Suggestions/7th-Mar-2007

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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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. 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.
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Give some buildings more purpose

Suggestion removed as it was changed after voting started. Apex, please resubmit the suggestion in order to make changes to it. --Matthew Fahrenheit YRCT+1 02:08, 7 March 2007 (UTC)


Full NT Bio Lab & Satellite Hook-up

Removed by author for edit origional suggest_time=MrAushvitz Canadianflag-sm.jpg 00:59, 7 March 2007 (UTC) ; Suggest removal time 19:11, 7 March 2007 (UTC). It was mentioned this should be 2 suggestions, yeah.. 2 skills in the same suggestion should only be done if they have to be connected like that.


Encumberance Tweak

Timestamp: Grace RR - PKer 01:13, 7 March 2007 (UTC)
Type: Skill
Scope: Anyone affected by inventory encumberance
Description: Add a sub-skill under Bodybuilding that reduces the cost of item encumberance by 20% or so, or flat-off reduce the encumberance cost to begin with. Most of us can't even fill our inventories up to the 51 item limit now; it's a ridiculous nerf.

Keep Votes

  1. Keep - Or just allow a higher encumbrance level; that would adhere to "real life" analogy, right? --18:01, 19 March 2007 (UTC)
  2. Keep - Definently needs to be tweaked!!! I had to throw TONS of useful stuff to pick up 1 item! --Carnage 01:22, 7 March 2007 (UTC)
  3. Keep - I was at almost 200% encumberance with one of my characters when I logged in. At 8% per shotgun, I feel that our inventory is being too limited by this update.--Banana reads Scoundrell for all of Yesterday's News, Today! 01:46, 7 March 2007 (UTC)
  4. Keep - I don't have a problem with bodybuilding havins a slight additional bonus to it, relating to athletics or strength. Very logical, even if these implimented changes are new, it in turn makes sense to have one survivor skill increase the limit. If you want a slightly larger inventory, buy bodybuilding.. not a bad idea. MrAushvitz Canadianflag-sm.jpg 05:33, 7 March 2007 (UTC)
  5. Keep - Mostly because I don't see people's averison to trenchcoaters. If we all hid behind barricades, not reviving except at specific points and not doing anything important, this game would die within weeks. GO TRENCHCOATERS! - Leeksoup 03:50, 7 March 2007 (UTC)
  6. Keep - I nick it. - Nicks 04:08, 7 March 2007 (UTC)
  7. Keep That's a pretty hideous nerf. Normally I'd say to wait but a bodybuilding type skill that increases maximum encumbrance makes more sense than a bodybuilding skill that increases max health. --Jon Pyre 05:27, 7 March 2007 (UTC)
  8. KEEP - Should be more than 20% though- its a complete nerf at the moment. I had 10% before and then 168% afterwards. Ridiculous :( --MarieThe Grove on Tour 15:57, 7 March 2007 (UTC)
  9. Keep - I actually agree with a bunch of the kill and spam votes, but as a PKer you need to have a whole whack of firearms to be able to kill 4 or 5 people in a day. I can understand the increase in shotgun space, but pistols shouldn't take up as much space as shotguns. --Gm0n3y 19:13, 7 March 2007 (UTC)
  10. Keep - My suggestion. --Grace RR - PKer 19:48, 7 March 2007 (UTC)
  11. Keep - Hmm, I like it!--Canuhearmenow Hunt! 22:05, 7 March 2007 (UTC)
  12. Keep - It is a valid cause. --NIE TalkCAPDU! 23:53, 7 March 2007 (UTC)
  13. Keep - Personally, I consider encumbrance to be a terrible idea, and this would do something to prevent it from being so bad. --Saluton 01:54, 8 March 2007 (UTC)
  14. Keep - Although I think it might be better to wait and see if the encumberance update really affects the game that much. Who needs 20 shotguns anyway?--Priz 06:15, 8 March 2007 (UTC)
  15. Keep - Great idea. Encumberence is a rather large nerf. --Anotherpongo 17:20, 9 March 2007 (UTC)
  16. Keep -Most of the kill votes were either "who can carry 25 shotguns around" and "stop whining". If any suggestion could be killed on a "stop whining" premise, zombie newbs would have it just as hard as they had it at the hardest point there has been in the history of the game. While I personally like the idea of less zombies turning the southern green patch into the southern yellow patch (why do we even need the "safe" rating now?) that wouldn't hit the right people, and besides... anyway, who can carry around 25 loaded shotguns? who? ALIENS THATS WHO! ON THE ENTIRE OFICIAL SITE I HEAR NOT ONE MENTION OF HUMANS! actually I'd like it better if it was a skill to just put the inventory back to the way it was... --AlexanderRM 7:08 PM, 9 March 2007 (EST)
  17. Keep - Sensible, restores slight balance.--Jonathon Quimby 23:43, 19 March 2007 (UTC)

Kill Votes

  1. Kill -- As much as I hate this update, taking a step back I can see how it's good for the game. Less trenchcoating, smaller pker strikes, make melee weapons worthwhile etc. It's not that bad of a nerf. I don't see the point of tweaking it. Yet. Give it some time. Also for those wondering I play a Pker alt, and a survivor one, so it's not like I'm a die hard zombie --FriedFish.ca 01:41, 7 March 2007 (UTC)
  2. Kill - It doesn't seem as though it would help much, so nah.I don't like it either however..And as above, less trenchcoaters.--Killjoy2 01:45, 7 March 2007 (UTC)
  3. Kill - Give the new changes more time! While my survivor got nerfed a lot too (I can't carry nearly as many generators as before) I rather propose changes in a week or so to have a better idea of what has to be changed. I don't think the weapons part has to be modified tough, as to carry so many weapons as before was really exaggerated. --Matthew Fahrenheit YRCT+1 02:18, 7 March 2007 (UTC)
  4. Kill - Honestly, I liked carrying seven shotguns and four generators too, but you have to admit it was ridiculous. --otherlleft W! 02:27, 7 March 2007 (UTC)
    You can't fill your inventory?!? What game are YOU playing? The only way THAT is possible is for newbies (and excuse me if you are). The problem with this suggestion is that how do you do 20% of 1 in a game like this? The game is simplistic. It isn't designed for fractions and such. That's why the radio takes up 5 spaces, for example. A better idea would be to let them carry more stuff instead. I doubt that would fly either, but it is certainly better.--Pesatyel 03:07, 7 March 2007 (UTC)
  5. Kill - All this new change did was make firearms three spaces and heavy equipment an unknown amount more. I quite like it. -Mark D. Stroyer 03:42, 7 March 2007 (UTC)
  6. Kill - Absolute rubbish. Survivors aren't losing due to a lack of guns, rather because of an influx of idiots who think the way to victory lies in trenchcoating. --Valore 03:45, 7 March 2007 (UTC)
  7. Kill - give it time. Carrying 26 shotguns was fucking stupid. --Funt Solo Scotland flag.JPG 10:10, 7 March 2007 (UTC)
  8. All kill votes above and all spam votes below made my points. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:04, 7 March 2007 (UTC)
  9. Kill - Didn't take long for people do complain, this is realistic, I can no longer carry 25 shotguns, and I am happy about that. Same for generators, it was ridiculous running around with 10 portable generators. The important things such a syringes, FAK's and ammo are still one space or 2% as it is in the new system. - Whitehouse 16:30, 7 March 2007 (UTC)
  10. Kill - The encumbrance levels do need to be tweaked, but not in this manner. --ZombieSlay3rSig.png 20:51, 7 March 2007 (UTC)
  11. Too Soon - You're supposed to wait until we've had a chance to experience the new mechanics before you try to tweak them. Give it some time. A few sieges, perhaps. There's no way to know how these new mechanics will affect the game until we've had them for a while. Who knows? Maybe you'll like them. --Reaper with no name TJ! 19:08, 12 March 2007 (UTC)

Spam/Dupe Votes

  1. OH NOES! MY TRENCHCOATER CAN'T CARRY 23 FULLY LOADED SHOTGUNS ANYMORE! NO WAI!--Gage 01:59, 7 March 2007 (UTC)
  2. Spam (with a lot of trenchcoaters tears all over it) And just as a side note, if you "had to throw TONS of useful stuff to pick up 1 item!" maybe that item was a lot more usefull and the rest was junk. you can still carry a lot of pistols and shotguns, so stop crying-- Che -T GC X 02:51, 7 March 2007 (UTC)
  3. Spam, and a wedge of cheese to go with that whine - It hasn't even been a full day and you're already complaining? FFS, the people this discourages most are the trenchies that are absolutely useless to you harmanz' cause. If anything it indirectly encourages barricaders, medics and the like because of that. You're losing because tactically and strategically, you're chumps - not because you don't have enough guns. This suggestion, even if it were worthwhile, is horribly premature - give things time to settle and see how it plays out, then try to change it if there's good reason to. Meanwhile why post this useless junk on the suggestions page? --Mold 04:24, 7 March 2007 (UTC)
  4. Spam - Wait, you guys can live without words but as soon as you can't carry a crap load of guns you kick and scream? I can't say I like it myself but I'm surprised that someone could carry ONE generator with them. There huge! And the fact that it is still day one mean although I don't like it I'm not gonna bitch about it and let it ruin the game. Let it grow on you.(no offense to you C138,. i know you're not a trenchy, i just think we should give this thing a chance)--Mayor Fitting 04:26, 7 March 2007 (UTC)
  5. Oh damn, I'll have to actually start playing the game properly and branching out into more things rather than having an entire inventory filled with shotguns. --ExplodingFerret 04:31, 7 March 2007 (UTC)
  6. Spam - This was a clever round of updates for Kevin, probably his best in the last 3 or 4 months. They make a lot of sense, and bring certain game aspects back into perspective. --Ducis DuxSlothTalk 06:57, 7 March 2007 (UTC)
  7. Spam I didn't realize this was based on a recent change until I read the suggestion below. Give updates time before suggesting changes.--Pesatyel 07:52, 7 March 2007 (UTC)
  8. Spam Its based on the fact that there's just not enough space to carry 20 shotguns at once. not that youre not strong enough. And its a recent change, it'll work out. --Graaj 18:01, 7 March 2007 (UTC)

Deep Hiding Status

Timestamp: otherlleft W! 02:40, 7 March 2007 (UTC)
Type: Game Statistic, Game Flavor
Scope: Characters and profiles.
Description: Idle characters are assumed to be in deep hiding, and since it's already tracked it can be included in the game information. This would have both in- and out-of game benefits:

In Game: When you log in after becoming idle, the "since your last turn" information would include "You went into deep hiding." The greeting message would be flavor text such as, "you emerge from hiding, shoving the boxes and vending machine the hid you aside." Out of Game: The character profile would now include the message "In deep hiding since XX/XX/XX." No location would be given. This would be helpful information, for example, in determining how active a particular group is . . . if the leader has been in hiding for six months, might be time to nominate for Historical Groups! Other applications would also quickly become obvious.

Keep Votes

  1. Keep - Having just been through the ordeal of trying to find out who was still active and who wasn't... --Forlorad 18:02, 19 March 2007 (UTC)
  2. Keep - --otherlleft W! 02:40, 7 March 2007 (UTC)
  3. Keep - This character hasn't been seen in X weeks, not a big deal. Hey maybe you're checking your contacts lists... All these buggers are on vacation... MrAushvitz Canadianflag-sm.jpg 05:36, 7 March 2007 (UTC)
  4. Keep - This would help people who store PKer's details in their contacts list to clean out inactive people from the list. --Toejam 15:37, 7 March 2007 (UTC) Edit I don't really use my contacts list to store allies or enemies, rather I just put random people with funny profiles in. I'd be curious to see how many of them are now inactive.
  5. Keep - I use my contacts list to keep track of who has killed me and it would be nice to remove the inactive ones. Also, just because you like another suggestion in PR more, you shouldn't kill an otherwise worthy suggestion based on that. --Gm0n3y 19:18, 7 March 2007 (UTC) EDIT: Ok, fair enough.
  6. Keep - It would be a better solution than to have a random zed kill the poor fellows that do not log in for a long period of time. I like the idea because there are too many bodies just lingering around as is. --NIE TalkCAPDU! 23:55, 7 March 2007 (UTC)
  7. Keep - I enjoy the flavor and its a good way to keep your contacts trimmed. - Kravlin
  8. Keep - Mmm, I love that. --Cap'n Silly T/W/P/CAussieflag.JPG 07:35, 9 March 2007 (UTC)
  9. Keep -Why don't we have this already? --AlexanderRM 7:28 PM, 9 March 2007 (EST)
  10. Keep- AlexanderRM summed up my thoughts perfectly. --Reaper with no name TJ! 19:09, 12 March 2007 (UTC)

Kill Votes
Against Votes here

  1. How do you get a person's profile to check if they are "in hiding" if they are idle and thus unavailable? And if your talking contacts you probably already had some idea (via metagaming, for example) whether they are idle or not.--Pesatyel 03:18, 7 March 2007 (UTC)
  2. Kill - If they're in deep hiding, how would you know that? --Funt Solo Scotland flag.JPG 10:13, 7 March 2007 (UTC)
  3. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:06, 7 March 2007 (UTC)
  4. Kill - Changing my vote to kill only because, while it isn't a dupe, there are 3 similar suggestions in PR that I like better: Mark Inactive Contacts, Show Idle Characters, & Flag If Inactive. But I do agree that this info should be visible, since we can currently see if contacts are alive or dead, how much XP they have, how many times they've died, what skills they have, etc. All the PR suggestions I linked to cover this, without getting into the "deep hiding" part. --Matt Scott 9 16:04, 7 March 2007 (UTC) EDIT: To Gm0n3y: I only meant that the parts of this that I like are already in PR -- all this does is add the "deep hiding" angle, which I don't really care for. --Matt Scott 9 20:51, 7 March 2007 (UTC)
  5. Kill - I think that the suggestions listed above are better. --ZombieSlay3rSig.png 20:38, 7 March 2007 (UTC)

Spam/Dupe Votes

  1. Spam Useless, or if you're actually hiding it's against the suggestion guidelines. --Graaj 03/07/07 03:06 (UTC)

Increased Inventory Capacity

Timestamp: Chunkeymonkey 02:52, 7 March 2007 (UTC)
Type: Skill
Scope: Survivors
Description: Allow survivors to buy more space to collect more inventory. Option available only after player has acquired all other survivor skills. Will allow players to take advantage of new game change that allows treasures and ornament collection without sacrificing gameplay necessities (FAKs, syringes, Zombie weapons.)

Keep Votes
For Votes here
Kill Votes
Against Votes here

Incomplete. How much "inventory space" are you talking about?--Pesatyel 03:19, 7 March 2007 (UTC)
whatever makes sense. With the new percentage "encumbered" report, is hard to tell what items count for how much now. A 100 XP buy let us increase our capacity by 10%. Or, if an itemized account is posted for how much each item is now worth there could be a point value assigned accordingly. For example, pay 100 XP to increase capacity by n points. - Removing unsigned content. --Funt Solo Scotland flag.JPG 10:48, 7 March 2007 (UTC)
  1. Kill, specifics? So a skill that allows you +X spaces? Or after you have all skills you get +x? Give me a number please.. MrAushvitz Canadianflag-sm.jpg 05:52, 7 March 2007 (UTC)
  2. Incomplete - Please, in future use the talk:suggestions page before submitting. Especially if you are a new user. That page and the advice of submitting there first is said for a reason. Also suggestion incomplete. --Ducis DuxSlothTalk 07:03, 7 March 2007 (UTC)
  3. Kill - increase capacity so that you can carry ornaments? No. --Funt Solo Scotland flag.JPG 10:13, 7 March 2007 (UTC)
  4. All of the above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:07, 7 March 2007 (UTC)
  5. Kill - As Pesatyel. I'd like to see what effect the recent update has on the game before making any changes. --Toejam 15:51, 7 March 2007 (UTC)
  6. Kill - Incomplete, and I disagree with the general idea. - Whitehouse 16:33, 7 March 2007 (UTC)
  7. Kill - The suggestion is missing some essential details necessary for its completion. --ZombieSlay3rSig.png 20:41, 7 March 2007 (UTC)
  8. Incomplete and Too Soon- Why are you trying to change something that we haven't even got to try out yet? You don't even have the idea fleshed out. There's no need to jump the gun. Just be patient and see how the new inventory system works out. --Reaper with no name TJ! 19:13, 12 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. Spam This is based on something just added to the game? Give updates time to "work" before suggesting changes. Heh, and I just checked my character is 238% encumbered (but he IS carrying 4 generators and christmas tree).--Pesatyel 07:41, 7 March 2007 (UTC)
  2. Spam/Dupe - This looks to me to be a really poorly worded and thought out version of a better suggestion on this very page.--Priz 06:15, 8 March 2007 (UTC)

Outbreak v2

Timestamp: 16:02, 7 March 2007 (UTC)
Type: Game Event.
Scope: Random Suburb.
Description: As the quarantine stretches into a second year, sanitation is at an all time low. Outbreaks of virulent disease break out in the most run-down suburbs:
  • Once every 2-5 days (determined randomly), one suburb suffers an outbreak of a virulent infectious disease.
  • The outbreak lasts until the next outbreak occurs (ie 2-5 days).
  • Only one suburb at any one time can be suffering from an outbreak.


Determining which suburb:

  • The server calculates the 10 suburbs with the most ransacked buildings.
  • One of them is randomly chosen.
  • (This was based on corpse numbers, but that's too easily infuenced by zergers, and anyway - if many buildings are ransacked, it stands to reason that a suburb either is or was crawling with zombies and has or had lots of corpses.)


Plague effects:

  • Any of the following has a % chance (listed) of causing a survivor to become infected (as per Infectious Bite).
    • 10%: Any wound caused by a zombie's natural weapons.
    • 5%: Any wound from any other weapon that occurs inside a ransacked building.
    • 5%: Any wound from any other weapon that occurs outdoors.
    • 10%: Any contact with a corpse (ie throwing one out of a building).
    • 5%: Other close contact with a zombie (ie DNA scanning or revivifying, but not attacking).
  • Infection causes the survivor to lose 1HP for each action they perform, except for speech.
  • The infection is curable as normal with a FAK.


Notes:

  • Yes, this is a zombie-friendly suggestion. It's supposed to create a zombie stronghold suburb for a few days - but that stronghold will randomly shift every few days. It's a reward for zombies playing to type and taking out entire 'burbs en masse. In the affected 'burb it will punish trenchcoaters and promote defensive play to build up non-ransacked safehouses.
  • The idea is to have disease as part of the game, but limit it so that it doesn't become a game-wide pandemic.
  • This is also supposed to be fun - if your horde infects the 'burb, that's something to boast about.
  • There would be some kind of flavour-text indicating obvious effects of the outbreak. Eg. There are 3 corpses here, bloated with disease. This should make it clear to zombies and survivors that the 'burb is infected.
  • Flavour text would indicate when you've been infected.


Thanks to discussion contributers: HonestMistake, Pesatyel, Mark D. Stroyer & Nosimplehiway.

Keep Votes

  1. Keep Zombies already gained a lot, but the cool idea behind this, is it helps zombies that don't have infected bite. Additionally an outbreak hit (suburb) would be fun, kind of shakes things up. Makes there more of a flow to what is going on, and really describes the lack of decent water, sanitation etc. due to loss of full services... Adds some nastiness to the game. MrAushvitz Canadianflag-sm.jpg 19:08, 7 March 2007 (UTC)
  2. Author - I figure this'll probably end up effecting badly hit 'burbs, where it's tough all over. Somewhere for the vets to play, and the newbs to avoid, erm, like the plague. (All my characters are survivors, if that makes any difference.) --Funt Solo Scotland flag.JPG 19:35, 7 March 2007 (UTC)
  3. Keep Similar to my "FIRE!" idea. I think random events like this are great for the game. I refuse to vote 'kill' just becasue percentages aren't 100% perfect. Good idea, this. Rolo Tomasi 19:37, 7 March 2007 (UTC)
  4. Keep - Interesting change of events to ransacked suburbs. --ZombieSlay3rSig.png 20:45, 7 March 2007 (UTC)
  5. Keep - Zombies are designed to hold territory, just look at Kevan's Zombie Infection Simulation. --Matt Scott 9 20:57, 7 March 2007 (UTC)
  6. Keep - Yes! Outbreak! Fire! A nose job! IMPLEMENT SOMETHING! --DinkyDao 21:08, 7 March 2007 (UTC)
  7. Keep - Sounds like another action to add to the survivors excitement and challenge. --NIE TalkCAPDU! 23:58, 7 March 2007 (UTC)
  8. This, I like. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:45, 8 March 2007 (UTC)
  9. Keep - The survivors could just leave the suburb. --Fullemtaled 14:02, 8 March 2007 (UTC)
  10. Keep - Hrm the idea is good, Re-ing every kill vote is not. Also this works quite well with a sequence of bernouii trials to calcualte infection rates, though I doubt you even know what those are...--Etherdrifter 16:21, 8 March 2007 (UTC)
    re - I presume you mean Bernoulli trials. Really, if you're going to act superior, you should at least get it right. Hurr. Oh, and I haven't re'd every Kill vote. Seems the only thing you got right was voting Keep. Cheers! --Funt Solo Scotland flag.JPG 19:25, 8 March 2007 (UTC)
    re - Tch I knew I should have spellchecked that, no matter. Just try and use them, they give a far more accurate estimate of damage then the old "average damage" system. Then again who knows perhapse you just looked up the word on wiki. As for over re-ing, at my time of voting 4/6 votes were re'd. Still that aside, good idea. Shame all the other random events were shot down so fast. It would go well with some of the others I have seen. --Etherdrifter 20:18, 9 March 2007 (UTC)
  11. Keep - Love the random events thing, helps keep people on their toes and makes things a little more entertaining after you've gotten to the point where you're just holding a suburb. Make weather suggestions next and I'll probably vote for 'em. --Sipex 11:49, 8 March 2007 (EST)
  12. Keep - Death to all! --SporeSore 02:47, 9 March 2007 (UTC)
  13. Keep - Doesn't seem too bad to me. If survivors don't like it, they can just move to the next suburb. Heck, they're supposed to be on the run anyway. --Reaper with no name TJ! 19:18, 12 March 2007 (UTC)
    Cautious Keep -Hmm.. I'm a litte apprehensive but I feel its balanced and I really like the idea. -Nibiletz 17:37, 22 March 2007 (UTC) Vote posted past deadline. --ZombieSlay3rSig.png 18:29, 22 March 2007 (UTC)

Kill Votes

  1. Kill I don't like this, it's too random. zombies aren't really designed to hold territory anyway. --Graaj
    re - Without the random element, it'd basically be a permanent effect in Ridleybank. --Funt Solo Scotland flag.JPG 19:33, 7 March 2007 (UTC)
  2. Kill Wasn't something a lot like this allready rejected once? - BzAli 18:09, 7 March 2007 (UTC)
    re No, it was never rejected - it was removed for revision during voting, went through discussion for a while and ended up on my user page. --Funt Solo Scotland flag.JPG 19:33, 7 March 2007 (UTC)
  3. Kill/Change/Query - A FAK/Syringe should provide a limited innoculation against the infection (in AP - say 20 or so), so that survivors can act in a plagued suburb for a short time without risk. This would mean that plagued suburbs don't suddenly become devoid of survivors - it also opens the way for a future suggestion that would allow survivors to "clean up" a plagued suburb early by doing something in the suburb (say 500 AP must be expended (shared) on a set task of cleaning the water in a set building). The query is - do all zombies in the suburb automatically count as infected from the point it is switched on? (so any zeds revived would start out alive with infection?). –Ray Vern Pig.gifphz T 20:10, 7 March 2007 (UTC)
    Kill - Suggestion is not properly signed. As such it is invalid and should be deleted.--SporeSore 00:47, 8 March 2007 (UTC)
    re - I don't mean to over re, but SporeSore, I'm unaware of any rule that says that author must sign their suggestion. If you look in Peer Reviewed, you'll find plenty of un-signed suggestions. Seems an odd reason for a kill vote. --Funt Solo Scotland flag.JPG 08:43, 8 March 2007 (UTC)
    re - I was just being an asshat. --SporeSore 16:52, 8 March 2007 (UTC)
  4. Kill Zombies should not have a 10% chance of infecting a survivor by getting killed. Don't punish people for doing what they're supposed to do, and don't screw over people at random, barely connected with the actions of either side. People in the 10 most ransacked suburbs have it hard enough as it is. All 5 survivors living in some ransacked suburb don't need to be infected daily just for using their DNA extractor. --Jon Pyre 05:55, 8 March 2007 (UTC)
    re - Killing the zombie doesn't infect the survivor - the 10% is for dumping a body. The flavour text would indicate that there is a chance of infection for attempting a dump. Remember, only one suburb is effected, it's not city-wide, and it is linked to the actions of the players - their ransacking and their repairing efforts. It would be tough on the survivors in the plague-'burb, though - that's the whole point. In some ways, this is an attempt to spice up the game, and get away from the "sit tight, I'm alright" style of gameplay that sees my characters survive for months on end by doing nothing more than sitting still. --Funt Solo Scotland flag.JPG 14:26, 8 March 2007 (UTC)
  5. Kill - As Pyre. --Toejam 12:55, 8 March 2007 (UTC)
  6. Kill - As Pyre. --Abi79 AB 21:03, 8 March 2007 (UTC)

Spam/Dupe Votes

  1. Strong Kill -This is like that "take more AP to move when you have less HP" idea- don't make an already bad situation worse. --AlexanderRM 11:56 AM, 10 March 2007 (EST)

Electronics Skill & NT Satellite Hook-up

Timestamp: MrAushvitz Canadianflag-sm.jpg 20:00, 7 March 2007 (UTC)
Type: NT Building Enhancement
Scope: A skill that allows you to upgrade your NT building, and gain XP for setting up radios throughout Malton.
Description: (This is the edit of the NT bio lab & satellite hook up, we'll just do the electronics skill and satellite hook-up on this one for now.)

We at NecroTech are interested in establishing a better, more efficient, private communications system to better serve our employees throughout Malton. These systems should assist in providing for the safety of our employees, as well as enhancing the ability to upload scientific findings regarding the zombie phenomenon without corrupting data.

  • ~ NT communicae to their laboratory managers and associated scientists, employees, security, and corporate personnel.

(The "Truth" ~ NT would really like to be able to scan all cell phone and radio communication throughout Malton, as well as make sure other companies can't access their private research! Basically they want to spy on you, and make more money...)

Establishing Satelite Upgrades to your NT building:

It's pretty simple the Satellite Hook-up requires 1 new science skill ~ Electronics to impliment. Other than that, it's actually somewhat simple.

Electronics

New survivor science skill, pre-requisite requires: Building (Believe it or not, much smaller tools for this sort of trade however.) Adds no benefits to your zombie character.

You may now upgrade NT buildings to include a "Satellite Hook-up" for 30 AP. (You can do this, even though it would put you well into the negative AP range.)

  • Additionally this skill also grants you +2 XP everytime you establish a radio transmitter at an indoors location! Due to your ability to provide better communications throughout Malton.

(So yes, you can use this to gain XP running around setting up radios, as well! That is why this science skill has such low requirements, so you have other options for RP purpouses as well as actual gameplay and character development. But it isn't that easy to just get it either.)

  • Satellite Hook-up Game Mechanics: You spend your 30 AP, gain 10 XP, and now this location's outdoors description reads as "This building has a satellite hook-up." Each NT building can only have this done to it once at a time, it's either part of the building's description, or not. (On/Off) (Can't be abused, because only zombies can remove these things once they've been added...)
  • Advantages: This building counts as having a phone mast if it is powered adding to the overall coverage in your area. This NT building is also specially marked on the NecroNet, by color so that it is identified as a NT facility with this upgrade (can be helpful to check the NecroNet to know which other NT buildings don't have this so you can go there to enhance their "services" also.)
  • Disadvantages: Zombies will destroy this satellite dish if they can, but it's a lot harder to get at than a generator or radio.. on the roof, or outside a window ledge.. (might take a couple tries to get at it after falling down once or twice..) so many zombies just give up! This building must first be ransacked normally, only by zombies. After it has been successfully ransacked the first time, a 2nd ransack button is available which says: "Ransack ~ Satellite 10 AP", (it takes 10 AP to pull off due to various difficulties..), and the satellite hook up is now destroyed (gone), and that zombie recieves +15 XP for destroying the satellite.

Why, all of this?

We've all been looking at an electronics skill for some time, this also makes use of those Mall: Electronics Stores as a resource for providing radio service throughout Malton. In all seriousness, yeah, in a large scale zombie outbreak after life gets back to a stage of semi-normal radio communications could be important and certainly anyone with these kinds of skills would be busy outfitting safehouses, and probably those science buildings! Additionally, your character may carry generators, and fuel to also provide "service" to an area.

Creates a "handyman" niche' of sorts, and there may be other "handyman" skills suggested later.

Adds an element of "we're big brother" to NecroTech, as well as there's not many science skills available, this one makes a lot of sense.

Keep Votes

  1. Author Keep Electronics is a fun idea, don't like it don't buy it, or leave it for last. Consider it a skill relating to radio, because it is! (BTW 30 AP for 10 XP, does suck.. but +2 XP per radio is much cooler... but requires more travel and carrying radios.)MrAushvitz Canadianflag-sm.jpg 20:00, 7 March 2007 (UTC)
  2. Keep - Because only YOU can prevent forest fires --DinkyDao 21:10, 7 March 2007 (UTC)
  3. Keep - Anything that reduces the need for meta-gaming is good, in my opinion. And as for it being useless? Oh, please - next youi'll be saying cell phones are useless! --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 23:59, 9 March 2007 (UTC)

Kill Votes

  1. Kill - why the exp? why 10 exp? If it's going to be useful, people will do it anyway. The exp is unneccessary --Gene Splicer 20:42, 7 March 2007 (UTC)
    • Re The XP is due to the AP is would cost to set-up, so you get something for doing it, to be fair. MrAushvitz Canadianflag-sm.jpg 21:45, 7 March 2007 (UTC)
  2. Kill - I really don't see this as being useful. --ZombieSlay3rSig.png 20:48, 7 March 2007 (UTC)
  3. Kill - Not very useful. I also don't like that it can't be destroyed by harmanz. Just don't give harmanz the XP for destroying it. --Gm0n3y 00:52, 8 March 2007 (UTC)
  4. Useless. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:46, 8 March 2007 (UTC)
  5. Kill/change -Make humans be able to destroy it (have destroying the transmitter seperate form ransack) and make it so you need a powered generator to create and for it to work. Might make it seem underpowered but if you think about it you would be powering NT's anyway. --AlexanderRM 4:22 PM, 10 March 2007 (EST)
  6. Change- I think it's a little too difficult for zombies to destroy. 10 AP cost to destroy it is fine, as is requiring the building to be ransacked. But not both. Make it one or the other. --Reaper with no name TJ! 19:24, 12 March 2007 (UTC)

Spam/Dupe Votes
Spam votes, probably will have at least 1 person say overpowered, and then another person say underpowered..



Give some buildings more purpose (Refined and Resubmited)

Timestamp: Apex 22:26, 7 March 2007 (UTC)
Type: building improvement/Upgrade
Scope: Survivors, and possibly zombies
Description: Recently Museum’s have been given a big upgrade that allows you to find stuff inside. Well I have a few ideas for some other buildings as well, making things esayer/harder for Survivors and zombies.

Banks

When powered they can have a special Feature where you can use the Safe to help barricade. And Security cameras to see outside for 1 block radius.

Factories

Could have Machines inside that, When powered and depending on a person’s skill, could make ammo, guns, or other tools for 1-5 AP. Maybe even build Radio Transmitters and Power Generators for 10 AP.

Library and Schools

When Powered you can use a computer and send messages to people on your buddy list. You could even look to see a map area surrounding the building, but you will not be able to know if there are any zombies outside.

Railway Stations

When powered you can use them to travel to other rail stations within about 20 blocks, problem is that it takes up 10 AP to use.

Towers

Here’s the oldest in the book, Multi Level. Say 2 floors that can each be barricaded, but survivors can also use the fire escape ladders to get in or out of a building (Zombies can they would have to go in and climb up and try to destroy the barricade.

Radio Tower buildings

We could create a new use for them, maybe have built in Transmitters inside the building that can't be destroyed. Also if the Radio Tower isn't powered, maybe all Transmitters in the suburb will be rendered useless.

Keep Votes

  1. Author Keep- --Apex 22:26, 7 March 2007 (UTC)
  2. Keep- You try again I see, Fine I will vote keep. BUT GOD DAMN YOU TO HELL ANYWAY! --Reptileus 22:38, 7 March 2007 (UTC)
  3. Keep- Many good ideas. Would probably take time to implement but would make gameplay better. I like v. much.--GrownUpSurvivor 17:52, 8 March 2007 (UTC)
  4. Keep- Too good of an idea to let go of. --Ltpotter 01:39, 9 March 2007 (UTC)
  5. Keep- I think he means the moble phone towers in the city. THis is still a godd idea.--PsychoJay 01:46, 9 March 2007 (UTC)
  6. Keep- I think you are right, the moble phone towers could be used in that way, like the ideas for Towers. --Buzz-wiser 01:51, 9 March 2007 (UTC)
  7. Keep- Yes, It's incomplete, but we can work out the detiaels later, right now lets work with what we've got.--Monty Python 20:44, 9 March 2007 (UTC)

Kill Votes

  1. Kill - Incomplete. Make everything solid and set in cement before submitting. -Mark D. Stroyer 22:34, 7 March 2007 (UTC)
  2. Kill - Also voting incomplete. Dude, next time put this type of suggestion in talk:suggestions first - the community feels pretty strongly about buildings and their uses. Also it might have been best to submit them one at a time - a person might have only one issue with one of the buildings, and vote kill for the lot. --Ducis DuxSlothTalk 23:12, 7 March 2007 (UTC)
  3. Kill - I actually think that some of your ideas have merit, but as mentioned above, you need to submit them one at a time and provide more details about each one (for example, how does a safe help you barricade, what interface changes would be needed, AP cost, chance of failure, etc). --Gm0n3y 00:57, 8 March 2007 (UTC)
  4. Kill Too vague and multiple suggestions in one. Develop further on the discussion page and submit each as a seperate suggestion. --Jon Pyre 05:53, 8 March 2007 (UTC)
  5. Submit as separate suggestions since this is more then 1 suggestion. Other then that, security cameras have already been suggested and is in PR, sending IMs via the Library and School computers aren't that great since you're already playing UD on a computer, and there are no Radio towers in Malton... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 8 March 2007 (UTC)
  6. Kill - More details are needed. --ZombieSlay3rSig.png 22:00, 8 March 2007 (UTC)
  7. Kill - It's incomplete, it's incomplete, it's IN-COM-PLETE. --Anotherpongo 19:04, 9 March 2007 (UTC)
  8. Kill - Nerfs radios. Ditch the Radio Tower being needed for Radio Transmitters to work, and I'll reconsider. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 00:03, 10 March 2007 (UTC)
  9. Incomplete etc. -One suggestion per building, more detail, and ditch the radio tower. maybe a built-in radio but nothing else- you already need a powered generator to run radios. --AlexanderRM 4:48 PM, 10 March 2007 (EST)
  10. Incomplete - You've got concepts; good. However, you need specifics. Namely, the numbers. --Reaper with no name TJ! 19:28, 12 March 2007 (UTC)

Spam/Dupe Votes