Suggestions/9th-Sept-2006

From The Urban Dead Wiki
Jump to navigationJump to search

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

Adrenaline rush

Spaminated with 8/10 Spam votes.--Gage 18:19, 9 September 2006 (BST)


NecroNet Street Scanner

Removed for revision by author. --Funt Solo 20:33, 9 September 2006 (BST)


NecroNet Street Scanner v1.1

Timestamp: --Funt Solo 20:54, 9 September 2006 (BST)
Type: New Item.
Scope: NecroNet coverage.
Description: This scan of Malton shows that NecroNet coverage (orange) is not city-wide:

NnCoverageS.jpg

For those areas of Malton not covered by the main NecroNet, or where the local NecroTech Building has been overrun, the only alternative is for an experienced operator to take a NecroNet Street Scanner outside to detect nearby DNA-scanned zombies. Unfortunately, the operator must spend some time tuning the equipment before carrying out the scan.

Prerequisites: Level 10, NecroTech Employment, Lab Experience, NecroNet Access
Inventory: 1 space
Activation cost: 2AP
Locations: NecroTech Building (4%)
Effect: Carries out a 2-square radius NecroNet scan, returning the number of DNA-scanned zombies at street level in each square. The scan is not powerful enough to penetrate buildings, so only zombies in the street are detected and the scan does not work from within buildings. (The range is half that of the scanners in NecroTech Buildings.)

Votes

  1. Keep [Author-Keep] I just loves to scan. --Funt Solo 20:55, 9 September 2006 (BST)
  2. Spam - again? My reasoning still stands. This is your one revision, if you make another it would be a violation of rule 12.--Gage 21:31, 9 September 2006 (BST)
    You are not a mod, you know. Dont act like one. --People's Commissar Hagnat [cloned] [mod] 21:56, 9 September 2006 (BST)
  3. Kill - I still don't like it (altough I don't think its utter ridiculous and so spamable), mostly because there's no real need to be checking necronet in the middle of the street, and the radius doesn't guarantee much more information of what you already know (you already see an accuarate account of the zeds around you in a 1 block radius when in the middle of the street, correct me if I'm wrong). And Gage, people knows the rules (or they should), so there's no need to be bossing around you know? --Matthew Fahrenheit YRCT+1 21:42, 9 September 2006 (BST)
  4. Kill - I didn't know that necronet didn't cover all of malton but I'd never really though about it but I don't see this as needed. Necronet scans just show up tagged zombies so its not that useful and you can't get xp from it so why would people use this much? BTW if it covers a 2-square radius who is that half of a normal scan? --MarieThe Grove 21:46, 9 September 2006 (BST)
  5. Kill - this still have a thing or two to be tweaked... fix them and resubmit it later. --People's Commissar Hagnat [cloned] [mod] 21:56, 9 September 2006 (BST)
  6. Kill I'd prefer just using binoculars. --Grigori 21:58, 9 September 2006 (BST)
  7. Kill - I would like it much more if it required a powered phone mast in the suburb you are in. I don't think it's a bad idea. – Nubis NWO 22:25, 9 September 2006 (BST)
  8. Keep I have no problem with this idea whatsoever. Think about it, move 2 blocks, spend 2 AP, 2 more blocks 2 AP. This isn't going to be a cheap piece of equipment to pull off, and you have to go outdoors near zombie mobs to do it! I propose that you may have to also have a GPS unit & a cell phone as well as that relay unit to be able to "upload" your info effectively. But overall, no biggie.. keep in mind this is "applied science" NT employees going into overrun areas trying to retake them or at least analyze them. This unit might be better if it took up maybe 2 spaces. But hey, as it, good enough for a keep. If you resubmit it I'll still vote keep... and make finding it 1% (it sounds expensive.. not many laying around maybe.) --MrAushvitz 03:52, 10 September 2006 (BST)
  9. Kill --Axe Hack 23:29, 9 September 2006 (BST)
  10. Kill Seems underpowered. Doesn't show you much area and doesn't penetrate buildings. I'd say just make it a limited use item that lets you access necronet normally from anywhere. Or something that is unlimited use but needs to be in a powered building. --Jon Pyre 23:32, 9 September 2006 (BST)
  11. Kill - *Brings out scanner, runs it over the ground, and straightens up* "Huh! Wadddya know. It is a street! This street scanner works after all! -- Andrew McM W! 23:53, 9 September 2006 (BST)
  12. Kill - Not very useful... ditch the level 10 requirement and give it a wider radius. On an unrelated note: Chill, Gage. Chill. --Gene Splicer 00:53, 10 September 2006 (BST)
  13. Kill - Huh? Why do we need this? --Gold Blade 00:55, 10 September 2006 (BST)
  14. Kill - But I like it! I'd pop the radius up to three in each direction to make it more useful, and I'd ignore what Mr. A said about charges and inventory space. I'd propose that the find rate become a portion of the NT scanner rate. --Burgan 01:23, 10 September 2006 (BST)
  15. Kill -I prefer the previous suggestion (to which this is similar) that allowed a character to access NecroNet via school/library computers. It made existing buildings more useful without adding extra items. That having been said, I don't see how this would be all that useful with the current settings. YOu might want to put this on discussions.--Pesatyel 02:13, 10 September 2006 (BST)
  16. Kill - Still useless.--Mr yawn 08:24, 10 September 2006 (BST)
  17. Kill - good basic idea, badly put--Some guy 11:50, 10 September 2006 (BST)
  18. Kill - I agree that there should be some way of making other areas of Malton added to the NecroNet, it's just that this idea is not very well... put, as Some guy said. The Badman Bob06! 13:22, 10 September 2006 (BST)
  19. Keep - Useful for scientist looking for very quick XP gain whilst DNA extracting- you can check if all zombies in the area have been scanned already without wasting the AP, or checking in at a NT building first. I would certainly use it at lower levels. Please resubmit, I think this could really do with being implemented! Karloth vois RR 15:22, 10 September 2006 (BST)
  20. Keep - great! --Kiltric 15:26, 10 September 2006 (BST)
  21. Kill - If you make the radius bigger this will get my vote. I personally like it pretty well already, but at the moment this idea suggestion is headed straight toward suggestion hell. --Officer Johnieo 15:40, 10 September 2006 (BST)
    • Re - Aye, I'm leaving it here to die an honourable death, and will probably try a revised version - although nobody really passed comment on it on the "discussion" page, so I'm operating blind, d'you hear me, blind! :) --Funt Solo 18:12, 10 September 2006 (BST)
  22. Kill - Necro-net's never used so it's not needed. - Jedaz - 04:14/5/11/2024 11:30, 15 September 2006 (BST)
      • Tally - 4 Keep, 18 Kill, 22 Total. --Funt Solo 14:00, 16 September 2006 (BST)