Suggestions/7th-Oct-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.
  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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Group Call

Timestamp: Canuhearmenow Hunt! 00:47, 7 October 2006 (BST)
Type: Item Addition.
Scope: Saves AP and IP for calling multiple people.
Description: Sometimes you need to just contact, say, 4 people on your contacts list, and they have cell phones. Why waste 5 AP and 5 IP hits calling them all individually for the same message? This would add, upon clicking the Cell Phone, a "Group call" on the dropdown menu. When you click it it shows everyone on your contacts list that has a cell phone and has a check box next to each. Then you just type in the text you want and then check the boxes of the people you want to send the message to. All in all it would be 2 or 3 AP and 2 or 3 IP hits. Would be useful. Spam's not really an issue, as Radio's are more of the target of 1337-sp33k spammers.

Keep Votes

  1. Keep - Author Vote, I think it would help make the cell phone more useful, while not as costly.--Canuhearmenow Hunt! 00:47, 7 October 2006 (BST)
  2. Keep - Sob, yeah, sure.. call one another.. good for survivors.. what do zombies get? Cheap bastards won't let zombies spraypaint their own messages.. sniff... all zombies get is a stupid groan and an unintelligible language.. even the homeless get the occasional word right.. sniff... --MrAushvitz 01:17, 7 October 2006 (BST)
    • Re - Zombies get Barhah.--Canuhearmenow Hunt! 01:27, 7 October 2006 (BST)
    • Re - Barhah: =Jack-shit Zombish dictionary. But seriously this is great, makes cellphones very handy, effective even! Maybe malls can now communicate with one another outside of just radio blather... could cut down on all that radio spam... --MrAushvitz 01:48, 7 October 2006 (BST)
  3. Keep - Reach out and touch only thoses you want. Good idea. --CrimsonD 15:36, 7 October 2006 (BST)
  4. Assuming I understood it right... Otherwise, I like the idea behind it, even though I never use the damn things. -Certified=InsaneUG 03:09, 8 October 2006 (BST)

Kill Votes

No more survivor communication until zombies get an upgrade in that department. Rheingold 01:29, 7 October 2006 (BST)
  • Re - Alright, I have a question. How do zombies form hordes? How are zombies able to attack simultaniously? This isn't a damn survivor buff, this is mearely a survivor item improvement.--Canuhearmenow Hunt! 01:36, 7 October 2006 (BST)
    • By organizing outside the game, on the wiki and on forums. Which is NOT something we SHOULD have to do to survive and eat. Correct, it is not a buff, but it's an unnecessary upgrade to the already superfluous human communication capabilities. Suggest something for zombies please? Rheingold 03:11, 7 October 2006 (BST)
  • Note - Invalid vote struck. "X should be implemented first is not a valid reason for a vote." --Funt Solo 15:00, 7 October 2006 (BST)
  1. More Bars in More places - I don't know how Survivors have kept charging there batteries for as long as they have. Cellphones were meant to waste AP. --Officer Johnieo 02:29, 7 October 2006 (BST)
  2. Gotta agree, to an extent, with Rheingold. In addition, this isn't finished. We aren't voting on whether it should be "2 or 3." Is it 2 OR is it 3?--Pesatyel 05:32, 7 October 2006 (BST)
  3. kill - Read above.--Mr yawn 08:02, 7 October 2006 (BST)
  4. Kill - Do 'phones work that way? --Funt Solo 08:48, 7 October 2006 (BST)
  5. As Officer Johnieo. --ExplodingFerret 09:34, 7 October 2006 (BST)
  6. Kill - Unnecessary. Survivors have so many ways of communication already. --Nob666 09:55, 7 October 2006 (BST)
  7. Kill - Really, radios work just fine for this. This is, in fact, kinda the purpose of the radio. To communicate messages to multiple people. --Rgon 15:18, 7 October 2006 (BST)
  8. Kill - I think it could work if it just saved you the IP hits, not the AP. --Burgan 06:51, 8 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Repair Fence

Removed under rule 5, incorrect formatting. Now on the discussion page, with corrected formatting. --Funt Solo 08:58, 7 October 2006 (BST)


Street 'Cades

Removed by author for editing as it was found to be incomplete. --Funt Solo 13:23, 7 October 2006 (BST)


Church Bells Ringing

Timestamp: MrAushvitz 14:39, 7 October 2006 (BST)
Type: Church Bells Ringing
Scope: Churches & Cathedrals with running generators "ring those bells" every noon-hour!
Description: Church Bells Ringing:

All human beings, dwelling in all stages of belief and unbelief. Know the booming peal of the church bell as an acknowledgement of man's defiance, man's final stand against the living dead. To hear the sweet bell's cry every day at noon, is to know that we will not go quietly, into the dark, still, night...

We have churches, we have cathedrals.. and man it sure is fun to have a decent down and dirty desperate fight between survivors and zombies in any of them. But, we lack a reason to fight more often in these sacred places. Something worth fighting for, is needed.. a symbol. Sound versus Silence.

Game Mechanics:

  • Every noon hour (noon, Malton time) every Church and Cathedral in Malton will try to ring it's bells (automated bell ringing system, not done by hand.)
  • Right at noon hour, every Church and Cathedral will ring their bells IF they have a running generator at that time to do so. (No power, no sound)
  • The bell ringing message will be "You recognize (Church/Cathedral's Name)'s bells ringing in the distance.." This will be heard by every survivor and zombie within the bell's range. This sound is penetrating, even those indoors will hear it if within range.
  • Bell's Range: Churches 6 Blocks, Cathedrals 9 Blocks

Cathedral Power Requirements: Cathedrals (being a large building) are a little different than your basic church. They require at least 2 running generators at noon hour to ring their bells. (They have a greater variety of bell sizes, all ringing at different times.. more musical.)

Ransack Effects: These buildings' bells are part of the top of the buildings themselves, quite large.. very heavy, and basically impossible to destroy with the exception of a wrecking ball or an artillery round. So, they can't be destroyed and are a permanent building feature. If a Church or Cathedral is ransacked, it does nothing to stop the bells from ringing (if this building still has power.) But zombies are free to control their own Churches/Cathedrals, and leave generators in them if they wish, to them "their" bells ringing may have a different meaning (Hell's Bells?)

Intended Effects: It adds to the feel of Malton. It has nothing to do with combat or XP, or what your character is about or anything else relevant to gameplay and individual character development. But it is a sense of community, a reminder of the shattered past, and a symbol of the struggle that is being waged.. us versus them. Until the last bell sounds...

Kevan could allow certain holidays to be special in some way for this bell sounding (ex. christmas.. perhaps an increased ringing range.. or maybe every church & cathedral in Malton rings.. even if they don't have a generator.. or fuel! But only on Christmas day..)

Keep Votes

  1. Keep - I think we can tolerate a daily bell sounding.. there aren't that many churches out there per suburb, and the Cathedrals gain some importance (as well as adding to the possible goth/morale element to Malton.) Survivors will have to spend a bit of AP to maintain their bell system if they don't, it shows that they are either losing.. or don't care about their suburb. Losing a church to zombies will matter, perhaps not as a resource building.. but each survivors pride will be hurt, ever so slightly. --MrAushvitz 14:39, 7 October 2006 (BST)
  2. Keep - the DHPD runs a church based revive point, and I think it would be cool for the bells ringing to signify operation. And the church I attend has electronically controlled bells. --Darth Sensitive Talk W! 17:51, 7 October 2006 (BST)
  3. Keep - Eh. Doesn't add, doesn't take away.--Canuhearmenow Hunt! 21:01, 7 October 2006 (BST)
  4. Keep - Doesn't have a lot of use, but I like it. Creates a sort of symbolic gesture of defiance. It'll bring the zombies running, of course, but let them come! That's kinda to be expected, and is kinda the point, of a defiant gesture. --Rgon 22:57, 7 October 2006 (BST)
  5. Keep - Heh. Low priority implementation, but it would make things a bit more interesting. It's re-assuring to show of that you run the place, and it could form new hot spots for fun fun fighting. Hooray for building diversity! --Burgan 06:55, 8 October 2006 (BST)
  6. Keep - Never going to happen, but I like it! --Karloth vois RR 23:39, 8 October 2006 (BST)

Kill Votes

  1. Kill - "Hey, we have a generator running here, possibility of a fresh meal!" If I set up a generator somewhere, I don't want everyone in a 6/9 block radius to know about it. And creates one more line of spam too. --Nob666 15:00, 7 October 2006 (BST)
  2. Kill - Automated spam, I don't need. However, I'm swithering on whether or not a survivor should be allowed to ring bells if they so wish. It shouldn't require power. Ransacking should stop them working (ropes and pulleys can be destroyed, even if giant bells cannot). --Funt Solo 15:06, 7 October 2006 (BST)
  3. Kill - Nice idea, but I like to keep stuff in metagame. --Niilomaan GRR!M! 18:57, 7 October 2006 (BST)
  4. There's just something wrong with the concept of two generators in one building... How about you make it so that churches are too small to actually have electronic bells, and only cathedrals do (and for 1 generator only, obviously). -Certified=InsaneUG 03:11, 8 October 2006 (BST)
    • Re - Not unreasonable to have just 1 generator in a cathedral.. but they have a hell of a lot more bells (greater range) due to being a historical building, and all that jazz. I didn't want this idea to be abused, so I made it "idiot proof" no power, no sound.. can't ring the bell all damn day long or stuff like that. Some people abuse the radio currently, but for the most part radio is very very cool to have now! --MrAushvitz 07:17, 8 October 2006 (BST)
  5. Uh....what is Malton Time? Is it EST in the US or Australia? Or is it........ --Axe Hack 04:40, 8 October 2006 (BST)
    • Re - "Silence!" <pimp slap> Now change your vote to keep, you luscious fool. Seriously, noon hour malton time or whatever server Kevan has malton on.. whatever is noon for that system.. as long as it's noon. --MrAushvitz 07:17, 8 October 2006 (BST)
  6. I kinda like it, but I don't think you fully appreciate the implications this would have on the game. It isn't JUST flavor we are talking here. And I don't like the fact it requires 2 generators. What about players being able to CHANGE when the bells ring?--Pesatyel 05:50, 9 October 2006 (BST)

Spam/Dupe Votes

  1. Hells Bells - To put it plainly, this is damned if you do, and damned if you don't. No one wants to listen to GONG everyday for the rest of your life, BUT if you let players ring it autoamatically, you get a new type of spam. Imagine someone ringing the bell 50 times in a row. Plus, since when to bells run on Electricity?--Officer Johnieo 16:54, 7 October 2006 (BST)
    • Re - I hear ya, that's why I made sure this is a once a day thing, so it can never be abused. Ransack the church if you like, the bells are ok. --MrAushvitz 21:00, 7 October 2006 (BST)
  2. No - Spams everyone, is rather useless and why do the bells run on electricity?--Mr yawn 17:04, 7 October 2006 (BST)
    • Re - I looked into it, most modern day churches have their bells machine run.. because they're larger & louder than most bells of the past. A machine driven bell ringing machine is also more precise & less damaging to the bells themselves long term. --MrAushvitz 20:58, 7 October 2006 (BST)
  3. All the above, and isn't it a bit complicated for something that happens once a day and doesn't actually have any real meaning? --ExplodingFerret 18:28, 7 October 2006 (BST)
  4. Spam Stop suggesting trivial things with little to no effect. Everything you've been putting out recently is 1% bonuses and pointless flavor. --Jon Pyre 19:53, 7 October 2006 (BST)
    • Re - A decent flavour suggestion is rarely pointless. Look at tagging, it doesn't really kill any zombies/survivors, but man does it add to the game! Not everything in UD is just about combat.. show some imagination. --MrAushvitz 20:55, 7 October 2006 (BST)
  5. Awful What's not to like? Autospam survivor's screens, automatic feeding groan effect, no benefit to survivors. Terrible. Rheingold 02:43, 8 October 2006 (BST)
    • Re - No benefit to survivors, I suppose there isn't one.. do I care? No. Autospam once a day, oh dear.. I can see that X Church is still up and running for free because I'm in range.. damn that church bell spam providing me with info on my suburb on a daily basis, damn them. Feeding groan effect, just because it has a running generator that barricaded church could be completely empty. I did not intend to have a significant game effect, just add some tasty flavour.. a little ginger. Now eat up! --MrAushvitz 07:20, 8 October 2006 (BST)
  6. Huh? Pointless. --Master Cheif 07:08, 8 October 2006 (BST)
    • Gold Blade's vote struck. Cyberbob  Talk  22:39, 8 October 2006 (BST)
    • Re - Good job! We don't need fake accounts making votes, for kill or against. --MrAushvitz 04:37, 9 October 2006 (BST)

Street 'Cades v2.0

Timestamp: 15:15, 7 October 2006 (BST)
Type: Location Alteration
Scope: Street Locations.
Description: With more and more blocks becoming heavily fortified, desperate survivors stuck outside set up ramshackle barricades in the street to try and protect themselves.
  • Any street location will have a button "Construct Barricades".
  • If 'cades are successfully constructed, then the description changes; "There is a ramshackle fortification in this street", and a button will be added to "Enter ramshackle fortification" (survivors only).
  • A street location can be barricaded up to VS+2, representing a makeshift barricade akin to circling the wagons: survivors have used vehicles, park benches, public 'phone booths, barbed wire, fencing and whatever else they can find.
  • Building a barricade in the street takes time and effort, and 2AP for each press of the "Construct Barricades" button.
  • There are no doors, but a generator can be set up to power a radio transmittor.
  • If the 'cades are broken, the ramshackle fortification is destroyed, as are any contents (generators and radios). Therefore, there is no way to ransack or repair this type of "building".
  • Movement through the street square is still available to anyone (as with any square). This does not create an impassable square.
  • Attack through the 'cades, in either direction, with any weapon type, is allowed, but at a reduced three quarter chance to hit.
  • Population outside and inside the 'cades can always be seen, from either side. A note must be added to the display to indicate inside fortification and outside fortification numbers of survivors and zombies.
  • Free Running into or out of these locations is not possible. You always end up outside the 'cades on entering this square (even from inside an adjacent building).
  • A flare can be fired into the air from inside the 'cades, as this structure has a negligible roof.
  • The intention is to help out desperate newbs, left stranded due to over-barricading. Nobody would use this out of choice - it would be desperation only.

(Thanks to MrAushvitz & Gene Splicer.)

Keep Votes

  1. keep Give the noobs a chance. --CrimsonD 15:34, 7 October 2006 (BST)
  2. Keep But I think it should be 1AP to build the 'cades. --Funt Solo 16:27, 7 October 2006 (BST)
  3. Keep - Ya it sounds good. And to you spammers and Kill voters; What Survivor buff suggestion will you actually vote keep for? All I've seen most of you vote keep for are zombie/IP/Location/PKer suggestions.--Canuhearmenow Hunt! 20:24, 7 October 2006 (BST)
  4. Keep - I absolutely love this because it reminds me of the Resident Evil video games. The city is a fricking mess, devastated cars everywhere, fires everywhere, aftermath of an all out riot/zombie attack. There should be a lot of garbage & debris everywhere. It makes sense 2 AP a pop to errect these barricades (no solid building to secure them to hence max barricade is VS+2) and it would seem like a lot of dragging is involved just to start making them. NT scientists can build an outdoors "field base" to do revives near a graveyard... more intelligent tactics are possible! Survivors should be free to spend more time outdoors, if they wish, play their chars as they choose to play them. --MrAushvitz 20:50, 7 October 2006 (BST)
  5. Well Balanced - Guys down in Keep and Spam, read the suggestion. He's done a good job on making it balanced. Besides if you had enough AP to construct a street barricade, you'd have enough to find and get into a safehouse. It's a buff for both sides as zombies can get their meal inside without having to smash the walls (but at a lower percentage) and survivours at least have some place to keep sucure, for a while of course. So it's not really a big buff for surviours, it's just a barricade with a free meal inside which wouldn't take much effort to get (2 ap per barricade piece is reasonable, means you can't fortify as quickly) Kaylee Hans 23:08, 7 October 2006 (BST)
  6. Keep - With all the debris lying around on the streets, why wouldnt you be able to do this? --GhostStalker 01:05, 8 October 2006 (BST)

For Votes here
Kill Votes

  1. Kill - I think it's pretty useless, but definitely fun. The 2 AP cost, however, isn't. Cyberbob  Talk  16:34, 7 October 2006 (BST)
  2. Kill - 5000 new barricadable locations? No thanks. --Nob666 16:37, 7 October 2006 (BST)
  3. Kill - If you're stuck out on the street, you're going to die. Using Ap to move a couple of garbage cans around is just a waste of Ap that could be used to find a real safehouse. Plus, by the time you buy construction most players have smartened up a bit. --Officer Johnieo 16:50, 7 October 2006 (BST)
  4. Kill - As above, you'd do better to find a safehouse than build these. And survivors with Constuction generally will be getting to the point where they've figured that aspect of gameplay out. --Rgon 20:51, 7 October 2006 (BST)
  5. Pretty useless. They are better off tearing down the 'cades. -Certified=InsaneUG 03:12, 8 October 2006 (BST)

Spam/Dupe Votes

  1. Spam-You have to spend 2 AP per level to construt a barricade? The AP you waste building this obivous target to zombies could be better spent running to see an building that HASN'T been overbarricaded. You stand a better chance of surivial. Could be fun to trenchcoaters, but useless in the long run.--ShadowScope 15:21, 7 October 2006 (BST)
  2. Spam - As others have mentioned, it will be better to just run off to somewhere else rather then build it up fully. Whilst this may protect newb survivors newb zombies now have an even smaller chance of getting prey. And to add insult to injury you can attack out of it too!--Mr yawn 17:08, 7 October 2006 (BST)
    Re - I take your points well. However, the attack can be carried out in both directions - into and out of. --Funt Solo 17:19, 7 October 2006 (BST)
    Re - Really? Musta missed that. Discredit that bit then.--Mr yawn 19:00, 7 October 2006 (BST)
  3. Spam Learning how to get to a safe haven is a major part of the game. --Jon Pyre 19:54, 7 October 2006 (BST)
  4. If you sleep in the street, you should wake up dead. Rheingold 02:45, 8 October 2006 (BST)
  5. Oh wow...what are we gonna cade the street with? Go Army style and use sandbags? --Axe Hack 03:07, 8 October 2006 (BST)
  6. Spam - Balanced and thought out. Worthless though, and is neither particularly effective nor plausible. --Burgan 06:48, 8 October 2006 (BST)
  7. Spam -Nerfs zombies and is possibly game breaking. Nerfs newbies. And, I think, a Dupe.--Pesatyel 05:52, 9 October 2006 (BST) EDIT: Okay, not a dupe (though there was a...similar suggestion). But how do you move the cars and phonebooths and such to even CREATE such a barricade? Especially to VS+2?--Pesatyel 06:32, 9 October 2006 (BST)