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		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=11397</id>
		<title>Suggestions:Items</title>
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		<updated>2006-12-06T03:15:30Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Canteen/Water Pouch */&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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=== 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;
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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;
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=== Meat ===&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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=== 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;
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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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&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;
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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;
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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;
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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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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
 &lt;br /&gt;
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;
&lt;br /&gt;
''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;
&lt;br /&gt;
: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;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===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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}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
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;
&lt;br /&gt;
So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A.K.A Captain Dan.)&lt;br /&gt;
&lt;br /&gt;
Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
:It's ultimately up to Simon.  By placing it on the Wiki, you've put it out there for him to consider.  However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the &amp;quot;Flintlock Mastery&amp;quot; skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about a skill called &amp;quot;quickshot&amp;quot; Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok, its in there now, is that the skill you meant? starting to shape up this idea, isnt it? [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Ah, Praise the Lord. I've finally Wiki-fied it. It is much more eaiser to read now. -[[User:Che|Che]] 02:40, 12 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Truly Che, the pirate world is in your debt. We may actualy be able to kill you now people will take this idea seriously! Thanks, honestly. [[User:Rozen|Rozen]]&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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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}}&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11366</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11366"/>
		<updated>2006-12-03T21:01:57Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=6816 My Profile]&lt;br /&gt;
&lt;br /&gt;
I'm a soldier from Durham who runs [[Lantz's Place|Lantz's Place.]]&lt;br /&gt;
&lt;br /&gt;
Beware poisonous berry bush! [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70680&amp;amp;cy=26360&amp;amp;dn=1&amp;amp;zn=1 -70.680,+26.360]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11296</id>
		<title>Lantz's Place</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11296"/>
		<updated>2006-11-29T03:57:18Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantz's place is a small camp northwest of Durham with a few banana trees. I try to keep the roads in the area cleared while I chill at my camp. Why don't you come join me? [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70653&amp;amp;cy=26370&amp;amp;dw=806&amp;amp;dh=494&amp;amp;aw=25&amp;amp;ah=25&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1&amp;amp;bc=0&amp;amp;ht=0&amp;amp;alt=0 -70.653,26.370]&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11295</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11295"/>
		<updated>2006-11-29T03:56:39Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=6816 My Profile]&lt;br /&gt;
&lt;br /&gt;
I'm a soldier from Durham who runs [[Lantz's Place|Lantz's Place.]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11294</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11294"/>
		<updated>2006-11-29T03:56:21Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=6816 My Profile]&lt;br /&gt;
I'm a soldier from Durham who runs [[Lantz's Place|Lantz's Place.]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11293</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11293"/>
		<updated>2006-11-29T03:53:54Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;a href=&amp;quot;http://www.shartak.com/profile.cgi?id=6816&amp;quot;&amp;gt;My Profile&amp;lt;/a&amp;gt;&lt;br /&gt;
I'm a soldier from Durham who runs [[Lantz's Place|Lantz's Place.]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11280</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=11280"/>
		<updated>2006-11-27T22:37:48Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Guildhouses */&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;
===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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}}&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
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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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===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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=== 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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
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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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===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;
&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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===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;
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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;
&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;
&lt;br /&gt;
*'''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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===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;
&lt;br /&gt;
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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===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;
&lt;br /&gt;
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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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&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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===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;
&lt;br /&gt;
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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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11279</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11279"/>
		<updated>2006-11-27T22:08:24Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Plantable-Plants */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
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===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This sounds like the suggested [http://wiki.shartak.com/index.php/Suggestions:Skills#Planting.2Fagriculture Planting/Agriculture] skill. --[[User:Frisco|Frisco]] 19:39, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This idea is simpler and doesn't require a new skill.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:08, 27 November 2006 (UTC)&lt;br /&gt;
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===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
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:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
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:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
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:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
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::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
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:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
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===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
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*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
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:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
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:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
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::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
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===Inventory Limit===&lt;br /&gt;
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I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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===In-game Rankings===&lt;br /&gt;
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I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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=== Wiki: table CSS ===&lt;br /&gt;
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It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
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----&lt;br /&gt;
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=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
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===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
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===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
&lt;br /&gt;
'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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}}&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
&lt;br /&gt;
I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11278</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11278"/>
		<updated>2006-11-27T22:08:13Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Plantable-Plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This sounds like the suggested [http://wiki.shartak.com/index.php/Suggestions:Skills#Planting.2Fagriculture Planting/Agriculture] skill. --[[User:Frisco|Frisco]] 19:39, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This idea is simpler and doesn't require a new skill.&lt;br /&gt;
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===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&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 removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
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'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
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I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
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I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
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		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11277</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=11277"/>
		<updated>2006-11-27T22:03:16Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Guildhouses */&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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===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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=== 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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===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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=== 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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
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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;
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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;
&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;
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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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===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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===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;
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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;
|&lt;br /&gt;
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;
|&lt;br /&gt;
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;
&lt;br /&gt;
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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===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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===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&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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===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;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits.--[[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;
&lt;br /&gt;
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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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11260</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11260"/>
		<updated>2006-11-27T04:24:29Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Plantable-Plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&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 removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
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'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
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I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
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I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11259</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11259"/>
		<updated>2006-11-27T04:20:06Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a soldier from Durham who runs [[Lantz's Place|Lantz's Place.]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11257</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11257"/>
		<updated>2006-11-27T04:17:40Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Secret Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
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===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
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:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
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:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
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:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
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::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
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:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
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===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
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===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
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=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
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===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
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===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
&lt;br /&gt;
'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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}}&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
&lt;br /&gt;
I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11256</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11256"/>
		<updated>2006-11-27T02:30:05Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 02:30, 27 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11255</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11255"/>
		<updated>2006-11-27T02:25:40Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11254</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11254"/>
		<updated>2006-11-27T02:24:26Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Lantz|&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;Lantz&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;]] 02:24, 27 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11253</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11253"/>
		<updated>2006-11-27T02:23:32Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Lantz|&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;lt;nowiki&amp;amp;gt;Lantz&amp;amp;lt;/nowiki&amp;amp;gt;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;]] 02:23, 27 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11252</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11252"/>
		<updated>2006-11-27T02:18:17Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Lantz|&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;&amp;amp;lt;font color=&amp;amp;quot;005555&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;i&amp;amp;gt;&amp;amp;lt;b&amp;amp;gt;Lantz&amp;amp;lt;/b&amp;amp;gt;&amp;amp;lt;/i&amp;amp;gt;&amp;amp;lt;/font&amp;amp;gt;&amp;amp;#39;&amp;amp;#39;&amp;amp;#39;]] 02:18, 27 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11251</id>
		<title>User:Lantz</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Lantz&amp;diff=11251"/>
		<updated>2006-11-27T02:16:46Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Lantz|Lantz&amp;amp;#124;&amp;amp;lt;font color=&amp;amp;quot;005555&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;i&amp;amp;gt;&amp;amp;lt;b&amp;amp;gt;Lantz&amp;amp;lt;/b&amp;amp;gt;&amp;amp;lt;/i&amp;amp;gt;&amp;amp;lt;/font&amp;amp;gt;]] 02:16, 27 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11250</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=11250"/>
		<updated>2006-11-27T01:59:29Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Guildhouses */&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;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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}}&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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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}}&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;
&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;
&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;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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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}}&lt;br /&gt;
&lt;br /&gt;
=== 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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&lt;br /&gt;
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
&lt;br /&gt;
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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
&lt;br /&gt;
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;
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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;
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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;
&lt;br /&gt;
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;
&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;
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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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===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;
&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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===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;
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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;
|&lt;br /&gt;
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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===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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===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=Correcting imbalance|&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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===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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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&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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===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;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11247</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=11247"/>
		<updated>2006-11-26T21:53:25Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Importance of the Islands of Shartak */&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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===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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=== 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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===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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=== 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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
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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;
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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;
&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;
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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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===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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===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;
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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;
|&lt;br /&gt;
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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===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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===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=Correcting imbalance|&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;
&lt;br /&gt;
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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===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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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&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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===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;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11246</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=11246"/>
		<updated>2006-11-26T21:45:33Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Guildhouses */&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;
&lt;br /&gt;
===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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=== 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;
&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;
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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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===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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=== 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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
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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;
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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;
&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;
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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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===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;
&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;
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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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===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;
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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;
|&lt;br /&gt;
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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===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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===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=Correcting imbalance|&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;
&lt;br /&gt;
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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===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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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&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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===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;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=11245</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=11245"/>
		<updated>2006-11-26T21:42:40Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Guildhouses */&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;
&lt;br /&gt;
===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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=== 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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===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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=== 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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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&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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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&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;
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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;
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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;
&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;
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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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===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;
&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;
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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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===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;
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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;
|&lt;br /&gt;
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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===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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===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;
&lt;br /&gt;
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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}}&lt;br /&gt;
===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Correcting imbalance|&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;
&lt;br /&gt;
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;
&lt;br /&gt;
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
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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}}&lt;br /&gt;
&lt;br /&gt;
===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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}}&lt;br /&gt;
===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&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;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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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}}&lt;br /&gt;
&lt;br /&gt;
===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?&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11237</id>
		<title>Lantz's Place</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11237"/>
		<updated>2006-11-26T05:51:27Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantz's place is a small camp northwest of Durham with a few banana trees. I try to keep the roads in the area cleared while I chill at my camp. Why don't you come join me? [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70653&amp;amp;cy=26370&amp;amp;dw=806&amp;amp;dh=494&amp;amp;aw=25&amp;amp;ah=25&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1&amp;amp;bc=0&amp;amp;ht=0&amp;amp;alt=0 -70.653,26.370]&lt;br /&gt;
&lt;br /&gt;
=Current Inhabitants=&lt;br /&gt;
{{profile|6816|Lantz}}&lt;br /&gt;
&lt;br /&gt;
{{profile|6831|Nickus}}&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11236</id>
		<title>Lantz's Place</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11236"/>
		<updated>2006-11-26T05:50:15Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantz's place is a small camp northwest of Durnham with a few banana trees. I try to keep the roads in the area cleared while I chill at my camp. Why don't you come join me? [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70653&amp;amp;cy=26370&amp;amp;dw=806&amp;amp;dh=494&amp;amp;aw=25&amp;amp;ah=25&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1&amp;amp;bc=0&amp;amp;ht=0&amp;amp;alt=0 -70.653,26.370]&lt;br /&gt;
&lt;br /&gt;
=Current Inhabitants=&lt;br /&gt;
{{profile|6816|Lantz}}&lt;br /&gt;
&lt;br /&gt;
{{profile|6831|Nickus}}&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11235</id>
		<title>Lantz's Place</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11235"/>
		<updated>2006-11-26T05:48:59Z</updated>

		<summary type="html">&lt;p&gt;Lantz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantz's place is a small camp northwest of Durnham with a few banana trees. I try to keep the roads in the area cleared while I chill at my camp. Why don't you come join me? [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70653&amp;amp;cy=26370&amp;amp;dw=806&amp;amp;dh=494&amp;amp;aw=25&amp;amp;ah=25&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1&amp;amp;bc=0&amp;amp;ht=0&amp;amp;alt=0 -70.653,26.370]&lt;br /&gt;
&lt;br /&gt;
=Current Inhabitants=&lt;br /&gt;
{{profile|6816|Lantz}}&lt;br /&gt;
{{profile|6831|Nickus}}&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11234</id>
		<title>Lantz's Place</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Lantz%27s_Place&amp;diff=11234"/>
		<updated>2006-11-26T05:46:38Z</updated>

		<summary type="html">&lt;p&gt;Lantz: Lantz's place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lantz's place is a small camp northwest of Durnham with a few banana trees. I try to keep the roads in the area cleared while I chill at my camp. Why don't you come join me? [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70653&amp;amp;cy=26370&amp;amp;dw=806&amp;amp;dh=494&amp;amp;aw=25&amp;amp;ah=25&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1&amp;amp;bc=0&amp;amp;ht=0&amp;amp;alt=0 -70.653,26.370]&lt;br /&gt;
&lt;br /&gt;
=Current Inhabitants=&lt;br /&gt;
{{profile|6816|Lantz}}&lt;br /&gt;
{{profile|6831|Nickus}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11233</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11233"/>
		<updated>2006-11-26T05:17:40Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&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 removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
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'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
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I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
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I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11232</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11232"/>
		<updated>2006-11-26T05:11:21Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Miscellaneous */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
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===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
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:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
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:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
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:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
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::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
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:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
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===Player Titles===&lt;br /&gt;
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To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
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*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
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:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
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:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
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::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
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===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
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=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
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===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
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===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
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'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
&lt;br /&gt;
I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
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I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Lantz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11231</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=11231"/>
		<updated>2006-11-26T05:02:25Z</updated>

		<summary type="html">&lt;p&gt;Lantz: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
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:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
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:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
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=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
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*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
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*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
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This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
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'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
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I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
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The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
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I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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		<author><name>Lantz</name></author>
		
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