Developing Suggestions

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

reviving factories

Timestamp: Dec 31, 2010. 9:06 (GMT +8:00)
Type: building, 2 skills, 1 item improvement and addition
Scope: survivors
Description: Malton has lots of factories and are very much useless unless used as a stepping

stone. I suggest that factories become more useful in the game by making them active for survivors.

Outline: Factories to be activated, "Building improvement" skill(sub for construction), "Work" skill(to use the activated factories), and schematics(explain later).

I know this improvement may take up some bytes but i think i may help give an idea. first is that factories are to have three states: ruined, normal building, and activated. A normal building serves like any other building, a hideout to be barricaded but an activated building is building that produce a certain kind of product. So how to convert normal building to be activated- Survivors are needed to have a building improvement skill. The "Building Improvement" skill uses a toolbox and a certain type of schematic to upgrade the factory into a specific type(e.g. pistol factory, engine factory, one-item* factory). In the process of converting, it does not turn immediately and will take repetition maybe 30 times just like barricading except much harder. The way to know it is as the same way as showing the level of barricade(please give suggestion or edit this part). Schematics are in a specific type and can be found in the library only with a low chance rate. Once a factory is activated, survivors must first relearn a skill that adults retire from-"WORK." This skill is used to work for that factory and in return grants them a type of item. Manufacturing that Item takes a big AP from the survivor. They click sit first before the manufacture button appears

for 1 person is 35 AP, 2 persons is 34 AP, 3 people is 32 AP, 4 people is 28 AP, 5 people is 24 AP, 6 people is 19 AP, 7 people is 13 AP, 8 people is 12 AP, 9 people is 11 AP, 10 people is 10 AP, 11 people is 9 AP, 12 people is 8 AP, 13 people is 7 AP, 14 people is 6 AP, 15 people is 5 AP. that ends there.

factories also produce the most loudest sounds in a plague suburb therfore zombies are prone to it. These factories will be really hard to convert because zombie intervention can slow down and/or destroy the improvement by maybe turning the metals to scrap. destroying the improvement is easier than adding one. And the most hardest would be when the zombie targeted the factory itself and not the improvement This idea was inspired from another idea of "from rouge to modern." We are the rouge and the past is the modern.

Please edit for the favor of the zombie and a little for survivor because i was told that the idea was already too helpful for the survivors. furmont << ME :D

Discussion (reviving factories)


Recon Training

Timestamp: Bjornkarl 10:48, 29 December 2010 (UTC)
Type: Skill
Scope: Survivors, Military skill
Description: This skill would be made available as a Military skill. There are 8 ways to look with binoculars: purchasing this skill would provide an additional option at the cost of 6 or 7 AP to look in every direction with a single action. This way, players could still look in a single direction for 1 AP, or 3 directions for 3 AP, but a complete circular sweep would be more AP economical. An additional tier of this skill could be Advanced Recon training, which would reduce the cost of the sweep to 4 or 5 AP. The existing rules applying to where binoculars can and cannot be used would not be altered.

Discussion (Recon Training)

I love using my binoculars, and I'd like this. Sounds more military than zombie hunter. ~m T! 15:49, 29 December 2010 (UTC)

I love the idea. Binoculars are underused as it is, and this would put more emphasis on recon in smart survivor groups. Aichon 19:26, 29 December 2010 (UTC)
I admire this idea. If it is taken into voting, I am giving it a huge YAY vote Gargulec 20:38, 29 December 2010 (UTC)
The reason Binoculars are underused is because they are pretty pointless for 99.5% of players. --Honestmistake 01:06, 30 December 2010 (UTC)
How are they pointless? I use them all the time...--Bjornkarl 05:15, 30 December 2010 (UTC)
He was suggesting that only 0.5% of the population is made up of players in smart survivor groups in response to my earlier statement. Aichon 07:17, 30 December 2010 (UTC)
NOTED, changed --Bjornkarl 00:50, 30 December 2010 (UTC)
Maybe it should just be one skill, which makes it cost 5AP. --VVV RPMBG 22:53, 30 December 2010 (UTC)
Like I said, I love that item too. Anyway, considering the comments above, I kinda agree that it should be just a single 5AP skill. Are there any 5AP actions? Manufacturing and Bellowing cost 10, Headshot adds 5, making Standing Up either 6 or 15. But any 5's? ~m T! 05:11, 31 December 2010 (UTC)
^Repairing a building which has been ruined 6 days costs 5AP. ~Vsig.png 07:20, 31 December 2010 (UTC)
I find that 4 is Kevan's favorite number, but it doesn't matter if the number is common in the game. --VVV RPMBG 07:25, 31 December 2010 (UTC)

Generator Operation

Timestamp: Bjornkarl 09:44, 29 December 2010 (UTC)
Type: Skill
Scope: Skill tree addition, Zombie Hunter skill
Description: Ok. I have noticed that when a generator is fueled in a building, it stays on until the fuel is gone. When the lights are on, search rates are raised, but the lights inside attract more zombies. Additionally, if there is a generator on inside and you leave the building, it just runs and runs until the fuel is depleted. I think that there should be a way to turn off generators in buildings, so as to save the fuel for a later use as well as to retain its reliability as a safehouse. These are the parameters the skill would fall under:
  • Generator Operation(or something named similar) would be a Zombie Hunter skill only, requiring at least Level 10 to purchase
  • A generator running with any amount of fuel in it could be turned off if you were the ONLY person there (to prevent immediate power-down griefing), i.e. leaving a factory which is currently EHB - where you were searching for a toolbox or something - and killing the lights before you leave so as to: A) not draw unnecessary attention to the TRP that is entirely unoccupied, and B) save some fuel for the next guy to search with
    • This skill would not be available in Malls, NT buildings, Hospitals, and buildings with Phone Masts. In this case, a fueled generator would immediately power up and remain forcibly on until the fuel ran out
  • It would cost a base 2-3 AP to restart a powered-down generator, but none to turn a running generator off (factoring in the energy required to pull-start/ helping to balance the find bonus achieved by searching with lights on)
    • Every 2-3 days or so a 'powered down' generator remained continuously inactive, it would add 1 additional point of AP to the start up cost up to a maximum total of ~8 AP (factoring in the gas inside separating, the engine being cold, oil not circulated/ negating the practicality of leaving the generator off for more than a week or two
    • A generator with "very little fuel left" would not be able to be restarted once turned off. It would simply revert to the "out of fuel" status
  • Once turned on, the generator would forcibly remain on for at least a set period of time (5-8 hours maybe? I dont know how long fuel cans last) before the option to turn it off appeared again (hindering the ability of the fuel to last practically forever i.e. turn on, search for 30 seconds, use up your AP, then turn off. This would also simulate the amount of real world time it would take to search throughly with the lights on)
  • The generator could still be destroyed normally, regardless of whether it was off of on
  • Any attached radio transmitters would power up/down with the generator
  • Any survivor could still refuel an empty generator, and it would immediately run without having to be turned on. This would allow newbies to still set up and power a building, but would only allow "veterans" to conserve the fuel
    • At the point of (re)fueling, the aforementioned "forced on" time period would begin (once again to prevent griefing)

As an additional option:

  • For the case of "veteran safehouses", anyone could turn the generator on or off if: A)Everyone in the building was at least lvl 10, B)The character attempting to turn the generator on/off had scouted the current building as a safehouse, using the Scout Safehouse skill. Again, if there was nobody else in the building, these conditions would not apply

The point of this skill would be to help preserve generators and radio transmitters - valuable and hard-to-carry equipment - in discrete safehouses, which are used by more advanced players only. Additionally, turning off the generator in more commonly used safehouses (like Hospitals and Police Stations) as a form of 'buttoning up' before heading out travelling seems much more realistic than just letting a generator run while nobody was there.

The balance of this skill would need a lot of work, but the basic idea is what I though to be important. Perhaps a decrease in the search/find rate for fuel cans would coincide with this.

Discussion (Generator Operation)

KISS --VVV RPMBG 11:05, 29 December 2010 (UTC)

Just trying to throw some intentional complexity and tactic into the game...--Bjornkarl 11:52, 29 December 2010 (UTC)
I agree with One-And-A-Half-W. It's too much complexity for just one thing. The idea is good until the part where you say you can only power off when you are the only person around, but from then on it seems really needless to me. ~m T! 15:53, 29 December 2010 (UTC)
Yep, too many options will surely see it killed. Trim down as many additional options as possible. Keep only the ones necessary to make the skill work. Make sure not to make it overpowered/exploitable in the process. I don't think it's a bad suggestion, otherwise. ~Vsig.png 17:43, 29 December 2010 (UTC)
Yeah, that's why there is so much complexity in the requirements - without a series of built in regulations, fuel could either theoretically last forever or griefers could just turn off gennys over and over again. It would be hell to go search, waste an AP because in the time you took to click the search button somebody had turned off the lights, then go to turn the genny back on only to find out somebody already had. Repeat. --Bjornkarl 00:48, 30 December 2010 (UTC)
Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. Aichon 19:25, 29 December 2010 (UTC)
I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --Bjornkarl 00:48, 30 December 2010 (UTC)

Complacency

Timestamp: For hate's sake I spit my last breath at thee 15:17, 21 December 2010 (UTC)
Type: Minor change
Scope: Change to headshot
Description: Following on from the idea of helping ferals, I tried to figure out a way to flavour things that would only help lone zombies and not hordes - that way the buff doesn't become overwhelming to hordes and sieges. What I came up with was the idea that survivors facing one zombie are going to be less urgent and determined in their actions - there's a sense of complacency that comes with the relative safety. As such, they're not going to be lining up shots perfectly or checking that they've put the zombie down properly.

The gameplay implications of this idea would be that zombies suffering a headshot when they are the only standing zombie on that block will pay 3 extra AP to stand up instead of 5 extra. This effect does not change any numbers when multiple standing zombies are present, just when there's only one.

Discussion (Complacency)

While I think helping ferals is good, I think the flavor behind this one is just the reverse of what would be truth. If there is a lone zombie facing you, you'd have time to pick your shot where as if surrounded by a horde of organized zed, you'd be shooting with more abandon and possibly missing your mark at times.

That's all I got. No good suggestion as to how you could improve on it. It's too early here and I haven't had enough coffee. ~Vsig.png 15:32, 21 December 2010 (UTC)

Could be re-concepted as the thick crowds in a horde situation making it more difficult to stand up, representing the 5 AP, whilst a clear area doesn't have that problem, so it's 3. For hate's sake I spit my last breath at thee 15:36, 21 December 2010 (UTC)
I believe the basis of Headshot costs is that the nervous system of a headshotted zombie takes more time to recover than non-headshotted zed. I don't think a horde of standing zombies would either hinder or help the synapses reconnect. I'd say rework the flavor so that it falls in line with previous updates concerning Headshot.
Kevan said:
Cranial decomposition is setting in. Headshots now only knock off 10XP for each level of the zombie, rather than reducing them to zero every time - higher-level zombies have a greater proportion of active grey cells, and more to lose when the bullets go in.
Kevan said:
It might be a further level of decomposition, it might just be the effects of the colder weather, but zombies seem to be reacting differently to Headshot as the snow begins to fall - they no longer lose experience, but their nervous system becomes frayed and slowed, taking them longer to stand up after a blow to the skull.
~Vsig.png 16:10, 21 December 2010 (UTC)

I don't really get the flavour, but the idea makes enough sense.--Yonnua Koponen Talk ! Contribs 15:34, 21 December 2010 (UTC)

I like Vapor but FLAVOUR IS FOR FAGGOTS >=] but seriously, as kilt laden as I am, I dig this. Zombies need teh buff, and while a lone zombie inside mah house can cause quite a scare for a group for fear of information spreading, even DDR the lamest zombie group player ever (ask BI and HKL) knows what it's like to be the lone zombie who made it into a room full of survivor cunts. Sometimes I want that headshot action reduced. Make this shit so, man. Although in the interest of seriousness of roleplaying (rather than flavour) contemplate making the name something other than "complacency" lest you lose the survivor vote due to implication ;D -- LEMON #1 16:24, 22 December 2010 (UTC)

Heh just trying to help. I mean I can already hear it now in voting. *whines* But that doen't make sense *bitch* headshot causes cranial damage *complain* that's why it takes them more AP to stand *my vagina hurts*. ~Vsig.png 16:30, 22 December 2010 (UTC)
Trust me, what I'm doing is hardly... well... bullying or such, because I know that I am by far in the minority with my anti-flavour stance, so I'm the one bleating and QQing more than anyone else, dw. BUT I STAND FIRM -- LEMON #1 16:51, 22 December 2010 (UTC)
Yeah but I like good flavour. I'm 99% sure to be taking this to voting, once I figure out exactly how to concept it. For hate's sake I spit my last breath at thee 23:52, 22 December 2010 (UTC)

Two extra AP per day is not going to be enough of a buff to help feral zombies, it won't even take down an extra barricade level on average. However if you want a flavour argument, you could claim that feral zombies act more like automatons, not needing the higher brain functions that hordes use to communicate and coordinate their attacks. - User:Whitehouse 22:50, 24 December 2010 (UTC)

2 ap a day wont help any it will still be a long ways from help--Survivor 2.0 19:32, 28 December 2010 (UTC)


Berserk/Rage/Ferals/Other cheesy name Zombies.

Timestamp: Umbrella-White.pngThadeous OakleyUmbrella-White.png Talk 13:15, 21 December 2010 (UTC)
Type: Zombie gameplay
Scope: Zombies
Description: Playing as a lone zombie/feral actually become viable and most importantly, fun.

This suggestion is big, in a way that completely changes the way zombies can play. I'll keep it short, and give you a general idea of what I propose:

Lone zombies, who are separated from the horde have begun rapid transformation in order to make up for being on their own. These so-called ferals become stronger, smarter and regenerate more rapidly. However, this transformation costs a lot of energy, leading to a loss of bulk. Because of a more solitary nature, they also begin to ignore other zombies, a lacking horde mentality so to speak.

Facts:

- Zombies who find themselves on their own with no other zombies in their block for 24 hours will change into a feral zombie.


- They will have only 30 HP regardless of skills.


- Health will be auto-generated in tie with AP. 1 HP every half hour.


- Ferals with ankle grab will become immune to headshots, while those without pay 5 AP.


- Barricades will be more easily destroyed due increased strength. (I don't have exact damage calculations here)


- Barricades which are Quite Strongly Barricaded (QSB) or lower can be entered in the same way survivors can with VBS or lower.


- Damage done to survivors doesn't change and depends on skills.


- Ferals can no longer drag weakened survivors outside, instead going straight for the kill.


- They cannot ruin/ransack buildings(!). Gennies and radio's can be destroyed normally.


- Ferals can be revived normally, depending on whether or not they have brainrot.


- If a feral is killed as a survivor by another survivor or suicide, they will stand up as a feral. When killed by zombie, feral or not, they will stand up as a regular zombie. If a regular zombie dies as a survivor, they will stand up as a regular zombie under all circumstances.


- Up to five ferals in one block. More, and they will change back into horde zombies.


Pretty dramatic. However, I think this can finally make it fun to play as a feral and offer an entirely different playstyle for zombies. All this without making the already powerful meta hordes even stronger, but without rendering them void. Ferals will never be able to destroy suburb, since they cannot ruin and their little HP makes it easy for survivors to take back buildings. Therefore hordes are needed for true destruction.

This is just an idea, and far from finished. Everything is open for change. Go nuts. --Umbrella-White.pngThadeous OakleyUmbrella-White.png Talk 13:15, 21 December 2010 (UTC)

Discussion (Berserk/Rage/Ferals/Other cheesy name Zombies.)

I'm not really a fan, because my feral zombie is an assist feral. I go around pulling survivors outside for newbie zeds to level, infect them, and ruin buildings. This woulc cause problems. It could also polarise things to being permanently green suburbs (which can't be ruined by local ferals) and permanently red suburbs (where the organised hordes limit themselves to five to knock down cades, enter, bring in a sixth zombie and trash the building). As I said, I'm not really a fan.--Yonnua Koponen Talk ! Contribs 13:30, 21 December 2010 (UTC)

I thiink minor buffs to solo play would achieve the intended goal less forcibly - this seems very strained in its approach, and not very flavourful. For hate's sake I spit my last breath at thee 14:17, 21 December 2010 (UTC)

What's supposed to be the logic behind ferals being able to enter buildings at QSB. Does being alone give zombies the ability to pass through walls?--E Gadus 20:18, 21 December 2010 (UTC)

Eh, don't like that much. Sounds like shapeshifter zombies, or something like that. Kind of weird. ~m T! 20:52, 21 December 2010 (UTC)



Previous employment

Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC)
Type: New zombie skill
Scope: Zombies
Description: Allows zombies to be able to reconize NT buildings from the street without having to become a human to do so.

Discussion (Previous employment)

Not a dupe. Just something you should look at. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:33, 13 December 2010 (UTC)

I toyed with a similar idea once, under the Scent tree, that would provide the ability only flavoured as the zombie recognising a chemical smell from the building. I think a version that doesn't rely on the idea that one company has employed the entire city at some point or another would be a little better. For hate's sake I spit my last breath at thee 21:03, 14 December 2010 (UTC)

  • NecroTech Employment requries that. Just an observation.---Scout talk!!!! 19:34, 15 December 2010 (UTC)
Yes, so doubling that perception instead of opening a new avenue of thought is a bad idea. For hate's sake I spit my last breath at thee 00:23, 16 December 2010 (UTC)

World's largest dupe. See: Swiers, Iscariot.--Yonnua Koponen Talk ! Contribs 20:09, 15 December 2010 (UTC)

That would be nice but it should not be a new skill but a benifit from memories of life skill--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]


I dont see how that would work alot of zombies would not of worked for nero tech and it would make the game unballence.--Survivor 2.0 22:24, 19 December 2010 (UTC)

Who shot who in the what now? ~m T! 16:56, 20 December 2010 (UTC)

Supposedly ghosts, spirits in the afterlife, and the like remember the last few moments of life very vividly, so assuming the same is with getting infected and dying, at least some of the zombies would remember NecroTech, right?--Axoc 14:10, 29 December 2010 (UTC)


Remove skill

Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC)
Type: Mechanics change
Scope: Everyone
Description: You would be able to forget a skill for the exact same XP as it would cost to buy it. If you mastered the game, you might want to start over, on another note, zombies with brain rot would be able to forget it.

Discussion (Remove skill)

You need to regain less XP than it cost to buy it. Otherwise, you could get a few hundred XP and just switch it between whatever skills you need at the time. --VVV RPMBG 22:13, 11 December 2010 (UTC)

Too easily exploitable. Imagine Death Cultists folks with a ton of excess XP who would learn and forget Brain Rot at will when it suits them. Or being able to forget Bodybuilding temporarily to make your HP appear to be maxed. How would this affect skill tree skills? If I forget NecroTech Employment, do I also forget Lab Experience and NecroNet Access since the former is a prerequisite for the later two? ~Vsig.png 00:14, 12 December 2010 (UTC)

Maybe there would be a limit to how many times you can forget somthing, like you can only forget three times per skill or somthing like that, and/or limit which skills it can be used on.---Scout talk!!!! 20:11, 13 December 2010 (UTC)

This would ruin the entire game.if i want to start over ill creat another character.--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]

No way, man. A notice that "Buying brain rot may change significantly your gameplay" or "Buying headshot will make people think you are an asshole" should be enough. ~m T! 19:35, 19 December 2010 (UTC)

Brain Rot already has a notice. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:12, 20 December 2010 (UTC)
Yeah, forgot about that. The asshole part for headshot would be nice, tho! ~m T! 16:32, 27 December 2010 (UTC)

Maybe it gives back zero experience, and Brain Rot is unforgettable, because it isn't as much a skill as it is severe brain damage. If the only pro to this skill is that end-game players can "restart" that character, there's no point in starting the game with end-game gear, end-game knowledge, AND enough experience points to have end-game skills in two minutes.--User:Axoc 14:14, 29 December 2010


Food

Timestamp: —The preceding unsigned comment was added by Zombieman 11 (talkcontribs) 02:48, December 8, 2010.
Type: New item
Scope: Survivors
Description: ok i know its hard not to get a med pack but a new source of survivor healing is neccisary for newbs

ok so there will be 4 food catagories frozen canned fresh and rotten frozen food will be raw and used to heal 2 hp canned will be used to heal 6 hp fresh will be used to heal 10 hp and last and certainly the least rotten will heal 1 hp and doubles the amount of ap to move for the next 15 actions.
Moved from the wrong place for new suggestions.

Discussion (Food)

I like the idea of a uncertain item. Perhaps it could be just one item called 'food', which will usually heal 5HP, but will sometimes be all rotten and moldy, causing 5 damage/infection/lethargy(next five actions cost an extra AP). Maybe 90% likelihood of being 'fresh' and 10% chance of some sort of food poisoning. --VVV RPMBG 03:16, 8 December 2010 (UTC)

Food has been shoot down in the past. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:18, 8 December 2010 (UTC)

Twice. Maybe three times, but these two are the ones I know of. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:22, 8 December 2010 (UTC)

Food shouldn't heal as much as an FAK. I'd support a few differently-named but otherwise identical food items being added as beer clones, but that's about it. Should all be tinned or jarred, to work as an improv weapon like bottles do, and to explain away its continued viability after half a decade of storage. For hate's sake I spit my last breath at thee 03:23, 8 December 2010 (UTC)

Baguette. If you leave them be for a few days, the get hard. If you leave them for a few years, they get weaponizable. --VVV RPMBG 03:31, 8 December 2010 (UTC)

I'm not usually a grammar Nazi but please use some capitalization and punctuation if/when you take this to Suggestions. Otherwise, I like the idea of adding a food item or two. We have vending machines. We have stale candy. Why not food items. ~Vsig.png 04:47, 8 December 2010 (UTC)

Like Mis, I think these should just be canned/jarred goods that could also be used as weapons (I love novelty weapons, me). Given the lack of a decent power supply in the city, frozen goods wouldn't last long. Question: where would these new food items be found? The most obvious place would be malls, but at the moment there isn't a "Search Grocery" button so this would have to be added (although, as Axe has pointed out, this has been rejected in the past). Hotels and mansions may have some canned goods stashed in their kitchens. Pubs probably wouldn't though - they'd just have a few packets of crisps, nuts and hog lumps laying about the place. Apartment towers would probably have some cans, hidden away in kitchen cupboards. Apart from doughnuts in police stations (stereotype alert!), I can't think of anywhere else. ~~ Chief Seagull ~~ talk 10:22, 8 December 2010 (UTC) If you could share it.... That would be awesome! Also, maybe it would take two bites to eat fully, each bite would be the same. So if you take one bite, and it hurts you, you could do a subtle form of PKing and share it with someone else. ---Scout talk!!!! 03:16, 16 December 2010 (UTC)

I think this Would be fun but seriousley add some periods or caps it will look more formal--Nexus 01:38, 19 December 2010 (UTC)

I know it's you. For hate's sake I spit my last breath at thee 01:40, 19 December 2010 (UTC)
I agree with nexus -- LEMON #1 16:26, 22 December 2010 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.