Suggestions/8th-Nov-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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Gut Buster

Removed by author, for edit Origional suggest_time=MrAushvitz Canadianflag-sm.jpg 04:16, 8 November 2006 (UTC)


Gut Buster (Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 13:36, 8 November 2006 (UTC)
Type: New zombie skill
Scope: Claw attack enhancement, sometimes killing survivors with claw attacks makes them "scream"
Description: Edit: ~ Okay, up it from 1% to 3%, but double damage.. ok.

What Is A "Gut Buster"?

  • That is when a zombie with particularly strong claws gets them inside of you and digs around for your internal organs.. possibly getting a hold of your large or small intestines and starts pulling them out! In many instances the zombie in question may have simply ripped off an ear, plucked out one of your eyes, and in many instances of a quick death cracked open your chest cavity and took out your heart! It is a horrible, horrible way to die.. and if you're lucky you die sooner rather than later! Fortunately, it doesn't happen all of the time.. just when they get too impatient to wait until you are dead to be able to feed.

Gut Buster:

  • Appears on zombie skills tree as a sub-skill of Rend Flesh, adds no benefits to your human character. As an additional prerequisite your zombie must be at least level 15+ to purchase this skill!

Your zombie periodically gets it's claws inside it's victim, inflicting double damage with that claw attack! This only works when clawing a living survivor.

  • There is a flat rate: 3% chance with every successful claw attack you make against a living survivor, that the attack will instead inflict double damage. Because rend flesh is a pre-requisite for this skill that means there is a 3% chance of dealing 6 damage with a claw attack (5 if that survivor is wearing a flak jacket, still nasty damage!)
  • This only works on a living survivor, not on other zombies, barricades, or barricade-like objects... it is only a vulnerability of the living.

Survivor Death Scream:

  • If you kill a survivor with your claws (from the double damage "Gut Buster" attack) the survivor you just killed lets out a Death Scream (whether you wanted them to, or not.)
  • This scream has a radius of 1 square from where the survivor was just killed, all survivors and zombies within that radius (indoors or outdoors) will hear this scream. The identity of the living victim will be unknown: "You just heard a survivor cry out as they died horribly!" (no direction of the scream is given, this isn't like feeding groan!)
  • The death scream itself is also very rare.. so there will be no worry of adding spam.. and no griefing of the survivor (identity is kept secret.) But this does add to the horror of Malton, as well as letting survivors know that powerful zombies are out there, hunting.

Why?

  • It's a claw buff.. no reason to hide that fact. 6 or 5 damage is very serious.. but a shotgun blast does 10 (also quickly removes important organs!) This will only occur 3% chance with a successful claw hit, but it does give a survivor a reason to get a flak jacket, even to protect from zombies.
  • This is needed because even though most zombies do get mowed down (with impunity) every now and again they should really hurt a survivor. It keeps survivors on their toes as to whether or not powerful zombies are in their area (the death scream is actually a drawback for the zombie, it warns survivors to beware!)
  • This makes earning your way up to being a level 15+ zombie very rewarding, can you imagine how satisfying this would be when you finally get inside that NT safehouse and actually finish off those revivers with a gut buster? Priceless.
  • Keep in mind, survivors who survive these attacks, FAK's and the right healing skills can easily heal up all that damage. But this zombie skill will be a very fun and rewarding experience for zombies as well (humans have headshot, and free running.. it's not too much to throw in a beatiful little scream every now and again to keep the "living impared" happy!)

Keep Votes

  1. Author Keep - I hate having to re-post as an edit, but I do want to keep the voters happy.. it had some keeps, kills that would be keeps, hope they re-post keeps. All good! MrAushvitz Canadianflag-sm.jpg 13:37, 8 November 2006 (UTC)
  2. Keep - Gives survivors a reason to wear flak jackets other than as protection against PKers. And it adds a nice element of fear without actually making the zombies much stronger. --Reaper with no name 16:05, 8 November 2006 (UTC)
  3. Funt Solo 18:33, 8 November 2006 (UTC)
  4. Keep - As I said before, even multiplied by a billion this is only a few more dead survivors even at mall sieges.--J Muller 23:27, 8 November 2006 (UTC)
  5. Keep - I personally think the more screams the better, but this is good enough. --Officer Johnieo 00:55, 9 November 2006 (UTC)
  6. Keep - I don't think it should work on zombies, because they don't really need the organs right? And ripping out the organs of humans is just plain fun! --Lord Evans 02:32, 9 November 2006 (UTC)
  7. Keep - Can they scream cliched zombie movie lines line "nooooooo!" or, "oh, god, nooooooo!"? --Kaminobob 08:53, 9 November 2006 (UTC)
  8. keep Note Ill probably change my mind if it gets implimented and I get hit by one Blazefire 10:09, 9 November 2006 (UTC)
  9. Keep - This will definitely add flavour and it's actually much needed since zombies are underpowered. --Carl Panzram 18:38, 9 November 2006 (UTC)
  10. Sounds like fun - --Pinpoint 19:19, 9 November 2006 (UTC)
  11. Keep - Sounds good to me. Chronolith 03:31, 19 November 2006 (UTC)
  12. Keep I like the idea even though I don't play as a Zombie. --Tahoe 05:38, 19 November 2006 (UTC)
  13. Keep - The more eviceration the better. Cousin ed 07:16, 19 November 2006 (UTC)
  14. Keep - Any skills that harken back to the intestinal evisceration scenes in Romero's films get my vote. Also, I've always found it odd that, despite having to be a human to find one, flak jackets are only useful to zeds and the occasional victim of a PKer. At last, a real reason for a human to need a vest. FissionXuiptz 12:47, 19 November 2006 (UTC)
  15. Keep - Nice touch of "realism". bounty838 shack 15:39, 19 November 2006 (UTC)
  16. Keep - Beautiful, the zeds SHOULD have some way of inflicting more damage every once in a while. I especially love the fact that it's sometyhing you can't CHOOSE whether or not it is going to happen, it might, but it might not. Braggledorth 22:49, 19 November 2006 (UTC)
  17. Keep - Magnificent Idea. I particularily like that it's not a "controllable" skill. You can't choose to "GutBust",it just happens automatically, which means the Zombies can't just run around gut busting everyone. Very well thought out. SniffleNose 18:46, 19 November 2006 (UTC)
  18. Keep - I think this would add more balance to the combat system, what with a lucky survivor being able to mow down a zombie in approx. 5 AP. --MisterPhoton 13:34, 20 November 2006 (UTC)

Kill Votes

  1. Kill You had my keep until I saw that it doesnt work against other Zombies...If a claw atack damages a Zombie at all, ripping even more out should do more damage to them as well. Conndrakamod TDHPD CFT 18:35, 8 November 2006 (UTC)
  2. Kill - I like it much more now. Sure it seems rather odd for a zombie to do quite a bit of damage like that with just 1 AP but the 3% hit thing helps balance it out. However i feel you could buff the hit just a little. Maybe 4%? And i agree with Conndraka that it should affect zombies too. I would vote keep but i'd like to see those kind of changes first (mostly the "affecting zombies too" one)--Mr yawn Scotland flag.JPG 21:06, 8 November 2006 (UTC)
  3. Kill Zombies don't need straight combat buffs. They're plenty strong already. And they were just given Tangling Grasp and Feeding Drag, both very powerful skills. I'd rather just a small number of kills result in the survivor screaming as a bit of flavor. --Jon Pyre 03:26, 9 November 2006 (UTC)

Spam/Dupe Votes
Now you can re-post spams for the edit..


Communication

Timestamp: Reaper with no name 16:44, 8 November 2006 (UTC)
Type: Skill
Scope: Anyone level 20 or above
Description: Let's face it: Most players don't talk much unless they have to. Why? Because it uses up AP that could be better spent in other ways. At the same time, many players have accumulated hundreds or even thousands of XP that is of no use to them. Well, this suggestion seeks to solve both of those problems in one swift stroke.

This skill can be purchased by anyone (survivor or zombie) that is level 20 or above at 100 XP. What this does is put an option on the player's profile page called "XP speech". When not selected, this option does nothing. But when it is selected, talking no longer costs any AP. Instead, the player will spend 10 XP each time they talk. If the player doesn't have enough XP to talk, the ability automatically turns off and must be turned on again after the player has accumulated enough XP.

This will encourage communication between players by removing the problem of taking away from the amount of actions a person can make that day. At the same time, it minimizes spam talking by putting a fairly high cost on said speaking (talk 10 times and you've just wasted 100 XP). And since this ability can be turned on and off at will, players who don't want to use it can just leave it off or not get the skill.

Keep Votes
For Votes here

  1. Author Keep - Kills two birds with one stone. --Reaper with no name 16:44, 8 November 2006 (UTC)
  2. Interesting... Of course, they do need to have at least 1 AP so they're not asleep. Does this also apply to radios? Possible with a higher cost? -Mark 17:26, 8 November 2006 (UTC)
    Re - No, just speaking. --Reaper with no name 18:26, 8 November 2006 (UTC)
  3. Keep I'd use it. I have over 4k xp in cold storage. Unless Kevan plans on introducing 40 skills in the near future I could do with spending some of it. --Jon Pyre 19:44, 8 November 2006 (UTC)

Kill Votes

  1. Kill Actions cost AP for a reason. -- Nob666 17:57, 8 November 2006 (UTC)
  2. Kill - No, i prefer not to have my screen spammed with messages. And i'd also prefer a better use for my excess XP.--Mr yawn Scotland flag.JPG 18:12, 8 November 2006 (UTC)
    Re - That's why it costs 10 XP, so that people can't abuse it for long without finding themselves out of XP. And there are currently no other ways to utilize XP besides buying skills. So unless you think there are going to be 10 new skills added to the game sometime within the next couple of months... --Reaper with no name 18:25, 8 November 2006 (UTC)
    Re - Dude, with my excess XP i've collected i could do 80 messages. Add that to a full days worth of AP and thatys 130 messages from just me. Some people have over 1000 XP which would generate a crap load of spam and you know it. And when did i say adding new skills? I don't remember saying that....--Mr yawn Scotland flag.JPG 20:01, 8 November 2006 (UTC)
  3. Kill as above.. and Yes I'm currently waiting for the Next 21 skills to be unveiled...Conndrakamod TDHPD CFT 18:33, 8 November 2006 (UTC)\3$
  4. 'Kill - "Most players don't talk much unless they have to"? I don't agree. Also, talk shouldn't reap the same rewards as actions. --MorthBabid 18:58, 8 November 2006 (UTC)
  5. Kill - Oh great, we get to see some level 41 griefer with 1500 XP walk up and spam 150+ times just for the hell of it. As you say, there is no other way to use XP, so people with lots will use this for speak-spam.--J Muller 23:26, 8 November 2006 (UTC)
  6. Kill - Plenty of people talk on and on anyway. There's no need to allow these people (mysled included) to blab even more. --Wikidead 07:46, 9 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - What a waste of xp. I find that most people do talk because it makes the game more interesting. 1ap isn't that bad for one speech. --MarieThe Grove 17:56, 8 November 2006 (UTC)
    Re - How can it be a waste of XP if there's nothing else to do with it? --Reaper with no name 18:20, 8 November 2006 (UTC)
  2. Spam - unfair elitism for long-term players. --Funt Solo 18:31, 8 November 2006 (UTC)
    Re - Isn't that pretty much what a skill is to begin with? --Reaper with no name 18:47, 8 November 2006 (UTC)
    Re - Yes, but usually you don't get to buy it over and over and over again. --Funt Solo 20:54, 8 November 2006 (UTC)
  3. Spamaram - Just because you have loads of xp does not mean you should waste it on making long dull speeches. This is even worse than those short term skill boosts. --Officer Johnieo 00:57, 9 November 2006 (UTC)
  4. Spam -I kinda like it, but your explanation (and your RE to Marie) is your downfall. The fact these people DON'T have anything else to spend the gobs of XP on means they WILL use this and FREQUENTLY because they can. I've got 2300 XP banked, and I know I'm in the low/mid range for veterans, but I alone could spam 230 messages for free. And, because I'm high level, gaining XP is a breeze. This is a spam nightmare waiting to happen.--Pesatyel 04:13, 9 November 2006 (UTC)

I Say, Old Bean!

Timestamp: Lord of the Pies 18:10, 8 November 2006 (UTC)
Type: A Rightful Improvement to the Living Conditions of the Unimaginably Wealthy if, and when, they should decide upon an Excursion to the Fair City of Malton! [Building/Item Changes]
Scope: Gentlemen! [Survivors]
Description: I say, old bean, is Malton not one of the finest cities you have ever set foot in? Does not its grace and beauty sweep you off your feet? One hears the view from Caiger into the seething hordes of lower-class, flesh-eating labourers is truly spectacular, hmhm! [Survivors for the win] However, a gentlemen cannot hope to feel at home if neither the services nor the furnishings are acceptable! Why, just last week one made a visit, albeit unannounced, to the fine Lord Alner's humble abode, only to find a disgraceful horde of lower-class labourers chewing on his furniture and moaning (presumably about the recent drop in wages, ahawhawhawhaw!)! Insufferable peasants! [Changes should be made to certain buildings] In light of these absolutely unacceptable circumstances, One proposes that the standards of the most affluent of Malton be met, right this instance! [:]

1) For what reason is it utterly impossible for one to procure a fine vintage in Malton? Ridiculous! Completely and utterly ridiculous! One believes that fine wines should be available - though only to the finest examples of the morally upstanding! [Wine should be able to be found in Mansions at a search rate of approximately 8-12%]

2) I say, my good man, do you not enjoy the excitement of a good book? The gripping tales, the thoughtful philosophy, the intriguing theories - one is quite certain that a fine chap such as yourself is also exceedingly well-read, hmhm? Yet I constantly find myself trapped in surroundings devoid of such beautiful works! Such rudeness must be changed, at once! [Books should be able to be found in Mansions at a search rate of approximately 5-7%; Poetry Books should be able to be found in Mansions at a search rate of approximately 2-3%]

3) Every true gentleman loves the thrill of the hunt, hmhm! Truly, it is one of the great pleasures of life to chase small, fur-covered mammals to their doom - a fact universally agreed upon by all pleasant men and women (this is, of course, a clever ruse - women are not real people, of course! Ahawhawhawhaw!). However, a gentleman's sport requires a gentleman's weapon, one would think! [Shotguns should be able to be found at Mansions at a search rate of 1% (perhaps 1.5%); Shotgun Shells should be able to be found at mansions at a search rate of 2-3%)]

One does believe that this remedies many problems present in this fair city at this exact moment, although one grudgingly admits that such measures do not cover the extent of the atrocious lack of etiquette displayed by many of the...less pleasant citizens of Malton. Now one must leave your presence, for the hunting horn calls to me. Tally ho! [...]

Keep Votes

  1. Jolly good!!! - I say, a right good idea. Pass the port, and the over/under. Jeeves!! Ignatz 13:25 (EDT) 8 November, 2006
  2. Tip Top! - What, what. --Funt Solo 18:30, 8 November 2006 (UTC)
  3. Keep I almost Spammed this as a Humerous suggestion, but considering the limited impact the change would have, and the fact that this suggestion was made In CHARACHTER... well I just have to vote keep. Conndrakamod TDHPD CFT 18:31, 8 November 2006 (UTC)
  4. I say old chap, impeccable idea! Simply atounding!--Labine50 MHG|MEMS 18:36, 8 November 2006 (UTC)
  5. Keep - Shotgun shells are way too hard to find compared to pistol clips (they have comparable search percentages, shotguns only do 1.1666x as much damage as pistols per AP, and yet pistol clips have 6x the damage potential of shotgun shells), so there need to be more places where they can be found, even at a rate as small as this. I think a copy of this should be put in humorous suggestions, because it is hilarious! --Reaper with no name 18:43, 8 November 2006 (UTC)
  6. Egad! - By jove, the mans cracked it! Such impecable wording, or as my servants would say , 'best wording evar!11!' Tally ho! --Preasure 19:06, 8 November 2006 (UTC)
  7. Keep - Yeh its all good. And i have to say this did crack me up in some places.--Mr yawn Scotland flag.JPG 20:57, 8 November 2006 (UTC)
  8. My word! Even though I dont visit Mansions at all, I still think this is a very good idea. And great work in keeping this entire suggestion in character. --GhostStalker 21:37, 8 November 2006 (UTC)
  9. Bravo--J Muller 23:22, 8 November 2006 (UTC)
  10. Keep - I just hope some trenchoater doesn't try to explain his ninja sword attack in character. --Officer Johnieo 01:00, 9 November 2006 (UTC)
  11. Keep - I say, good sir, I do need a place to stay. Perhaps you could let me visit your mansion later? [I can talk like this too, I think, and I have a level 41 and don't really have anything to do but hang out in cool places, like a mansion, then I could get ammo and live in style] --Lord Evans 02:40, 9 November 2006 (UTC)
  12. Can't make things worse. Making non-malls more useful is always good.--Pesatyel 04:16, 9 November 2006 (UTC)
  13. Keep up the great work, my good chap. Pip pip! --ExplodingFerret 05:27, 9 November 2006 (UTC)
  14. Keep - This adds almost nothing to the game, but is quite flavorful. And, by the way, what a creative way of posting a suggestion. --Wikidead 07:46, 9 November 2006 (UTC)
  15. What what I must express my delight for this! Agent Heroic 08:40, 9 November 2006 (UTC)
  16. Scones! - scones are british, right? --Kaminobob 08:55, 9 November 2006 (UTC)
  17. Oh huzzah this is what we need. Whitehouse 09:28, 9 November 2006 (UTC)
  18. Dear God Sir Reginald... what AM I smoking? MrAushvitz Canadianflag-sm.jpg 15:27, 9 November 2006 (UTC)
  19. Top notch wot, wot. --Tahoe 05:44, 19 November 2006 (UTC)
  20. Yes I refuse to vote in a British accent. Zoift 01:30, 22 November 2006 (UTC)

Kill Votes
One utterly opposes such a course of action! Bah!

  1. Kill - Wine and poetry is one thing, but shotguns are another. --MorthBabid 19:01, 8 November 2006 (UTC)
    • A Most Courteous Reply - Tell me, my good man; have you ever deemed it necessary to travel to your closest purveyor of fine wines for the simple reason that you wish to acquire a hunting rifle befitting of a sporting man? [Shotguns are also found in Arms at an identical search rate, but survivors don't go there to find them] --Lord of the Pies 19:09, 8 November 2006 (UTC)
Re: A bartender without a shotgun behind the counter is fool. A manor dweller in with a shotgun is his mansion is an American. --MorthBabid 00:01, 9 November 2006 (UTC)
  1. Kill - It was fine until you introduced shotguns. Survivors can get them easily enough. This would make zombie seiges even more difficult as you're adding additional targets to disrupt supply lines. --Carl Panzram 18:43, 9 November 2006 (UTC)
  2. Kill - You had me until shotgun search probabilities entered the picture. Chronolith 03:34, 19 November 2006 (UTC)
  3. Kill - Remove the shotguns though and I'd be thoroughly in favour old chum Cousin ed 07:30, 19 November 2006 (UTC)

Spam/Dupe Votes
Good grief! Begone, I say! Begone!


New Skills – Stench of Decay, Festering Boils, Open Sores

Timestamp: Phrenis 18:54, 8 November 2006 (GMT)
Type: Zombie Skills
Scope: Zombies, varying from low to high levels dependent on the particular skill.
Description: Stench Of Decay

Decreases the chance to be hit when attacked up to 5% (from 3% in the Festering Boils skill) because of the distracting presence of the smell, and causes the Scent Death skill to pick you up from 3 blocks away as opposed to the normal 2. Festering Boils is a prerequisite skill for Stench of Decay, and does not work when you are a survivor.

Festering Boils

Decreases the chance to be hit by 3% as survivors are distracted by the smell and appearance. Festering Boils has no prerequisites, and does not work when you are a survivor.

Open Sores

Decreases the chance to be hit by 3% as survivors are distracted by the smell and appearance. Festering Boils is a prerequisite skill for Open Sores, as well as the skill being unavailable until the zombie reaches level 10 (like Headshot in Zombie Hunter). Open Sores does not work when you are a survivor.

Keep Votes
Insert keep votes here
Kill Votes

  1. Kill - So I'm guessing this would add up to an 11% decrease in damage accuracy for survivors, basically? Isn't the only advantage that survivors have is their accuracy, balanced by the fact that their most accurate weapons require searching for ammo? --MorthBabid 19:09, 8 November 2006 (UTC)
    Re: Actually, it's only 5%. The first skill is 3%, and then the next one adds a further 2% for a total of 5%. Phrenis
  2. Kill You give no reason why survivors deserve a huge combat nerf at this time. Mainly because there isn't one. --Jon Pyre 19:42, 8 November 2006 (UTC)
  3. as above --Funt Solo 20:51, 8 November 2006 (UTC)
  4. Kill Don't nerf my firearms!--J Muller 23:23, 8 November 2006 (UTC)
  5. I could barely understand what the suggestion was even about! It looks like multiple suggestions crammed into one as well and, given what little I could understand, wouldn't Zombie Hunters be immune since they, well kill zombies for a living?--Pesatyel 04:19, 9 November 2006 (UTC)
  6. Kill - It is generally a bad idea to nerf specific classes. This would severly hurt newbie survivors. --Wikidead 07:46, 9 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - After reading this suggestion 5 times I grasped what the hell you were talking about. So overall this suggestion can reduce the chances to attack a zombie by 8%? or is it 10%? Either way its a lot and if you get the multiply by a million or whatever rule its far too overpowered for what it is. --MarieThe Grove 19:11, 8 November 2006 (UTC)
  2. See above vote.--Labine50 MHG|MEMS 19:15, 8 November 2006 (UTC)
  3. Spam - As Marie. Also, what gives you the right to nerf my combat? And just imagine a newbie hitting a zombie with these skills. Wouldn't have a chance!--Mr yawn Scotland flag.JPG 21:00, 8 November 2006 (UTC)
  4. Spam - An 11% accuracy defuff? For only 300 XP? That's ridiculous, its not even funny... --GhostStalker 21:42, 8 November 2006 (UTC)
  5. Spam - I don't like it at all.--Gage 00:19, 9 November 2006 (UTC)
  6. What smells!! - My only problem with this suggestion is that the debuff isn't more unbalancing --Officer Johnieo 01:02, 9 November 2006 (UTC)
  7. Nothing new to add to the list of problems here. --ExplodingFerret 05:31, 9 November 2006 (UTC)

Power Grid

Timestamp: Certified=InsaneQuébécois 23:34, 8 November 2006 (UTC)
Type: New feature to the Power Plants.
Scope: Power Plants
Description: Malton's 2 power plants used to power up the whole city of malton. With the arrival of the zombie hordes, it is understandable that they are now unable to do so, as they are lacking the trained personnel, their previous source for power, and alot of powerlines have been damaged due to the lack of maintenance, among other reasons. However, I suggest that power plants that are powered should be able to extend their electricity to a few other buildings. Powered power stations will now have the ability of powering adjacent buildings in a radius equal to the number of powered generators it has after the first. Therefore, Tolman Power Station will be able to power the 5 adjacent buildings if it's two squares are powered, and Kirks would be able to power every building within 3 blocks if it's 4 squares are powered. This doesn't change all that much, though it does make power stations a strategic location, though not necessary to hold (such as malls), is quite usefull. It could also serve as an introduction to any further power grid-related implementations. To explain the implementations, a message such as the following could follow it (like the mall stairs update): Helicopters could be heard at night. The military has been seen around the power stations reparing the power systems in the area, allowing them to power a limited ammount of buildings.

Keep Votes

  1. Author vote -Certified=InsaneQuébécois 23:34, 8 November 2006 (UTC)
  2. Good idea!--Labine50 MHG|MEMS 01:59, 9 November 2006 (UTC)
  3. Keepage Good...except a generator powering a bigger generator makes no sense. Just have someone use wirecutters to fix it and let zombies attack the plant directly to break it. Maybe even expand this idea to power a large area. --Jon Pyre 03:20, 9 November 2006 (UTC)
  4. Keep - Sure, why not. Gives power stations a purpose, and doesn't buff anyone that much. --Reaper with no name 14:14, 9 November 2006 (UTC)
  5. Keep - Not a problem, those pretty lights will draw zombies like moths to a flame! Be nice to see a decent fight in areas that aren't just malls.MrAushvitz Canadianflag-sm.jpg 15:33, 9 November 2006 (UTC)
  6. Keep I don't think it will be too broken because it will make the power stations more of a target and if their generators are destroyed then the whole area loses power. Adds new strategies. --Tahoe 05:49, 19 November 2006 (UTC)
  7. Keep with revision Treat a power station like we do cell towers now -- operational for the entire burb only if fueled, occupied, and caded/non-ransacked. Buildings in the burb with the station will be lit only if a fueled generator is running OR if occupied and caded/non-ransacked. Asheets 20:55, 22 November 2006 (UTC)

Kill Votes
Against Votes here
Spam/Dupe Votes

  1. What's the bother of using this outside of the potential to keep generators in one place? All someone has to do is go to the power planets and kill the generators making this pretty useless, not to mention the fuel issue. --Sekoku 00:07, 9 November 2006 (UTC)
    • Re: And this is spam why...? And the Krinks station, with 3 out of 4 generators, could, with this suggestion, power 16 buildings. While most of them not strategic, it would keep the police department powered even in it is breached, and it allows for the instalation of multiple transmiters. It's not suppose to turn the tides of balance (which would be stupid, survivors don't need any major boost), it's just to add a fonction to buildings that, in my opinion, should do something useful. And what's your point about GKers... They have them everywhere, especially in malls. Does that stop people from setting up generators in malls? No, not at all... And who else than GKers would destroy the generators... -Certified=InsaneQuébécois 00:42, 9 November 2006 (UTC)
      • Re: - Think about it. You're basically wanting to put multiple generators in like... two places to power the whole place given how many generators there are in building. Good idea, as this would make power plants useful. Bad idea: Gives GK/Zeds a main place to go to kill power for hospitals/P,F Depart/anywhere that generators are twenty times more useful than a "general aura" that your suggestion would be giving. In short, I don't like the idea of giving a huge "KILL ME!" target for generators. --Sekoku 14:50, 13 November 2006 (UTC)
  2. Spamarama - I don't like either the radius notion or the multiple generators part. Have you seen the power station suggestion on the discussion page? --Funt Solo 01:00, 9 November 2006 (UTC)
    • Re: Holy crap, there's been 8 of them!?! Never saw a single one of them... -Certified=InsaneQuébécois 01:38, 9 November 2006 (UTC)
  3. Spam - Power plant's were made to be useless. --Officer Johnieo 02:33, 9 November 2006 (UTC)
  4. I agree with all these votes, especially Sekoku. "And who else than GKers would destroy the generators..." --- well, I heard a rumour once that there are these things called ZOMBIES... --ExplodingFerret 05:34, 9 November 2006 (UTC)
    • Re: I still fail to see the point. If the generators couldn't be destroyed, and this effect was permanent, it would either be unrealistic and overpowered. So again, what's the point? -Certified=InsaneQuébécois 20:13, 9 November 2006 (UTC)
      • Re: I'm glad you see the point. With your suggestion the building is too vulnerable because they can be destroyed. If they couldn't be destroyed it'd be broken. In summary, it's broken. --ExplodingFerret 21:21, 10 November 2006 (UTC)