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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Suggestions==
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| <!--Put your new suggestion directly under this line-->
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| | ===Ignore based on Radio Broadcast=== |
| ===Zombies get small XP bonus for witness survivor slayings=== | | {| |
| | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| | |'''Type:''' UI enhancement |
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| | |'''Scope:''' Interface |
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| | |'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked. |
| | |} |
| | ====Discussion (Ignore based on Radio Broadcast)==== |
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| | ===Shrink the map=== |
| {| | | {| |
| |'''Timestamp:''' -- {{User:DanceDanceRevolution/l}} 08:42, 1 November 2010 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' Zombies | | |'''Type:''' Map change |
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| |'''Scope:''' helping newb zeds, hordes | | |'''Scope:''' Everyone |
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| |'''Description:''' When a zombie witnesses a death of a harman, why should the last hit get the XP? | | |'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase. |
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| I'm thinking a small XP payoff should be given to zombies in the vicinity of survivor that dies. So far, I'm thinking of three versions of this suggestions:
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| #2 or 3 XP payoff for all zombies who witness the death of a survivor, regardless of whether they attacked the survivor or what skills they have.
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| #5XP bonus for survivors who you manage to hit '''before they die''' (you'd only need to land one decent hit for it to register, and the survivor would need to have not done any action between when you hit him and when he dies)
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| #5XP bonus for a zombie who has [[Scent Fear]] (maybe [[Scent Trail]]?) and witnesses a death. Flavour could be that the zombies now take a keen interest in wounded/dying survivors and now take notice of the deaths and the way they are dying, remembering a bit more with each death they witness.
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| being a zombie is cool, but it's a bitch and a half to get that XP as a newb. This also re-inforces awesome horde tactics. Let's bring em back, boys.
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| Thoughts?
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| |} | | |} |
| ====Discussion (Zombies get small XP bonus for witness survivor slayings)==== | | ====Discussion (Shrink the map)==== |
| I like 2 and 3. 2 because it would stop peeping toms just going around and watching deaths to level up. (e.g. Major seige - 100 survivors die, 5 skill levels gained by standing there). 3 I like less, for the reason mentioned above, but it makes more sense with flavour.--{{User:Yonnua Koponen/signature3}} 08:51, 1 November 2010 (UTC)
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| :Go with #1 and keep it down to 1XP, to avoid zambahz jumping up several levels in a night just by being a mall siege. #2 is a beast to keep track of, while #3 helps mostly zambahz who have already some levels under their belt. --{{User:Spiderzed/Sandbox/Sig}} 12:26, 1 November 2010 (UTC)
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| Reduce the gain of nr 1 or drop it entirely, don't give stuff away for free. Reduce nr 2 to the last survivor the zombie hit, current version encourages attacking multiple targets instead of focusing on a single target. Reduce the gain of nr 3. - [[User:Whitehouse]] 12:38, 1 November 2010 (UTC)
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| <nowiki>#</nowiki>2 undermines another skill (Tangling Grasp), by encouraging people to break other's grasps. Plus, it'd make for some new tactics that I find to be a bad idea (zombies getting resurrected and healing each other repeatedly for the sole purpose of feeding as baby zeds as possible). #3 is overpowered, I'd say. #1 doesn't seem ''too'' bad, but I still can't get past the fact that it makes strike teams even further and away the best source for XP for a newbie zed. Newbie zeds should have new feral options to level, not new horde options, since the horde options are already strong enough. And, as others have pointed out, the idea of gaining an entire level by doing nothing but standing indoors during a mall siege is not a good thing. {{User:Aichon/Signature}} 13:02, 1 November 2010 (UTC)
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| I'd perhaps give it a limit to when it stops taking effect - perhaps Memories of Life becomes the "off switch" that stops zombies gaining this XP. That stops it being an endless source of XP so you can keep the payout decent. {{User:Misanthropy/Sig}} 17:04, 1 November 2010 (UTC)
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| ===Interior Description Mod=== | | ===Action Points=== |
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| |'''Timestamp:''' [[User:Necrofeelinya|Necrofeelinya]] 04:05, 30 October 2010 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Flavor/Building Status Indicator Change | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Pretty much everyone | | |'''Scope:''' Everyone |
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| |'''Description:''' I've been thinking lately, which is always a problem and never bodes well for the future. The first stage in this unfortunate process brought to my attention the fact that although zombies outside a ruined building get a vague notion of how long it's been ruined ("very long time", "some time", etc.), when they're inside there's no similar indication. So I thought "if we got that, that'd be a nice change", but given the troublesome nature of my thought processes, I couldn't leave well enough alone. I then got to thinking "but it makes sense that we probably shouldn't get that in <i>darkened</i> buildings", because in the dark you really can't tell how messed up things are or how long it's been that way. And then another realization set in, which is that the same basic concepts should apply to survivors somehow. So I propose that you shouldn't find out the exact AP cost to raise a darkened building until you light the place up, and shouldn't get an interior description of the ruination level of the building until you can actually see what's around you. Just estimate from the exterior description like zombies do. | | |'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this. |
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| So the sum of what I'm suggesting here is this, though some of the effects for humans might be already implemented and I'm just too perpetually zombified to realize it:
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| 1. Zombies should get some vague indication of duration of ruination status inside as well as outside <i>except</i> in darkened buildings.
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| 2. Humans should have to install a genny in a darkened building <i>before</i> they find out the exact AP cost to repair it or get an indication of duration of ruination status on the inside.
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| Also, Simon says take a shot or chug a beer every time someone posts the word "buff" or "nerf" in response to this suggestion. Ready... Set... Go!
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| |} | | |} |
| ====Discussion (Interior Description Mod)==== | | ====Discussion (Action Points)==== |
| Welcome back Necro. [[Decay]] levels in building change based on time. Its more vague than the outside, but it exists. How would you change the messages. Im pretty sure survivors can't see repair coast until dark buildings are repaired. --{{User:Rosslessness/Sig}} 12:12, 30 October 2010 (BST)
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| :Yeah, I'll confirm this. There's no clear cost until the place is lit. Dark buildings: the bane of repairers everywhere. And while I'm here *Nukes the suggestion just for the lols*
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| :Since that won't be accepted, I'll say here that it's a good idea. I personally like it, adds a bit of atmosphere to the game. I mean, you aren't going to walk into a ruin and not notice that it's trashed :) {{User:Shadok/sig}} 12:22, 30 October 2010 (BST)
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| :Why thank you, Ross. It must be pretty vague indeed, I didn't even realize it exists, but I guess I just wasn't paying enough attention. I tried to look up whether survivors could see repair costs in darkened buildings, but the Wiki pages I checked for Ruins and Decay didn't seem to mention it specifically. Anyway, guess that renders the whole thing moot.--Necrofeelinya 12:25, 30 October 2010 (BST)
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| Y'know, I remember a time when you were pretty much guaranteed a rapid if not at all satisfactory response on this page... Geez... Fine, I'll do it myself... Buff! Nerf! Buff! Nerf! Buff! Nerf! Buff! Nerf! Buff! Nerf! Stagger to your feet and start cooking something but then pass out and wake up to the sound of the fire alarm as the room fills with smoke, take it off the heat, chuck it in the sink and open the windows and pass out, wake up late the next day to the sound of your obnoxious neighbors chatting loudly about their various illegal behaviors just outside your apartment door! Lather, rinse, repeat as necessary!--[[User:Necrofeelinya|Necrofeelinya]] 12:19, 30 October 2010 (BST)
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| :{{*}}Downs ten cans of beer* --16:58, 30 October 2010 (BST)
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| The way I see it, this suggestion buffs the zombies all to hell when what they really need is a nerf. Except in those areas they need buffs, because they need to be buffed, buffed, buffed right up if you ask me in lots of ways. But mainly they need nerfs. Survivors needs nerfs too...NERF GUNS! But that'd be a zombie buff if all of the survivors had to use nerf guns, but it'd also nerf the trenchiness of some trenchies, so that'd buff intelligent players, which is always a good thing. Who woulda thought you could buff players by literally nerfing them? {{User:Aichon/Signature}} 17:50, 30 October 2010 (BST)
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| I have one question about this suggestion: How much nerf could a buff nerf buff if a nerf buff nerf got buff?--[[User:E Gadus|E Gadus]] 22:35, 30 October 2010 (BST)
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| :{{*}}Counts all the nerfs and buffs in both Aichon and E Gadus's posts, then adds two for his own* *Downs 23 cans of beer* For all I know, I might have miscounted. >_< --{{User:Axe Hack/Sig}} 22:39, 30 October 2010 (BST)
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| :42! {{User:Revenant/Sig}} 22:43, 30 October 2010 (BST)
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| ===Bagman Cometh=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Pardus|Pardus]] 12:53, 28 October 2010 (BST) | | |'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC) |
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| |'''Type:''' Science Skill (Medical) | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Hospitals | | |'''Scope:''' Survivors |
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| |'''Description:''' '''Setup Clinic:''' Setting up a clinic costs 30AP and grants the ability to heal at the cost of 5AP without a First Aid Kit and the ability to diagnose infections within the building, until the player dies or the building is ruined. Can only be used in a powered hospital, is mutually exclusive with Scout Safehouse | | |'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use. |
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| Does it need improvement? Which parts do I need to explain like I am talking to a 5yo? Suggestions?
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| |} | | |} |
| ====Discussion (Bagman Cometh)==== | | ====Discussion (Drone)==== |
| No healing for harmanz without FAKs (or beers or wines). Limited resources are one of the defining weakspots of them that should never be undercut. --{{User:Spiderzed/Sandbox/Sig}} 13:04, 28 October 2010 (BST)
| | Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
| :You realise you are only arguing semantics, said "limited resources" are determined by search rate which for FAK's in a hospital is 18.9%, therefore 5ap would be spent searching. So it would in effect only increase said search rates to 25% for that single hospital after 30ap is spent. So the real net gain would be a 16.5% healing efficiency or 10ap per day devoted solely to the provess of healing, if the only thing you did was heal. -- [[User:Pardus|Pardus]] 13:31, 28 October 2010 (BST)
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| ::Limited resources are not just APs. (That's a limitation that holds true for both survivors and zombies.) The real bottleneck for harmanz is encumbrance. A doctor who hasn't to fill his backpack with FAKs, but can spread out at will into guns, needles, genniefuels or toolkits is at a massive advantage. --{{User:Spiderzed/Sandbox/Sig}} 13:45, 28 October 2010 (BST)
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| :::So 3ap to make a FAK would be better in your opinion? -- [[User:Pardus|Pardus]] 13:55, 28 October 2010 (BST)
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| Scout Safehouse is already a big ol' bag of gack. Don't try specialising it more. {{User:Misanthropy/Sig}} 15:19, 28 October 2010 (BST)
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| :Scout Safehouse is pretty much a mallrat skill and it's a military skill, personally I would like to see more science skills and anything that makes less use of malls is an awesome thing IMHO. -- [[User:Pardus|Pardus]] 00:32, 29 October 2010 (BST)
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| In addition to agreeing with everything the others have said so far, I also don't think it makes in-game sense. Scout Safehouse makes sense, since it's you memorizing the location well enough that you can move through it more quickly than others can. If you set up a clinic, however, everyone should be able to take advantage of it. I've never once heard of a clinic that only one person could see and use. {{User:Aichon/Signature}} 17:48, 28 October 2010 (BST)
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| :My response to that argument is simply "Ankle Grab". Or Free Running or Flesh Rot. Whilst I don't like this suggestion, it's hardly unique in making no sense flavour-wise. {{User:Misanthropy/Sig}} 22:27, 28 October 2010 (BST)
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| ::I don't follow. All of those make in-game sense. Zombies learn to grab their ankles to get up faster (okay, so the mechanic makes no sense, but whatever). Survivors learn how to free run out of necessity. Zombies develop Flesh Rot after an extended period of time. I'm not tracking the difficulty with those. {{User:Aichon/Signature}} 22:34, 28 October 2010 (BST)
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| :::Free Running is ''not'' that thing The Tick does to get around rooftops, it's just a sort of urban sport. Using it to leap from building to building makes no sense. With Flesh Rot, rotting further should make penetration easier (though it could be argued that endurance is enhanced through rotted nerves but it's not explained this way). And with Ankle Grab, no amount of grabbing at my own ankles gets my ass up faster, and it works without others around so it's not about grabbing someone else's. {{User:Misanthropy/Sig}} 22:38, 28 October 2010 (BST)
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| ::::See, I envision Ankle Grab as when you're on your back and grab onto your legs, then rock/roll forward onto your feet before standing up. And I know what Free Running is, but I'm thinking about it more in terms of these buildings being tightly packed (hence the lack of streets) and relatively low to the ground, meaning that you could do stuff like jump between them easily (without being The Tick) or even wall jump a bit to get into places. And Flesh Rot was something I always saw as producing a calloused, somewhat hard crustiness as a byproduct of the rot, kinda like chitinous scabs covering the zombies. {{User:Aichon/Signature}} 22:43, 28 October 2010 (BST)
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| :::::Maybe my imagination's borked. {{User:Misanthropy/Sig}} 22:45, 28 October 2010 (BST)
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| :How would you flavour the idea? (cause clearly you are not talking mechanics) Tho you speak like we have label makers and other ways to organize things so no one else will have to learn how you organized everything. -- [[User:Pardus|Pardus]] 00:32, 29 October 2010 (BST)
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| ===Flame thrower=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:SirButcher|HunButcher]] 08:41, 22 October 2010 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' New weapon | | |'''Type:''' New item |
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| |'''Scope:''' Human | | |'''Scope:''' Survivors |
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| |'''Description:''' This would the human-type infection. Using a fuel can as an ammo (one can could be used 5 times), you could lit up a zombie, losing one HP for every action, until it could extinguish itself for 5 AP. One zombie could lit only once at a time. This weapon could be found in factories, warehouses, power plants. | | |'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP). |
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| Attack accuracy should be around 45% (5% higher than the zombie-s bite attack, as it needs ammo, spending AP for searching.) It don't damage for a successfully hit, and the effect fade out after death.
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| This mostly aim for slowing zombies down a little, as that could wither a siege for a little time as they need to waste some AP.
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| If you successfully lit up a zombie:
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
| *{{Udspan|You lit up the zombie. Foul smell of burning flesh fill the air.}}
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| If you are trying to lit up an already burning zombie:
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| *{{Udspan|The zombie is already burning.}} That could waste 1 AP, and a part of the fuel.
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| When the zombie sees it:
| | Q: If it wastes AP, what is the point? |
| *{{Udspan|You have been set on fire by *username*. Now you will lose 1 HP for every action.}}
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| When the zombie extinguish itself:
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| *{{Udspan|The burning sensetion of your skin got on your nerve, until you started to roll on the ground. The fire extinguished!}}
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| ====Discussion (Flame thrower)====
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| No. First off, zombies would be unaffected by fire, as their nerves are dead. Secondly, it's unneeded, and the cost to remove it (5AP) wouldn't be used. Zombies would just wait until they died and stand up immediately for 1AP.--{{User:Yonnua Koponen/signature}} 08:44, 22 October 2010 (BST)
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| FUCK YEAH FLAMETHROWERS AND ROCKET LAUNCHERS AND BOMBS AND CARS AND TANKS AND HOLY FUCK A WHALE. No. {{User:Misanthropy/Sig}} 15:33, 22 October 2010 (BST)
| | Please give your thoughts. |
| :As Mis. Also, I could've sworn flamethrowers were on the Do Not Suggest list, but apparently they're not. Might need to add them... {{User:Aichon/Signature}} 20:57, 22 October 2010 (BST)
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| ::It falls under military weaponry, I would think, though it's not addressed specifically. --{{User:Vapor/sig}} 00:06, 23 October 2010 (BST)
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| Hmmm, as a zombie I love this (cheap stand-up) and as a survivor I love this.. BURN! Still not sure this is worth coding tho! --[[User:Honestmistake|Honestmistake]] 22:47, 22 October 2010 (BST)
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| | | ====Discussion (Backpack)==== |
| Here's my spin off:
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| *Flamethrowers cannot be found by searching. Instead, they are, quite rarely, airdropped in [[supply crates]].
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| *They have ten fuel. They can never be refueled, since spare petrol ≠ jellied deflagration formula. Once out of fuel, they're automatically discarded.
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| *They have 50% accuracy, boosted by Basic Firearms Training to 75%.
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| *A successful attack would leave a target ablaze.
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| **Ablaze characters receive ten damage every server reset.
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| **Ablaze characters receive two damage following every action, except speaking.
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| ***All speech is transformed, in a similar manner to death rattling. It would be made all caps, and periods would become exclamation points. Because no one calmly tells you that they're painfully burning to death.
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| ****This takes effect before the zombie speech processor.
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| **If an ablaze zombie grabs hold of a survivor, the survivor is set ablaze.
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| ***This cannot be transferred between zombies.
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| *Characters who are fuel-stained revive 15 damage upon being set ablaze.
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| **If more fuel is splashed on them while ablaze, they will receive an additional 15 damage.
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| *Beer and Wine do 5 damage to ablaze characters.
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| *Ablaze zombies are seen as 'ablaze zombie'. They are split into their own stack, apart from the non-ablaze zombies.
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| *Ablaze survivors have '(ablaze)' added after their name.
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| *Being ablaze is curable only by death.
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| --{{User:TripleU/Sig}} 04:50, 23 October 2010 (BST)
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| :I like it, but I think that every action a survivor takes while ablaze and in a building should count as a ransack, even if the building is filled with survivors. If the building becomes ruined as a result, everyone is kicked out due to the building collapsing under them, and they all take 20 damage, in addition to being set ablaze. The ruined building is labeled as being ablaze, and can only be put out via weather effects, such as dense fog or snow. Additionally (you didn't think I was done, did you?), zombies who attack barricades of ruined buildings that are ablaze become ablaze themselves. And instead of referring to them as "ablaze zombies" as you suggest, it should say "flaming zombies", just to be clearer. A final detail: headshotting a flaming zombie causes their head to fall off and roll into the nearest non-ablaze building, ruining it instantly and setting it ablaze. Thoughts? Concerns? It's not too overpowered, is it? {{User:Aichon/Signature}} 05:03, 23 October 2010 (BST)
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| ::When the sad day comes and this game finally draws to an end, this is exactly how it should happen. A fire breaks out. It spreads. Every building is ruined and cannot be repaired. The streets are filled with smoke. Resources are no longer available. Every player is eventually burnt to a crisp, never able to stand again. The fire is finally extinguished by when the winter snow returns. All that is left is a wasteland of ash and soot and charred bones. The quarantine is finally lifted but none of Malton's former inhabitants are left to see it. The end.
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| ::.
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| ::.
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| ::And it all started with a flamethrower. {{User:Vapor/sig}} 05:47, 23 October 2010 (BST)
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| :::Ahhh... [http://www.youtube.com/watch?v=LnjSWPxJxNs fire]. The best form of entertainment. --[[User:Aeon17x|Aeon17x]] 08:50, 23 October 2010 (BST)
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| Wow. Suggestor completely forgets to consider how PK'ers will use this. --{{User:Rosslessness/Sig}} 11:33, 23 October 2010 (BST)
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| This is already [[PR_Weapon#Flamethrower|Peer Reviewed]]. --{{User:Axe Hack/Sig}} 18:49, 23 October 2010 (BST)
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| Doesn't the fuel can+flare gun do this already?--[[User:Mtumbe Ngoube|Mtumbe Ngoube]] 22:36, 23 October 2010 (BST)
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| This isnt suggested already, as I didnt thought about a new weapon like pistol, instaid a weapon that only slow down, but isnt doing any direct damage. --[[User:SirButcher|HunButcher]] 08:35, 24 October 2010 (BST)
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| ==Suggestions up for voting==
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| ===Manhandle 2.0===
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| Moved to [[Suggestion talk:20101019 Manhandle]] --{{User:Rosslessness/Sig}} 20:22, 19 October 2010 (BST)
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