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		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20010</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20010"/>
		<updated>2009-02-02T01:15:11Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Now accepting crew for the positions of: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[http://wiki.shartak.com/index.php/The_Secret_History_of_Captain_Tyler_Whitney The Secret History of Captain Tyler Whitney]=&lt;br /&gt;
&lt;br /&gt;
It was during a partial lunar eclipse several months ago that the Captain entered one of his &amp;quot;fits&amp;quot; of stumbling delerium. Most likely brought on by a batch of particularly foul York-town rum. And as any resident of Shartak knows, the only rum worth drinking is either Derbyman Blue or the Shipwreck's own Wild Strumpet 301 Proof Rum. A chemical and mathematical paradox of deliciousness! It was in this period, while the Captain was wandering the jungle, shouting at ferns and drinking elephant milk, that the long neglected ship's log of the Hell-Born Stumpet was found in the Large Cabin. This log will know doubt become an invaluable resource for all residents of the island in decyphering the Crew's bizarre origins and motives. The first installment to be taken out of the water in the Cabin, transcribed, and reproduced here is a record of the Captain's life before the Strumpet wrecked on Shartak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
'''The Gentleman's wager (while a most excellent plan in theory) collapsed in practice as nearby ghosts harrassed fighters, gamblers, and spectators alike. After several tries, a change in venue, and postponments the endeavor was abandoned. Perhaps to be attempted again at a later date.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] What's all this then!?!?!?!&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I BE BACK LADS!!! SO PUT DOWN THE RUM AND START A FIGHTING!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island: [http://www.shartak.com/profile.cgi?id=6532 FaggishFred]&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
*Native Guild &amp;amp; Resident Cannibal: [http://www.shartak.com/profile.cgi?id=17633 Killer Lobster]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
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== Native Guide ==&lt;br /&gt;
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The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
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==ATTENTION!!! OFFICER ON DECK!!!==&lt;br /&gt;
ON YOUR FEET SCABS!!!&lt;br /&gt;
Ohh what a sorry excuse for a crew be ye...&lt;br /&gt;
Of course pirates fight amongst themselves, they drink and they whore and they act in a way totally un-becoming of a proper gentleman. THEY ARE PIRATES!!! On the other hand pirates are expected to keep their ship in repair and their duties in mind.  Bless me if the cap’n were here he would have the lot of ya flogged. Lucky for you we are without a proper port and finding a half way decent crew would be like finding an able fighter in YORK!!! So all hands on deck, and be ready for presentation at three bells, Ships surgeon, ready the men for inspection, Captain Whitney wants them all fighting fit for trials ahead.&lt;br /&gt;
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Sir Robert Cath, Sailing Master Of the Hell-born Strumpet&lt;br /&gt;
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Aye-Aye, Sir! I tried to rally em ages past, but unresponsiveness drove me into a long sleep. Well I be back now, and I'll be damned if any Mangy Seadog will get past my eyes! Sure, I may be only 16 and a Surgeon, but I've done more fighting then the rest of ye put togather. So gather your cutlesses and put that God-Damn rum donw and meet me at the ships main deck for inspection from the Captain and all the other Blessed Officers that be leading us! I be back, and I be not taking any excuses! ''' Captain Dan, Ships Surgeon of the Hell Born Strumpet and proud of it!'''&lt;br /&gt;
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I'm a JRGman, so I'm happy to see your wiki is back in activity, and I hope your crew follows! Come on lads, keep the pirates strong! [[User:Rozen|Rozen]]&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20009</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20009"/>
		<updated>2009-02-02T01:07:46Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
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- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
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== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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We'll be waiting for you seadogs. Can't wait to kill the Captain for the Third Time. I'm waiting for you Captain Dan. The Headhunters got you this time but you won't escape that easily. As for the JRG, we'll be ready to cut them to pieces just like we did to the MG pirates. See you in York!--[[User:Serious Sam|SeriousSam]]&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captain Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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And who are we to believe Gandhi? You or one of our own? Would you believe me other one such as LessThenLethal or another of your brothers? And does it not say in your Wiki profile that you specalize in Espionage? That, if I am not mistaken, is the act of spying, spreading disorder and '''destabilizing''' the enemy? Quite honestly, I don't believe you, and I don't want to either. I value pirates over outsiders, especialy Yorkmen, who are known for their prejudice against our kind. So, in short, why in all of the rumless hell should we believe you or your group? '''Captain Dan'''&lt;br /&gt;
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Oh, and you mentioned it being in your ability to slay me? I seriously doupt that any Yorkman will ever outskill a Man of the Strumpet and certainly will never outfight me and escape with his life. And, ''speaking for myself and not the Crew'', I don't trust you at all. '''Captain Dan'''&lt;br /&gt;
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Captain, I can assure you that the Royal Expedition has no need or desire to engage in such underhanded activity against your clan.  --[[User:Gitboy|Less Than Lethal]] 20:59, 12 October 2006 (UTC)&lt;br /&gt;
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One of your own kind?  If you check the history of your own wiki, you will learn that B4ll54ck kill3r was once a member of the Scurvy Crew, then suddenly left the clan to join the Jolly Roger Gang, and then left that clan to remain independent.  I wonder how you can call this man &amp;quot;one of your own.&amp;quot;  And as to me being able to kill you Captain Dan, I am referring to the discourse we had on the Western Isle during the conflict between our clans.  I killed you once, but only while the conflict was escalating.  Once you returned to the Isle, I had the opportunity to take you and Tyler Whitney out with my sword, but instead used diplomacy.  Our clans found common ground in securing the Western Isle as a safe haven to all citizens of Shartak.  Do our peaceful efforts mean nothing to you?  I have no desire to harm the Scurvy Crew or any of its member.  If you cannot see that, I consider all of the constructive work to make the Western Isle a peaceful haven for all nothing but a waste of time.  Please realize what you are suggesting, and that B4ll54ck kill3r is merely a lying nuisance that should be banned from the wiki and Shartak. [[User:Gandhi|Gandhi]] 23:35, 12 October 2006 (UTC)&lt;br /&gt;
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The Yorkman asked me to comment and you'll be able to see my response in the next issue. Basically, I'm saying why the hell we should believe a guy who says he was paid to kill us? I also highly doubt him given the admirable display of bare-knuckled diplomacy that resulted in the Non-Aggression Zone around New Tortuga/&amp;quot;Unity Island.&amp;quot; And if they wanted to hit us I'd like to think one of the oldest and largest outsider groups on the island would have the huevos to do the dirty work themselves. Not hire some clanless joker to pk the nearest Scurvy Crew member and make an ass of himself on the wiki. Mr. Dan, your eagerness to protect a percieved member of the crew from slander is admirable, but consult with your other crewmates before threatening violence with another clan. [[User:Tyler Whitney|Tyler Whitney]] 12:12, 13 October 2006 (UTC)&lt;br /&gt;
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I was not threatening the RE, but more or less Gandhi. As for this matter, my pride is hurt, but it also demands an apology. Gandhi, too you I offer an apology for my rudeness which could have destroyed what careful negotiations had built. To the Captain, I offer an apology for straying into matters outside that of a Surgeon's duty or a Surgeon's knowledge. And too the RE, I hope I never have to talk to any member of the group again, as all I can manage is unnneeded aggression. And as for you, B4ll54ck kill3r, I stood up for you and lost some of my honour. As far as I am concerned, you are no longer one of my blood brothers. I will say no more on the matter, as a Surgeon should not care or be needed in the running of a Ship, esspecialy one as dignified as the Strumpet. Again, my apologies to all... '''Captain Dan'''&lt;br /&gt;
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Thank you for seeing the true nature of this conflict.  To Captain Dan, in retrospect I too offer my apologies for the unkind exchanges made both here and on the Western Isle.  In the context of war or conflict, it's easy to forget who your opponents are and to treat them with respect.  I can ensure that any further discourse between the Scurvy Crew and I will be nothing but tasteful and professional. [[User:Gandhi|Gandhi]] 14:45, 14 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
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Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
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As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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October 24, 2006 - James Norrington had the dastardly nerve to attack me in the hold of our very own ship. &lt;br /&gt;
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http://www.shartak.com/profile.cgi?id=4997&lt;br /&gt;
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I encourage all good Strumpet men to seek this man out and kill him.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
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Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
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You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
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It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
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Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
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I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
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Bring the Crew 5 ears of native pirate-killers and you can resume your former duties. Ears in this case being links to their profiles demonstrating they kill pirates and the standard timestamps proving you killed them. There'll be plenty of opportunities for this in Dalpok or anywhere else you wish to go.-[http://www.shartak.com/profile.cgi?id=242 The Captain] &lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
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We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
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It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
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'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
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I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
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The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
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How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
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I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;br /&gt;
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== Threat on JRG Treasurer ==&lt;br /&gt;
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My Treasurer Zom-vld has brought me proof that one of your crew members named Xintlaer told other crewmembers that they should kill him. Zom escaped with little harm. I request to know why one of my men was attacked. If crew members of the Strumpet have a beef with JRG crew members they can be directed to me or the PDF. We will happily discuss any disputes.--[[User:Michael edwards|Michael edwards]] 15:35, 3 November 2006 (UTC)&lt;br /&gt;
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Arr, since it now be decided on the friday, I be wonderin' what the time be fer it. I be available most o' Friday, but tha' may be subject t' change...best time'd be 'round lunchtime GMT--[[User:HVLD|HVLD]] 17:51, 6 November 2006 (UTC)&lt;br /&gt;
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== You've got yourselves a Native Guild! ==&lt;br /&gt;
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My character Killer Lobster has joined the crew to be the guild, though I do need to work on my language skills a bit.&lt;br /&gt;
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[[User:Colorless Yimoa|Colorless Yimoa]]&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20008</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=20008"/>
		<updated>2009-02-01T23:30:20Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
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- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
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== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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We'll be waiting for you seadogs. Can't wait to kill the Captain for the Third Time. I'm waiting for you Captain Dan. The Headhunters got you this time but you won't escape that easily. As for the JRG, we'll be ready to cut them to pieces just like we did to the MG pirates. See you in York!--[[User:Serious Sam|SeriousSam]]&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captain Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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And who are we to believe Gandhi? You or one of our own? Would you believe me other one such as LessThenLethal or another of your brothers? And does it not say in your Wiki profile that you specalize in Espionage? That, if I am not mistaken, is the act of spying, spreading disorder and '''destabilizing''' the enemy? Quite honestly, I don't believe you, and I don't want to either. I value pirates over outsiders, especialy Yorkmen, who are known for their prejudice against our kind. So, in short, why in all of the rumless hell should we believe you or your group? '''Captain Dan'''&lt;br /&gt;
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Oh, and you mentioned it being in your ability to slay me? I seriously doupt that any Yorkman will ever outskill a Man of the Strumpet and certainly will never outfight me and escape with his life. And, ''speaking for myself and not the Crew'', I don't trust you at all. '''Captain Dan'''&lt;br /&gt;
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Captain, I can assure you that the Royal Expedition has no need or desire to engage in such underhanded activity against your clan.  --[[User:Gitboy|Less Than Lethal]] 20:59, 12 October 2006 (UTC)&lt;br /&gt;
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One of your own kind?  If you check the history of your own wiki, you will learn that B4ll54ck kill3r was once a member of the Scurvy Crew, then suddenly left the clan to join the Jolly Roger Gang, and then left that clan to remain independent.  I wonder how you can call this man &amp;quot;one of your own.&amp;quot;  And as to me being able to kill you Captain Dan, I am referring to the discourse we had on the Western Isle during the conflict between our clans.  I killed you once, but only while the conflict was escalating.  Once you returned to the Isle, I had the opportunity to take you and Tyler Whitney out with my sword, but instead used diplomacy.  Our clans found common ground in securing the Western Isle as a safe haven to all citizens of Shartak.  Do our peaceful efforts mean nothing to you?  I have no desire to harm the Scurvy Crew or any of its member.  If you cannot see that, I consider all of the constructive work to make the Western Isle a peaceful haven for all nothing but a waste of time.  Please realize what you are suggesting, and that B4ll54ck kill3r is merely a lying nuisance that should be banned from the wiki and Shartak. [[User:Gandhi|Gandhi]] 23:35, 12 October 2006 (UTC)&lt;br /&gt;
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The Yorkman asked me to comment and you'll be able to see my response in the next issue. Basically, I'm saying why the hell we should believe a guy who says he was paid to kill us? I also highly doubt him given the admirable display of bare-knuckled diplomacy that resulted in the Non-Aggression Zone around New Tortuga/&amp;quot;Unity Island.&amp;quot; And if they wanted to hit us I'd like to think one of the oldest and largest outsider groups on the island would have the huevos to do the dirty work themselves. Not hire some clanless joker to pk the nearest Scurvy Crew member and make an ass of himself on the wiki. Mr. Dan, your eagerness to protect a percieved member of the crew from slander is admirable, but consult with your other crewmates before threatening violence with another clan. [[User:Tyler Whitney|Tyler Whitney]] 12:12, 13 October 2006 (UTC)&lt;br /&gt;
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I was not threatening the RE, but more or less Gandhi. As for this matter, my pride is hurt, but it also demands an apology. Gandhi, too you I offer an apology for my rudeness which could have destroyed what careful negotiations had built. To the Captain, I offer an apology for straying into matters outside that of a Surgeon's duty or a Surgeon's knowledge. And too the RE, I hope I never have to talk to any member of the group again, as all I can manage is unnneeded aggression. And as for you, B4ll54ck kill3r, I stood up for you and lost some of my honour. As far as I am concerned, you are no longer one of my blood brothers. I will say no more on the matter, as a Surgeon should not care or be needed in the running of a Ship, esspecialy one as dignified as the Strumpet. Again, my apologies to all... '''Captain Dan'''&lt;br /&gt;
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Thank you for seeing the true nature of this conflict.  To Captain Dan, in retrospect I too offer my apologies for the unkind exchanges made both here and on the Western Isle.  In the context of war or conflict, it's easy to forget who your opponents are and to treat them with respect.  I can ensure that any further discourse between the Scurvy Crew and I will be nothing but tasteful and professional. [[User:Gandhi|Gandhi]] 14:45, 14 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
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Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
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As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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October 24, 2006 - James Norrington had the dastardly nerve to attack me in the hold of our very own ship. &lt;br /&gt;
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http://www.shartak.com/profile.cgi?id=4997&lt;br /&gt;
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I encourage all good Strumpet men to seek this man out and kill him.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
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Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
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You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
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It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
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Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
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I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
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Bring the Crew 5 ears of native pirate-killers and you can resume your former duties. Ears in this case being links to their profiles demonstrating they kill pirates and the standard timestamps proving you killed them. There'll be plenty of opportunities for this in Dalpok or anywhere else you wish to go.-[http://www.shartak.com/profile.cgi?id=242 The Captain] &lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
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We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
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It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
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'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
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I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
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The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
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How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
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I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;br /&gt;
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== Threat on JRG Treasurer ==&lt;br /&gt;
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My Treasurer Zom-vld has brought me proof that one of your crew members named Xintlaer told other crewmembers that they should kill him. Zom escaped with little harm. I request to know why one of my men was attacked. If crew members of the Strumpet have a beef with JRG crew members they can be directed to me or the PDF. We will happily discuss any disputes.--[[User:Michael edwards|Michael edwards]] 15:35, 3 November 2006 (UTC)&lt;br /&gt;
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Arr, since it now be decided on the friday, I be wonderin' what the time be fer it. I be available most o' Friday, but tha' may be subject t' change...best time'd be 'round lunchtime GMT--[[User:HVLD|HVLD]] 17:51, 6 November 2006 (UTC)&lt;br /&gt;
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== I'm Willing to be the native guild... ==&lt;br /&gt;
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My character Killer Lobster just reached the shipwreck. If you still need the guild I'll remove the peaceful intentions and join the clan.&lt;br /&gt;
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[[User:Colorless Yimoa|Colorless Yimoa]]&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=19714</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=19714"/>
		<updated>2009-01-11T16:00:13Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Subitems */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
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Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
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::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
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:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
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::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
Cross References:&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
* [[Suggestions:Game_mechanics#Drunkness]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
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=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
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1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
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2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
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The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
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The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
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The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
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Anyway, just one more note:&lt;br /&gt;
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&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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I think it would be cool, but I don't think it's necessary.  There are more important things to do.  Still, for the Healing Herb it could be Wound Dressing Herb (like a bandage), Renewing Herb (for poisons) and Plant Fiber-and-Spike (for shark bites).  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
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I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
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[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
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Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
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'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
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The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
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A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
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B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
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Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
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The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
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Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
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===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
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===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
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What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
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===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
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===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
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===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
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===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
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If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
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I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
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I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
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===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
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===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. It can't break, ever, and just like the conch shell when you die you lose it. And there would be a ranking of who killed the most people with it. Now that would be cool! --[[User:A SN|A SN]] 13:41, 1 April 2008 (UTC)&lt;br /&gt;
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===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
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Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
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''Edit''&lt;br /&gt;
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Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
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**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
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*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
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=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
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=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
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===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
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As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
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===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
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'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
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===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
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===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
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===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
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I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
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This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
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===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
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===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
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===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
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===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Maybe it should give 5hp instead of 2? And maybe damage your ap for drinking blood. Like 1ap per bottle. -[[User:Elegost|Elegost]] 13:48, 1 April 2008 (UTC)&lt;br /&gt;
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===Rafts, deep sea exploration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=That would be nice if we could at last build rafts from driftwood, and if with those rafts, that could only be built in the water or a square adjacent to it, you could travel in water for 1 AP/square. The interesting part is that you could explore the very deep seas that we cannot swim in, but to make things harder on every square movement in deep waters you'd have a 1% chance for a large wave to overturn your raft and make you drown (because you can't swim there, or for more fun you could swim but the waves would take you between 5 and 15 HP at each movement, so if you were way off the coast you'd be bound to drown painfully). Also and as a sort of reward for your exploration, you could eventually discover islands wayyy off the coast, at least 150 units away, so that with a 1% chance of dying at each movement you'd only have a 22% (99%^150) to make it there with your raft in one piece. And who knows what you would find on these unknown and uncharted islands!&lt;br /&gt;
&lt;br /&gt;
Also a few details : you couldn't take your raft farther on land than the coast where you arrived, your raft could be attacked so that you could prevent anyone else from using it or even destroy someone's raft while they're using it so that they'd drown (now that would be a quite piratey thing to do!). And may I suggest that the islands would be so far away they wouldn't appear on any map even after someone would have explored it so as to not spoil the fun of discovery for others?&lt;br /&gt;
suggest_time=11:57, 7 June 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===New Weapons for all camps===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=items|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I've thought that we've been lacking in descriptive names. But here's just a thought on new weapons that might help rp-ing a bit more! Most are just new names, but yeah some are new weapons altogether.&lt;br /&gt;
&amp;lt;br&amp;gt;'''New Not-So-Heavy Weapons'''&lt;br /&gt;
&amp;lt;br&amp;gt;Due to the Heavy Sword being very rare, I've tried to come up with some weapons that are semi-rare. Not so powerful, but nothing to shake a stick at either. I don't know how the percentages of breaking weapons go, but i've just put a vague description of how these might work. These new melee weapons break more often, are harder to find, but have impressive bonuses that normal weapons don't have. I've tried to think of how balanced these could be but its always open to your suggestions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*The Shark Tooth Sword, native-camp weapon. semi-rare. deals 3dmg. 45% chance to hit. 20% chance to give old wound. Since its made of wood and shark teeth, it has a low chance to break. Can chop jungle.&lt;br /&gt;
*Longsword, outsider-camp weapon. semi-rare. deals 4dmg. 45% chance to hit. 10% chance to give old wound. Since it is an old sword, it has a higher chance to break. Can chop jungle.&lt;br /&gt;
*Obsidian Axe, Rakmogak only. semi-rare. deals 5dmg. 45% chance to hit. 30% chance to +2 hit. Since its made of obsidian, it has the highest chance to break. Can chop jungle.&lt;br /&gt;
*Rapier, Shipwreck only. Semi-rare. deals 4dmg. Max of 55% chance to hit. Since it has a thin blade, it has the lowest chance to break. Cannot chop jungle.&lt;br /&gt;
&amp;lt;br&amp;gt;'''New Weapons based on exisiting ones'''&lt;br /&gt;
&amp;lt;br&amp;gt; these have the same stats as their class.&lt;br /&gt;
*Bolo, machete-class weapon.&lt;br /&gt;
*Saber, cutlass-class weapon.&lt;br /&gt;
*Kukri, dagger-class weapon.&lt;br /&gt;
*Staff, club-class weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Ranged Weapons'''&lt;br /&gt;
These new ranged weapons will be used in conjunction with my other suggestion, Basic Ranged Weapons. For anyone's use, but they can only be found in specific places. Nothing specific for outsiders. The rifle is too powerful already.&lt;br /&gt;
*Throwing Spear, native-camp ranged weapon. Very Common. One use only. Max of 55% chance to hit. 6dmg. Uses up 2 inventory spaces each. Base 15% chance to hit&lt;br /&gt;
*Hunting Bow, ruins only ranged weapon. Deals 4dmg, uses arrows, takes up 8 inventory spaces, uses blowpipe reloading principle. Base 15% chance to hit. Max 55% chance to hit.&lt;br /&gt;
*Arrows, hunting bow ammo.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=05:42, 19 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Spirit Jar===&lt;br /&gt;
&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the spirit jar. To all classes except the pirate, the spirit jar is a trophy item similar to charms, necklaces and skulls. To a pirate [[Suggestions:Skills#Vodouisant_.28Voodoo_Practitioner.29| '''vodouisant''']] a spirit jar is a valuable item that may be used to attempt to drive away angry spirits.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21.55, 20 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here:&lt;br /&gt;
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===Pointy Stick===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Weapon|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description= A pointy stick that can be found in jungle spaces containing a tree. Something like this: &amp;quot;You search through the tree branches, breaking off a stick. You pick it up.&amp;quot; Attacking a enemy would be like this. &amp;quot;You jab a native in the eye with a pointy stick for two damage. He runs away, screaming. He trips over a tree root and takes one damage. You lose 2 HP from laughing too hard.&amp;quot; (this is meant as a joke.)|&lt;br /&gt;
suggest_time=20:07, 7 September 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:VictorDenley|VictorDenley]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
:Hey! Don't diss Mr Pointy! --[[User:Skull Face|Skull Face]] 16:30, 9 September 2008 (UTC)&lt;br /&gt;
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===Whip===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Weapon|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description= A whip. Inflicts 2HP damage with 50% probability. When cracked will deter animal attacks - &amp;quot;You crack your whip. The ferocious tiger backs away, snarling.&amp;quot; Needs an option to be either used as an offensive weapon or to be cracked. Can be used on self for religious/kinky purposes, or to self-terminate. |&lt;br /&gt;
suggest_time=31 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Description: &amp;quot;It's a whip.  If you whip it, whip it real good!&amp;quot; --[[User:Johan Crichton|Johan Crichton]] 03:28, 31 October 2008 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Animals&amp;diff=19711</id>
		<title>Talk:Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Animals&amp;diff=19711"/>
		<updated>2009-01-10T23:50:05Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Turtles Question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animal attack rates ==&lt;br /&gt;
&lt;br /&gt;
Until now I haven't been looking out to see how often certain animals attack, but it would be interesting to record it on the animals page. So far: &lt;br /&gt;
&lt;br /&gt;
* Elephants: have attacked once an hour when on the same square as me (35 minutes past the hour according to the game report from the server)&lt;br /&gt;
* Tigers: have attacked me twice an hour when on the same square (5 minutes past and 35 minutes past according to the game)&lt;br /&gt;
&lt;br /&gt;
Though I'm pretty sure there were times when they attacked less often. Perhaps there's some randomness.  Some tigers are pussycats.&lt;br /&gt;
&lt;br /&gt;
Anyone else have reports? If so, add here and transfer to the animal page when it looks helpful&lt;br /&gt;
--[[User:The Wary Marsh|The Wary Marsh]] 09:05, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the Damage column is worse than useless without the Number of Attacks and the Percentage Chance to Hit listed. If an animal causes 4 damage per hit but only attacks once per half hour at 10%, the animal is fairly harmless, whereas an animal with 3 attacks per half hour at 50% would be lethal. &lt;br /&gt;
:* In 22 half hour increments (at :05 and :35), an alligator missed me 4 times, hit once 17 times, and hit twice 1 time (two attacks for 3 damage with the same timestamp). This is extremely consistent with 2x 45% 3dmg. &lt;br /&gt;
:* In 35 half hour increments (at :05 and :35), an elephant missed me 14 times and hit once 21 times. This is extremely consistent with 1x 60% 4dmg. &lt;br /&gt;
:I'm going to say that all animals perform their attack routine once per half hour (at :05 and :35). Their combat routine is very similar to characters, with a percentage chance to hit that is a multiple of 5% and a weapon damage of 1 to 4. &lt;br /&gt;
:Alligators, tigers, and possibly other animals, are known to have a multiple attack routine -- that means that they can surely hit you for twice the listed damage in less than a minute. The other possibility I can think of is that I was attacked by two of the same creature type, one of which then wandered off or was killed. (Next time it happens I'll screenshot the timestamps.) Imho that's important information that needs to be listed on the wiki, and further researched. --[[User:Tycho44|Tycho44]] 09:31, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I can help with a boar and large stag. I was recently killed by what appears to be one of each.&lt;br /&gt;
:* In 35 half hour increments (beginning at 00:35 and ending at 18:05), a large stag missed me 13 times, hit me 22 times, and did not appear to hit more than once at any given time. 1 x 62.9% 2 dmg. (for the sake of simplicity rounded down to 60%).&lt;br /&gt;
:* In 22 half hour increments (beginning at 07:05 and 17:35), a wild boar missed me 10 times, hit me 12 times, and did not appear to hit more than once at any given time. 1 x 54.5% 2 dmg. (for the sake of simplicity rounded up to 55%). --[[User:Lint|Lint]] 10:12, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Incidentally, since the game doesn't show misses, only hits, and I forgot to check the time when I previously logged off, my attack rates are overestimates -- I should be counting the series of misses that may or may not have occurred before the first hit. (Other misses are sandwiched in between hits and are correctly tallied.) Instead of a random sample of families with boys and girls, take the same random sample, but in each family remove all the young girls until you get to a boy -- the resulting sample is no longer 50/50. (Although for family sizes 35-40 the errors are small.) --[[User:Tycho44|Tycho44]] 11:50, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I can help out with a wild boar and a tiger.. the tiger didn't show up until the second day of sitting idle.&lt;br /&gt;
:* wild boar:  10:05, 11:05, 12:05, 15:05, 17:05, 19:35, 20:05, 03:05, 06:05, 06:35, 09:05, 15:05, 15:35, 16:05, 17:35&lt;br /&gt;
:* tiger: 04:37, 05:05, 06:35, 07:05, 07:35, 08:35, 09:05, 11:35, 12:05, 13:05, 13:35, 14:05, 14:35, 15:06, 15:35, 16:05, 17:05&lt;br /&gt;
:At this point, after having been mauled by 2 animals for a day and a half, I died. --[[User:Simon|Simon]] 13:36, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:It seems the recent news posting means that animals now try to attack you right after you attack them.  Can anyone else verify this? --[[User:Frisco|Frisco]] 19:20, 29 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Confirmed. It would appear that the animal makes one attack routine after each of your attempts to attack it (regardless of whether or not you hit). As usual, if the animal misses, you are not notified. Note that this makes poisonberries and FAKs a bit less valuable compared to tasty berries, bottles of water, and other self-healing, since you can now harvest healing XP by impaling yourself against a dangerous animal. --[[User:Tycho44|Tycho44]] 17:58, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:The only active animal attacks we should tally to determine their hit rates should be those that occur between the first and last hits, because only for those sandwiched attacks can misses be noticed. In short, we should discard the end hits because they don't depend on the animal's hit rate, while the inner hits and misses do. (I can explain this further and use examples if necessary. Basically, if the first recorded event is always a hit, it's not random, is it?) Using this method, the reliable data submitted by [[User:Lint|Lint]] and [[User:Simon|Simon]] for wild boars consists of 20 turns and 10 hits (from Lint) and 62 turns and just 13 hits (from Simon), totalling to 82 turns and 23 hits, or a 28% hit rate (&amp;amp;plusmn;9.7%&amp;lt;!--95% confidence--&amp;gt;). If we assume that attacks as reactions to melee attacks have the same odds, the 2 reactive hits in 5 attempts (i.e., 5 successful attacks by me) of the boar I killed today moves those numbers slightly to 25 in 87, or 29% (&amp;amp;plusmn;9.5%&amp;lt;!--95% confidence--&amp;gt;). I am going to update the hit rates on the page to correct for the current overreporting of hits. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:00, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::One more thing: since ''[[animal affinity]]'' reduces the likelihood of animal attacks, we must consider whether the players who report animal attacks have that skill. I think Simon has just one active character, and I know that character has that skill, so that may be why he was hurt less often than Lint by the same kind of animal. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:08, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Tables ===&lt;br /&gt;
==== Active attacks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-bottom: 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Signature !! ''[[Animal affinity]]''? !! Animal !! Hits and misses !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tycho44|Tycho44]] 08:31, 24 May 2006 (UTC) || no || alligator || 22 known attempts, 17 hits, 1 double hit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tycho44|Tycho44]] 08:31, 24 May 2006 (UTC) || no || elephant || 35 known attempts, 21 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Simon|Simon]] 12:36, 3 June 2006 (UTC) || no? || wild boar || &amp;lt;small&amp;gt;10:05&amp;lt;/small&amp;gt;, -----, 11:05, -----, 12:05, -----, -----, -----, -----, -----, 15:05, -----, -----, -----, 17:05, -----, -----, -----, -----, 19:35, 20:05, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, 03:05, -----, -----, -----, -----, -----, 06:05, 06:35, -----, -----, -----, -----, 09:05, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, 15:05, 15:35, 16:05, -----, -----, 17:35 || The attacks ended when the player died at 17:35. ''Valid data: 63 attempts, 14 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Simon|Simon]] 12:36, 3 June 2006 (UTC) || no? || tiger || &amp;lt;small&amp;gt;04:37&amp;lt;/small&amp;gt;, 05:05, -----, -----, 06:35, 07:05, 07:35, -----, 08:35, 09:05, -----, -----, -----, -----, 11:35, 12:05, -----, 13:05, 13:35, 14:05, 14:35, 15:06, 15:35, 16:05, -----, 17:05 || The attacks ended when the player died at 17:35 at the hands of a wild boar. A miss should not be assumed for the tiger at 17:35, because it may be that the boar's kill took place before the tiger had a chance to make the final blow. ''Valid data: 25 attempts, 16 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Lint|Lint]] 09:12, 24 May 2006 (UTC) || no? || large stag || 35 known attempts, 22 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Lint|Lint]] 09:12, 24 May 2006 (UTC) || no? || wild boar || 22 known attempts, 12 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 06:12, 24 July 2006 (UTC) || no || tiger || &amp;lt;small&amp;gt;02:05&amp;lt;/small&amp;gt;, 02:35, -----, -----, -----, 04:35, 05:05, -----, ---- || I left at 06:10, late enough for the tiger to have attacked at 06:05. ''Valid data: 8 attempts, 3 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 17:52, 6 August 2006 (UTC) || no || tiger || &amp;lt;small&amp;gt;13:05&amp;lt;/small&amp;gt;, -----, -----, -----, -----, -----, 16:05, -----, 17:05 || I left at 17:30, too soon for the tiger's 17:35 attempt. ''Valid data: 8 attempts, 2 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 17:52, 6 August 2006 (UTC) || no || tiger || 19:35 || The tiger reached my square at 19:05 and I left at 19:46, leaving it time for just one attempted attack. ''Valid data: 1 attempt, 1 hit.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reactive attacks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Signature !! ''[[Animal affinity]]''? !! Weapon type !! Animal !! Attempts !! Hits !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 22:07, 19 August 2006 (UTC) || no || melee || deer, small || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 20:02, 22 November 2008 (UTC)  || yes || machete and/or wooden club || 2 tigers || 20 || 2 || I had 1 parrot feather charm. 1 of 2 hits (in which I was not originally bleeding) caused bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 05:35, 4 January 2009 (UTC) || no || machete || stag, large || 48 || 17&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 00:31, 10 January 2009 (UTC) || yes ||machete || giant spider || 33 || 6 || All of the attacks caused poisoning.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Attempts&amp;quot; is simply the number of times that the player attacks the animal (not counting killing blows) and thus gives the animal a chance to hit in return. &amp;quot;Hits&amp;quot; is the number of times the animal hits back.&lt;br /&gt;
&lt;br /&gt;
== Easter Bunny == &lt;br /&gt;
&lt;br /&gt;
Anyone see one of these? I just killed one I found. It didn't give my anything interesting...--[[User:Jackel|Jackel]] 03:24, 16 April 2006 (BST)&lt;br /&gt;
* Sorry, no chocolate eggs for killing the Easter Bunny. Just plenty of XP for the kill (if I did my calculations right). It's unlikely you'll see one with max hp unless someone's feeling kind. --[[User:Simon|Simon]] 05:02, 16 April 2006 (BST)&lt;br /&gt;
**(Does that mean that the Easter Bunnies were implemented with 50 &amp;quot;max&amp;quot; hit points (to bolster their XP bonus award) even tho they only had 30 HP?) --[[User:Tycho44|Tycho44]] 11:53, 24 May 2006 (BST)&lt;br /&gt;
I just got one, only had 3 hp and didn't attack once it was dead... since Easter was yesterday, was it maybe a straggler? [[User:Tibbalt|Tibbalt]] 11:55, 17 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Differing HP Limits? ==&lt;br /&gt;
&lt;br /&gt;
I first encountered alligators in the inland swamps, and these had 15HP max.  Now i'm over in the swamp on the easternmost peninsula, and alligators here have 25HP max (i've encoutered 4 or 5, each with 25HP).  Did all the alligators get a boost in HP limit, or are these alligators super-special-flushed-down-toilet-mutant specimens that get a higher HP limit?  This is a rather large swamp, makes sense that it would have bigger alligators.  If it is only alligators here that have a higher HP limit, are there any other locations where certain animals have higher HP limits?  Also, if it is location based, the chart should reflect this. --[[User:Frisco|Frisco]] 19:23, 13 May 2006 (BST)&lt;br /&gt;
:I think that all of the alligators have been upgraded to 25HP. --[[User:Tycho44|Tycho44]] 09:32, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Do animals move like predators? ==&lt;br /&gt;
&lt;br /&gt;
While waiting for a fellow native to talk to me one day, on successive page refreshes (at approximately equal time intervals) I saw an elephant appear 2N 1W of me, then 1N, then 1W, then 1S, moving south in a zig-zag but not joining us on our square. I suspect that the direction of an animal's movement is unaffected by human presence on surrounding squares, and that aggressive animals (such as elephants) will only attack if the square they move to happens to be occupied by someone; in short, I'm guessing that aggression translates into unprovoked attacks, not predatory movement. This accords with common sense, too; given the number of animals on the island and Simon's awareness of server load, I wouldn't expect him to have coded complicated animal movement rules when simple ones suffice. Of course, it may be that tigers (and boars) hunt while elephants apparently do not. More tests will tell. &amp;amp;mdash; [[User:Elembis|Elembis]] 08:08, 21 May 2006 (BST)&lt;br /&gt;
:I just refreshed the map to see that a monkey is on my square; I didn't see it approach. This suggests that passive animals do not try to avoid humans, which sort of suggests that aggressive ones don't hunt them. &amp;amp;mdash; [[User:Elembis|Elembis]] 12:24, 21 May 2006 (BST)&lt;br /&gt;
::One theory is that an aggressive animal that ''you have attacked'' will intentionally track you down if you flee a very short distance. Undisturbed animals appear to wander randomly, in my anecdotal experience. --[[User:Tycho44|Tycho44]] 18:00, 31 May 2006 (BST)&lt;br /&gt;
:::That a fact, Tycho44. Numerous times when I've lacked the AP to finish off a critter, I've used my last AP to move a couple squares away. When I check back a short while later, rather than running off it has &amp;quot;chased&amp;quot; me, sometimes attacked. Its happened far too many times to be a coincidence. Futhermore, even missed attacks count as &amp;quot;aggression&amp;quot;, causing the unhurt animal to become hostile and pursue. Elembis, elephants '''are''' hostile, and, like tigers, attack unprovoked, but I'm not certain how far they can &amp;quot;see&amp;quot; before they begin pursuing. --[[User:Jackel|Jackel]] 19:55, 31 May 2006 (BST)&lt;br /&gt;
::I also had an elephant one space from me which wandered off. As did a bat and parrot. But I noticed that the elephant moved just once an hour, slower than the others. See [[User:TripleU#Research|my research]] for details. --[[User:TripleU|TripleU]] 19:35, 22 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uncommon Animals? ==&lt;br /&gt;
&lt;br /&gt;
After traveling through the Durham peninsula for several days, I've only come across a few animals per day, spending considerably more AP trying to find them than actually fighting them. Is this common? Do some areas have more animals than others? --[[User:LouisB3|LouisB3]] 20:34, 24 May 2006 (BST)&lt;br /&gt;
:Some areas have more animals than others. I'm not sure whether this is due to (1) built-in location preferences, (2) over-hunting by players, or (3) simple random variation. I believe that all three factors are coming into play. Where animals are very scarce, you can harvest more XP by using your first aid kits on the animal before you kill it. Since you are in less danger of animal attacks, you have less need of faks for yourself. --[[User:Tycho44|Tycho44]] 18:04, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Giant Squid ==&lt;br /&gt;
&lt;br /&gt;
We've got squids, people. Anyone have any information on these new formidable beasts of the sea? Do they function as sharks do, or can you actually fight them out there? What, precisely, do they do?--[[User:Wifey|Wifey]] 03:43, 30 May 2006 (BST) EDIT: Talk on the forum shows that they start with ''at least'' 300hp, and hit for 5 damage. So they are an actual animal that we can fight. Neat. I'll add them on to the table.--[[User:Wifey|Wifey]] 04:09, 30 May 2006 (BST)&lt;br /&gt;
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:So do we got squids, or would it be more accurate to say that we got squid (singular). Errr, had a squid. --[[User:Tycho44|Tycho44]] 01:36, 9 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
They're getting bigger, there is now a &amp;quot;fully-grown giant squid&amp;quot; off the northeast coast of the island, 200 hp and hits for 7 dmg. --[[User:Doppelganger|Doppelganger]] 13:20, 10 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just ran into a fully-grown giant squid. It's also of the NE coast. But this one is slightly different that Doppelganger's. It's hitting me for 6 dmg, not 7. And when I started attacking it, it had 477 hp. That's a hell of a lot more than 200. Plus, it's possible that someone had already knocked some hp off of it, as 477 seems like an odd starting place. --[[User:Stevenskistg|Stevenskistg]] 20:25, 20 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrrgh!!! BEARS!!==&lt;br /&gt;
&lt;br /&gt;
At the cave at {{GPS|70|368|26|442}}, (on the mountain, two levels up)I have encountered a bear!  It had 30 hp when I first attacked it (in the interest of scientific research of course, it is monkeys I have a vendetta against, not bears).  As I ran out of AP putting some distance between the two of us, I guess I will soon know all about how much damage it can do...--[[User:John Sevier|John Sevier]] 01:33, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
They're listed as only being on the mountain, but I just came across one quite a way into the Durham Peninsular. Has their code been changed, or has a really dedicated character been baiting one all the way from the mountain?--[[User:Broderick|Broderick]] 10:17, 3 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bird Monsters?!==&lt;br /&gt;
&lt;br /&gt;
The most recent update made mention of strange noises on the mountain and the Natives speaking of bird creatures. So I decided to check it out. I went up there earlier today, and when I logged in just now I found I'd been attacked. By a Shargle. That's right. A Shargle. Don't ask me what it's supposed to be, but I know it has a maximum of 30HP, attacks for 2 damage every half hour, and gives an 18XP bonus when killed. So how 'bout that. --[[User:Stevenskistg|Stevenskistg]] 00:33, 14 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
what's a shargle? i mean.. is it big? i don't think a name like shargle is anything but power. -[[User:Elegost|Elegost]] 07:11, 14 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
SHARtak eaGLE was suggested on the forums as an explanation for the name.  30 hp, and it can bite for that 2 damage quite often in combat.  Seems hard to hit as well --[[User:Johan Crichton|Johan Crichton]] 09:29, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Let's get this page improved a bit, people==&lt;br /&gt;
This page is hopelessly languishing without updates. I improved it as best I could today. More animals need to be included, and perhaps the entire animals-table needs to be revised. Do we need to include easter bunnies and zombie animals, which were special temporary animals? (I would say no, it should only be the normal animals. Explain about specials in the section below). Why aren't bears on the list? There's got to be others we are missing. --[[User:Arminius|Arminius]] 15:16, 16 April 2007 (UTC)&lt;br /&gt;
:Sadly, the number of active wiki folk involved with Shartak seems to be very low - there's a small handful of people at any one time.  Agree entirely with no need to include the special animals in the normal animals section.  Bears should be on the list, since they seem to be normal elements of the game - if limited to a single location. --[[User:Johan Crichton|Johan Crichton]] 00:27, 19 April 2007 (UTC)&lt;br /&gt;
::Perhaps we can log the special animals in their own section?  If so, the Easter Bunny needs to be removed. --[[User:Black Joe|Black Joe]] 02:21, 2 November 2007 (UTC)&lt;br /&gt;
:::Yes, it would be nice if every special animal had their own table. What about NPCs like elves?--[[User:Wulla-mullung|Wulla-mullung]] 19:08, 2 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;br /&gt;
[[Category:Statistics]]&lt;br /&gt;
&lt;br /&gt;
== Turtles Question ==&lt;br /&gt;
&lt;br /&gt;
Are turtles fresh or salt water?  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Animals&amp;diff=19710</id>
		<title>Talk:Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Animals&amp;diff=19710"/>
		<updated>2009-01-10T23:49:13Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Turtles Question */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animal attack rates ==&lt;br /&gt;
&lt;br /&gt;
Until now I haven't been looking out to see how often certain animals attack, but it would be interesting to record it on the animals page. So far: &lt;br /&gt;
&lt;br /&gt;
* Elephants: have attacked once an hour when on the same square as me (35 minutes past the hour according to the game report from the server)&lt;br /&gt;
* Tigers: have attacked me twice an hour when on the same square (5 minutes past and 35 minutes past according to the game)&lt;br /&gt;
&lt;br /&gt;
Though I'm pretty sure there were times when they attacked less often. Perhaps there's some randomness.  Some tigers are pussycats.&lt;br /&gt;
&lt;br /&gt;
Anyone else have reports? If so, add here and transfer to the animal page when it looks helpful&lt;br /&gt;
--[[User:The Wary Marsh|The Wary Marsh]] 09:05, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the Damage column is worse than useless without the Number of Attacks and the Percentage Chance to Hit listed. If an animal causes 4 damage per hit but only attacks once per half hour at 10%, the animal is fairly harmless, whereas an animal with 3 attacks per half hour at 50% would be lethal. &lt;br /&gt;
:* In 22 half hour increments (at :05 and :35), an alligator missed me 4 times, hit once 17 times, and hit twice 1 time (two attacks for 3 damage with the same timestamp). This is extremely consistent with 2x 45% 3dmg. &lt;br /&gt;
:* In 35 half hour increments (at :05 and :35), an elephant missed me 14 times and hit once 21 times. This is extremely consistent with 1x 60% 4dmg. &lt;br /&gt;
:I'm going to say that all animals perform their attack routine once per half hour (at :05 and :35). Their combat routine is very similar to characters, with a percentage chance to hit that is a multiple of 5% and a weapon damage of 1 to 4. &lt;br /&gt;
:Alligators, tigers, and possibly other animals, are known to have a multiple attack routine -- that means that they can surely hit you for twice the listed damage in less than a minute. The other possibility I can think of is that I was attacked by two of the same creature type, one of which then wandered off or was killed. (Next time it happens I'll screenshot the timestamps.) Imho that's important information that needs to be listed on the wiki, and further researched. --[[User:Tycho44|Tycho44]] 09:31, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I can help with a boar and large stag. I was recently killed by what appears to be one of each.&lt;br /&gt;
:* In 35 half hour increments (beginning at 00:35 and ending at 18:05), a large stag missed me 13 times, hit me 22 times, and did not appear to hit more than once at any given time. 1 x 62.9% 2 dmg. (for the sake of simplicity rounded down to 60%).&lt;br /&gt;
:* In 22 half hour increments (beginning at 07:05 and 17:35), a wild boar missed me 10 times, hit me 12 times, and did not appear to hit more than once at any given time. 1 x 54.5% 2 dmg. (for the sake of simplicity rounded up to 55%). --[[User:Lint|Lint]] 10:12, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Incidentally, since the game doesn't show misses, only hits, and I forgot to check the time when I previously logged off, my attack rates are overestimates -- I should be counting the series of misses that may or may not have occurred before the first hit. (Other misses are sandwiched in between hits and are correctly tallied.) Instead of a random sample of families with boys and girls, take the same random sample, but in each family remove all the young girls until you get to a boy -- the resulting sample is no longer 50/50. (Although for family sizes 35-40 the errors are small.) --[[User:Tycho44|Tycho44]] 11:50, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I can help out with a wild boar and a tiger.. the tiger didn't show up until the second day of sitting idle.&lt;br /&gt;
:* wild boar:  10:05, 11:05, 12:05, 15:05, 17:05, 19:35, 20:05, 03:05, 06:05, 06:35, 09:05, 15:05, 15:35, 16:05, 17:35&lt;br /&gt;
:* tiger: 04:37, 05:05, 06:35, 07:05, 07:35, 08:35, 09:05, 11:35, 12:05, 13:05, 13:35, 14:05, 14:35, 15:06, 15:35, 16:05, 17:05&lt;br /&gt;
:At this point, after having been mauled by 2 animals for a day and a half, I died. --[[User:Simon|Simon]] 13:36, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:It seems the recent news posting means that animals now try to attack you right after you attack them.  Can anyone else verify this? --[[User:Frisco|Frisco]] 19:20, 29 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Confirmed. It would appear that the animal makes one attack routine after each of your attempts to attack it (regardless of whether or not you hit). As usual, if the animal misses, you are not notified. Note that this makes poisonberries and FAKs a bit less valuable compared to tasty berries, bottles of water, and other self-healing, since you can now harvest healing XP by impaling yourself against a dangerous animal. --[[User:Tycho44|Tycho44]] 17:58, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:The only active animal attacks we should tally to determine their hit rates should be those that occur between the first and last hits, because only for those sandwiched attacks can misses be noticed. In short, we should discard the end hits because they don't depend on the animal's hit rate, while the inner hits and misses do. (I can explain this further and use examples if necessary. Basically, if the first recorded event is always a hit, it's not random, is it?) Using this method, the reliable data submitted by [[User:Lint|Lint]] and [[User:Simon|Simon]] for wild boars consists of 20 turns and 10 hits (from Lint) and 62 turns and just 13 hits (from Simon), totalling to 82 turns and 23 hits, or a 28% hit rate (&amp;amp;plusmn;9.7%&amp;lt;!--95% confidence--&amp;gt;). If we assume that attacks as reactions to melee attacks have the same odds, the 2 reactive hits in 5 attempts (i.e., 5 successful attacks by me) of the boar I killed today moves those numbers slightly to 25 in 87, or 29% (&amp;amp;plusmn;9.5%&amp;lt;!--95% confidence--&amp;gt;). I am going to update the hit rates on the page to correct for the current overreporting of hits. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:00, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::One more thing: since ''[[animal affinity]]'' reduces the likelihood of animal attacks, we must consider whether the players who report animal attacks have that skill. I think Simon has just one active character, and I know that character has that skill, so that may be why he was hurt less often than Lint by the same kind of animal. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:08, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Tables ===&lt;br /&gt;
==== Active attacks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-bottom: 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Signature !! ''[[Animal affinity]]''? !! Animal !! Hits and misses !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tycho44|Tycho44]] 08:31, 24 May 2006 (UTC) || no || alligator || 22 known attempts, 17 hits, 1 double hit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tycho44|Tycho44]] 08:31, 24 May 2006 (UTC) || no || elephant || 35 known attempts, 21 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Simon|Simon]] 12:36, 3 June 2006 (UTC) || no? || wild boar || &amp;lt;small&amp;gt;10:05&amp;lt;/small&amp;gt;, -----, 11:05, -----, 12:05, -----, -----, -----, -----, -----, 15:05, -----, -----, -----, 17:05, -----, -----, -----, -----, 19:35, 20:05, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, 03:05, -----, -----, -----, -----, -----, 06:05, 06:35, -----, -----, -----, -----, 09:05, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, -----, 15:05, 15:35, 16:05, -----, -----, 17:35 || The attacks ended when the player died at 17:35. ''Valid data: 63 attempts, 14 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Simon|Simon]] 12:36, 3 June 2006 (UTC) || no? || tiger || &amp;lt;small&amp;gt;04:37&amp;lt;/small&amp;gt;, 05:05, -----, -----, 06:35, 07:05, 07:35, -----, 08:35, 09:05, -----, -----, -----, -----, 11:35, 12:05, -----, 13:05, 13:35, 14:05, 14:35, 15:06, 15:35, 16:05, -----, 17:05 || The attacks ended when the player died at 17:35 at the hands of a wild boar. A miss should not be assumed for the tiger at 17:35, because it may be that the boar's kill took place before the tiger had a chance to make the final blow. ''Valid data: 25 attempts, 16 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Lint|Lint]] 09:12, 24 May 2006 (UTC) || no? || large stag || 35 known attempts, 22 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Lint|Lint]] 09:12, 24 May 2006 (UTC) || no? || wild boar || 22 known attempts, 12 hits ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 06:12, 24 July 2006 (UTC) || no || tiger || &amp;lt;small&amp;gt;02:05&amp;lt;/small&amp;gt;, 02:35, -----, -----, -----, 04:35, 05:05, -----, ---- || I left at 06:10, late enough for the tiger to have attacked at 06:05. ''Valid data: 8 attempts, 3 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 17:52, 6 August 2006 (UTC) || no || tiger || &amp;lt;small&amp;gt;13:05&amp;lt;/small&amp;gt;, -----, -----, -----, -----, -----, 16:05, -----, 17:05 || I left at 17:30, too soon for the tiger's 17:35 attempt. ''Valid data: 8 attempts, 2 hits.''&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 17:52, 6 August 2006 (UTC) || no || tiger || 19:35 || The tiger reached my square at 19:05 and I left at 19:46, leaving it time for just one attempted attack. ''Valid data: 1 attempt, 1 hit.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reactive attacks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Signature !! ''[[Animal affinity]]''? !! Weapon type !! Animal !! Attempts !! Hits !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Elembis|Elembis]] 22:07, 19 August 2006 (UTC) || no || melee || deer, small || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 20:02, 22 November 2008 (UTC)  || yes || machete and/or wooden club || 2 tigers || 20 || 2 || I had 1 parrot feather charm. 1 of 2 hits (in which I was not originally bleeding) caused bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 05:35, 4 January 2009 (UTC) || no || machete || stag, large || 48 || 17&lt;br /&gt;
|-&lt;br /&gt;
| [[User:TripleU|TripleU]] 00:31, 10 January 2009 (UTC) || yes ||machete || giant spider || 33 || 6 || All of the attacks caused poisoning.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Attempts&amp;quot; is simply the number of times that the player attacks the animal (not counting killing blows) and thus gives the animal a chance to hit in return. &amp;quot;Hits&amp;quot; is the number of times the animal hits back.&lt;br /&gt;
&lt;br /&gt;
== Easter Bunny == &lt;br /&gt;
&lt;br /&gt;
Anyone see one of these? I just killed one I found. It didn't give my anything interesting...--[[User:Jackel|Jackel]] 03:24, 16 April 2006 (BST)&lt;br /&gt;
* Sorry, no chocolate eggs for killing the Easter Bunny. Just plenty of XP for the kill (if I did my calculations right). It's unlikely you'll see one with max hp unless someone's feeling kind. --[[User:Simon|Simon]] 05:02, 16 April 2006 (BST)&lt;br /&gt;
**(Does that mean that the Easter Bunnies were implemented with 50 &amp;quot;max&amp;quot; hit points (to bolster their XP bonus award) even tho they only had 30 HP?) --[[User:Tycho44|Tycho44]] 11:53, 24 May 2006 (BST)&lt;br /&gt;
I just got one, only had 3 hp and didn't attack once it was dead... since Easter was yesterday, was it maybe a straggler? [[User:Tibbalt|Tibbalt]] 11:55, 17 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Differing HP Limits? ==&lt;br /&gt;
&lt;br /&gt;
I first encountered alligators in the inland swamps, and these had 15HP max.  Now i'm over in the swamp on the easternmost peninsula, and alligators here have 25HP max (i've encoutered 4 or 5, each with 25HP).  Did all the alligators get a boost in HP limit, or are these alligators super-special-flushed-down-toilet-mutant specimens that get a higher HP limit?  This is a rather large swamp, makes sense that it would have bigger alligators.  If it is only alligators here that have a higher HP limit, are there any other locations where certain animals have higher HP limits?  Also, if it is location based, the chart should reflect this. --[[User:Frisco|Frisco]] 19:23, 13 May 2006 (BST)&lt;br /&gt;
:I think that all of the alligators have been upgraded to 25HP. --[[User:Tycho44|Tycho44]] 09:32, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Do animals move like predators? ==&lt;br /&gt;
&lt;br /&gt;
While waiting for a fellow native to talk to me one day, on successive page refreshes (at approximately equal time intervals) I saw an elephant appear 2N 1W of me, then 1N, then 1W, then 1S, moving south in a zig-zag but not joining us on our square. I suspect that the direction of an animal's movement is unaffected by human presence on surrounding squares, and that aggressive animals (such as elephants) will only attack if the square they move to happens to be occupied by someone; in short, I'm guessing that aggression translates into unprovoked attacks, not predatory movement. This accords with common sense, too; given the number of animals on the island and Simon's awareness of server load, I wouldn't expect him to have coded complicated animal movement rules when simple ones suffice. Of course, it may be that tigers (and boars) hunt while elephants apparently do not. More tests will tell. &amp;amp;mdash; [[User:Elembis|Elembis]] 08:08, 21 May 2006 (BST)&lt;br /&gt;
:I just refreshed the map to see that a monkey is on my square; I didn't see it approach. This suggests that passive animals do not try to avoid humans, which sort of suggests that aggressive ones don't hunt them. &amp;amp;mdash; [[User:Elembis|Elembis]] 12:24, 21 May 2006 (BST)&lt;br /&gt;
::One theory is that an aggressive animal that ''you have attacked'' will intentionally track you down if you flee a very short distance. Undisturbed animals appear to wander randomly, in my anecdotal experience. --[[User:Tycho44|Tycho44]] 18:00, 31 May 2006 (BST)&lt;br /&gt;
:::That a fact, Tycho44. Numerous times when I've lacked the AP to finish off a critter, I've used my last AP to move a couple squares away. When I check back a short while later, rather than running off it has &amp;quot;chased&amp;quot; me, sometimes attacked. Its happened far too many times to be a coincidence. Futhermore, even missed attacks count as &amp;quot;aggression&amp;quot;, causing the unhurt animal to become hostile and pursue. Elembis, elephants '''are''' hostile, and, like tigers, attack unprovoked, but I'm not certain how far they can &amp;quot;see&amp;quot; before they begin pursuing. --[[User:Jackel|Jackel]] 19:55, 31 May 2006 (BST)&lt;br /&gt;
::I also had an elephant one space from me which wandered off. As did a bat and parrot. But I noticed that the elephant moved just once an hour, slower than the others. See [[User:TripleU#Research|my research]] for details. --[[User:TripleU|TripleU]] 19:35, 22 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uncommon Animals? ==&lt;br /&gt;
&lt;br /&gt;
After traveling through the Durham peninsula for several days, I've only come across a few animals per day, spending considerably more AP trying to find them than actually fighting them. Is this common? Do some areas have more animals than others? --[[User:LouisB3|LouisB3]] 20:34, 24 May 2006 (BST)&lt;br /&gt;
:Some areas have more animals than others. I'm not sure whether this is due to (1) built-in location preferences, (2) over-hunting by players, or (3) simple random variation. I believe that all three factors are coming into play. Where animals are very scarce, you can harvest more XP by using your first aid kits on the animal before you kill it. Since you are in less danger of animal attacks, you have less need of faks for yourself. --[[User:Tycho44|Tycho44]] 18:04, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Giant Squid ==&lt;br /&gt;
&lt;br /&gt;
We've got squids, people. Anyone have any information on these new formidable beasts of the sea? Do they function as sharks do, or can you actually fight them out there? What, precisely, do they do?--[[User:Wifey|Wifey]] 03:43, 30 May 2006 (BST) EDIT: Talk on the forum shows that they start with ''at least'' 300hp, and hit for 5 damage. So they are an actual animal that we can fight. Neat. I'll add them on to the table.--[[User:Wifey|Wifey]] 04:09, 30 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:So do we got squids, or would it be more accurate to say that we got squid (singular). Errr, had a squid. --[[User:Tycho44|Tycho44]] 01:36, 9 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
They're getting bigger, there is now a &amp;quot;fully-grown giant squid&amp;quot; off the northeast coast of the island, 200 hp and hits for 7 dmg. --[[User:Doppelganger|Doppelganger]] 13:20, 10 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just ran into a fully-grown giant squid. It's also of the NE coast. But this one is slightly different that Doppelganger's. It's hitting me for 6 dmg, not 7. And when I started attacking it, it had 477 hp. That's a hell of a lot more than 200. Plus, it's possible that someone had already knocked some hp off of it, as 477 seems like an odd starting place. --[[User:Stevenskistg|Stevenskistg]] 20:25, 20 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrrgh!!! BEARS!!==&lt;br /&gt;
&lt;br /&gt;
At the cave at {{GPS|70|368|26|442}}, (on the mountain, two levels up)I have encountered a bear!  It had 30 hp when I first attacked it (in the interest of scientific research of course, it is monkeys I have a vendetta against, not bears).  As I ran out of AP putting some distance between the two of us, I guess I will soon know all about how much damage it can do...--[[User:John Sevier|John Sevier]] 01:33, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
They're listed as only being on the mountain, but I just came across one quite a way into the Durham Peninsular. Has their code been changed, or has a really dedicated character been baiting one all the way from the mountain?--[[User:Broderick|Broderick]] 10:17, 3 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bird Monsters?!==&lt;br /&gt;
&lt;br /&gt;
The most recent update made mention of strange noises on the mountain and the Natives speaking of bird creatures. So I decided to check it out. I went up there earlier today, and when I logged in just now I found I'd been attacked. By a Shargle. That's right. A Shargle. Don't ask me what it's supposed to be, but I know it has a maximum of 30HP, attacks for 2 damage every half hour, and gives an 18XP bonus when killed. So how 'bout that. --[[User:Stevenskistg|Stevenskistg]] 00:33, 14 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
what's a shargle? i mean.. is it big? i don't think a name like shargle is anything but power. -[[User:Elegost|Elegost]] 07:11, 14 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
SHARtak eaGLE was suggested on the forums as an explanation for the name.  30 hp, and it can bite for that 2 damage quite often in combat.  Seems hard to hit as well --[[User:Johan Crichton|Johan Crichton]] 09:29, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Let's get this page improved a bit, people==&lt;br /&gt;
This page is hopelessly languishing without updates. I improved it as best I could today. More animals need to be included, and perhaps the entire animals-table needs to be revised. Do we need to include easter bunnies and zombie animals, which were special temporary animals? (I would say no, it should only be the normal animals. Explain about specials in the section below). Why aren't bears on the list? There's got to be others we are missing. --[[User:Arminius|Arminius]] 15:16, 16 April 2007 (UTC)&lt;br /&gt;
:Sadly, the number of active wiki folk involved with Shartak seems to be very low - there's a small handful of people at any one time.  Agree entirely with no need to include the special animals in the normal animals section.  Bears should be on the list, since they seem to be normal elements of the game - if limited to a single location. --[[User:Johan Crichton|Johan Crichton]] 00:27, 19 April 2007 (UTC)&lt;br /&gt;
::Perhaps we can log the special animals in their own section?  If so, the Easter Bunny needs to be removed. --[[User:Black Joe|Black Joe]] 02:21, 2 November 2007 (UTC)&lt;br /&gt;
:::Yes, it would be nice if every special animal had their own table. What about NPCs like elves?--[[User:Wulla-mullung|Wulla-mullung]] 19:08, 2 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;br /&gt;
[[Category:Statistics]]&lt;br /&gt;
&lt;br /&gt;
== Turtles Question ==&lt;br /&gt;
&lt;br /&gt;
Are turtles fresh or salt water?&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19703</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19703"/>
		<updated>2009-01-10T16:45:19Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* New strategic location on island */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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In the swamp there would be a temple to Mukihoza, the Mud God.  You would be able to give an offering once an hour with a 20% chance to recieve Magic Ooze as a thank-you.  Magic Ooze is a VERY powerful healing item.  It can heal anywhere from 20 to 25 HP.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
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Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
&lt;br /&gt;
A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
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The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
&lt;br /&gt;
If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
&lt;br /&gt;
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
&lt;br /&gt;
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
&lt;br /&gt;
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
&lt;br /&gt;
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
&lt;br /&gt;
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
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By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
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To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
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Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
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I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
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More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
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You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
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... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
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The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
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The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
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Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
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Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
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* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
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In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
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To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
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Flavour text:&lt;br /&gt;
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No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
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Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
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Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
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Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
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Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
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Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
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(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
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The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
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This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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There's a BIG problem in this idea: drinking snake venom doesn't have the same efects as being bitten.  The venom is generally just proteins or some such thing.  But I there is a better way of doing it.  There would be a new item, a syringe.  It would only aquirable from traders.  You'd milk the snakes into the syringe.  And you could inject yourself.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
&lt;br /&gt;
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
&lt;br /&gt;
::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
&lt;br /&gt;
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
&lt;br /&gt;
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
&lt;br /&gt;
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
&lt;br /&gt;
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
&lt;br /&gt;
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
&lt;br /&gt;
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
&lt;br /&gt;
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
&lt;br /&gt;
Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
&lt;br /&gt;
SHARGLE - inventory 2&lt;br /&gt;
&lt;br /&gt;
SQUID - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
RAT - inventory 1&lt;br /&gt;
&lt;br /&gt;
BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
MONKEY - paw&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - tusks&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - skin&lt;br /&gt;
&lt;br /&gt;
PARROT - feathers&lt;br /&gt;
&lt;br /&gt;
SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - skin&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - skin, antlers&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - skin, tusks&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
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:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Underground Water Sources===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Envirionment|&lt;br /&gt;
suggest_scope=Caves/tunnels|&lt;br /&gt;
suggest_description=Well caves are made by water and in real life many caves have bodies of water in them, it would make sense for Shartack's caves and tunnels to have water in them as well.  In a slightly more complex veiw, since underground water is already implied for the springs, there could be an underwater tunel (with air pockets, of course!) that led to the springs.|&lt;br /&gt;
suggest_time=2009-1-9, 23:22&lt;br /&gt;
suggest_author=[[User:Colorless Yimoa|Colorless Yimoa]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19702</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19702"/>
		<updated>2009-01-10T16:43:59Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* New strategic location on island */&lt;/p&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
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suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
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suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
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suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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In the swamp there would be a temple to Mukihoza, the Mud God.  You would be able to give an offering once an hour with a 20% chance to recieve Magic Ooze as a thank-you.  Magic Ooze is a VERY powerful healing item.  It can heal anywhere from 20 to 25 HP.&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
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So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
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The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
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Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
&lt;br /&gt;
If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
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The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
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This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
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There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
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Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
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The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
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By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
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To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
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Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
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I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
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More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
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You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
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... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
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The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
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The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
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Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
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Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
&lt;br /&gt;
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
&lt;br /&gt;
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
&lt;br /&gt;
Flavour text:&lt;br /&gt;
&lt;br /&gt;
No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
&lt;br /&gt;
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
&lt;br /&gt;
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
&lt;br /&gt;
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
&lt;br /&gt;
Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
&lt;br /&gt;
The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
&lt;br /&gt;
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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There's a BIG problem in this idea: drinking snake venom doesn't have the same efects as being bitten.  The venom is generally just proteins or some such thing.  But I there is a better way of doing it.  There would be a new item, a syringe.  It would only aquirable from traders.  You'd milk the snakes into the syringe.  And you could inject yourself.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
&lt;br /&gt;
::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
&lt;br /&gt;
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
&lt;br /&gt;
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
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:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
&lt;br /&gt;
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
&lt;br /&gt;
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
&lt;br /&gt;
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
&lt;br /&gt;
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
&lt;br /&gt;
Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
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SHARGLE - inventory 2&lt;br /&gt;
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SQUID - cannot be carried or floated&lt;br /&gt;
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RAT - inventory 1&lt;br /&gt;
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BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
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Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
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MONKEY - paw&lt;br /&gt;
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ELEPHANT - tusks&lt;br /&gt;
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ALLIGATOR - skin&lt;br /&gt;
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PARROT - feathers&lt;br /&gt;
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SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
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SMALL DEER - skin&lt;br /&gt;
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LARGE STAG - skin, antlers&lt;br /&gt;
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WILD BOAR - skin, tusks&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
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:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
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*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Underground Water Sources===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Envirionment|&lt;br /&gt;
suggest_scope=Caves/tunnels|&lt;br /&gt;
suggest_description=Well caves are made by water and in real life many caves have bodies of water in them, it would make sense for Shartack's caves and tunnels to have water in them as well.  In a slightly more complex veiw, since underground water is already implied for the springs, there could be an underwater tunel (with air pockets, of course!) that led to the springs.|&lt;br /&gt;
suggest_time=2009-1-9, 23:22&lt;br /&gt;
suggest_author=[[User:Colorless Yimoa|Colorless Yimoa]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19685</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19685"/>
		<updated>2009-01-10T02:10:43Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Underground Water Wources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
&lt;br /&gt;
certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
&lt;br /&gt;
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
&lt;br /&gt;
animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
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Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
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If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
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The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
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Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
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This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
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There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
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Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
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The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
&lt;br /&gt;
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
&lt;br /&gt;
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
&lt;br /&gt;
Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
&lt;br /&gt;
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
&lt;br /&gt;
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
&lt;br /&gt;
So, in searching the med hut in Durham:&lt;br /&gt;
&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
&lt;br /&gt;
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
&lt;br /&gt;
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
&lt;br /&gt;
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
&lt;br /&gt;
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
&lt;br /&gt;
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
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* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
&lt;br /&gt;
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
&lt;br /&gt;
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
&lt;br /&gt;
Flavour text:&lt;br /&gt;
&lt;br /&gt;
No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
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Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
&lt;br /&gt;
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
&lt;br /&gt;
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
&lt;br /&gt;
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
&lt;br /&gt;
Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
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(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
&lt;br /&gt;
The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
&lt;br /&gt;
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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There's a BIG problem in this idea: drinking snake venom doesn't have the same efects as being bitten.  The venom is generally just proteins or some such thing.  But I there is a better way of doing it.  There would be a new item, a syringe.  It would only aquirable from traders.  You'd milk the snakes into the syringe.  And you could inject yourself.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
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::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
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::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
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::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
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:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
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::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
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::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
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::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
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Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
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Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
&lt;br /&gt;
SHARGLE - inventory 2&lt;br /&gt;
&lt;br /&gt;
SQUID - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
RAT - inventory 1&lt;br /&gt;
&lt;br /&gt;
BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
MONKEY - paw&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - tusks&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - skin&lt;br /&gt;
&lt;br /&gt;
PARROT - feathers&lt;br /&gt;
&lt;br /&gt;
SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - skin&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - skin, antlers&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - skin, tusks&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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&lt;br /&gt;
===Underground Water Sources===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Envirionment|&lt;br /&gt;
suggest_scope=Caves/tunnels|&lt;br /&gt;
suggest_description=Well caves are made by water and in real life many caves have bodies of water in them, it would make sense for Shartack's caves and tunnels to have water in them as well.  In a slightly more complex veiw, since underground water is already implied for the springs, there could be an underwater tunel (with air pockets, of course!) that led to the springs.|&lt;br /&gt;
suggest_time=2009-1-9, 23:22&lt;br /&gt;
suggest_author=[[User:Colorless Yimoa|Colorless Yimoa]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19678</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19678"/>
		<updated>2009-01-09T23:22:44Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
&lt;br /&gt;
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
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The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
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Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
&lt;br /&gt;
If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
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The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
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Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
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Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
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This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
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There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
&lt;br /&gt;
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
&lt;br /&gt;
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
 &lt;br /&gt;
One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
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By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
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To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
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Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
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I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
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More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
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You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
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... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
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The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
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The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
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Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
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Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
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* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
&lt;br /&gt;
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
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To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
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Flavour text:&lt;br /&gt;
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No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
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Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
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Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
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Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
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Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
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Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
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(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
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The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
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This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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There's a BIG problem in this idea: drinking snake venom doesn't have the same efects as being bitten.  The venom is generally just proteins or some such thing.  But I there is a better way of doing it.  There would be a new item, a syringe.  It would only aquirable from traders.  You'd milk the snakes into the syringe.  And you could inject yourself.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
&lt;br /&gt;
::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
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::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
&lt;br /&gt;
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
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:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
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::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
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::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
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::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
&lt;br /&gt;
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
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Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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MONKEY - inventory 2&lt;br /&gt;
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ELEPHANT - cannot be carried or floated&lt;br /&gt;
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ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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PARROT - inventory 1&lt;br /&gt;
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SHARGLE - inventory 2&lt;br /&gt;
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SQUID - cannot be carried or floated&lt;br /&gt;
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RAT - inventory 1&lt;br /&gt;
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BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
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MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
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ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
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ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
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PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
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SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
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SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
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RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
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BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
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LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
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SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
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LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
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WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
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Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
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MONKEY - paw&lt;br /&gt;
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ELEPHANT - tusks&lt;br /&gt;
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ALLIGATOR - skin&lt;br /&gt;
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PARROT - feathers&lt;br /&gt;
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SHARGLE - claw, feathers&lt;br /&gt;
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SQUID - ink sac&lt;br /&gt;
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RAT - none&lt;br /&gt;
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BEAR - skin, teeth, claws&lt;br /&gt;
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LARGE DEER - skin&lt;br /&gt;
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SMALL DEER - skin&lt;br /&gt;
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LARGE STAG - skin, antlers&lt;br /&gt;
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WILD BOAR - skin, tusks&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
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:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
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---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
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&amp;lt;5% - Hit by a bear&lt;br /&gt;
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&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
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&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
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*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Underground Water Wources===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Envirionment|&lt;br /&gt;
suggest_scope=Caves/tunnels|&lt;br /&gt;
suggest_description=Well caves are made by water and in real life many caves have bodies of water in them, it would make sense for Shartack's caves and tunnels to have water in them as well.  In a slightly more complex veiw, since underground water is already implied for the springs, there could be an underwater tunel (with air pockets, of course!) that led to the springs.|&lt;br /&gt;
suggest_time=2009-1-9, 23:22&lt;br /&gt;
suggest_author=[[User:Colorless Yimoa|Colorless Yimoa]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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		<author><name>Colorless Yimoa</name></author>
		
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19677</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19677"/>
		<updated>2009-01-09T22:57:21Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Milking Snake Venom */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
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suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
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So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
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The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
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Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
&lt;br /&gt;
If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
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The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
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This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
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There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
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Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
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The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
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By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
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To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
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Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
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I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
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More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
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You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
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... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
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The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
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The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
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Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
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Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
&lt;br /&gt;
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
&lt;br /&gt;
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
&lt;br /&gt;
Flavour text:&lt;br /&gt;
&lt;br /&gt;
No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
&lt;br /&gt;
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
&lt;br /&gt;
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
&lt;br /&gt;
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
&lt;br /&gt;
Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
&lt;br /&gt;
The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
&lt;br /&gt;
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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There's a BIG problem in this idea: drinking snake venom doesn't have the same efects as being bitten.  The venom is generally just proteins or some such thing.  But I there is a better way of doing it.  There would be a new item, a syringe.  It would only aquirable from traders.  You'd milk the snakes into the syringe.  And you could inject yourself.  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
&lt;br /&gt;
::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
&lt;br /&gt;
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
&lt;br /&gt;
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
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:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
&lt;br /&gt;
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
&lt;br /&gt;
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
&lt;br /&gt;
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
&lt;br /&gt;
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
&lt;br /&gt;
Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
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SHARGLE - inventory 2&lt;br /&gt;
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SQUID - cannot be carried or floated&lt;br /&gt;
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RAT - inventory 1&lt;br /&gt;
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BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
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LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
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&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
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Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
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MONKEY - paw&lt;br /&gt;
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ELEPHANT - tusks&lt;br /&gt;
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ALLIGATOR - skin&lt;br /&gt;
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PARROT - feathers&lt;br /&gt;
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SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
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SMALL DEER - skin&lt;br /&gt;
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LARGE STAG - skin, antlers&lt;br /&gt;
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WILD BOAR - skin, tusks&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
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:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19676</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19676"/>
		<updated>2009-01-09T22:40:48Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Oyster Bed */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
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suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
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Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
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If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
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The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...  -[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
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Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
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This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
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There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
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Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
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The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
&lt;br /&gt;
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
&lt;br /&gt;
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
&lt;br /&gt;
Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
&lt;br /&gt;
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
&lt;br /&gt;
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
&lt;br /&gt;
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
&lt;br /&gt;
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
&lt;br /&gt;
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
&lt;br /&gt;
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
&lt;br /&gt;
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
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* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
&lt;br /&gt;
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
&lt;br /&gt;
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
&lt;br /&gt;
Flavour text:&lt;br /&gt;
&lt;br /&gt;
No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
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Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
&lt;br /&gt;
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
&lt;br /&gt;
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
&lt;br /&gt;
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
&lt;br /&gt;
Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
&lt;br /&gt;
The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
&lt;br /&gt;
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
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::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
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::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
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::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
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:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
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::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
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::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
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::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
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suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
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Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
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Suggested corpse sizes:&lt;br /&gt;
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TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
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MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
&lt;br /&gt;
SHARGLE - inventory 2&lt;br /&gt;
&lt;br /&gt;
SQUID - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
RAT - inventory 1&lt;br /&gt;
&lt;br /&gt;
BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
MONKEY - paw&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - tusks&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - skin&lt;br /&gt;
&lt;br /&gt;
PARROT - feathers&lt;br /&gt;
&lt;br /&gt;
SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - skin&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - skin, antlers&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - skin, tusks&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19675</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=19675"/>
		<updated>2009-01-09T22:39:06Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: /* Oyster Bed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
*You snooze, you lose.  I mean, it wouldn't make sense if you can fight while you're asleep, right?  Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
&lt;br /&gt;
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)&lt;br /&gt;
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I recently posted some thoughts on this to the forum: [http://forum.shartak.com/index.php/topic,1770.0.html Day and Night Cycle for Shartak.] --[[User:Johan Crichton|Johan Crichton]] 09:51, 25 November 2008 (UTC)&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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:Brilliant is the word I'd use too. I also agree that it should only heal/hurt 1HP, or it would double the efficency of drinking salt water and healing for XP.--[[User:TripleU|TripleU]] 17:01, 26 November 2008 (UTC)&lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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Maybe you would get XP for burying a body. [[Mill Wilkinson]]&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see &amp;quot;good-quality weapons&amp;quot;, which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
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So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
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I think what should happen is that everyone starts as a &amp;quot;general&amp;quot; outsider, &amp;quot;general&amp;quot; native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a &amp;quot;Now that you've earned over 100 XP, you can decide what class you want to specialize in.&amp;quot; message pops up, and when you go to &amp;quot;Buy Skills&amp;quot; it gives you a &amp;quot;Available Specialties&amp;quot; button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
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The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:&amp;quot;You see a gigantic monument in the shape of (user inputed description). On it (user input details).&amp;quot; You can then click the details to read the long drawn out thing, for ex., it might say &amp;quot;On it is a brief history of Wiksik&amp;quot; and then you click and it has a page describing the history in colorful detail. &lt;br /&gt;
&lt;br /&gt;
If you start building a monument but don't have enough stones, it would say that &amp;quot;It appears a monument is being built here.&amp;quot; and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.&lt;br /&gt;
&lt;br /&gt;
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating &amp;quot;yo momma&amp;quot; joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of &amp;quot;Aw, crud!&amp;quot; when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]&lt;br /&gt;
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=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm with you, execpt maybe with the pearls.  Those would just be one more form of currancy, which, frankly, we don't need...&lt;br /&gt;
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=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
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I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
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=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
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===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
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===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
&lt;br /&gt;
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
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===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
&lt;br /&gt;
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&lt;br /&gt;
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)&lt;br /&gt;
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===Change To Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Altered mechanics|&lt;br /&gt;
suggest_scope=Shaman, Villager and Settler|&lt;br /&gt;
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.&lt;br /&gt;
&lt;br /&gt;
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.&lt;br /&gt;
&lt;br /&gt;
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)&lt;br /&gt;
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I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.&lt;br /&gt;
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)&lt;br /&gt;
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::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)&lt;br /&gt;
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===A Shot at Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=whatever you want to think this is|&lt;br /&gt;
suggest_scope=to peacemakers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.&lt;br /&gt;
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.&lt;br /&gt;
&amp;lt;br&amp;gt;eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.&lt;br /&gt;
&amp;lt;br&amp;gt; in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.&lt;br /&gt;
&amp;lt;br&amp;gt;This is again to promote peace in the island.|&lt;br /&gt;
suggest_time=12:37, 22 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)&lt;br /&gt;
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)&lt;br /&gt;
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::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)&lt;br /&gt;
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One of the basic premises of the game is Natives vs Outsiders vs Pirates.  A lot of players play that premise out - running a native who kills outsiders and vice versa.  Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards.  I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe].  If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)&lt;br /&gt;
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: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.&lt;br /&gt;
&amp;lt;br&amp;gt; And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.&lt;br /&gt;
&amp;lt;br&amp;gt;I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)&lt;br /&gt;
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I don't really see this as necessary, but if you want it, how about transforming this into a karma system?  Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?).  Each point of damage you inflict on a player subtracts that class karma points.  Each point of heal you restore adds that class karma points.  Once you reach a certain number of karma points, you get a bonus to healing that character class.  E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10.  If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal.  This could help eliminate the farming aspect, or at least raise the barrier to entry.  To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together).  Karma could also lead to other skills, like &amp;quot;Intuition&amp;quot;, to help identify people with low/high karma towards your class.  And this could be used to help target those players over others - the attack drop-down in a room with many natives could list &amp;quot;a native&amp;quot;, &amp;quot;a despicable native&amp;quot;, and &amp;quot;a kindly native&amp;quot; for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)&lt;br /&gt;
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)&lt;br /&gt;
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) &lt;br /&gt;
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===Trade Quantity Control===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Trader mechanic|&lt;br /&gt;
suggest_scope=Players trading many high value items|&lt;br /&gt;
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|&lt;br /&gt;
suggest_time=21:18, 26 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)&lt;br /&gt;
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Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say &amp;quot;Trade (machete) for (gold coins). Trade at least ($40) worth of goods&amp;quot; If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)&lt;br /&gt;
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===NPC Spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New class of NPC|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side.  Most Europeans during the age of exploration had strong belief about the netherworld.  Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more.  This is just one simple suggestion, but it could lead into any number of other implementations.&lt;br /&gt;
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By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har).  This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now.  The only difference would be that player interaction would be limited by the level of spiritual awareness.  Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit.  With more skills comes more awareness and potential for interaction.&lt;br /&gt;
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To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own.  Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits.  Possibly, the overuse of shamanic skills might make some spirits more malevolent.  Dabbling in the spirit world should not be taken lightly.  To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced.  One-shot exorcism items might be sold at Outsider trading posts.  For all I know, some of the totems we already have in-game might provide some protection.&lt;br /&gt;
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Spirits might become more active at certain times (e.g. moon or seasonal cycles).  Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits.  There might be a few rare but powerful spirits that could be the source of quests or role playing.  Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary.  At the very least, even if interaction is limited, spirits could add some flavor to the game.  Spirits could be the means by which NPC shamans defend themselves.  The spirits of dead NPC shamans might continue to lash out at their murderers.&lt;br /&gt;
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I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game.  The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|&lt;br /&gt;
suggest_time=December 23, 2007|&lt;br /&gt;
suggest_author=Quest|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Broadening Search Results (Non-useful items)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=search mechanics|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?&lt;br /&gt;
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More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.&lt;br /&gt;
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So, in searching the med hut in Durham:&lt;br /&gt;
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You search and find a first aid kit.&lt;br /&gt;
You search and find a yellow silk parasol.&lt;br /&gt;
You search and find a gold coin.&lt;br /&gt;
You search and find a monocle.&lt;br /&gt;
You search and find a bicycle wheel.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a gramophone.&lt;br /&gt;
You search and find a blunt knife.&lt;br /&gt;
You search and find a soup soon.&lt;br /&gt;
You search and find an empty bottle.&lt;br /&gt;
You search and find an oyster shucker.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find a lace corset.&lt;br /&gt;
You search and find a first aid kit.&lt;br /&gt;
You search and find an ice pick.&lt;br /&gt;
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... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. &lt;br /&gt;
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The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.&lt;br /&gt;
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The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that.  &lt;br /&gt;
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Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.&lt;br /&gt;
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Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want &amp;quot;luxury&amp;quot; items.|&lt;br /&gt;
suggest_time=2 January 2008|&lt;br /&gt;
suggest_author=Ibn al Xuffasch|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit.  If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)&lt;br /&gt;
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I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)&lt;br /&gt;
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===Drunkness===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:&lt;br /&gt;
* Sober (0-10%): Nothing special here.&lt;br /&gt;
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.&lt;br /&gt;
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally &amp;quot;h&amp;quot;s are added after &amp;quot;s&amp;quot;es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)&lt;br /&gt;
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.&lt;br /&gt;
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |&lt;br /&gt;
suggest_time=03:53, 4 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Baliame|Baliame]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cross References:&lt;br /&gt;
* [[Suggestions:Items#Absinth]]&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)&lt;br /&gt;
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* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)&lt;br /&gt;
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=== Fishing (Net) &amp;amp; Shoals ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=I know that &amp;quot;Fishing&amp;quot; as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.&lt;br /&gt;
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In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.&lt;br /&gt;
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To make the fishing experience more involved casting a net would only prove effective when on the same square as a new &amp;quot;animal&amp;quot;, a shoal of fish. These could be small or large with the number of netted fish changing between.&lt;br /&gt;
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Flavour text:&lt;br /&gt;
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No Shoal: &amp;quot;You cast your net but the waters are empty.&amp;quot;&lt;br /&gt;
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Small Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with X Fish&amp;quot; where X=1-3&lt;br /&gt;
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Large Shoal: &amp;quot;Casting your net amongst the shoal you are rewarded with Y Fish&amp;quot; where Y=3-6&lt;br /&gt;
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Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.&lt;br /&gt;
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Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).&lt;br /&gt;
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Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.&lt;br /&gt;
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suggest_time=13:50, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Milking Snake Venom ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Activity|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.&lt;br /&gt;
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Flavour text: &amp;quot;You carefully milk the snakes, white venom trickles into the bottle&amp;quot;&lt;br /&gt;
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(After milking snakes for venom you would automatically have released them.)&lt;br /&gt;
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The high search times required to harvest these animals would be offset by relatively high trader prices.&lt;br /&gt;
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This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.&lt;br /&gt;
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suggest_time=13:56, 18 January 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.&lt;br /&gt;
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I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup&lt;br /&gt;
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:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)&lt;br /&gt;
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. &lt;br /&gt;
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::We have a death clock? I haven't noticed. What does it do?&lt;br /&gt;
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::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.&lt;br /&gt;
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::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. &lt;br /&gt;
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::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)&lt;br /&gt;
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. &lt;br /&gt;
&lt;br /&gt;
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. &lt;br /&gt;
&lt;br /&gt;
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.&lt;br /&gt;
&lt;br /&gt;
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)&lt;br /&gt;
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Cooking ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Animal Corpses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.&lt;br /&gt;
&lt;br /&gt;
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.&lt;br /&gt;
&lt;br /&gt;
Suggested corpse sizes:&lt;br /&gt;
&lt;br /&gt;
TIGER - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
MONKEY - inventory 2&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
PARROT - inventory 1&lt;br /&gt;
&lt;br /&gt;
SHARGLE - inventory 2&lt;br /&gt;
&lt;br /&gt;
SQUID - cannot be carried or floated&lt;br /&gt;
&lt;br /&gt;
RAT - inventory 1&lt;br /&gt;
&lt;br /&gt;
BEAR - inventory 65, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested food values and volumes:&lt;br /&gt;
&lt;br /&gt;
TIGER - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
MONKEY - food value 2HP, food volume 2, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
PARROT - food value 1HP, food volume 1, trophy value 1 GC&lt;br /&gt;
&lt;br /&gt;
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
SQUID - food value 3HP, food volume 75, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
RAT - food value 1HP, food volume 1, trophy value 0 GC&lt;br /&gt;
&lt;br /&gt;
BEAR - food value 3HP, food volume 10, trophy value 5 GC&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested trophies:&lt;br /&gt;
&lt;br /&gt;
TIGER - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
MONKEY - paw&lt;br /&gt;
&lt;br /&gt;
ELEPHANT - tusks&lt;br /&gt;
&lt;br /&gt;
ALLIGATOR - skin&lt;br /&gt;
&lt;br /&gt;
PARROT - feathers&lt;br /&gt;
&lt;br /&gt;
SHARGLE - claw, feathers&lt;br /&gt;
&lt;br /&gt;
SQUID - ink sac&lt;br /&gt;
&lt;br /&gt;
RAT - none&lt;br /&gt;
&lt;br /&gt;
BEAR - skin, teeth, claws&lt;br /&gt;
&lt;br /&gt;
LARGE DEER - skin&lt;br /&gt;
&lt;br /&gt;
SMALL DEER - skin&lt;br /&gt;
&lt;br /&gt;
LARGE STAG - skin, antlers&lt;br /&gt;
&lt;br /&gt;
WILD BOAR - skin, tusks&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:00, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)&lt;br /&gt;
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===Diseases and other such Inconvinient Things===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=an inconvinience :D|&lt;br /&gt;
suggest_scope=Anyone who isn't dead|&lt;br /&gt;
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.&amp;lt;br&amp;gt;I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration &amp;lt;br&amp;gt;&lt;br /&gt;
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|&lt;br /&gt;
suggest_time=00:45, 8 July 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? &lt;br /&gt;
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. &lt;br /&gt;
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?&lt;br /&gt;
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)&lt;br /&gt;
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)&lt;br /&gt;
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying &amp;quot;infected&amp;quot;, and when other characters see them &amp;quot;____ looks extremely ill&amp;quot;). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called &amp;quot;Treatment&amp;quot; in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)&lt;br /&gt;
**Ok, think this:&lt;br /&gt;
(i give recomended numbers, nothing exact)&lt;br /&gt;
&lt;br /&gt;
---Chance to catching disease:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Moving in a swamp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a alligator (hungry ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Hit by a bear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - hit by a tiger (ferious ones too)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5% - hit by a rat&lt;br /&gt;
&lt;br /&gt;
(Any more animals?)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;5% - Bitten by a shark&lt;br /&gt;
&lt;br /&gt;
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)&lt;br /&gt;
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)&lt;br /&gt;
&lt;br /&gt;
---New suggested skills:&lt;br /&gt;
&lt;br /&gt;
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?&lt;br /&gt;
&lt;br /&gt;
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to &amp;quot;burn&amp;quot; bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. &lt;br /&gt;
&lt;br /&gt;
---Infection effect (after the x hours): &lt;br /&gt;
&lt;br /&gt;
-Higher AP cost for moving, chopping jungle, combat etc...&lt;br /&gt;
&lt;br /&gt;
-deals damage just like shark bites&lt;br /&gt;
&lt;br /&gt;
-Every server-tick/hour(dunno what) there's a small chance (&amp;lt;5%) of dieing and also a small chance (&amp;lt;2%) of being cured, and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
-Anything more?&lt;br /&gt;
&lt;br /&gt;
By: he and &amp;lt;he&amp;gt; , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new &amp;quot;server day&amp;quot; (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Ghost Ship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New game mechanic|&lt;br /&gt;
suggest_scope=Pirate class|&lt;br /&gt;
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:&lt;br /&gt;
&lt;br /&gt;
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)&lt;br /&gt;
:*a heavy cutlass that delivers 5 HP damage per hit&lt;br /&gt;
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)&lt;br /&gt;
:*dodges in combat (as per existing NPC shaman)&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.&lt;br /&gt;
&lt;br /&gt;
Suggested flavour text when at the Ghost Ship's location:&lt;br /&gt;
&lt;br /&gt;
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''&lt;br /&gt;
&lt;br /&gt;
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).&lt;br /&gt;
&lt;br /&gt;
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)&lt;br /&gt;
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===More bats in caves===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Added fauna|&lt;br /&gt;
suggest_scope=Cave tiles|&lt;br /&gt;
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|&lt;br /&gt;
suggest_time=11:27, 8 October 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19673</id>
		<title>Talk:Parrotologists Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19673"/>
		<updated>2009-01-09T17:02:26Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to contact PS. please do it here. Thank you!&lt;br /&gt;
&lt;br /&gt;
:I am requesting to add your group as a secondary clan.  For Science!  --[[User:Schloss Ritter|Schloss Ritter]] 02:29, 30 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Done. For Science! --[[User:Lama|Lama]] 02:37, 31 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I would like to know if you have made any studies on the Zombified Parrot? --[[User:Cthulhu|Cthulhu]] .&lt;br /&gt;
&lt;br /&gt;
** I did a bit, unfortunatelly an angry tiger torn me apart while I still haven't had a lot of info. Anyway, they appear to act identically as normal ones - their attack routine is the same, they also speak (same things as reported to be said by non-zombified parrots). Full info will appear along with my publication about parrot speaking abilities and their vocabulary. --[[User:Lama|Lama]] 01:47, 6 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
***Damn those angry tigers. Keep up the good work :) --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greetings, scientists! As a producer of high quality fruit juices I'm often out in the wilderness, enjoying nature's creatures while gathering fruit. I read your researches with great interest. Amazing facts! If you should ever do some research in fruit juices I would be glad to assist you in any way I can. Apart from that, if any of you should ever run into me, just tell me you're from the PS and you'll get a free sample of my [[User:Admiral_Thrawn#Variety_of_quality_fruit_products|finest juice]]. Keep researching, FOR SCIENCE! [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 13:47, 20 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charms research ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if what you thought was a new parrot feather charm was in fact old and that's why you didn't see any difference. How exactly do you define a charm as new? Did you find it immediately before, did you buy it from the trader or did you just get it from some other player? --[[User:Oktavius|Oktavius]] 18:11, 6 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
: When I say new, I mean I found it in the jungle. That seems to me like the only way to get a truly new charm. [[User:0000FF Beard|0000FF Beard]] 10:04, 7 February 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19672</id>
		<title>Talk:Parrotologists Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19672"/>
		<updated>2009-01-09T15:14:02Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to contact PS. please do it here. Thank you!&lt;br /&gt;
&lt;br /&gt;
:I am requesting to add your group as a secondary clan.  For Science!  --[[User:Schloss Ritter|Schloss Ritter]] 02:29, 30 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Done. For Science! --[[User:Lama|Lama]] 02:37, 31 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I would like to know if you have made any studies on the Zombified Parrot? --[[User:Cthulhu|Cthulhu]] .&lt;br /&gt;
&lt;br /&gt;
** I did a bit, unfortunatelly an angry tiger torn me apart while I still haven't had a lot of info. Anyway, they appear to act identically as normal ones - their attack routine is the same, they also speak (same things as reported to be said by non-zombified parrots). Full info will appear along with my publication about parrot speaking abilities and their vocabulary. --[[User:Lama|Lama]] 01:47, 6 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
***Damn those angry tigers. Keep up the good work :) --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greetings, scientists! As a producer of high quality fruit juices I'm often out in the wilderness, enjoying nature's creatures while gathering fruit. I read your researches with great interest. Amazing facts! If you should ever do some research in fruit juices I would be glad to assist you in any way I can. Apart from that, if any of you should ever run into me, just tell me you're from the PS and you'll get a free sample of my [[User:Admiral_Thrawn#Variety_of_quality_fruit_products|finest juice]]. Keep researching, FOR SCIENCE! [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 13:47, 20 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like to have the Parrotologists Society as my primary clan.  I'm planning to do a study on the turtles of the island.  For Science! --[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
&lt;br /&gt;
== Charms research ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if what you thought was a new parrot feather charm was in fact old and that's why you didn't see any difference. How exactly do you define a charm as new? Did you find it immediately before, did you buy it from the trader or did you just get it from some other player? --[[User:Oktavius|Oktavius]] 18:11, 6 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
: When I say new, I mean I found it in the jungle. That seems to me like the only way to get a truly new charm. [[User:0000FF Beard|0000FF Beard]] 10:04, 7 February 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19634</id>
		<title>Talk:Parrotologists Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19634"/>
		<updated>2009-01-08T21:37:17Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to contact PS. please do it here. Thank you!&lt;br /&gt;
&lt;br /&gt;
:I am requesting to add your group as a secondary clan.  For Science!  --[[User:Schloss Ritter|Schloss Ritter]] 02:29, 30 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Done. For Science! --[[User:Lama|Lama]] 02:37, 31 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I would like to know if you have made any studies on the Zombified Parrot? --[[User:Cthulhu|Cthulhu]] .&lt;br /&gt;
&lt;br /&gt;
** I did a bit, unfortunatelly an angry tiger torn me apart while I still haven't had a lot of info. Anyway, they appear to act identically as normal ones - their attack routine is the same, they also speak (same things as reported to be said by non-zombified parrots). Full info will appear along with my publication about parrot speaking abilities and their vocabulary. --[[User:Lama|Lama]] 01:47, 6 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
***Damn those angry tigers. Keep up the good work :) --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greetings, scientists! As a producer of high quality fruit juices I'm often out in the wilderness, enjoying nature's creatures while gathering fruit. I read your researches with great interest. Amazing facts! If you should ever do some research in fruit juices I would be glad to assist you in any way I can. Apart from that, if any of you should ever run into me, just tell me you're from the PS and you'll get a free sample of my [[User:Admiral_Thrawn#Variety_of_quality_fruit_products|finest juice]]. Keep researching, FOR SCIENCE! [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 13:47, 20 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to have the Parrotologists Society as my primary clan.  I'm planning to do a study on the turtles of the island.  For Science! --[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
&lt;br /&gt;
== Charms research ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if what you thought was a new parrot feather charm was in fact old and that's why you didn't see any difference. How exactly do you define a charm as new? Did you find it immediately before, did you buy it from the trader or did you just get it from some other player? --[[User:Oktavius|Oktavius]] 18:11, 6 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
: When I say new, I mean I found it in the jungle. That seems to me like the only way to get a truly new charm. [[User:0000FF Beard|0000FF Beard]] 10:04, 7 February 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19633</id>
		<title>Talk:Parrotologists Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Parrotologists_Society&amp;diff=19633"/>
		<updated>2009-01-08T20:10:01Z</updated>

		<summary type="html">&lt;p&gt;Colorless Yimoa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to contact PS. please do it here. Thank you!&lt;br /&gt;
&lt;br /&gt;
I'd like to have the Parrotologists Society as my primary clan.  I'm planning to do a study on the turtles of the island.  For Science! --[[User:Colorless Yimoa|Colorless Yimoa]]&lt;br /&gt;
&lt;br /&gt;
:I am requesting to add your group as a secondary clan.  For Science!  --[[User:Schloss Ritter|Schloss Ritter]] 02:29, 30 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Done. For Science! --[[User:Lama|Lama]] 02:37, 31 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I would like to know if you have made any studies on the Zombified Parrot? --[[User:Cthulhu|Cthulhu]] .&lt;br /&gt;
&lt;br /&gt;
** I did a bit, unfortunatelly an angry tiger torn me apart while I still haven't had a lot of info. Anyway, they appear to act identically as normal ones - their attack routine is the same, they also speak (same things as reported to be said by non-zombified parrots). Full info will appear along with my publication about parrot speaking abilities and their vocabulary. --[[User:Lama|Lama]] 01:47, 6 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
***Damn those angry tigers. Keep up the good work :) --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greetings, scientists! As a producer of high quality fruit juices I'm often out in the wilderness, enjoying nature's creatures while gathering fruit. I read your researches with great interest. Amazing facts! If you should ever do some research in fruit juices I would be glad to assist you in any way I can. Apart from that, if any of you should ever run into me, just tell me you're from the PS and you'll get a free sample of my [[User:Admiral_Thrawn#Variety_of_quality_fruit_products|finest juice]]. Keep researching, FOR SCIENCE! [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 13:47, 20 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Charms research ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if what you thought was a new parrot feather charm was in fact old and that's why you didn't see any difference. How exactly do you define a charm as new? Did you find it immediately before, did you buy it from the trader or did you just get it from some other player? --[[User:Oktavius|Oktavius]] 18:11, 6 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
: When I say new, I mean I found it in the jungle. That seems to me like the only way to get a truly new charm. [[User:0000FF Beard|0000FF Beard]] 10:04, 7 February 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Colorless Yimoa</name></author>
		
	</entry>
</feed>