies. If you change it to like 5 or 6, then I will change my vote to keep. Ps: Just checking but is this just a skill or is it replacing the search for syringes just wonderin that? -Shadow213 05:08, 7 Jan 2006 (GMT)
  8. Keep - although Slicer may be very correct in his comment, i think it would still be a great idea and give a greater purpose for tagging zombies. when scanning zombies became extremely difficult before because of the number of players scanning - i stopped doing it along with most people. however, i have recently resumed scanning with one of my characters, and it was very much doable again because most people had done the same thing i did in not solely relying on it. i believe that even if that problem happened initially, it would even out relatively quickly - as before. --Firemanstan 05:53, 7 Jan 2006 (GMT)
  9. Keep, EXCELLENT suggestion. Plus it means I'll finally have a use for my 5 DNA Extractors! --LibrarianBrent 06:24, 7 Jan 2006 (GMT)
  10. kill - This will hurt the low level NT guys. Rhialto 06:45, 7 Jan 2006 (GMT) Helped you out on formatting there Rhialto --Pinpoint 06:54, 7 Jan 2006 (GMT)
  11. Keep --Lord Evans 06:52, 7 Jan 2006 (GMT)
  12. Keep - one gain XP with the Scanning thing if the zed was not scanned today. Right ? But that doesnt mean you wont have the sample needed to craft the syringes. Afterall, the scanned must have a sample of the zed to tell you that it was scanned, therefore it wont take that much to collect 10 or more samples. --hagnat 07:04, 7 Jan 2006 (GMT)
  13. Keep - I'm cool with this, it'l take up literally a whole day for probably 1.2 syringes per day. --krupintupple 04:51, 7 Jan 2006 (EST)
  14. Keep - --Kcold 10:45, 7 Jan 2006 (GMT)
  15. KILL - I don't like inane threaths in suggestions and that didn't do much good. killing a decent suggestion for slightly off numbers isn't dumb, because with viarable numbers there are no decent suggestion. any number you pull out of your ass to make it a "suggestion" is meaningless if you don't consider gamemechanics. And those lack in your suggestion as well as maturity. Why ten? I picked it because it was lower than the current 21 AP. but I'll let kevin do all the real work of making sure it isn't unbalanced or just as inane as the rest of my suggestion the one idea implemented was because it had the mechanics Kevan looked for. This suggestion page is to help Kevan, not let him spend half of his day doing math, testing to see if it could work.
    But i'll do it for you. roughly how many times are zombies scanned? if all that makes 20.000 zombies a day/ 10 is 2000 free syringes a day. a bit much, lets take half that number of zombies scanned, (based on my experience as a necro and as zombie) that makes it a 1000 syringes a day. that is 21.000 AP freed on the survivor side. (see if you actually do some math it actually has a basis. and sequentially you notice that it's a crap idea to pull a number out of thin air.) would that be to much to ask of you to do that? so if you make it twenty zombies scanned at half the population scanned it get a bit more realistic. with only 500 free syringes. a bit better but still 10,000 Ap for free. Lower it any more would make it almost meaningless for the person actually scanning, as you'd get only one every 4 or 5 days. But, hey it would be nice flavor. Useless flavor for the person but you could argue for it.
    But you didn't think that easy bit of math was necessary. Your idea is so special that Kevan will use his time working out the numbers. Because hey with variable numbers, It's all O.k. No, with variable numbers you don't have a suggestion, you have a wish, and upon the merits of that wish I'll vote on it. In this case you wish you get syringes for free for scanning. I'm sorry, no free lunch. Not on free syringes, not on your suggestion. or Kevan put it himself Elegant implementations of ideas might be taken up or used as raw material or simply put if you make a suggestion, DO THE WORK--Vista 11:10, 7 Jan 2006 (GMT)Edit for a better explanation for the numbers I use why think this is a bad idea--Vista 00:28, 8 Jan 2006 (GMT)
  16. Kill - too many syringes as it is, thankyewverrymuch. --Jorm 11:38, 7 Jan 2006 (GMT)
  17. Kill - Even before Vista's comment i was going to vote kill. Smarten up your style of play and you wont die. And if you think your farts are bad some of mine have had harmonics that have actually rattled glasses. Adjust your style of play to fit the game, dont adjust the game to fit your style of play. --Grim s
  18. Kill - imho too complex, and what Vista said, and what Jorm said. nice idea though. --Xiad 14:10, 7 Jan 2006 (GMT)
  19. Keep - I believe that this suggestion page is to help give him a basis on what people would like in the game, not an direct implimtation. This is for helping him in what the people might like in the game, and I think this would need a balance somewhere in the zombie side to help with ap, but I think it would work with the proper zombie ap counter-balance ---ramby 13:30, 7 Jan 2006 (GMT)
  20. Keep - Unfortunately, he is right. We have to vote through the numbers as well, otherwise we'll have to change the voting rules to allow people to Dupe things even though the numbers are different (and numbers can vastly change a suggestion, believe it or not). People kill because of the numbers. It's a fact of life. --Daxx 13:52, 7 Jan 2006 (GMT)
  21. Kill - I frequently vote keep on things when I am unsure of the numbers (a game mechanics expert I am not) or think they need a little tweaking for the very reasons that ramby/Fullemtaled or whatever his name is cited. I have voted kill based on numbers for cool ideas when the numbers were severely off. I have voted kill on ideas that were bad. I have even voted kill just because of the way a mediocre was written. I'll let you guess which category this kill vote falls under. I'll give you a hint though, go reread Vista's comments about inane threats. --Thelabrat 14:59, 7 Jan 2006 (GMT)
  22. Keep - I think the numbers are probably pretty close to balanced. Someone with this skill probably wouldn't spend all their time using it -- they'd just take advantage of it when they lucked into 10 good scans, in order to get an extra syringe now and then. --Dickie Fux 16:04, 7 Jan 2006 (GMT)
    multiply by 20.000 zombies. individualy balanced yes, 1.000 to 2.000 free syringes extra a day free on the survivors side isn't balanced.--Vista 16:15, 7 Jan 2006 (GMT) original author responses only
    But it will not be 10 zombies per person. It will be spread out over the entire survivor - --ramby 16:35, 7 Jan 2006 (GMT) original author responses only
  23. Kill - I liked the idea, but it seems Vista is better in math than I am. It could be reworked, however, say, by destroying the scanner once it is used, hence the need to search for another (although they ARE pretty common). --Hexedian 16:37, 7 Jan 2006 (GMT)
  24. Keep - I like the numbers where they are. The skill gives budding young scientists an end goal they can believe in. --Tom Magnum 17:07, 7 Jan 2006 (GMT)
  25. Keep - But it should be a new skill under Lab Experience, like "Lab Expertise" or something. This is a pretty significant ability and deserves a whole new skill. --Sindai 18:31, 7 Jan 2006 (GMT)
    • Re Read it again, man! The proposal is for a new skill, with a pre-req of Lab Experience, just like you're saying. :) -Torfin 20:36, 7 Jan 2006 (GMT)
  26. Keep - This would be awesome with that keycard suggestion. Power the building, get the card and then use the equipment. But it's fine the way it is now, too. --TheTeeHeeMonster 19:35, 7 Jan 2006 (GMT)
  27. Kill -Basically because Finding New Ways To Do Old Things Is BAD. Not that I don't like this suggestion, but why go to the trouble when you can just search for syringes??? I agree that there should be uses for NT labs but I don't think this is it. --Matthew Stewart 21:07, 7 Jan 2006 (GMT)
  28. Keep - I understand concern that this would increase syringes among the suvivor population...it would. Obviously this would need to be balanced. Try this idea on for size: Zombies become unscanned more frequently, Nectrotech Buildings no longer give syringes, scanning zombies lets you make syringes. It would give better xp to scientists because they wouldn't need to wait a day to scan a zombie and would make scanning zombies serve a purpose! Not only that people wouldn't need to discard 80 GPS units as they search Necrotech buildings over and over again. --Jon Pyre 21:16, 7 Jan 2006 (GMT)
  29. Keep - Especially John Pyre's idea, but the basic one is fine too. If you don't want to get rev'd, take Brain Rot.--'STER-Talk-Mod 22:24, 7 Jan 2006 (GMT)
  30. Keep - I really like this idea. Some days I spend all of my AP searching and can not find one syringe today I found it in 2 AP but I constant like this would be nice. --TheBigT 23:43, 7 Jan 2006 (GMT)
  31. Keep - We need more skills on the tree anyway and I am hoping that eventually those necrotech guys will find a cure or solution to this plague. We can't keep fighting ang running and coming back to life in some endless circle. --Trish Winters 9:54AM Jan 8 2006 (GMT)
  32. Keep --Nicks 02:48, 8 Jan 2006 (GMT)
  33. Keep - Res are for author responses. Riktar 03:30, 8 Jan 2006 (GMT)
  34. Keep - --Mr. Mcdoogles 05:46, 8 Jan 2006 (GMT)
  35. Keep - --vanis314 6:14, 8 Jan 2006 (GMT)
  36. Keep - A good suggestion. I spent 30 ap and found one f***n syringe!! Mattiator 18:04, 9 Jan 2006 (GMT)
  37. Keep - There's enough good stuff there to warrent a keep vote.--The General 08:35, 21 Jan 2006 (GMT)
  38. Kill - We already just had a NecroTech skill making syringes easier. If Kevan implements this it will result in Stanstock '07. - Vengashii 12:48, 28 February 2006 (GMT) Note: Vote cast waaay after voting ended. Velkrin 19:29, 18 May 2006 (BST)
  • Tally- 27 Keep's 10 Kill's

Robotics

Spaminated, yo. --LibrarianBrent 06:25, 7 Jan 2006 (GMT)


School Kid

Spaminated. As the legendary Duke Nukem said, "Get that crap outta here!" --Slicer 17:00, 7 Jan 2006 (GMT)


New Zombie Tree

Suggestion Spaminated. Going to the talk page first might have improved that one. --Daxx 17:08, 7 Jan 2006 (GMT)


Trash Bags

Spaminated for a very good reason: Suggestions_Dos_and_Do_Nots#Finding_New_Ways_To_Do_Old_Things_Is_BAD --TheTeeHeeMonster 22:58, 7 Jan 2006 (GMT) And note to amazing: I'm not removing your damn text. Daxx removed yours and my snappy response to it for the reason that you shouldn't add extra comments to spam notifications. Check the history next time.


Ammo Belt

Timestamp: 22:17, 7 Jan 2006 (GMT)
Type: Item
Scope: Survivors
Description: Found primarily in armories.

Item takes 2 item slots. If you use a shell or pistol clip while your weapons are all FULL, the bullets or shells are placed into the Ammo Belt.

Ammo Belt holds 6 shells and 24 bullets. This allows you to carry ammo at the ready without item slots being taken up by a ton of Clips and Shells.

You would only have to click that one "Ammo Belt" button to reload your weapons in battle. It simplifies your gameplay by keeping you from having to look through your inventory buttons for your shells and clips.

  • Optional: Clicking "Ammo Belt" could fill all completely empty pistols and shotgun slots, providing you have enough ammo in the belt, so this also saves you some Reloading AP.

Votes

  1. Kill - Grotesquely overpowered. The speed-loading is a way of storing AP, and the massive inventory improvement means that anyone with a few of these filled up could go weeks without having to look for ammo. --Slicer 22:36, 7 Jan 2006 (GMT)
    • Re: - You spend the same AP as you do now, and in fact spend one extra to load from belt to gun. Not overpowered at all. -- Amazing 22:53, 7 Jan 2006 (GMT)
  2. Keep - I almost killed, thinking "reload everything with one click? TEH UNBALANCED!" until I realized you spend all that AP loading them into the belt in the first place, so it really only just increases your carrying capacity for loaded ammo. This means it's possible to go on bigger sprees without pausing for reloading, but on the other hand, you have to spend that much longer loading in the first place, so seems fine to me. One problem--the number of bullets it holds would kind of have to be a multiple of 6, since bullets come in magazines. Unless you're suggesting you take the bullets out of the magazine and put them into the belt, then take them out again, put them in the mag, and load it, which seems a bit silly.--'STER-Talk-Mod 22:42, 7 Jan 2006 (GMT)
  3. Kill Doesn't make sense, as 20 can't be evenly divided by 6, and therefore, would have to hold part of a pistol clip, which would waste it. Also the fact that it can reload all at once basically makes it too similar to the free reloads (more like a cheap reload in this case) which I never supported. Also note that this would require 3 items slots, one for confirmation of the item's existance, one for the shells, and one for the bullets. Too unfair to our brain-eating friends. --Volke 22:44, 7 Jan 2006 (GMT) EDIT: Even with the change, leading all of them into the belt and then loading them into the weapons would actually cost more AP in the end. I suppose it'd be easier if done over a period of time, but I don't see a problem with the reloading system as it is now. --Volke 22:58, 7 Jan 2006 (GMT)
  4. Kill - Your math is flawed. Spam - Suggestions_Dos_and_Do_Nots#Finding_New_Ways_To_Do_Old_Things_Is_BAD You're saying this takes more AP in the long run, so it just over-complicates things. --TheTeeHeeMonster 22:47, 7 Jan 2006 (GMT)
  5. Author Comment: Changed the number. For a moment I was thinking 5 in a clip instead of six. It's a minimal, momentary lapse in memory, sue me. -- Amazing 22:52, 7 Jan 2006 (GMT)
  6. Kill - I simply don't see the need. The inventory limit is there for a reason. --Daxx 22:50, 7 Jan 2006 (GMT)
  7. Kill - Unnecessary. --Signal9 23:45, 7 Jan 2006 (GMT)
  8. Kill - I have voted keep for almost every suggestion I like and never kill the not so good suggestions but this one tilts the power so far in survivors' favor. I am a survivor and I would not want to have this option. --TheBigT 23:46, 7 Jan 2006 (GMT)
  9. Kill - I understadn what your goign for here.. and the advantage it could have in a seige. But I just dont think its needed. Hey my first Kill as a member of the WCDZ --Jak Rhee 00:01, 8 Jan 2006 (GMT)
  10. Kill - congratulations Jak Rhee! felt good. didn't it? with you 100st Kill vote you get a plaque and full dental. (Oh yeah running around with that much ammo is a tad much AP's to store)--Vista 00:33, 8 Jan 2006 (GMT)
  11. Kill - Chances are most survivors have something like this already. It isn't like they are storing loose rounds int heir pockets. Unneccessary, and overpowering. - S Kruger
  12. Kill -- Asrathe 04:03, 8 Jan 2006 (GMT)
  13. Kill - Meh. Overcomplicates things. --MaulMachine 23:52, 07 January 2006 (EST)
  14. Keep - Was gonna vote kill until I read 'STER's reasoning. Riktar 05:31, 8 Jan 2006 (GMT)
  15. Kill - Change it so you have to load up the belt manualy (ie use ap's to load the belt) and you've got yourself a keep - Jedaz 06:03, 8 Jan 2006 (GMT)
  16. Kill - All the reasons have been listed above. Bentley Foss 07:24, 8 Jan 2006 (GMT)
  17. Kill - This makes survivors way too powerful in the long run. The AP is technically balanced, but the mechanics aren't. The way guns work, you need the extra slots to make up for how powerful they are. I killed three zombies with my guns today. Survivors don't need the buffs. Though this would seriously tick off the zombies... :-P --PatrickDark 09:19, 8 Jan 2006 (GMT)
  18. Kill - --Thelabrat 15:32, 8 Jan 2006 (GMT)
  19. KILL - -- raise the amount required to reload and I might reconsider Mattiator 18:06, 9 Jan 2006 (GMT)
    • Final Tally - 2 Keep, 15 Kill, 1 Spam - 19:02, 18 May 2006 (BST)

Rummaging

Spaminated for little to no detail on what kind of damage the weapons would deal. --TheTeeHeeMonster 22:55, 7 Jan 2006 (GMT)


The Barricade of Doorknobs

Part moved to Humorous_Suggestions#The_Barricade_of_Doorknobs. Serious content is near enough duplicate of very much liked Peer_Reviewed_Suggestions#Break_it_down.21. Also, had 11 Spam votes and 1 Keep, but was moved because of being duplicate (and humorous) --Brizth 00:52, 8 Jan 2006 (GMT)